TEXT: NYR6−05 
   
   
   
   
   
  Death of a Sailor 
   
  A One-Round Dungeons & Dragons® Living 
  Greyhawk™ 
  Regional Adventure set in Nyrond 
  Version 0.5 
   
   
  by Tom Kee 
  Maps: Josh Freeman (Oldred map by J. Eddy Roberts?) 
  Circle Reviewer: John Jenks 
  Additional Reviewer: David Howard 
  Playtesters: Eric Brittain, Andrew Harasty, Dianna Hildreth, David Howard, Scott Sanders, George Smith 
   
   
  A sailor’s body washed up on shore. A priest of Pelor murdered. A ghostly ship sighted on Relmor Bay. From 
  Nessermouth to Oldred and out to sea, the trail of clues seems to never end. Is this a simple murder or a plot so deep it 
  threatens even the security of the Kingdom? A one-round Regional adventure set in Nyrond for characters level 1-7 
  (APLs 2-6). Part Two of the Relmor Bay Series. 
   
  Resources for this adventure [and the authors of those works] include Complete Adventurer [Jesse Decker], Complete 
  Arcane [Richard Baker], Complete Warrior [Andy Collins, David Noonan, Ed Stark], Heroes of Horror [James Wyatt, Ari 
  Marmell, C. A. Suleiman], Libris Mortis [Andy Collins, Bruce R. Cordell], NMR5-05 Winds of Change [Susan Ruff and Eric 
  Brittain], NYR1-02 You Ain’t From Around Here [Steven A Hardinger], NYR3-08 run Up the Colors [Loren Dean], NYR4-02 
  In the Streets of Oldred [Robert Moon], NYR4-07 And All the King’s Men [Tom Kee], NYR4-S02 A High Price to Pay [Stephanie 
  and J. Eddy Roberts], NYR5-03 For the Duchess of Woodwych [Robert Moon], NYR5-07 Road to Rel Mord [Rene Ayala, John 
  Jenks, and Tom Kee], NYR5-I04 Velvet Glove, Iron Fist [Robert Moon], NYR6-01 Quality of Mercy [Andrew E. Harasty], 
  Stormwrack [Richard Baker, Joseph D. Carriker, Jr., Jennifer Clarke Wilkes], WGR4 The Marklands [Carl Sargent], and the 
  Nyrond web site Gazetteer (nyrond.org) [various]. 
   
  Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of Wizards of the 
  Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit www.wizards.com/d20 
  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can sanction and run DUNGEONS & 
  DRAGONS game events of all sizes, visit our website at www.rpga.com. 
  DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, PLAYER’S HANDBOOK, DUNGEON 
  MASTER’S GUIDE, AND MONSTER MANUAL ARE TRADEMARKS OF WIZARDS OF THE COAST, INC, IN THE US AND OTHER 
  COUNTRIES. THIS MATERIAL IS PROTECTED UNDER THE COPYRIGHT LAWS OF THE UNITED STATES OF AMERICA. ANY 
  REPRODUCTION OR UNAUTHORIZED USE OF THE MATERIAL OR ARTWORK CONTAINED HEREIN IS PROHIBITED WITHOUT 
  THE EXPRESS WRITTEN PERMISSION OF WIZARDS OF THE COAST, INC. THIS PRODUCT IS A WORK OF FICTION. ANY 
  SIMILARITY TO ACTUAL PEOPLE, ORGANIZATIONS, PLACES, OR EVENTS IS PURELY COINCIDENTAL. © 2005 WIZARDS OF THE 
  COAST, INC. 
  Visit the LIVING GREYHAWK website at www.rpga.com. 
   
   
  
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA event from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a worldwide, 
  ongoing D&D® campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house. 
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL™ gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the table Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have to be a 
  HERALD-LEVEL GM to run this adventure if you are not 
  the senior GM. 
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second player and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth two (2) points. 
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2007. 
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com. 
   
  Players Read No Farther 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this adventure 
  as part of an RPGA-sanctioned event, reading beyond this 
  point makes you ineligible to do so. 
   
  Preparing for Play 
  To get the most out of this adventure, you need copies of 
  the following D&D rulebooks: Player’s Handbook, Dungeon 
  Master’s Guide, and the Monster Manual. 
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Sidebars contain important 
  information for you, including special instruction on 
  running the adventure. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Full information on NPCs 
  and monsters are given in Appendix 1. For your 
  convenience, that appendix is split by APL. 
   
  Along with this adventure you’ll find a RPGA 
  Session Tracking sheet. If you’re playing this adventure 
  as part of an RPGA-sanctioned event, complete and turn 
  in this sheet to your senior GM directly after play. You’ll 
  also find a LIVING GREYHAWK Adventure Record (AR). 
   
   LIVING GREYHAWK LEVELS 
  OF PLAY 
   Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  1. 
   Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
   If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), other than 
  those brought by virtue of a class ability (such as 
  animal companions, familiars paladin’s mounts) or 
  the warhorse of a character with the Mounted 
  Combat feat, use the sidebar chart to determine the 
  number of levels you add to the sum of step one. Add 
  each character’s animals separately. A single PC may 
  only bring four or fewer animals of this type, and 
  animals with different CRs are added separately.  
  # 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 
  3. 
   Sum the results of step 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. 
   
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLs are given in even-numbered 
  increments. If the APL of your group falls on an odd 
  number, ask them before the adventure begins whether 
  they would like to play a harder or easier adventure. 
  Based on their choice, use either the higher or the lower 
  adjacent APL. 
  NYR6-05 Death of a Sailor 
   
  Page 2 
  
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. If a player 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character receives only one-half of the 
  experience points and gold for the adventure. This 
  simulates the fact that either the PC was not challenged 
  as much as normal or relied on help by higher-level 
  characters to reach the objectives. 
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may 
  not play the adventure. 
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1st-level characters may find 
  the challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success: 
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them and fight for them. 
   
  TIME UNITS AND UPKEEP 
  This is a standard one-round regional adventure, set in 
  the Kingdom of Nyrond. Characters from the Kingdom 
  of Nyrond pay one (1) Time Unit per round, while all 
  other characters pay two (2) 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. Characters that fail 
  to pay at least Standard Upkeep will retain temporary 
  ability damage until the next adventure, must buy new 
  spell component pouches and healer’s kits, and may 
  suffer other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this adventure. 
   
  A character that does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild. If the character possesses four or more 
  ranks in the Survival skill and succeeds at a DC 20 
  Survival check, the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, may 
  refill spell component pouches and healer’s kits, and may 
  restock up to 20 arrows or bolts if the character has at 
  least four ranks in Craft (bowmaking). The player is 
  allowed to Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 3 of the Living Greyhawk Campaign Sourcebook. 
   
   
  ADVENTURE BACKGROUND 
   The civil war in Nyrond is over, but there is still much 
  left to be rebuilt. Brackenmoor, Eventide, Korenflass, and 
  Womtham still remain without newly appointed leaders 
  as the King deals with other priorities. General Osmeran 
  sits as regent in Womtham, but seems far more distracted 
  than is his want. Admiral Toran Anhur administers issues 
  in Korenflass for the time being, but all know that will 
  not last, as his concerns are toward the water, not the 
  land. The Duchess of Woodwych, Verin Talnith, oversees 
  both Brackenmoor and Eventide in the meantime, but 
  she is far away and in no position to deal with the day-to-
  day problems of the counties, let alone the problems of a 
  small town on the farthest edge of Nyrond like 
  Nessermouth. And Nessermouth has seen it’s fair share 
  of problems over the years. 
   
  Most recently, the occupation by Sewarndt’s 
  Imperium in the form of his Lieutenant, Mafisadi and the 
  blockade that had all of Nyrond and Her Environs 
  feeling the pinch of imported goods. Those troubles are 
  all past now too, with Mafisadi dead and the blockade 
  gone. Still though, neither the King nor the Duchess of 
  Woodwych has appointed an official ruler as yet, and so 
  the local merchants have gathered and appointed 
  Leemund Andresen, a somewhat notorious local 
  merchant and smuggler, as Mayor of Nessermouth.  
   
  Andresen has proven to be just the man for the job, 
  with shipping, of all sorts, having gotten back under full 
  swing. And he is not a stupid man. He knows that it’s 
  only a matter of time until the King appoints a new 
  Count of Eventide, who will, in turn, be looking for 
  someone to rule in Nessermouth. Leemund hopes to play 
  both sides of the fence in order to appeal to whomever 
  the King appoints.  
   
  But things are not all good in Nessermouth. The 
  body of a sailor, recently washed up on shore, prompted 
  what was to be a small investigation into his death by the 
  local priest of Pelor. While there were certainly bumps 
  along the road of the investigation, no one would foresee 
  the death of not only the priest, but of his entire family. 
   
  And those deaths are what caused a group of 
  adventurers, new friends of the priest, to pick up the 
  pieces of the investigation, only to find themselves now 
  into something far deeper than they expected and feeling 
  out of their league. 
   
  This is the backdrop of our story. A nation still 
  recovering from an internal wound, a small town known 
  for being apart from the Kingdom now being drawn into 
  the greater plot, a series of brutal and calculated slayings, 
  the threat of undead, a quest for a pirate ship, and a ghost 
  ship being seen repeatedly off the coast of Nyrond. What 
  does it all mean and how is it all connected? The story 
  continues. 
   
   
  ADVENTURE SUMMARY 
  Introduction 
  The PCs are sent a letter asking them to come speak with 
  a priest of Pelor in Rel Mord. 
   
  Encounter 1: A Mission of Great Importance 
  The PCs speak with the priest of Pelor and are asked to 
  undertake an investigation as a favor. 
   
  Encounter 2: Nessermouth 
  The PCs travel to Nessermouth, look around the town for 
  clues, and try to find the whereabouts of the Devil’s 
  Pride. 
  NYR6-05 Death of a Sailor 
   
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  Encounter 3: The Streets Aren’t Safe 
  The PCs find themselves being discouraged from the 
  investigation by a group of thugs sent out by the local 
  Sheriff. 
   
  Encounter 4: The Coast of Nyrond 
  The PCs having found the Devil’s Pride was last seen near 
  Nyrond, book passage of one form or another to Oldred 
  and travel up the coast. 
   
  Encounter 5: A Close Encounter 
  The PCs nearly collide with a “ghost ship” while one the 
  way to Oldred. The ship leaves behind some rather 
  corporeal undead for the PCs to fight. 
   
  Encounter 6: Oldred 
  The PCs arrive in Oldred to discover that the King has 
  appointed a new Duke of Korenflass, Sir Elmain 
  Vardushi. In the midst of all the celebrations, the PCs try 
  to track down the current whereabouts of the Devil’s 
  Pride. 
   
  Encounter 7: Expected Visitors 
  The PCs travel with the Widowmaker to hunt down the 
  Devil’s Pride near a small island where they believe it to 
  be. When the PCs go ashore to hunt down the pirates’ 
  landing party, they discover a rather gruesome collection 
  of corpses that should hit a little to close to home for 
  them. They also have a fight with the pirate landing 
  party. 
   
  Encounter 8: Unholy Birth 
  If the PCs press on to find out where the pirates went, 
  they will discover a horrifying scene of sacrifice and 
  perhaps birth. 
   
  Conclusion 
  The PCs join up with the Widowmaker again to go over 
  what they both found. Then they all travel back to 
  Oldred. They know they’ve uncovered a little more of the 
  mystery, but they also know they have barely scratched 
  the surface. 
   
  PREPARATION FOR PLAY 
   
  Get to know your players in order to think about how 
  you are going to handle the descriptive portions of 
  Encounters 7 and 8. In particular, determine if you have 
  any minors at the table, or if anyone is likely to be 
  distressed by those potentially gruesome sections.  
   
  Meta-orgs to ask about: 
  • 
  Church of Pelor 
  • 
  Church of Osprem 
  • 
  Church of Procan 
  • 
  Licensed Adventurer 
  • 
  Nyrond Navy 
  • 
  Oldred Thieves’ Guild (You should ask the PC which 
  “family” they belong to before giving them any 
  information about the current state of things in 
  Oldred. If they do not know, make them choose one 
  and make sure to note it on their AR.) 
  • 
  The Grey Watch (this meta-org has a special 
  assignment, see Player Handout 1) 
   
  Previous scenarios to ask about: 
  • 
  NYR6-01 Quality of Mercy (if so, player will recognize 
  Father Archibald) 
  • 
  NYR6-S01 Making Your Marque 
   
  Also ask about the AR notations from NYR6-S01 Making 
  Your Marque: 
  • 
  Wanted in Nessermouth (see Encounter 2 for notes 
  on dealing with this) 
  • 
  Favor of the Church of Osprem (see Encounter 2 for 
  notes on dealing with this) 
  • 
  Urchin (if more than one PC at the table, have them 
  decide between them which has Urchin for the 
  course of the adventure, however, note that urchin 
  does not come into play in this adventure) 
   
  It is also important that you familiarize yourself with 
  both Nessermouth and Oldred (see appendixes 3 and 4). 
  Many things are addressed in the body of the mod, but 
  encounters in both cities are free flowing and you may 
  need to answer questions that are not addressed directly. 
   
  INTRODUCTION 
  A priest of Pelor and his entire family have been 
  murdered. The priest’s superior in Rel Mord has called on 
  the PCs to further investigate the killing. 
   
  The introduction starts in one of two ways. The first 
  is for PCs that have played NYR6-S01 Making your Marque, 
  while the second is for all others. 
   
  For Players of NYR6-S01: 
   
  It’s been hard to forget the images of that night. 
  Which was worse? Little Cas’ body still lying in her 
  bed? Or the result of Jeffrey’s attempt to protect her? 
  What kind of monster could do that? A human most 
  assuredly. Another sick and twisted evil blight on 
  the Kingdom. Fiends would have left a telltale sign 
  of some sort. This, on the other hand, was efficient 
  and brutal. A slaying with a purpose. A warning 
  perhaps? 
   
  Ah well, is it any wonder that you couldn’t resist 
  the call when Father Archibald contacted you and 
  requested your presence in Rel Mord? It was this 
  priest of Pelor who had set Father Atlan on the 
  mission that resulted in the death of his family. It 
  can’t be any coincidence that has him contacting 
  you. This must be a chance to continue the quest. 
  NYR6-05 Death of a Sailor 
   
  Page 4 
  
   
  Eventually you find your way to the main 
  temple of Pelor in Rel Mord. After presenting your 
  letter to one of the men working in the temple, you 
  are led through a series of maze-like corridors and 
  stairs to a comfortable sitting room where you seem 
  to have found other adventurers. Some you might 
  even know. 
   
  For all other Players: 
   
  A summons from the church of Pelor? Surely you 
  haven’t done anything to deserve this. On either 
  side of the law that is. Who is this Father Archibald 
  anyway? (For PCs who have played Quality of Mercy, 
  add, “Wait, that names seems familiar. Blasted memory!”) 
  The paper was nice and official looking, but is the 
  church in the habit of summoning people at 
  random? And what exactly did he mean by “the 
  church would ask of you a favor?” Means there isn’t 
  going to be any pay, that’s what it means. 
   
   
   
   
  Ah well, suppose no harm can come of listening 
  to him. Being in Rel Mord already made it not much 
  of an inconvenience anyway. Sure is a nice day 
  though. Hopefully this won’t be an all day lecture 
  deep in some clerk’s office. It would be a shame to 
  waste the day when all of Rel Mord is out there to 
  explore. Looks like the reconstruction and clean up 
  efforts are coming along quite nicely. Activity seems 
  to have redoubled with the rumors of an anniversary 
  celebration being held by the King. Still, they’re just 
  rumors. 
   
  Eventually you find your way to the main 
  temple of Pelor in Rel Mord and after presenting 
  your letter to one of the men working in the temple, 
  you are led through a series of maze-like corridors 
  and stairs to a comfortable sitting room where you 
  seem to have found other adventurers. Some you 
  might even know. 
  This, of course, would be the perfect point for characters 
  to introduce themselves. As soon as the players are done 
  with the introductions, move on to Encounter 1. 
   
   
  ENCOUNTER 1: A MISSION OF 
  GREAT IMPORTANCE 
  The PCs are sent to Nessermouth to pick up the trail of 
  the murdered sailor and the murdered priest. PC’s who 
  played NYR6-01 Quality of Mercy should recognize Father 
  Archibald as the same priest who recruited them for that 
  mission. 
   
  Soon, Father Archibald, the man who sent for you, 
  shows up. After some pleasantries, he gets right 
  down to the heart of the matter. 
   
  “Father Atlan was sent to Nessermouth two 
  years ago to make some in-roads for the church 
  there. As with much of Eventide and Korenflass, the 
  church of Pelor has traditionally met opposition in 
  the area. 
   
  “He had been meeting with a modicum of 
  success and had managed to stay put through even 
  the Black Prince’s reign. 
   
  “About three months ago I was informed 
  through my superiors that a body, that of a sailor, 
  had washed up onto shore near Nessermouth. I 
  honestly cannot tell you why my superiors 
  considered this particular body of more import than 
  usual, but I, in turn, sent a dispatch to Father Atlan 
  to see what he could do about looking into it. 
  “And that missive will likely always haunt me as 
  it has led not only to the death of Father Atlan, but 
  of his entire family, including his young children. 
  The creature, for I will not call him or her a person, 
  who did this must be made to pay. 
   
  “I have since been trying to garner more 
  information from the area to pursue both the death 
  of this sailor, but also the deaths of Father Atlan and 
  his family. Regrettably, without a strong presence in 
  Nessermouth, my inquiries have not been fruitful. 
   
  “And so we come to why you are here. I would 
  ask of you a favor. Could you possibly find it in your 
  hearts to investigate these murders for us? 
   
  “The church’s funds are currently all tied up in 
  the recovery efforts of Nyrond. In fact, we’ve even 
  been bringing in help from sister churches across 
  the Flanaess, in the way of both money and goods. 
  So, I cannot offer to pay you for this. On the other 
  hand, if you will do this out of kindness or even out 
  of a sense of justice, I’m sure the church will find a 
  way to repay the favor.” 
   
   
  � Father Archibald: NG male human cleric 9. 
   
  The PCs may have questions. Here are some pertinent 
  things that Father Archibald knows. If not listed here, 
  you can attempt to answer from the Adventure 
  Background or simply say that he doesn’t know (or that 
  he’ll have to get back with them on that particular 
  question). Also, if any of the questions pertain to the 
  events of NYR6-S01 Making Your Marque and any of the 
  PCs have played that mod, he may very well turn to them 
  to answer as “they were much more directly involved 
  than I.” 
   
  • 
  He was asked to look into the death of the sailor by 
  his superiors. He does not know why. He does have 
  a suspicion, but he will not share it. 
  • 
  He in turn asked Father Atlan, the only local 
  representative of the church to look into it for him. 
  • 
  Father Atlan had difficulty getting permission to 
  investigate the body from the new Mayor, but 
  managed to place a gentle repose on the body with 
  the intention of digging it up to examine it later. 
  • 
  Father Atlan never got the chance to follow up as he 
  and his entire family were subsequently killed. 
  NYR6-05 Death of a Sailor 
   
  Page 5 
  
  • 
  Luckily, a group of adventurers, perhaps even those 
  currently in the room, had become father Atlan’s 
  friends and chose to follow up n the investigation. 
  • 
  When the PCs investigated the body, they found 
  that it had been dumped at sea few days before the 
  body had been found. While there were signs of bite 
  marks, the real cause of death was from a curved 
  slash blade of some sort. Similar if not identical to 
  the blade that had killed Father Atlan and his family. 
  • 
  Additionally, they found a small scrap of paper on 
  the body with the words “Devil’s Pride” scrawled out 
  on it in common. 
  • 
  Just about that time they were attacked by a rather 
  powerful ghoul along with a similarly more powerful 
  than usual zombie. The undead almost seemed to be 
  guarding the grave. 
  • 
  The adventurers, perhaps with some help from a 
  priestess of Osprem, were able to defeat the undead. 
  • 
  Subsequent checking revealed that the Devil’s Pride 
  was actually a rather notorious pirate ship that had 
  been in port in Nessermouth and had left about the 
  same time the body would have been dumped into 
  the water. 
  • 
  The current whereabouts of the Devil’s Pride are 
  unknown. 
  • 
  While there is currently no representation by the 
  church of Pelor in Nessermouth, there is a priestess 
  of Beory that lives just outside of town. Her name is 
  Alanna Ghriogair (pronounced “GREE-gare”). But he 
  will only volunteer this information if someone jogs 
  his memory by asking if there is a priest of Pelor in 
  Nessermouth now. 
  • 
  He also knows a lot of the general information about 
  the area and can give some of the history of the area 
  if asked (see Appendix 3: Nessermouth). 
   
  When it feels like the PCs are done asking questions, 
  read the following: 
   
  “There is one more thing I can do for you. I can help 
  speed you along your way. Trusting in Pelor that you 
  would accept the mission, I prepared passage for you 
  on a fast keelboat called the Nixie’s Wager. The 
  Captain, Caoimhín (pronounced KWEE-vin), is of 
  Flan descent and an old friend of the church. He’ll 
  see you quickly and safely to Nessermouth. Know, 
  though, he leaves dock with the first light of Pelor. 
  Make sure you’re not late, as he won’t wait for you. 
  Always makes it a habit to start his trips with the 
  first light. 
   
  “If there’s nothing else then, I’m afraid my 
  duties are calling me elsewhere and I must obey. 
  Good luck and may the Radiant Light of Pelor bless 
  you and guide your way.” 
   
  Development: Any PC who chooses not to take on the 
  mission is essentially done with the module. They will 
  not be able to board the Nixie’s Wager and will not be 
  able to reach Nessermouth in time to keep up with the 
  other PCs. Give the player his or her AR with whatever 
  role-playing XP you believe appropriate and ask the 
  player to leave the table. 
   
  For those PCs who will be continuing the mod, they 
  have the rest of the day to make preparations, but must be 
  at the docks by dawn for the early departure of The 
  Nixie’s Wager. 
   
  The PCs have the chance to purchase any items that 
  would normally be available between adventures, or 
  anything that they have access to of frequency: Any, 
  Regional, or Nyrond and Her Environs Meta-Regional, 
  with a couple of exceptions. They do not have time to get 
  armor made for them, so only non-metal armors would be 
  available. Likewise, they do not have time to have any 
  magical items upgraded. 
   
  When they are ready to go, proceed on to Encounter 
  2. 
   
  ENCOUNTER 2: 
  NESSERMOUTH 
  The PCs may retrace some earlier steps taken in NYR6-
  S02 Making Your Marque or may blaze new trails. Some 
  new information on the Devil’s Pride’s location is 
  awaiting them. Eventually though the PCs have a role-
  play encounter with the corrupt Sheriff before getting 
  the chance to move on to Oldred. 
   
  Note: Wanted in Nessermouth – It is possible that one or 
  more of the PCs will be wanted in Nessermouth for petty 
  robbery (they looted some NPCs after a bar fight). If this 
  is the case and they do nothing to disguise themselves 
  while in Nessermouth, they will eventually be arrested. 
  It’s up to the discretion of the DM to decide exactly 
  when. 
   
  If the PC’s do disguise themselves, have the local 
  authorities make two separate Spot checks (Spot +10) 
  against the PCs Disguise check. If either check succeeds, 
  again, the PC or PCs will be arrested with the timing of 
  the arrest left up to the discretion of the DM. if they fail 
  at both checks, the PC is never noticed while in 
  Nessermouth. It is possible for one PC to be noticed and 
  another not to be, so individual checks should be made 
  against each PC. 
   
  It is also possible that the PCs might just turn 
  themselves in. Or, the PCs may decide to not enter 
  Nessermouth at all, including not going to the docks to 
  get on the Widowmaker or Perren’s Folly. In this case 
  they would need to make arrangements to meet up 
  somewhere else. 
   
  If a PC is arrested, they will simply need to spend 
  two days in jail and pay a fine of 200 gp (100 gp if they 
  turn themselves in). It will delay things a little, but 
  should not impact the mod. If they claim King’s Justice, 
  they will be held over and shipped to Rel Mord, where 
  they spend three additional weeks in jail and will pay a 
  fine of 300 gp (the local mayor was being generous). So, 
  staying in Nessermouth would be 2 days (0 additional 
  NYR6-05 Death of a Sailor 
   
  Page 6 
  
  TUs) and 200 (or 100) gp, while King’s Justice would 
  actually cost the PC 5 weeks (5 additional TUs) and 300 
  gp. Plus, the latter means the PC is done with the 
  adventure. 
   
  Most of the city still sleeps giving the streets an odd 
  calm that is rarely seen during the day or even in the 
  nighttime hours. Thankfully the way has been clear 
  to the docks as the first hint of Pelor’s wisdom glows 
  already in the eastern sky. The docks themselves 
  show some signs of hustle, as Captain Caoimhín is 
  apparently not the only captain who likes to get an 
  early start. Still there must be a good fifteen 
  minutes of pre-dawn left as you stand at the gang 
  plank asking for permission to board. 
   
  The others are there as well and the Captain 
  seems pleased to have everyone here on time. 
  “Please, come ab’rd and get yer gear stewed,” he says 
  in his thick Flannish accent. “’tis a fine mornin’ 
  ‘bout to break. If ye willn’t be joinin’ us in a quick 
  prayer ta te Faater, then at leas’ be r’spctin our ways 
  an keep yer yaps shut.” 
   
   You soon find out that the Captain is a man of 
  the Old Faith and won’t allow anyone to preach 
  otherwise on his ship. He makes a special point to 
  say, “yabberin’ on about te one tru paith is the 
  quickest way ta find a paith ta te bott’m of te river!” 
   
  As you pull away from Dock 21, you notice that 
  the dock nearest to it seems to have had a forty-foot 
  section of it taken clean out. The resulting 
  structural damage has caused the outer end to 
  collapse, but the piece attached to land still stands. 
  The end looks to have been sheared off clean, but by 
  a circular edge. How odd. Left over from the battle 
  no doubt. 
   
   
  Captain Caoimhín: NG male human [Flan] 
  commoner 2/warrior 1/rogue 1/expert 6. 
   
  Both the captain and his crew are good men and the PCs 
  will find the trip down river easy going and enjoyable as 
  long as they follow the Captain’s rules about preaching. 
  With good winds and the downriver current working for 
  him, the Captain gets the Nixie’s Wager to Nessermouth 
  in just nine days, with no significant stops along the way 
  except to drop off a passenger in Swanbore. 
   
  While the trip is strangely uneventful for a ship full 
  of adventurers, the crew, and the ships other passenger, a 
  merchant out of Rel Mord by the name of Abrams 
  Norcastle, of the Rel Mord Norcastles, are more than 
  willing to fill the time with idle gossip. Feel free to share 
  any or all of the following rumors. 
   
  • 
  The mosquitoes of the Gnatmarsh are unusually 
  large. I once saw one large enough to swallow a man 
  whole. 
  • 
  There is still a pirate problem in Relmor bay. No one 
  knows for whom the pirates work. One wonders if 
  they are of the Scarlet Brotherhood, preying on the 
  fair peoples of Nyrond. Others say they are southern 
  nobles out making a fortune for themselves. 
  • 
  I once saw a two-headed marsh troll. It was thiiiiiiis 
  big. 
  • 
  I heard there is a sunken lich tomb somewhere in 
  the swamp. It’s power feeds and controls all the evil 
  denizens of Gnatmarsh. 
  • 
  Word from the Duchy of Urnst is that Duke Karll 
  has gone missing. He’s always been known to take 
  long trips, but he’s never been gone this long before. 
  • 
  Yeah, well I heard Duke Korenflass has also been 
  missing since the Battle of Rel Mord. Guess it ain’t a 
  good time to be a Duke! 
  • 
  You think being a Duke is bad, it’s been all over the 
  river that Contessa Elone, you know over in the 
  county of Urnst, done got herself killed beyond even 
  raising. I hear the Lord of the East is the new regent. 
  Serves her right if you ask me. Siding with the Dark 
  Prince and stealing Nyrond land. I hope she rots! 
  • 
  The Swans of the Duntide returned to Swanbore this 
  year. Not nearly as many as in the past, but more 
  than last year. It looks like they had a good breeding 
  season. 
  • 
  I was down in Oldred, and stopped off for an 
  afternoon at the Menagerie. They have a new exhibit 
  of large birds there. They have some of those big sea 
  birds from down near Nessermouth, and some great, 
  big ol’ swans, too. 
  • 
  Heard tell that demons are attacking surveyors in 
  the Celadon. They aren't the only nasties about. I 
  also heard the elves found a bandit nearly torn in 
  half. Something took a bite out it the size of a dinner 
  plate. 
  • 
  I thought elves were better at protecting themselves 
  then that. I heard whole villages were being killed 
  down in the Entrell Estates. 
  • 
  Them folks in the Pale sure are getting’ what for. 
  They must have driven Pelor himself away and not 
  just his worshippers. It’s still freezing cold up there. 
  • 
  Midmeadow ain’t no picnic either. That used to be a 
  beautiful town. Now it’s really fallen on hard times. 
  No thanks to those Pholtans! 
  • 
  I hear a wizard was killed in Hammensend. They 
  found him in an alley on the south side with a 
  burned stick in his hand. 
   
  The trip downriver was pleasant and refreshingly 
  uneventful. The boat made good time, getting to 
  Nessermouth in just nine days. Upon arriving, late 
  on the ninth day, the Captain suggested staying at 
  the Cobbler’s Rest if you haven’t got another place 
  lined up. He says it’s in a nicer area of town, but not 
  too far from the docks, so that you won’t have to 
  walk the streets at night for long. He says to tell the 
  owner he sent you and that should get you a good in 
  with him. And then with a quick blessing to Pelor, 
  he boots you off his ship. 
  NYR6-05 Death of a Sailor 
   
  Page 7 
  
   
  WHERE TO START 
  This would be a good point to ask the PCs what their 
  plans are. Hopefully they’ve been discussing them 
  already. Most likely they’ll try to find a place to stay for 
  the night. If they don’t want to take the Captain’s advice, 
  there’s a seedy looking inn within eyesight of the docks 
  where they can stay cheap. But if they stay there, have 
  each PC make a Fortitude save (DC 13) in the morning or 
  they will contract the Shakes (see Disease in the Dungeon 
  Master’s Guide, page 292). On the opposite end of the 
  spectrum, there is a very nice Inn called the Heron’s 
  House, but they will have to cross town to get there and 
  will have to chase off a group of wanna-be rogues to get 
  there. In any event, it’s best to encourage them to find 
  rooms for the night and start their investigation in the 
  morning. If they insist on starting now though, wing it. 
   
  Assuming they will want to do some investigating, 
  here are some places they may want to go and what they 
  can find. 
   
  Father Atlan’s Home 
  Should the PCs decide to investigate the house, they will 
  find that it is still locked up with a sign that says “Stay 
  Out” and is attributed to the Sheriff. Should they decide 
  to break in and look around anyway, they will find that 
  the house has been mostly cleaned out, all furniture is 
  gone, but they will be able to find some of the blood left 
  behind. The home has been quickly cleaned, but not 
  thoroughly so. Feel free to let the PCs make Search 
  checks if they please, but there really are no new clues 
  here. 
   
  If a PC has Urchin, they will find that urchin will 
  not enter the house and will fight and claw to get away 
  should they try to force her into the house. 
   
  The Local Sheriff’s Office 
  The Sheriff’s office is nothing special to see. It’s a 
  well 
  kept 
  building, 
  but 
  simple 
  even 
  by 
  Nessermouth’s standards. Just inside the door is a 
  fairly large common room with some desks where 
  the deputies do their work and deal with the public 
  as needed. The Sheriff has a private office just off 
  the common room that always seems to be closed. 
  And in the back of the building is a small jailhouse 
  with two large cells and one small one. On a good 
  day, there’s no one yelling from the back room. 
   
  There is really no information to be found here. 
  However, they can abort the visit from the Sheriff if they 
  let her know up front that they are in town and what they 
  are doing. She’ll still tell them that she doesn’t appreciate 
  private investigations and will suggest they finish up 
  quickly, but will also thank them for showing her the 
  courtesy of checking in. 
   
  The PCs may also think to ask for permission to 
  search Father Atlan’s home (or perhaps some other 
  private location). While the Sheriff will smile and thank 
  them for being on the up and up, she will politely refuse 
  to grant permission. 
   
  The Temple of Osprem 
  Many PCs are likely to have the favor of the Church of 
  Osprem from NYR6-S01 Making Your Marque. Because of 
  this, many are likely to find their way here, either 
  because they simply know it is here, because they are 
  looking for Osira, or because they want to “redeem” the 
  favor. No matter what their reason, read the following: 
   
  The temple is not grand by the standards of a big city 
  like Rel Mord or Mithat, but it has a simple beauty 
  to it owing to the craftsmanship and artistry of its 
  architect, and perhaps his artisans. In particular, the 
  marble fountain of a beautiful woman riding a 
  whale just inside the vestibule is stunning as the 
  sunlight through the open ceiling strikes the waters 
  to make them shimmer. Clearly this must be a 
  depiction of Osprem created by one of true faith. 
   
  The temple itself is fairly busy with visitors 
  coming and going and as well as with the two 
  priestesses you see attending to them. One, a 
  striking woman with lightly tanned skin and blonde 
  hair, turns toward your party as you make your way 
  in. 
   
  “Ware the sea and respect the power that it 
  holds and your journeys will ever be gentle,” she 
  says as she gestures for you to come forward. 
   
  If any of the PCs have played NYR6-S01 Making Your 
  Marque she will give them a warm welcome and call them 
  each by name, expressing happiness at their return. For 
  others, she will simply welcome them with kind words to 
  the Temple of the “Voice of the Sea.” She will also 
  introduce herself as simply Jazia. 
   
   
  � Jazia-Pyr, High Priestess of the Temple of 
  Osprem: LN female human cleric 6. 
   
  If the PCs have come seeking Osira, she will let them 
  know that Osira was on the night watch at the graveyard 
  again last night and that she is currently sleeping. She 
  will let Osira know that they are in town when she 
  awakes and asks where they are staying. 
   
  Whether or not the PCs actively ask about 
  redeeming the Favor of the Church of Osprem from 
  NYR6-S01 Making Your Marque, if they have it she will tell 
  them that she has indeed made a special arrangement for 
  them. She has arranged to make necklaces of adaptation 
  available to them should they ever decide they would like 
  one. This equates to Regional access to the items. 
   
  After some small talk and answering questions, Jazia 
  does not know of the location of the Devil’s Pride by the 
  way, she will gently excuse herself to attend to duties. 
   
   
  � Osira, Priestess of Osprem: LG female human 
  cleric 4. 
   
  NYR6-05 Death of a Sailor 
   
  Page 8 
  
  At some point later in the mod, probably after visiting at 
  least one more location, Osira will seek out the PCs with 
  some information on the Devil’s pride. In addition to 
  greetings and small talk, she will tell the PCs that a friend 
  of hers, a priest of Osprem at the Temple of Xerbo and 
  Osprem in Oldred, just sent her word two days ago that 
  Devil’s Pride had just been seen in the vicinity of Oldred. 
  She suggests that it would be the best place to go seek 
  more information. She even suggests that the PC ask Tot-
  Sho, her friend at the temple, for more information. He 
  may know more, but she doesn’t know. 
   
  The Temple of Procan 
  The Temple of Procan has the look of a once proud 
  warrior that has seen his better days. While the 
  original construction of the Temple was fine, if not 
  grand, age has worn on it. That attempts are being 
  made to restore it is apparent by the small crew of 
  workers currently trying to fit a new marble cornice 
  piece, but there is much work left to be done. 
   
  The Temple of Procan really has no information to share 
  on the Devil’s Pride, as they know little of it other than its 
  reputation. However, if the PCs tell their story here, 
  Jireen will become very curious and will ask for more 
  information. For most groups, he will do little more than 
  ask a lot of questions and eventually suggest that the PCs 
  engage the Widowmaker, and it’s fine Captain (a Procan 
  worshipper) if they do get a lead. 
   
  But, if there is a PC who is a current member of the 
  Church of Procan meta-org, he will pull that PC aside and 
  ask of him or her a favor. In this case, Jireen will ask that 
  the PC pursue the same cause that the Church of Pelor 
  has set them upon, but additionally, he would ask that all 
  of the information they find be brought to his attention 
  as well. He will say in confidentiality that the Temple 
  needs something to give it a boost here in Nessermouth. 
  Over the last ten years, Osprem has become the 
  prominent sea deity faith in town and he clearly resents 
  it. And so, he feels that helping to solve this mystery may 
  be just what he needs. If the PC agrees, he will arrange a 
  special favor for them. 
   
   
  � Jireen Aerian, High Priest of the Temple of 
  Procan: CN male human cleric 5. 
   
  The Shrine of Beory 
  Allana cannot provide the PCs with any information 
  about the Devil’s Pride, but she will tell them she had a 
  dream about Father Atlan the night after he died. She felt 
  it was a sending from the Earth Mother. 
   
  “In the dream, I saw Father Atlan surrounded by 
  undead and about to be overwhelmed when the 
  power of the Sun Father suddenly seemed to flow 
  though him destroying all but one ghastly looking 
  creature. It just stood there, arm outstretched, claws 
  pointing at Father Atlan. And then the dream ended. 
  I can’t make anything of it yet, but I know it to be 
  important. I intend to go on a pilgrimage to see a 
  holy mother and ask her for advice. Perhaps there 
  will be more to tell in the future.” 
   
  Allana’s last name is pronounced “GREE-gare.” 
   
  Alanna Ghriogair, Priestess of Beory: NG female human 
  [Flan] cleric 2. 
   
  The Mayor’s Office 
  The PC’s cannot get in without an appointment and the 
  next spot in the schedule is over two weeks away as the 
  Mayor leaves town for a week in three days. Unless 
  there’s an emergency, and the PCs aren’t going to 
  convince anyone there is one, they aren’t getting in. 
   
  The Graveyard 
  It is nicer during the day. The PCs can find the graves of 
  the Atlan family here. No other new graves can be found 
  and all others seem to be well buried and not looking like 
  anything has disturbed them. There is nothing else here 
  of any interest. 
   
  The Dock Area 
  Nothing to be found here. 
   
  The Navy Station 
  Nothing to be found here. 
   
  The Widowmaker 
  The crew doesn’t know where the Devil’s Pride is, but 
  would love to go after them if the PCs hear anything. 
   
  If the PCs come here before actually trying to join 
  the ship to go after the devil’s Pride (knowing where it 
  is), the crew will be happy to get reacquainted (or 
  acquainted), but Crump will make it clear that the 
  Widowmaker s not a passenger ship. And only if the 
  Captain has a real target in mind will they be looking for 
  adventurers to fulfill the Letter. He’ll tell them to come 
  back if they hear anything and that he’ll seek them out if 
  the crew hears anything. 
   
  You may need to adjust the way you run Encounter 4 
  based on how this encounter goes, but this is simply all 
  free-form role-playing. 
   
  The Lustful Wench Tavern 
  Entering the rustic tavern you find that many of the 
  patrons are happily listening to an old man tell a 
  story of old Flan burial grounds and undead. His 
  parrot, perched on a shelf just above, occasionally 
  contributes sound effects to the story such as the 
  moans of the undead. 
   
  For any PCs that played NYR6-S01 Making Your Marque, 
  they will recognize Dubh (pronounced “doo”), as the old 
  storyteller. The rest of the patrons seem to pay the PCs 
  little to no mind after initially glancing to see who was 
  entering. The PCs are free to get drinks and ask around, 
  NYR6-05 Death of a Sailor 
   
  Page 9 
  
  but folks paying attention to the stories will not want to 
  be interrupted. 
   
  When Dubh finally stops to take a break, the PCs are 
  then free to ask anyone they like. But most in the tavern 
  have no information for them. Oddly enough, asking 
  Dubh will get them the information they’re looking for 
  right out. He’ll tell them the devil’s Pride has most 
  recently been seen repeatedly in the waters near Oldred. 
   
   
  � Dubh, old storyteller: N male human 
  commoner 11; age 50. 
   
  Other Local Churches 
  See Appendix 3 for a list of other churches in 
  Nessermouth. While the PCs are free to visit any of them 
  and can also buy standard NPC spellcasting from them, 
  none of them have any pertinent information for the 
  PCs. 
   
  Other Local Taverns 
  There are a handful of taverns in Nessermouth, ranging 
  from dives in the seedier parts of town, to nice working 
  class establishments in the merchants district. If the PCs 
  are willing to spend a day “tavern hopping” and can 
  manage to roll well on a Gather Information check, they 
  can actually find word for the Devil’s Pride through sheer 
  luck. 
   
  Gather Information: 
   
  APL 2: DC 28 
   
  APL 4: DC 32 
   
  APL 6: DC 36 
   
  If they are successful, they will be told the following 
  rumor: 
   
  “I just got into port on the Eel’s Tale out of Oldred. 
  On the way here, I happened to overhear two of the 
  crew whispering near by when they thought I was 
  asleep. They were going on about how they were 
  going to jump ship when they got back to Oldred 
  where they were going to join the crew of the Devil’s 
  Pride. One of them said he had an in with the first 
  mate. I didn’t really pay it much mind at the time, 
  but they did seem to think they could catch up to 
  the Devil’s Pride in Oldred.” 
   
  Some Other Location 
  If the PCs start chasing off in other directions, simply 
  wing any descriptions and role-play encounters. But, 
  keep them short, let them know they aren’t getting 
  anywhere, and make sure to count them toward the 
  number places they go before the Sheriff’s social call. 
   
  A SOCIAL CALL 
  No matter which places they pick, after visiting Father 
  Atlan’s home and one other place, or after visiting three 
  other places in total, whichever comes first, the PCs will 
  be approached by Sheriff Lindiir Carrack while deciding 
  where to go next. 
   
  The Sheriff is concerned that either strangers are 
  poking around in her town in places where they ought 
  not to be, or that the adventurers from a few months ago 
  who got mixed up in the fight at the Lustful Wench and 
  in a fight at the local graveyard have returned. Or perhaps 
  a little of both. 
   
  The Sheriff does not like having people carrying on 
  “private investigations” in her town and will confront the 
  PCs about it. Of course, she might just have something 
  she doesn’t want the PCs to find out as well, but that is 
  not for this scenario to deal with. 
   
  She will tell the PCs that private investigators are not 
  welcome in Nessermouth. But she will tell them how she 
  is particularly feeling insulted that they did not check in 
  with her and let her know of their intentions before 
  starting their investigation in the town under her care. 
   
  In any event, she has simply stopped by to politely 
  explain of her displeasure and ask they finish their 
  investigation soon and move on. And with that, she will 
  leave them to their own devices. 
   
   
  � Sheriff Lindiir Carrack: N female human 
  Rogue 3/Ranger 5. 
   
  Lindiir is slightly above average in the comeliness 
  department, with the brown hair and tanned skin of 
  Oeridian descent, but she is certainly no stunning beauty. 
  She is, however, smart, light on her feet, and she projects 
  a very powerful persona when she so chooses. She is 
  usually dressed in a dark leather jerkin over a mithral 
  shirt, which she will typically allow to “peak out” for 
  others to see, but which can also be quickly hidden from 
  sight. She almost always wears dark leather trousers as 
  well as a matching pair of supple leather boots. If not 
  wearing a cape of some dark brown fur, then she has on a 
  black cloak. Her outfit is very functional while still 
  remaining stylish. 
    
  Development: There are a few ways that they can find 
  out the next piece of information that will have the PCs 
  looking for a ship to Oldred. The PC’s can either ask at 
  the temple of Osprem about the Devil’s Pride, they can 
  ask at the Lustful Wench Tavern, or they can get lucky on 
  a Gather Information check while visiting the other local 
  taverns. One of these sources will tip the PCs off that the 
  Devil’s Pride, their best lead, was last seen near Oldred. 
   
  Once the PCs have this clue, they should go looking 
  for transport to Oldred. Finding transport is handled in 
  Encounter 4. However, on their way to secure transport, 
  they will be waylaid in the streets by a group of enforcers 
  sent by the Sheriff to dissuade the PCs from snooping 
  around more. This encounter will happen before the PCs 
  get a chance to find transport and is handled in 
  Encounter 3. 
   
  NYR6-05 Death of a Sailor 
   
  Page 10 
  
  ENCOUNTER 3: THE STREETS 
  AREN’T SAFE 
  The PCs have a combat encounter with some of the 
  Sheriff’s boys who have been sent to teach the PCs a 
  lesson about poking around in the wrong places. They 
  have only brought saps with them, though, as they have 
  been instructed to deal non-lethal damage only. 
   
  The PC’s should be given Spot checks (APL 2 & 4 – 
  DC 19, APL 6 – DC 21) to see the enforcers hiding 
  around corners getting ready to jump out at them. The 
  checks should be made when the lead PC is 50 feet from 
  the enforcers. Biffo, however, has total concealment on 
  the roof unless a PC or a perhaps a familiar is flying above 
  the roofline. Biffo is waiting for a signal from the others 
  and will then jump down. 
   
  Any PCs making the Spot check may move in the 
  surprise round (as well as PCs choosing to use a Feign 
  Surprise card). 
   
  Creatures: The ELs are calculated aggressively or 
  adjusted downward due to the non-lethal aspect of the 
  encounter. 
   
  Biffo is the older brother of Bibbo, a thug the PCs 
  may have encountered if they played NYR6-S01 Making 
  Your Marque. In this case, give them a Spot check (DC 15) 
  to notice the family resemblance. 
   
  APL 2 (EL 4) 
   
  � Sheriff’s Enforcer (3): male human rogue 1; hp 
  6, 6, 6; Appendix 1. 
   
  � Biffo: male human warrior 1/rogue 1; hp 14; 
  Appendix 1. 
   
  APL 4 (EL 4) 
   
  � Sheriff’s Enforcer (4): male human rogue 1; hp 
  6, 6, 6, 6; Appendix 1. 
   
  � Biffo: male human warrior 1/rogue 1; hp 14; 
  Appendix 1. 
   
  APL 6 (EL 6) 
   
  � Sheriff’s Enforcer (3): male human rogue 3; hp 
  19, 19, 19; Appendix 1. 
   
  � Biffo: male human warrior 1/rogue 3; hp 27; 
  Appendix 1. 
   
  Tactics: Being rogues, they want close quarters fighting 
  and they want flanks. They will try to get past any 
  frontline defenses before the PCs can form a line. Biffo 
  will jump down from the roof (about 12 feet up) landing 
  somewhere in the back or middle of the party. They will, 
  of course, try to take out anyone who seems dangerous 
  first. 
   
  It is important to note that no matter what the PCs 
  do, Biffo and the enforcers will only deal non-lethal 
  damage and will never switch to lethal damage. 
   
  If Biffo thinks he is in eminent danger of being 
  taken down, he will flee into the alleys. He has previously 
  prepared a building corner that gives him a +5 
  circumstance bonus on his Climb check. This does not 
  apply to the PCs as it is a corner he, only, is personally 
  familiar with. He will then attempt to climb to the roof 
  and then lose any pursuit by jumping from building to 
  building. He can be caught, but it’s difficult once he gets 
  on the roofs. 
   
  � Treasure: There is no opportunity to gain treasure 
  from these thugs given the nature of the attack and 
  resolution. 
   
  Development: When the fight is just ending, a group of 
  the Sheriff’s deputies will “just happen” to show up to 
  break up the fight. Assuming none of the NPCs were 
  actually killed in the fight, all parties involved will be 
  arrested for public brawling and will spend the night in 
  jail. During that time, the Sheriff will drop by and 
  chastise them for such behavior, suggesting that she 
  hopes a night in jail will teach them to be better behaved 
  while in Nessermouth. 
   
  If, on the other hand, any of the NPCs were actually 
  killed, the PC or PCs responsible for doing lethal damage 
  to the victim will be held over for trial. Licensed 
  Adventurers may claim “King’s Justice,” in which case, 
  they will be shipped off to Rel Mord to face trial there. In 
  either event, the adventure is over for the PC or PCs 
  involved (special note: active members of the Grey Watch 
  will actually find themselves released the following day 
  and will not be held over for trial). See the Murder Trial 
  section in the Conclusion. 
   
  It is also possible that the PCs will resist arrest or flee 
  from the arrest. Resisting arrest, but not successfully 
  fleeing, will result in an additional fine of 200 gp for each 
  PC attempting to resist. Fleeing from arrest will result in 
  a status of Wanted in Nyrond being applied to the PC. 
   
  Eventually, though, if they have not killed an NPC 
  they are simply let go and can continue their search for 
  transport to Oldred. See Encounter 4. 
   
  ENCOUNTER 4: THE COAST 
  OF NYROND 
  It is possible that the PCs have already met with the 
  Captain of the Widowmaker or even already made 
  arrangements to crew with her. In that case, simply move 
  onto “Shipping Out on the Widowmaker.” 
   
  If not, when the PCs go seeking timely passage to 
  Oldred, they will find that the Widowmaker is the only 
  ship scheduled to leave for Oldred in the next five days. 
  There is also a subsequent merchant ship leaving on that 
  fifth day if, for whatever reason, the PCs fail to gain 
  passage on the Widowmaker. In that case, see Passage on 
  Perren’s Folly. 
   
  A Gather Information check (DC 10) will garner this 
  departure schedule for them. Alternatively, a member of 
  the Royal Navy can simply ask the dock master and 
  receive this information. 
  NYR6-05 Death of a Sailor 
   
  Page 11 
  
   
  Shipping Out on the Widowmaker 
   
  Whether or not the PCs have served aboard the 
  Widowmaker before, they will first need to talk to the 
  first mate, Crump. PCs who have not played NYR6-S01 
  Making Your Marque can make a Knowledge (local-NMR) 
  or Profession (sailor) check DC 20 to have heard of the 
  Widowmaker and Captain Marius before. He has a 
  reputation for attacking pirates and illegal smugglers. 
  Give the PC a +2 circumstance bonus if he’s a local to 
  Eventide or a member of the Nyrond Navy. 
   
   
  � First 
  Mate 
  Crump: 
  CG 
  male 
  human 
  commoner 2/expert 5. 
   
  If the PCs have sailed on the Widowmaker before, 
  Crump will simply welcome them back with hearty pats 
  on the back and tell them to go aboard and talk to the 
  Captain. If they have not, Crump will explain that the 
  ship is not for passengers, but if the PCs are willing to 
  serve as crew, he’ll tell them the following information 
  before sending them on to speak to the Captain: 
   
  • 
  The Widowmaker is a privateer ship that specializes 
  in pirate hunting. 
  • 
  The Widowmaker is a large, but fast, caravel (a 
  sailing ship) that carries a crew of 30 (not including 
  the PCs). 
  • 
  The Letter of Marque that the Widowmaker sails 
  under requires them to take on at least one Licensed 
  Adventurer whenever setting sail with the intention 
  of acting as a privateer. 
  • 
  While the PCs will be expected to help in combat, 
  they will not be required to do all of the fighting; the 
  crew is experienced at capturing other vessels and 
  will do much of the fighting themselves. 
  • 
  They will each be paid for their help: APL2 – 100 gp, 
  APL4 – 200 gp, APL6 – 300 gp. 
  • 
  The captain of the Widowmaker is Marius Perren. 
  He will show the PCs the Letter of Marque and ask 
  them to sign it. 
  • 
  At least one of the PCs must be a Licensed 
  Adventurer (initial plus annual costs total 400 gp and 
  2 TUs, see Appendix 5) to fulfill the Letter of 
  Marque. 
  • 
  PC’s who are still “Wanted in Nessermouth” at this 
  time can sign the letter of Marque as long as they are 
  not signing as a Licensed Adventurer. If they 
  attempt to do the latter, their name will get checked 
  before the ship leaves port and they will be arrested. 
  See Encounter 3. 
  • 
  If none of the PCs are currently Licensed 
  Adventurers, but would be willing to become one 
  and are qualified, Crump will send one of the men to 
  bring back a naval magistrate to take care of the 
  paperwork. This will make the PCs official, but they 
  will still need to spend the extra TUs on the AR at 
  the end of the adventure. 
  • 
  If no one is willing to become a Licensed 
  Adventurer, or if no PC in the group qualifies, then 
  Crump will express his deepest regrets before 
  sending them on their way. In this event, the PCs 
  will have to wait for passage on Perren’s Folly. This 
  means the PCs will not get the Signed a Letter of 
  Marque special item on the AR. 
   
  Captain Marius welcomes the PCs aboard. He’ll show the 
  PCs the Letter of Marque and ask that each of them sign 
  it to become official crewmembers. Those who have 
  sailed with him before are treated well and simply told, 
  “You know your way around the ship. Stow your gear and 
  make ready to sail.” To others, he will express his 
  gratitude for helping him to fulfill his letter. If there are 
  any who look like they might be spell casters, he says, 
  “And for you wizards, clerics and such, I don’t want you 
  casting any fire spells. I want to have a ship at the end of 
  the voyage.” He will then ask one of the crewmen to find 
  quarters for the PCs and will tell them they will be 
  underway in just a short while.  
   
   
  � Captain Marius Perren: CG male human 
  warrior 1/fighter 2/swashbuckler 7 (worshipper of 
  Procan). 
   
  Once everyone is settled and ready to go, read the 
  following aloud: 
   
  It’s a beautiful day on Relmor Bay as the 
  Widowmaker pulls out of port on another mission 
  to secure the coast of Nyrond. And, well, maybe to 
  garner some loot as well. Captain Marius’ crack crew 
  is in high spirits as they start to feel the wind on 
  their faces and smell the spray of the salt water. The 
  life of adventure on the high seas is something they 
  all seem to crave, a common bond that seems to 
  unite the crew in an almost spiritual manner. Could 
  there be a finer life than that of a sailor on the open 
  water? 
   
  Other than the occasional fog bank in the 
  evening and nighttime hours, the weather on the 
  trip north is pleasant. The first day out, the Captain 
  had strong winds and so pushed hard to be well past 
  Claw Point by sundown. Military outpost or not, 
  Claw Point is no place for folk to be when the 
  watchful eye of Pelor has left the sky. 
   
  By the second nightfall, the Widowmaker had 
  made its way up the coast, past Shantadern, and 
  turned northeast across the open but safe waters of 
  Fairwind Bay. Hardly coming within the spyglasses 
  view of Wragby on the third day, the ship was near 
  to rounding the cape near Storport when evening 
  fell with the requisite fog to accompany it.  
   
  Passage on Perren’s Folly 
   
  NYR6-05 Death of a Sailor 
   
  Page 12 
  
  When the PCs make their way down to book passage on 
  Perren’s Folly, they will find that they are dealing First 
  Mate Appden.  
   
   
  � First 
  Mate 
  Appden: 
  LG 
  male 
  human 
  commoner 1/expert 4. 
   
  Appden will explain that the ship is a merchant vessel 
  that sometimes takes on passengers as well, when there is 
  room, for a small fee of 50 gp each for a trip to Oldred. 
  But, if the PCs are willing to agree to help protect the 
  ship, he’s authorized to waive the fee. Assuming they 
  want to take passage one way or another, he’ll tell them 
  the following information before sending them on to 
  speak to the Captain. 
   
  • 
  Perren’s Folly is a large cargo ship (a sailing ship) 
  that carries a crew of 20 (not including the PCs). It’s 
  a bit slower than a caravel, but it’s solid, steady, and 
  dependable. 
  • 
  The PCs will be expected to help in combat. In fact, 
  they will be expected to lead the fighting, as the rest 
  of the crew are not really warriors, but simple sailors. 
  The crew is experienced at sailing and will most 
  likely make a run for port if any danger is 
  encountered, but you never know when you might 
  have to fight. 
  • 
  The captain of Perren’s Folly is Vilnus Perren, a fine 
  man. He will show the PCs around the ship when 
  they go aboard. 
   
  Captain Vilnus welcomes the PCs aboard. He’ll go over 
  some quick rules of the ship with the PCs, show them 
  around the main deck, and then describe the planned 
  itinerary for the trip (see read aloud text below if 
  someone asks). If there are any who look like they might 
  be spell casters, he says, “And for you wizards, clerics and 
  such, I don’t want you casting any fire spells. I want to 
  have a ship at the end of the voyage.” After some small 
  talk and answering questions from the PCs, he’ll then ask 
  one of the crewmen to find quarters for the PCs and will 
  tell them they will be underway in just a short while.  
   
   
  � Captain Vilnus Perren: LG male human 
  warrior 1/expert 6 (worshipper of Procan). 
   
  Once everyone is settled and ready to go, read the 
  following aloud: 
   
  It’s a beautiful day on the Relmor Bay as Perren’s 
  Folly pulls out of port on yet another trade run 
  along the coast of Nyrond. Captain Vilnus’ crew is in 
  good spirits as they start to feel the wind on their 
  faces and smell the spray of the salt water. Life on 
  the high seas is something they all seem to crave, a 
  common bond that seems to unite the crew in an 
  almost spiritual manner. Could there be a finer life 
  than that of a sailor on the open water? 
   
  Other than the occasional fog bank in the 
  evening and nighttime hours, the weather on the 
  trip north is pleasant. The first day out the Captain 
  had strong winds and so pushed hard. He only 
  docked in Redpool for less than an hour to transfer 
  cargo before setting sail for Uskarn where he spent 
  the night in port. The following morning Vilnus 
  made it quite clear to his crew that he wanted to be 
  well past Claw Point by sundown. Military outpost 
  or not, Claw Point is no place for folk to be when the 
  watchful eye of Pelor has left the sky. 
   
  By the third nightfall, Perren’s Folly had past 
  Shantadern after another brief layover and stopped 
  for the night in the relatively safe waters of 
  Fairwind Bay. The fourth day saw the ship into 
  Shining White, where it spent the night, with 
  Captain Vilnus stopping for dinner with none other 
  than Lady Farenne! 
   
  The fifth day ended with an early port of call in 
  Wragby and an even earlier departure, as Captain 
  Vilnus wanted to make Storport by sundown. 
  Unfortunately, the winds didn’t cooperate, leaving 
  Perren’s Folly trying to make Storport in the dark 
  and with a thick fog rolling in. 
   
  In either case, the crews of both ships are good-natured, 
  as are their Captains. PCs on the Widowmaker would 
  meet Keri, as he stands out quite a bit and would have a 
  chance to meet the easy going aquatic elf. Keri is a ranger 
  who, through Lady Farenne of Shining White, has 
  arranged to crew aboard the Widowmaker in attempt to 
  help make the Bay safer. 
   
  PCs on Perren’s Folly would get a chance to meet 
  “the Cook,” a jovial and good-natured half-orc with 
  rippling muscles. The Cook is an ex-Navy marine who 
  just likes to be left to his cooking these days. Only 
  Captain Vilnus knows that he was once a marine. 
   
  While the PCs are not expected to work on either 
  ship, PCs with ranks in Profession (sailor) are invited to 
  join in on the daily tasks. Those with ranks in Balance, 
  Climb, Craft, or Perform are also useful on board; things 
  are found for them to do if they should so ask. This is also 
  an opportunity to help integrate a player who may be less 
  involved in the table. 
   
  Treasure: The treasure to be earned in this section only 
  comes from those who have signed the Letter of Marque 
  and are therefore crewing on the Widowmaker. There is 
  no treasure for passengers or crew of Perren’s Folly. 
   
   
  APL 2: Loot: 0 gp; Coin: 100 gp; Magic: 0 gp 
   
  APL 4: Loot: 0 gp; Coin: 200 gp; Magic: 0 gp 
   
  APL 6: Loot: 0 gp; Coin: 300 gp; Magic: 0 gp 
   
  Development: No matter which ship the PCs are on, the 
  fog bank they have just run into on this particular night 
  also contains a “ghost ship.” Whenever the PCs have 
  finished role-playing with the crew of their perspective 
  ship, proceed to Encounter 5. 
  NYR6-05 Death of a Sailor 
   
  Page 13 
  
   
  ENCOUNTER 5: A CLOSE 
  ENCOUNTER 
  Unfortunately for the PCs, their ship has managed to run 
  into the “ghost ship” that has been seen a number of time 
  recently in the water of Relmor Bay. For those who have 
  seen it before, this one will be a little bit more of a 
  tangible encounter as the “ghost ship” leaves behind 
  some undead to harass them. 
   
  This encounter will happen about midnight as their 
  ship is just rounding the cape south of Storport. It is 
  important to note where the PCs are on the ship at the 
  time of the event. Watches and positions should probably 
  be established before reading the following text: 
   
  It was a beautiful night lit by the smile of Celene 
  before the fog rolled in. Storport is likely no more 
  than a few miles to the north, just around the cape. 
  “Ship ahoy off the port bow,” comes the call from the 
  crow’s nest. And that’s when the fog begins to swirl 
  and parts to reveal a chilling sight. A large ship, a 
  galley by the look of it, with an unearthly glow, is 
  less than a hundred feet away, and on a course that 
  looks to cross your bow. 
   
  The hull of the ancient looking galley is rotting 
  away and yet large gaps reveal nothing but darkness. 
  The sails are shredded, but even in the still evening 
  air, they billow out as if dancing to a stiff breeze. The 
  ship’s oars till the water with a sickening rhythm of 
  doom.  
   
  The helmsman mutters something like “not 
  again” as he pulls your ship hard to starboard in an 
  attempt to avoid the collision. And then, as quickly 
  as it had come, the “ghost ship” rows back into the 
  fog, narrowly missing your ship. There is no sound 
  but the gentle rush of your own ship as it moves 
  slowly through the waves. 
   
  Any PCs awake on deck should be given three separate 
  Spot checks.  
   
  • 
  The first Spot check (DC 10) is to notice that the 
  “ghost ship” is leaving a wake as it goes and that the 
  oars are certainly churning up the water. 
  • 
  The second Spot check (DC 15) is made when the 
  “ghost ship” becomes quiet. If successful, the PCs 
  will notice that the ship is no longer leaving a wake, 
  nor are the oars churning the water, despite the fact 
  that they are moving. 
  • 
  The third Spot check (DC 20 at APL 2, 21 at APL 4, 
  and 24 at APL 6; this includes a circumstance bonus 
  for distraction and the darkness) is to notice the 
  lacedons or ghasts climbing up the side of the ship. 
  The PCs should also get a Listen check (DCs same as 
  the Spot check) to hear them climbing on board. 
   
  Any PCs making the third Spot check or the Listen check 
  may act in the surprise round (as may anyone choosing to 
  use a Feign Surprise card). In any event, the undead will 
  spend their surprise round clambering onto the ship. As 
  soon as a PC sees them, or when they have climbed 
  aboard, have everyone roll initiative. 
   
  The ship is being swarmed by undead, but the PCs 
  will only be facing those listed below. The crew is dealing 
  with the rest, but keeping them busy as well. Model this 
  however you like on the battle mat, but the easiest thing 
  to do would be to only put out figures for the PCs and the 
  NPCs they are fighting, for simplicity. 
   
  See DM’s Map: The Widowmaker or DM’s Map: 
  Perren’s Folly for a map of the appropriate ship. 
   
  Note: While it is possible for one PC at a time to 
  fight through the hatch, both combatants will have 
  improved cover. The combatant above the hatch will also 
  have higher ground. For purposes of the combat, 
  consider it five feet of movement (not a 5-ft. step) to 
  move down any ladder on the ship. Likewise, consider it 
  ten feet of movement to move up a ladder. 
   
  Sleeping PCs: Assuming no one actually wakes a PC 
  physically, have sleeping PCs roll initiative as normal and 
  then give them a reactive Listen check (DC 0; -10 for 
  battle, +10 for sleeping) to hear the combat and awaken 
  on their turn. Each deck between the PC and the battle 
  adds a – 5 penalty to the check. If they awaken, they can 
  act normally. 
   
  Creatures: The “ghost ship” has dropped off some 
  passengers for the PCs to deal with before leaving. 
  Depending on the APL, the PCs will face a mixture of 
  lacedons, corpsecrafted elite lacedons, or corpsecrafted 
  elite aquatic ghasts. 
   
  APL 2 (EL 4) 
   
  � Lacedon: medium undead (aquatic); hp 18; 
  Appendix 1. 
   
  � Lacedon, 
  Corpsecrafted 
  Elite: 
  medium 
  undead (aquatic); hp 22; Appendix 1. 
   
  APL 4 (EL 7) 
   
  � Lacedon, Corpsecrafted Elite (4): medium 
  undead (aquatic); hp 22, 22, 22, 22; Appendix 1. 
   
  APL 6 (EL 9) 
   
  � Ghast, Corpsecrafted Elite Aquatic (4): 
  medium undead (aquatic); hp 47, 47, 47, 47; Appendix 1. 
   
  Treasure: The undead creatures have no treasure. 
   
  Development: At APL 2, while the rest of the crew are 
  themselves busy with other undead, if the PCs are in a 
  bad way, one of the fighter types from the crew will step 
  in to assist them. This will not happen at higher APLs, as 
  the crew will also be overwhelmed if the PCs are. 
  Depending on which ship the PCs are on, use one of the 
  following NPCs to help them out. 
   
  NYR6-05 Death of a Sailor 
   
  Page 14 
  
  The Widowmaker: 
   
  � Keriastanor “Keri” Perlantasil: CG male elf 
  [aquatic] fighter 1/ranger 3; hp 33; Appendix 1. 
   
  Perren’s Folly: 
   
  � “The Cook”: CN male half-orc fighter 1/ranger 
  3; hp 33; Appendix 1. 
   
  When the fight is over, allow the PCs to heal themselves 
  and then proceed to Encounter 6. 
   
  ENCOUNTER 6: OLDRED 
  The PCs make it to Oldred to find it in a state much like 
  Mardi Gras, in other words, the entire town seems to be 
  having a huge multi-day celebration. What they will soon 
  learn is that while they were on ship coming here, the 
  King appointed a new Duke of Korenflass. Additionally, 
  it was also officially announced that the Second Fleet 
  would be moving back to Oldred. 
   
  So keep this environment in mind while handling 
  any role-playing situations. About the only people not 
  happy with the news are the Caerizars. They had cut a 
  deal with Torbaas family and the Scarlet Brotherhood 
  shortly before Sewarndt lost the civil war. They are in a 
  very precarious position right now as they “backed the 
  wrong horse.” 
   
  Ultimately, the purpose of this encounter is to let 
  the PCs find out where the Devil’s Pride is. 
  Unfortunately, they will find that most paths they can 
  think of are dead ends, with a couple of exceptions. But, 
  just when they are feeling frustrated, assuming they have 
  not found the information they are looking for, the 
  information will come looking for them. 
   
  Which leads into one last point. Oldred is a den of 
  thieves. And the thing most valued in Oldred is 
  information. The PCs movements will be watched at all 
  times. You should even let them know that they don’t 
  seem to be able to go anywhere without someone, if not 
  many someones, watching their movements and clearly 
  paying attention to them. 
   
  A note on the Thieves’ Guild: Members of the Oldred 
  Thieves’ Guild are actually members of the Vardushi, 
  Bayfield, or Caerizar “families.” However, this does not 
  equate to the ability to walk into one of the estates. In 
  fact, doing so and announcing in anyway that you are a 
  member of the “family” will mean the PC is instantly 
  removed from the Thieves’ Guild. Please note this on 
  their AR and forward this information to the Triad 
  (triad@nyrond.org). 
   
  The proper way for them to go about getting 
  information is to quietly make contact with their 
  handler. If a PC does make contact in this manner, or 
  simply says something like “I want to check in with the 
  Guild,” then see “The Thieves’ Guild” below. 
   
  Arriving at and entering into Oldred: 
  At first it almost seemed like the city was in a full 
  state of riot as your ship neared port. But as you pull 
  into the dock, it becomes clear that there is actually 
  a huge celebration filing the streets with people. 
  One would only hope that the large fires burning in 
  the city were started intentionally and are under 
  control. 
   
   
  As the gangplank is lowered, it is met by a group 
  of Nyrond’s naval men, most doing their best to look 
  official, although some seem to be eyeing the 
  celebration with more interest. “Welcome to Oldred 
  Widowmaker,” says the oldest of the bunch and the 
  one who is completely focused on his business at 
  hand. “Captain Perren, I’ll assume your papers are in 
  order so I’ll be dealing with your passengers first.” 
   
  “Aye,” says your captain, “I thought as much. 
  Lads <and lasses>,” he says turning to you, “nothing 
  out of the ordinary here. Oldred just likes to keep a 
  close watch on the comin’s and goin’s of strangers. If 
  you need to stow your weapons and don’t want to 
  turn them over, ye can keep them here at least ‘til I 
  leave port in a few days.” 
  “Thank you Captain,” says the man on the dock. 
  “I appreciate you making things easier. We’ll just 
  need your names for the books and we’ll need to go 
  over a few things. Come on down and gather round.” 
   
  Assuming the PCs do as he requests, continue. If not, 
  he’ll do his best to execute his job with or without their 
  cooperation. Assuming the PCs don’t do any thing stupid 
  like attack him or his men, then the worst he will do is 
  confine them to the ship. Which means they’ll be leaving 
  with the ship unless they find a way to sneak off. 
   
  The man introduces himself as Lieutenant Dansel of 
  the Royal Navy and asks each of you for your name. 
   
  Any PCs that try to lie must make an opposed Bluff check 
  against the Lieutenant. For instance, a PC may be Wanted 
  in Nyrond and may not want to tell their real name. 
   
   
  � Lieutenant Dansel: N male human rogue 
  5/fighter 3 (Sense Motive +15). 
   
  The only reason a PC would be detained at this point is if 
  indeed he or she is Wanted in Nyrond. In which case 
  they will be arrested. This being Oldred though, the 
  imprisoned PC can either spend 2 TUs or 500 gp to bribe 
  their way out of prison before getting to court. This will 
  take them two days though, which won’t have any impact 
  on the mod except to separate the PCs for those two days. 
  Simply do not allow the other PCs to find the Devil’s 
  Pride’s location before then. 
   
  “So, we do have a couple of rules that we need to 
  enforce,” continues the Lieutenant. “First off, unless 
  you have the proper rights to carry arms in Nyrond, 
  then you’ll need to turn over any and all weapons 
  NYR6-05 Death of a Sailor 
   
  Page 15 
  
  larger than a dagger. Or, as the Captain suggested, 
  you could just leave them on the ship.” 
   
  “Second, the streets of Oldred are tight even 
  without the current celebrations, so no large 
  creatures are allowed to walk the streets without a 
  permit. If you have any, and yes that includes 
  horses, they’ll have to be stabled here near the dock. 
  And before you ask, no, it’s not possible to get a 
  permit.” And with that, he finishes by asking if there 
  are any questions or problems. 
   
  He’ll do his best to patiently work his way through the 
  standard set of questions and dodges he normally gets 
  from adventurers. Nothing new for him.  
   
  Characters who are allowed to freely carry weapons 
  in Nyrond (via meta-org access) do not need to check 
  their weapons, but they must have appropriate campaign 
  documentation. Otherwise all weapons larger than a light 
  weapon will be required to be checked. 
   
  Ordinarily bribery, if done subtly, will work as way 
  around this problem, but not on this occasion. The 
  Lieutenant knows he has someone in his crew who has 
  been assigned to watch for such things and won’t hear of 
  it. In fact, he’ll make a rather big deal about how he 
  would never accept a bribe and that the PC involved 
  should consider him or herself lucky not to be in irons 
  now. 
   
  At some point, someone is likely to ask about the 
  celebration. Have him say the following: 
   
  “Ah yes, of course, you wouldn’t have heard. The 
  King announced a new Duke today as well as 
  officially announcing that the Second Fleet is 
  returning to Oldred. The citizens have a lot to 
  celebrate after some hard times under Scarlet 
  occupation. And since you’re probably curious, our 
  own Sir Elmain Vardushi, a respected citizen of 
  Oldred and a Knight of the Crown has been named 
  the new Duke of Korenflass.” 
   
  He also knows that the former Duke was apparently 
  killed at the Battle of Rel Mord but died a hero, according 
  to the King’s dispatch. Duchess Lehiidi, the Duke’s 
  widow, has gone into mourning and has not been seen 
  since the battle, although the King’s dispatch also 
  claimed that she was otherwise well. 
   
  He will not go into any of the politics of the 
  situation, as again, he knows he is being watched and 
  feels it prudent not to show any favoritism one way or 
  another. 
   
  Note: If any PCs are showing signs of disease, he will 
  quickly scribe them a note and send them to the Temple 
  of Procan where they can get a remove disease spell cast at 
  half price. He will “insist” that they proceed there 
  immediately and will send one of his men with them to 
  make sure. 
   
  WHERE TO START 
  The PCs and the players may very well be unfamiliar with 
  Oldred and may have no clue where to begin. But 
  remember, this is only meant to be a quick stop in Oldred 
  and is only one of many encounters in this adventure. So, 
  try to keep the pace moving along briskly. If they are 
  completely stumped, suggest that they check out the 
  local taverns, perhaps even the Sea Wench for possible 
  leads. The Sea Wench is a pirate hangout after all. 
   
  If they are looking for a place to stay, suggest the 
  King’s Rest as a popular inn. Listed below are a few of the 
  many possible locations the PCs might choose to go to. 
  Each will have a brief bit of information accompany them 
  about what the PCs might find if anything. Oldred is a 
  very large city however, and there are many other places 
  they may wish to look into. Simply tell them they find 
  nothing of interest and move them along. 
   
  Once the PCs have visited a total of three locations, 
  if they still have not found the information on the Devil’s 
  Pride, and unless they are in the Navy or in the Oldred 
  Thieves’ Guild, they are not likely to, then move onto 
  “The Information Comes Looking For Them.” In Oldred, 
  information equals money, and the PCs cannot go 
  anywhere without eventually having the information 
  about their movements sold to the “right” person. 
   
  Also, if there are any rogues in the group, see “A 
  Seedy Recommendation” for a special rogue only 
  encounter. 
   
  The Vardushi Villa 
  An impressive bronze shield bearing the enameled 
  heraldry of a Nyrondese noble is mounted on the 
  gate leading into this beautiful compound. Uniform 
  trees line a path that winds from the closed gate to 
  the manor proper. An attendant can be seen on the 
  other side of the gate, as well as several others 
  patrolling the grounds. 
   
  The PCs will find that while those who greet them are 
  cordial, the Villa is quite busy currently and no one is 
  available to receive them. They will politely be asked to 
  call again, perhaps in a week’s time. 
   
  The one exception here is in the rare case that one of 
  the PCs has a Vardushi Family Favor on one of their ARs. 
  In this event, the PCs will be escorted in, treated to tea 
  and snacks by Anwyn Voleiir, and asked if there is 
  anything they can do for them. Assuming they ask about 
  the Devil’s Pride, Anwyn informs them that he will have 
  the information delivered to them within the day and 
  asks where they are staying (suggesting the King’s Rest if 
  they do have a place to stay yet). 
   
   
  � Anwyn Voleiir, House Manager: CN male 
  half-elf Bard 7. 
   
  In the event that the PCs actually succeeded in getting 
  the information, you should simply proceed to “Pirates & 
  Privateers: The Widowmaker.” 
   
  NYR6-05 Death of a Sailor 
   
  Page 16 
  
  The Caerizar Estate 
  The Caerizar estate is very large, and clearly was 
  once very nice as well. Yet, the estate seems a little 
  too on edge. Areas that most likely bore grandiose 
  statues or other decorative pieces seem to have been 
  quickly reequipped with weapons of war. In fact, the 
  estate now seems to bear more semblance to a castle 
  readying for a siege than to a luxurious mansion. 
   
  Four guards wearing green uniforms trimmed in 
  gold form a line in front of the gates. Their uniforms 
  are embroidered with the house crest of a single-
  thorned white rosebud. 
   
  Any attempts to gain entrance will be summarily and 
  rather rudely rebuffed. The estate is currently locked 
  down to all unexpected visitors and the guards will 
  happily say so. Neither Diplomacy nor Intimidation will 
  sway them, as they know there are others who will still 
  simply deny the PCs access. 
   
  There is nothing here for the PCs to gain. 
   
  The Bayfield Manor 
  The graceful lines of a large manor’s rooftop soar 
  above the sturdy wall surrounding it. While a few 
  guards are patrolling the grounds, the sheer number 
  of revelers must be more than they can possibly 
  watch. It seems that here, as much as anywhere in 
  the city, the celebration is in full swing. The news 
  has apparently been received well by the Bayfields. 
  In fact, the massive gate leading into the compound 
  is currently standing open. 
   
  While it would seem this is one of the more inviting 
  locations the PCs have found, information is still not 
  forthcoming. The PCs, however, are welcome to join the 
  party where they can receive free food and drinks. 
  Eventually though, the guards will get around to asking 
  them to leave. 
   
  Again, much like at the Vardushi’s, if a PC happens 
  to have a Bayfield Family Favor, they can get in to the 
  manor itself and they will be rewarded with the 
  information they seek if they ask for it. 
   
  In the event that the PCs actually succeeded in 
  getting the information, you should simply proceed to 
  “Pirates & Privateers: The Widowmaker.” 
   
  The King’s Rest 
  “A well-known and oft recommended inn,” that’s 
  what you keep hearing about the King’s Rest. From 
  the outside, it does seem to be a nice place if nothing 
  particularly special. But upon stepping in, you see 
  why it comes so highly recommended. Without 
  being gaudy, the interior of the inn is grand to say 
  the least. And yet, the clientele seem not to be 
  particularly rich. But perhaps that is simply a trick 
  of Oldred where “wealth displayed is wealth stolen” 
  as the saying goes. Checking the rates at the front, 
  you find that they are indeed steeper than a more 
  common inn, but perhaps it would be worth it. 
   
  Any PC already paying Rich upkeep or better will be able 
  to stay at the King’s Rest for no additional fee. Those 
  paying Standard upkeep will need to spend an additional 
  25 GP to stay, while those choosing to “survive off the 
  land” will find they are not welcome at any price. 
   
  While the King’s Rest does indeed provide for a 
  luxurious stay with excellent food and drinks along with 
  sumptuous beds and outstanding service, the PCs will 
  find it lacking entirely in information about the Devil’s 
  Pride. 
   
  The Ducal Palace 
  The Ducal Palace, located right in the center of 
  Oldred, is a grand and ornate compound consisting 
  of the palace, a large estate with various other small 
  builds, a large stable, and a large barracks that 
  houses the Royal Guardsmen and a contingent of 
  City Watch. 
   
  The palace itself sits on a hill in the center of 
  the compound. It is a large structure, large for a 
  residence, yet small for a keep, which is what the 
  building is patterned after. 
   
  The Ducal colors of green and yellow flutter 
  from flagpoles and hang from upper-story windows. 
  Many banners display the heraldry of the Duchy of 
  Korenflass: Vert, or bend with three bend-wise 
  ship’s wheels (a green shield with a diagonal yellow 
  stripe containing three ship’s wheels). 
   
   
   
  NYR6-05 Death of a Sailor 
   
  Page 17 
  
  While the PCs can get onto the grounds with any decent 
  story, like they are here to see the City Watch, they will 
  not be able to gain entrance into the palace itself. They 
  can indeed see the City Watch or the Royal Guard if they 
  like, but there is no information for them here (not even 
  for members of the Royal Guard). 
   
  The Local Taverns (includes the Sea Wench) 
  If the PCs went straight to the Sea Wench without first 
  visiting other taverns, skip the first line… 
   
  Your journey through a number of taverns has yet to 
  bear fruit, but at least it’s been uneventful. Until the 
  Sea Wench that is. 
   
  …and simply start here. 
   
  Your group had hardly made its way into the door of 
  the Sea Wench when an enormous seven plus foot 
  half-orc at a table with a dozen “friends” stood up 
  and started shouting at you. “By the Sailor of Sea and 
  Sky, not again!! Is there a sign outside that says 
  ‘venturers wanted? I’m tired of your lot comin’ in 
  here lookin’ for some piece of this or clue to that. 
  GET OUT!!! Whatever it is you want to know, we 
  don’t got it! GET OUT!!” 
   
   
  Clearly the PCs are not welcome in here. But 
  Ungrock is actually a half-orc with a sense of humor and 
  really just wants to scare them for a good laugh. As long 
  as the PCs don’t do anything to truly anger him, then 
  they will be able to leave safely, but with no information. 
   
  Try to play this scene for humor, but if for some silly 
  reason the PCs decide to fight a room full of very 
  experienced pirates, consider this an untiered encounter 
  and simply have them wake up in the morning piled in 
  an alley three blocks away. Their gear will be mostly 
  intact, but 10% of their unspent gold, or 50 gp, whichever 
  is less, will be missing from each PC. 
   
   
  � Ungrock: CN male half-orc barbarian 18; Str 28; 
  Height: 7’ 2”; Weight: 380 lbs; ring of mind blank. 
   
  The Thieves’ Guild 
  Having contacted your handler, you have been 
  instructed to meet him alone at a safe house in the 
  Red Light District. You know the place. 
   
  Ask the PC if he or she is going to go alone. If he or she 
  does indeed go alone, read the following: 
   
  The safe house is just as you would expect it. You 
  give the sign to the sentry across the street and enter 
  unmolested. Inside, you find an attractive woman; a 
  worker in these parts you might think if you didn’t 
  know better. She asks you to sit down and explain 
  why you want to know about the Devil’s Pride. 
   
  Allow the PC to explain and then continue: 
   
  Seemingly satisfied with your words, she gives you a 
  smile that would melt the heart of many a sailor. 
  Then she lifts her dress just enough to give you a 
  peek at her silk stockings as she produces a piece of 
  paper from a hidden pocket. She hands the paper 
  over to you, blows you a kiss, and then exits through 
  a back door. 
   
  The paper bears the destination of the Devil’s 
  Pride, including navigational directions. Jackpot! It 
  also has a quick note at the bottom: “report what you 
  find!” 
   
  If he or she chooses to try to have the other PCs follow, 
  even at a discrete distance and attempting to be stealthy, 
  or if he or she is being scried upon by someone, read the 
  following instead: 
   
  The safe house is just as you would expect it. You 
  give the sign to the sentry across the street and enter 
  unmolested. Inside, you find two simple chairs 
  facing each other in an otherwise empty room. 
  Lying on one of the chair seats is a folded piece of 
  paper. A hint of perfume lingers in the air near the 
  chair. 
   
  Ask the PC what he or she does. They may become 
  cautious and want to check for traps. Allow them to roll a 
  Search check, consult the adventure, and then tell them 
  they find nothing. Repeat if they then choose to take 
  twenty. 
   
  Eventually, they will find a way to read the paper, as 
  it is just lying there untrapped. When they do, read the 
  following: 
   
  As you open up the paper to read it, you once again catch 
  a hint of that perfume. Reading it, you find a simple note: 
  “You were told to come alone. Consider yourself on 
  probation until further notice. Do not contact the 
  family.” 
   
  This PC has just earned the ire of the Oldred Thieves’ 
  Guild. Please not on their AR that they are on probation 
  and 
  contact 
  the 
  Triad 
  with 
  this 
  information 
  (triad@nyrond.org). 
   
  In the event that the PC succeeded in getting the 
  information, you should simply proceed to “Pirates & 
  Privateers: The Widowmaker.” 
   
  Drusilia’s Darlings 
  The building before you was clearly once the largest 
  and nicest on the block. It rises three stories and 
  sports full length picture windows on the ground 
  floor. Other windows on the building are visible on 
  the upper stories, but all of the windows are 
  currently boarded over. 
   
  A large merchant’s shingle hangs near the 
  ornate front door. It bears the carved image of a 
  woman coyly biting her lower lip. Surrounding her 
  NYR6-05 Death of a Sailor 
   
  Page 18 
  
  are smaller images of attractive woman, each in 
  various poses of merriment. The words ‘Drucilia’s 
  Darlings’ are carved in graceful letters across the 
  top. 
   
  Posted on the door itself is a sign that says 
  “Returning to business for your pleasure in 
  Goodmonth.” And that’s only a month away! 
   
  Drusilia’s Darlings has been closed for business for quite 
  some time, but it seems it will be opening again soon. 
  Unfortunately for the PCs, there is no information to be 
  found here. 
   
  The Navy 
  The Navy shipyards are located along the eastern 
  edge of the crescent-shaped bay that the city of 
  Oldred has been built around. The shipyards are not 
  particularly busy, but signs of some activity can be 
  seen. Mostly it looks like a clean up detail trying to 
  get things ready for occupancy and activity once 
  again. 
   
  Anyone the party passes will be able to direct them to 
  Admiral Anhur's offices, the building they are located in 
  is not hard to find, as it is one of the largest buildings in 
  the area. However, the Admiral is not in his office at the 
  time, but the PCs can speak to Commander Vilmeer. 
   
  The Oldred Navy's headquarters is a large two-story 
  building made of grey stone. The building is simple 
  and functional; the only real ornamentation is the 
  Navy's symbol above the main doors. 
   
  Unfortunately for the PCs this is yet another dead end 
  unless one of the happens to be a member of the Nyrond 
  Navy meta-org. the Navy does indeed have the “intel” on 
  where the Devil’s Pride has gone, but they will not be 
  sharing that information with civilians. The Admiral is 
  considering sending a ship after the Pride, but is 
  concerned about losing another ship right now before 
  the rest of the fleet gets here. However, a member of the 
  Navy could persuade the Commander to share the 
  information if they promise to find their own ship to 
  chase the Pride with. 
   
  Assuming that the PCs will agree to the promise and 
  get the information, you should simply proceed to 
  “Pirates & Privateers: The Widowmaker.” 
   
  The Menagerie at the Island Gardens 
  Crossing the span to the island gardens, the 
  impressiveness of this bridge is striking. It is several 
  hundred strides long, and high enough that all but 
  the largest ships can pass under it. If they were not 
  aided by magic, the construction techniques must 
  have been ingenious. 
   
  Once across, finding the Menagerie is an easy 
  task as it occupies a good portion of the island. The 
  variety and exotic nature of the creatures held in the 
  exhibits is quite amazing. Many varieties of animals, 
  small and large, from fowl to primates, and even 
  some magical beasts are found on display here. 
   
  Should the PCs go to the menagerie to investigate the 
  information about the large birds, they will find that 
  there is, indeed, a new exhibit that matches the 
  description. The exhibit includes Relmor Bay Pelicans, 
  Great Gnatmarsh Herons, and Swans of the Duntide. A 
  successful Knowledge (nature) check (DC 11) will inform 
  any PC who asks that the birds are well cared for. 
  Attempts to use speak with animals on the Swans will 
  prove confusing. A long, involved, honking discussions 
  of a garden in a valley in the midst of steep, but short, 
  mountains is the gist of what the swans wish to speak 
  about. Although they will also indicate that they are 
  currently enjoying their surroundings and have enjoyed 
  the snails and river grasses they are being fed. 
   
  Unfortunately for the PCs, while it was a clever 
  thought, none of the birds, not even the pelicans, know 
  where the Devil’s Pride is. This has been another dead 
  end, if not one of the more pleasant side treks. 
   
  Temple of Xerbo and Osprem 
  In almost stark contrast to the Temple of Osprem in 
  Nessermouth, the Temple of Xerbo and Osprem in 
  Oldred is nearly barren of all decoration. A simple 
  and relatively small building, given the size of 
  Oldred, it does little to impress onlookers. Perhaps 
  this is just a reflection of the nature of lawful 
  temples in Oldred. 
   
  The PCs will have come here hoping the Tot-Sho will be 
  able to provide them with more information about the 
  location of the devil’s Pride. Unfortunately, he does not 
  know any more than what he sent to Osira. He has only 
  done that because she had mentioned the note to him in 
  a correspondence and thought she would want to know 
  when he heard the news. 
   
  He will however suggest that they check with at the 
  Naval Headquarters. If anyone would know, he suspects 
  it would be them. 
   
   
  � Tot-Sho, Priest of Osprem: LN male human 
  [Suel] cleric 4. 
   
  Temple of Procan 
  The Temple of Procan is one of the few venues in 
  Oldred that openly displays its wealth. Perhaps 
  knowing that their position in the city is secure, or 
  perhaps because of arrangements made with certain 
  families, but for whatever reason, the Temple must 
  feel very secure, for the amount of coral and gold 
  used just in the decorations is staggering. 
   
  You find the Temple is also very busy as you 
  fight your way through the throngs of sailors and 
  fishermen making offerings to multiple priests 
  within. Eventually, you are able to capture the 
  attention of one of the priests, at least for the time 
  being. 
  NYR6-05 Death of a Sailor 
   
  Page 19 
  
   
  “Greetings friends,” says a young tan skinned 
  man of mixed Oeridian features, “how may the Sea 
  Father’s church help you today?” 
   
  This is Ramandrend Bellerak, a young priest of Procan. 
  He truly would like to help the PCs and will do his best 
  to answer any questions that the DM feels someone in his 
  position would reasonably know. But, he does not know 
  anything about the whereabouts of the Devil’s Pride, 
  although there has been talk of it and lots of wild 
  speculation in the church about just that. If pushed for 
  the speculation, make up wild ideas like “Shining White” 
  or “Monkey Island.” 
   
   
  � Ramandrend Bellerak, Priest of Procan: CG 
  male human cleric 3. 
   
  THE INFORMATION COMES LOOKING FOR 
  THEM 
  Nothing but dead ends! It seems like you just don’t 
  have the right connections in this corrupt city! You 
  find yourselves contemplating your next moves in a 
  small tavern that seemed fairly clean. As with 
  everywhere else in this town though, you just can’t 
  ignore the fact that people are watching you. 
  Sometimes out of the corner of their eyes and 
  sometimes staring blatantly. But they are watching. 
   
  But it almost comes as a surprise when one of 
  them actually gets up and walks over to your table. “I 
  hear you folk are looking for a ship? There’s a 
  quieter corner over there if one of you wants to 
  come do some business.” The rather average looking 
  barfly gestures to the corner table and indicates 
  again that he only want to deal with one of you, but 
  that the others can watch. 
   
  This particular stranger actually WANTS the PCs to have 
  the information on the Devil’s Pride’s location. Why, is 
  not for this module. His alignment is undetectable if 
  anyone tries and he has a very strong Will save if anyone 
  tries to read his mind. He wears a vest of resistance, but it 
  is currently the only magic item on him and he has cast 
  Nystul’s magic aura on it to make it not detect as magical. 
   
  Clearly, he does not want the PCs to know that he 
  wants them to have the information and he will ask for 
  200 gp times the APL in payment as a cover story. He can 
  be bargained down to half that amount with a good 
  Diplomacy check (DC 15). He actually wants the PCs to 
  have the information, but he will not go lower as he does 
  not want them to suspect such. If Sense Motives are 
  requested, he has a Bluff of +20. 
   
   
  � Stranger: male human rogue 12/ bard 2; Will 
  +13; Bluff +20. 
   
  It is possible that the PCs will not be willing to pay for 
  the information. In this case, he will simply walk away, 
  eventually losing them in the crowds of Oldred if they 
  try to follow him (he’s better than they are and it’s his 
  home territory). 
   
  If the PCs still cannot find the location of the Devil’s 
  Pride through any other means, he will approach them 
  one more time a day later and try again. This time he will 
  not be negotiated down. 
   
  If they will not pay for the information and cannot 
  find it any other way, the adventure will simply be over 
  for the PCs, go to the Conclusion. You may wish to 
  remind any PCs who say they do not have the money to 
  pay for the information that they were just paid by the 
  Widowmaker (if indeed they were). 
   
  A SEEDY RECCOMENDATION 
  This encounter has been added to give new PCs a chance 
  to join the Oldred Thieves’ Guild. This will only happen 
  if there is at least one PC at the table who actual fits the 
  mold of a thief. The PC must have at least one level of 
  Rogue, must have an alignment of CG or CN, and must 
  otherwise fulfill the requirements to join the Guild (see 
  Appendix 6 for the requirements). 
   
  If a PCs roleplays in such a manner as to be a 
  potential candidate for the guild or if the PC otherwise 
  describes him or herself as someone who might fit the 
  role, then check the PCs character sheet WITHOUT 
  telling them why and see if they meet the prerequisites. 
   
  If the PC does meet the prerequisites, then tell them 
  that someone clearly of the same profession pulls them 
  aside on the way to the Widowmaker. They are told that 
  the “family” has been watching them and considers them 
  an excellent candidate to join the “family.” They will not 
  tell them which family at this time. 
   
  Essentially, it should be made clear to the PC that 
  they are being offered the chance to join the Oldred 
  Thieves’ guild, but they will not know who is offering 
  unless they accept. The offer is for right now only. They 
  must accept at this time (although they can come back to 
  fulfill their training after the rest of the adventure). 
   
  If the PC accepts, they will discover they have just 
  joined the Bayfield family. They receive the Thieves’ 
  Guild Recommendation on the AR and must pay their 
  Initial and Annual costs on this AR. 
   
  If they turn it down, cross off the recommendation 
  (as it should be crossed off for all other PCs). There are 
  currently no hard feelings from the “family,” but the PC 
  should understand that they are not going to be asked 
  again. 
   
  PIRATES & PRIVATEERS: THE WIDOWMAKER 
  If they have already signed the Letter of Marque, they are 
  still bound by it and should simply expect to get back on 
  the Widowmaker and pursue the Devil’s Pride. 
   
  If they haven’t they will find that the Widowmaker 
  is still their best bet and they will be able to join the crew 
  of the Widowmaker without signing the letter. 
   
  The Widowmaker is going after the Devil's Pride 
  with or without fully meeting the Marque. 
   
  Marius knows what he can get away with and 
  dragging the Devil's Pride back into port is the sort of 
  NYR6-05 Death of a Sailor 
   
  Page 20 
  
  thing that does not get your Marque taken away.  
  Screwing up on such a mission, yeah that could be bad 
  news, but that's the personality type he is. 
   
  This should be a quick role-play encounter at most 
  and you should then proceed straight into Encounter 7. 
   
   
  ENCOUNTER 7: EXPECTED 
  VISITORS 
  The PCs have managed to find the current destination of 
  the Devil’s Pride. Although they have a head start, 
  Captain Marius is certain that he can overtake them in 
  the Widowmaker. So, along with the privateer ship, the 
  PCs are about to finally hunt down the pirate ship and 
  catch her at anchor on a small island in Relmor Bay. 
   
  If the PCs did not sail to Oldred on the 
  Widowmaker, the Captain will give them the same 
  speech he would have given when coming on board in 
  Nessermouth. Also, they would meet Keri on the trip and 
  should be informed of the presence of the aquatic elf. 
   
  The Captain’s offerings to the Storm Lord must have 
  sated him, as the journey south on the Widowmaker 
  is peaceful. Despite venturing into the deeper waters 
  of Relmor Bay, no ghost ships are sighted and 
  nothing harasses the ship, living or otherwise. 
   
  Things have gone so well that the Captain 
  doesn’t even mind when a light fog starts to roll 
  across your course. “No worries mates. The 
  navigator’s got us on course,” says the Captain, 
  seeing the looks exchanged by his crew as the fog 
  begins to gather. 
   
   
  “Land ho,” comes the call from the crow’s nest.  
   
  “And now we have our target,” Marius 
  continues. “With any luck, the fog and the waning 
  sun will allow us to sneak up on the bastards and 
  catch ‘em unawares. We’re going to get a little closer 
  to the island and then sit tight while we let Keri 
  here slip over the side and scout out the situation. 
  We’ll bring them to justice. I can feel it.” 
   
  As the Captain said, the Widowmaker sails on 
  until all aboard can just make out the island 
  through the light fog. Then, the crew raises the sails 
  and lowers the anchor as Keri dives quietly into the 
  dark waters. 
   
  The PCs have about twenty minutes until Keri’s return. 
  They can cast buff spells or do any other preparations as 
  they choose, but the captain cannot tell them how long 
  Keri will be gone.  
   
  During this time, it is plain that the captain is trying 
  to keep the morale of his crew up, but it is also obvious 
  that they are nervous. This slump in morale is due to 
  more than slightly the impending fight. The fog and the 
  ghost ship are clearly on their minds. 
   
  Try to convey this atmosphere to the PCs and allow 
  them to help with morale if they like (or even contribute 
  to the fears if they prefer). Anyone with ranks in Perform 
  should be allowed to attempt a Perform check to improve 
  morale. A check of DC 15 or better will be enough to 
  lighten the tension. 
   
  Just about then, Keri will return with his report. 
   
  Twenty minutes have passed when Keri finally 
  clambers back onto the main deck. “Your report 
  then,” Marius says simply. 
   
  Keri gurgles some water out of his mouth and 
  then begins in his singsong voice, “The Devil’s Pride 
  is anchored near a coved beach on the south side of 
  the island. I could see their longboat hauled up onto 
  the beach with a couple of crewmen near by. I 
  lingered near the ship for a while and listened. I was 
  able to tell that the first mate and some of his best 
  crewmen had gone into the island interior to 
  retrieve something. I know not what. They were 
  expected to return in roughly two hours. That was 
  about ten minutes ago now. I neither saw nor heard 
  sign of the Captain.” 
   
  “Well then, little time to act,” replied Marius. 
  “Lower those sails and weigh the anchor, now! My 
  friends, I’m confident that my crew and I can 
  capture the Devil’s Pride even if they have some 
  surprises for us. I doubt they’ll be expecting us; 
  anchored near shore, they’ll have nowhere to run 
  to.” 
   
  “But,” he continues, “I have no idea what we 
  might be facing on that island. I won’t order you to 
  do so, but I’d like to drop you off in our longboat 
  just before rounding the southern shoreline. I’d like 
  for you to row to shore and see if you can trail the 
  first mate and his men. Stop them if you can. Then 
  meet us back at the shore. The island isn’t very large. 
  If you can’t find their trail, just head for the center 
  of the island and scout for us. See what you can 
  find.” 
  “Will you do this,” he finally asks. 
   
  If the PCs choose not to do as the Captain has asked, go 
  directly to Developments. Assuming they do agree, 
  continue on. 
   
  The PCs will likely have questions, but they actually 
  know about as much as the captain does. The island is 
  lightly wooded (humid temperate area) and would 
  probably take about two hours to walk across north to 
  south and perhaps three hours east to west. That’s about 
  the only extra bit of information the Captain can share. 
   
  Still, allow them to ask questions, doing your best to 
  answer as the Captain would, or they can make 
  preparations and cast buff spells if they like. In about five 
  minutes, the Captain will slow the ship and lower the 
  longboat with just the PCs in it. They need to make haste 
  for the shore and start their trek inland. 
   
  Rowing to shore proves easy and uneventful. The 
  tide coming in helps keep backs from being strained 
  in the effort. Landing the longboat proves a little 
  tougher on the rocky shoreline, but you manage it 
  with no losses and no damage to the boat. 
  NYR6-05 Death of a Sailor 
   
  Page 21 
  
   
  A short climb up the sloped hillside gives you 
  an 
  outlined 
  view 
  through 
  the 
  fog 
  of 
  the 
  Widowmaker rounding the shore and closing on the 
  Devil’s Pride. Lights moving quickly on the Pride 
  indicate they are readying for battle. On the shore 
  below, you can see two crewmen pushing their 
  longboat back into the water. Time to make your 
  way inland. 
   
  Ask the PCs what they want to do. By this time, it has 
  gotten dark, and unless they can all see in the dark, they 
  will need light sources to proceed. This will make them 
  easy to spot, but they can also assume that Rena-Noth 
  will also need light. 
   
  The PCs have several options about how to proceed 
  in order to pick up the tracks. Delays may have an impact 
  on how prepared Rena-Noth and his men are for the PCs. 
  • 
  If they choose to go down to the shore to look for 
  the trail, anyone with the Track feat can find and 
  follow it with a successful Survival check (DC 11). 
  Or, they can find the trail and get a general direction 
  with a successful Search check (DC 15). In either 
  case, they will find that they are following some sort 
  of game trail. PCs with the Track feat will be able to 
  successfully follow the first mate and crew without 
  making any more checks. They will also be able to 
  tell, if they made a DC 15 or higher check, that 
  another set of medium humanoid tracks followed 
  the trail less than a week ago, but more than a couple 
  of days. PCs using Search to follow the trail will need 
  to make two more checks (DC 15 each) at two forks. 
  Missing either one will delay the PCs by five 
  minutes each. Missing both will mean that Rena-
  Noth has seen the PCs first and will have a chance to 
  sneak up on them. 
  • 
  If the PCs choose to skirt the shore or go inland first 
  to look for the trail, the scenario plays out the same 
  way, but the Survival DC is 15 instead of 11 and the 
  Search DC is 20 instead of 15 (although the second 
  and third Search checks are still DC 15). 
  • 
  If the PCs simply head toward the center of the 
  island and blunder around, they will still come upon 
  the copse of corpses, but in this scenario, Rena-Noth 
  will have seen them coming and will be waiting to 
  ambush them. 
   
  All three techniques will eventually lead them to the 
  copse of corpses. During the entire way there, the PCs 
  should have feeling of foreboding. The island should feel 
  unnatural to them (especially for druids or rangers). 
  Much of the plant life is twisted and dying. Animal life is 
  sparse, with the only birds to be seen being ravens and 
  crows. The fog makes things hard to see and in 
  combination with the darkness causes things to seem to 
  be moving that aren’t. Any PC who casts detect evil will 
  indeed pick up a slight lingering aura of evil, power level 
  indeterminate, but strong enough to linger. 
   
  As you make your way deeper into the island, it 
  quickly becomes apparent that the island does not 
  feel quite right. Perhaps it’s the way the twisted and 
  stunted trees seem to move in the flicker of your 
  lights. Or the way the fog causes figures to suddenly 
  appear in your view, only to find it was just another 
  rock outcropping in your path. 
   
  But your feelings are finally confirmed when 
  the swaying of the trees in front of you becomes 
  clearer. Corpses hang from the branches of these 
  twisted trees, randomly placed all around you. 
  Occasionally, your eyes still play tricks on you, as 
  you would swear you see the corpses twitch every 
  now and then. 
   
  WARNING: The following scene is meant to be both 
  gruesome and disturbing. Please be careful when 
  running this to take into account the make up of your 
  table. If you have younger players (minors) at the table or 
  players who are simply uncomfortable with the material, 
  please gloss over the details. Boxed text was purposefully 
  not written for this scene. 
   
  First off, casting detect evil in this area continues to 
  indicate the indeterminate lingering aura indicated 
  above. In addition, of the ten hanging bodies, three have 
  a faint evil aura. They are zombies (see Monster Manual), 
  but they have been told to simply hang there and twitch 
  on occasion. They will not fight, not even to defend 
  themselves, so PCs can hack them apart if they so choose. 
  If they successfully turn them and do not destroy them 
  in the process, the zombies will simply hang in a fetal 
  position until the turn wears off, as they cannot get away. 
  Then they will simply return to hanging and twitching 
  on occasion. If they are cut down, the zombies will 
  merely continue to twitch. 
   
  However, there is more to see here. It should prove 
  to be even more disturbing to the PCs. As the PCs first 
  start looking around, have them make a Spot check. 
  Anyone making a DC 15 will notice something familiar 
  about the first corpse they encounter. If they choose to 
  look closer, they will find that it is the corpse of Biffo, 
  who they encountered days ago in Nessermouth. His 
  eyes have been gouged out, his ears have been cut off, and 
  his tongue has been cut out, as is the same for all of the 
  other corpses, and a Heal check (DC 20) will reveal that 
  he appears to have been killed by a curved slashing 
  weapon. There are no other clues on the corpse. 
   
  As soon as the PCs continue to look around, or if 
  they actually start to search the other non-zombie 
  corpses, they quickly realize something else. For each PC 
  in the party, there will be a corpse of similar build and 
  identical race and sex. When they realize this and take a 
  closer look, they will find that the corpses have had the 
  same treatment as Biffo’s. In addition, however, they also 
  have the corresponding PC’s name carved into the 
  forehead of the corpse, in the language most familiar to 
  the PC. A heal check of DC 15 will let the PCs know that 
  the eyes were gouged out, the ears were cut off, the 
  NYR6-05 Death of a Sailor 
   
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  tongue was cut out, and that the name was carved in 
  before the person died. 
   
  Eventually though, the PCs will need to move on, 
  and without any real answers. 
   
  The scene is disturbing, but you have a job to do. 
  Time to move on again in search of the first mate 
  and his men. 
   
  Rena-Noth and his men may be prepared for the PCs, or 
  not, depending on how successfully the party tracked 
  them. In summary to the detail below: 
   
  • 
  If the party tracked Rena-Noth without getting lost, 
  or at most one time, there is no chance of ambush. 
  • 
  If the party tracked Rena-Noth, but got lost two or 
  more times, there is a chance of ambush, foiled by 
  Spot DC15. 
  • 
  If the party was unable to track and stumbled toward 
  the middle of the island hoping to find him, there is 
  a chance of ambush, foiled by a Spot check of DC20. 
   
  If the PCs successfully tracked Rena-Noth without 
  getting lost more than once, read the following: 
   
  A short way past the copse of corpses you see a light 
  breaking through the fog ahead of you followed 
  quickly by the shape of a man, more lights, and more 
  men. The jerky stop of the lights tells you they have 
  seen you as well. 
   
  At this point, simply role initiative. The PCs can always 
  make a rushed Diplomacy check on their turn to attempt 
  to get Rena-Noth to surrender. In this case, they will 
  have to move him from Hostile to Friendly to succeed. 
  Give the PCs a +5 circumstance bonus if they tell Rena-
  Noth that his ship has been attacked by a superior force, 
  and likely captured. Otherwise, the fight will continue, as 
  Rena-Noth is arrogant and firmly believe he can better 
  the PCs. 
   
  The combat should begin with about 70 feet between 
  the two parties. There is a small ten-foot trail running 
  between and beyond both parties with scattered trees, 
  shrubs, and rock formations causing the areas off the trail 
  to be considered difficult terrain. 
   
  If the PCs successfully tracked Rena-Noth, but managed 
  to get lost twice in the process, then Rena-Noth has seen 
  them first and has quickly hidden his party on either side 
  of the trail (first mate on one side, men on the other). Or, 
  if the PCs stumbled out here blindly just hoping to run 
  into him, then he has seen them even earlier and taken 
  the time to do a better job of hiding everyone. Have the 
  PCs make a Spot check (DC 15 or DC 20 if the latter 
  case), or better yet, make it for them. If any of them 
  succeed at the check, or wants to use a Feign Surprise card, 
  read the following: 
   
  Just off the trail twenty feet ahead of you, the telltale 
  glint of a blade alerts you to the presence of an 
  ambush. The first mate and his men seem to have 
  found you. 
   
  If they all failed the spot check, then read the following: 
   
  Suddenly, the shrubs to your left and right explode 
  toward you as three men quickly rush your party. 
  You seem to have stumbled directly into an ambush. 
   
  The terrain is the same in all cases, a small ten-foot wide 
  trail extending in both directions with difficult terrain on 
  either side. If the PCs spot the ambush, they will be 
  twenty feet away from Rena-Noth and his men. 
   
  If they fail to spot it, then Rena-Noth and his men 
  will spring the ambush after the first PC has passed their 
  position. 
   
  Unless all of the PCs made the Spot check, then 
  there should be a surprise round. Have everyone roll 
  initiative with all PCs who made the Spot check or who 
  used Feign Surprise cards being included in the surprise 
  round. 
   
  Creatures: The ship’s first mate and two of his best men 
  have come ashore to collect a payment that has been left 
  here for them. They will encounter the PCs on the way 
  back to the ship having collected their payment. 
   
  APL 2 (EL 4) 
   
  � Drevin and Sloop: male human warrior 1; hp 
  7, 7; Appendix 1. 
   
  � Rena-Noth: male human (Suel) aristocrat 
  1/swashbuckler 3; hp 36; Appendix 1. 
   
  APL 4 (EL 7) 
   
  � Drevin and Sloop: male human warrior 
  1/fighter 2; hp 30, 30; Appendix 1. 
   
  � Rena-Noth: male human (Suel) aristocrat 
  1/swashbuckler 6; hp 65; Appendix 1. 
   
  APL 6 (EL 9) 
   
  � Drevin and Sloop: male human warrior 
  1/fighter 4; hp 51, 51; Appendix 1. 
   
  � Rena-Noth: male human (Suel) aristocrat 
  1/swashbuckler 8; hp 84; Appendix 1. 
   
  Tactics: If there is a surprise round, Rena-Noth and his 
  men cannot charge through the terrain at APL2 and 4. In 
  this case, they will merely close in on the PCs if none are 
  in reach of a melee attack. At APL6, Rena-Noth will use 
  his acrobatic charge to attack by making a single-move 
  charge in the surprise round. 
   
  If there is no surprise round they will simply try to 
  close with the PCs as quickly as possible, as they are all 
  close combat fighters. 
   
  They will always do their best to flank for each other 
  and will attempt to focus on one PC at a time, trying to 
  NYR6-05 Death of a Sailor 
   
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  remove the most dangerous opponents from the fight 
  first. 
   
  Again, at APL 6, Rena-Noth will especially try to take 
  advantage of his improved flanking ability and elusive 
  target feat. 
   
  Note that the fog in the area is actually fairly light 
  and does not provide concealment until 50 feet away 
  (total concealment at 150 feet). While it could come into 
  play, it is mostly meant to be here to help set the mood. 
   
  � Treasure: If the PCs loot the bodies, they will find 
  all of the pirates’ equipment, plus a small box containing 
  a ruby shaped like a skull. The latter is the payment they 
  were here to collect. 
   
   
  APL 2: Loot – 19 gp, Coin – 200 gp, Magic -- +1 rapier 
  (193 gp each), potion of cure moderate wounds (2) (25 gp 
  each). 
   
  Detect 
  Magic 
  Results: 
  +1 
  rapier 
  (faint 
  transmutation), potion of cure moderate wounds (faint 
  conjuration). 
   
  APL 4: Loot – 149 gp, Coin – 200 gp, Magic -- +1 
  rapier (193 gp each), potion of cure moderate wounds (4) (25 
  gp each), vest of resistance +2 (333 gp each). 
   
  Detect 
  Magic 
  Results: 
  +1 
  rapier 
  (faint 
  transmutation), potion of cure moderate wounds (faint 
  conjuration), vest of resistance +2 (faint abjuration). 
   
  APL 6: Loot – 96 gp, Coin – 200 gp, Magic -- +1 
  cutlass (2) (193 gp each), +1 aquatic rapier (693 gp each), 
  cloak of resistance +1 (2) (83 gp each), potion of cure moderate 
  wounds (4) (25 gp each), vest of resistance +2 (333 gp each). 
   
  Detect 
  Magic 
  Results: 
  +1 
  cutlass 
  (faint 
  transmutation), +1 aquatic rapier (moderate abjuration), 
  cloak of resistance +1 (faint abjuration), potion of cure 
  moderate wounds (faint conjuration), vest of resistance +2 
  (faint abjuration). 
   
  Development: At this point, the PCs may very well be 
  content that they have completed their mission. Ask 
  them what they wish to do now and try not to encourage 
  them one way or another. Should they choose to return 
  to shore having completed their mission, this is a 
  perfectly fine option. In this case, go directly to the 
  Conclusion. 
   
  However, should they decide to push on to see 
  where Rena-Noth and his men had gone to, continue on 
  to Encounter 8. Checking on the boat first, and then 
  checking on Rena-Noth’s destination is fine; they can 
  still get to the alter. 
   
  ENCOUNTER 8: UNHOLY 
  BIRTH 
  Having defeated Rena-Noth and his men, the PCs have 
  decided to further investigate where the first mate had 
  gone. About ten minutes further up the trail they were 
  following, the PCs come to a clearing with some sort of 
  twisted sacrificial alter at the center of it. On that alter, 
  the PCs will find their most gruesome discovery yet. 
  Upon the altar lies the body of young, recently pregnant 
  woman, dead no more than a few days. The body is 
  mangled beyond recognition and the child is missing. 
   
  Hav ng decided to explore a little deeper into the 
  island, you spend about ten more minutes making 
  your way up the trail before your perseverance pays 
  off. Just ahead of you the trees and shrubs peel back 
  to reveal a small clearing. In the center of the 
  clearing is some form of twisted and disturbing 
  altar. It almost seems to writhe in rhythm to your 
  movements, but surely it’s just a trick of the light. 
  i
   
  The purpose of the altar seems to be sacrificial 
  in nature, but not like most altars you may have 
  seen. From your vantage point, there is what looks 
  to be the unmoving body of a woman stretched out 
  and draped across the altar at an odd angle, her body 
  impaled on the altar itself. 
   
  A detect evil in the area will register a strong aura coming 
  from the altar itself and a faint aura coming from the 
  clearing in general. They both also have a strong aura of 
  chaos should anyone think to look. 
   
  WARNING: The following scene is meant to be both 
  gruesome and disturbing. Please be careful when 
  running this to take into account the make up of your 
  table. If you have younger players (minors) at the table or 
  players who are simply uncomfortable with the material, 
  please gloss over the details. Boxed text was purposefully 
  not written for this scene. 
   
  Presumably, the PCs will move in to investigate the 
  woman and the altar. The woman has been brutalized. 
  Her face is mangled beyond all recognition, although her 
  blonde hair, caked in blood, would indicate she was of 
  Suel descent. Most of her body is badly beaten and 
  clawed, but the worst thing is that the stretched skin that 
  once covered her abdomen has been torn asunder 
  violently and the child that should be there is missing. 
   
  The altar is made of some sort of black rock with red, 
  almost blood colored, veins running through it. Any 
  character with stonecunning will quickly realize that 
  they do not recognize the stone. The altar itself is oddly 
  misshapen with little to no symmetry to be found any 
  where on it. In many places it juts out awkward with 
  what are almost appendages ending in sharp points. 
  There is actually no flat surface on the altar and the 
  woman’s body has been more impaled on the altar than 
  merely placed upon it. Looking closely will reveal what 
  almost look to be fiendish faces staring back out of the 
  stone. It will also reveal that there are some arcane 
  looking marks scattered about the surfaces of the altar. 
   
  It is quite likely the PCs will wish to make some skill 
  checks as they investigate the scene. Here are some 
  suggested checks and some extra information that can be 
  garnered. 
  NYR6-05 Death of a Sailor 
   
  Page 24 
  
   
  Heal check: 
  • 
  DC 12 – The woman is actually more a girl, no more 
  than 18 years of age. 
  • 
  DC 15 – The girl has been dead for at least two days, 
  but less than a week. 
  • 
  DC 20 – Her abdomen looks to have been ripped 
  open, very violently, from the outside by some with 
  very large claws. Based on the amount of dried blood 
  in the area, she was clearly still alive when the baby 
  was torn from her. 
   
  Search check: 
  • 
  DC 15 – Reveals a small hidden compartment in the 
  altar. Probably just large enough to hold the small 
  box taken from Rena-Noth. 
  • 
  DC 25 – Reveals the word “Lamashtu” written in 
  Abyssal and hidden within the pattern of the veins. 
   
  Decipher Script check: 
  • 
  DC 20 – Success: It is not a word but a name. 
  However, the actual translation is beyond you; 
  Failure and Failed Wisdom check: “Lord of the 
  Lashes or something like that.”  
   
  Knowledge (nature) check: 
  • 
  DC 12 – The rock this altar is made of is no rock 
  commonly found on Oerth. 
  • 
  DC 20 – The rock is clearly extra-planar in nature. 
   
  Knowledge (arcana) check: 
  • 
  DC 15 – The altar is clearly ritualistic in nature and 
  most likely intended as a sacrificial altar. 
  • 
  DC 20 – The design and the markings on the altar 
  suggest that it is extra-planar in nature. 
  • 
  DC 25 – In fact, it is almost assuredly abyssal. 
   
  Knowledge (the planes) check: 
  • 
  DC 15 – The altar is an abyssal sacrificial alter. Fairly 
  common on the abyss, but rare on the material plane. 
  • 
  DC 20 – This type of altar is not particularly tied to 
  undead. 
  • 
  DC 25 – If, and only if, the word “Lamashtu” was 
  found and correctly translated (Decipher Script does 
  not count). Lamashtu is a demon lord from one of 
  the lower planes of the abyss. You seem to recall that 
  she is somehow associated with births. 
   
  Development: That, however, is all that is here to be 
  found. The PCs may very well wish to take both the girl’s 
  body and/or all or part of the Altar with them. They may 
  also wish to bury the girl’s body. Burying the girl’s body is 
  fine, but doing so outside the evil of the clearing would 
  be prudent. Any character with a Wisdom or Intelligence 
  of more than 12 should know this without giving it any 
  real thought. If they attempt to take the girl’s body with 
  them, everything will be fine until the body leaves the 
  island. If the body leaves the island, more than ten feet 
  beyond the shoreline or up in the air, it will suddenly 
  convulse and then burst into a shower of ashes. This will 
  leave no body to be had and even the ashes will 
  eventually disappear entirely. 
   
  If they attempt to take the altar, they will find is 
  impossible for them to move. It is almost as though it is 
  rooted in the ground. In fact, attempting to dig under it 
  will not find the bottom unless they dig for more than 
  two hours. They can, however, break off small pieces of it 
  to take with them. The pieces will continue to radiate 
  chaos and evil. 
   
  Whenever the PCs are finished investigating, 
  continue on to the Conclusion. 
   
  CONCLUSION 
  Returning to the Widowmaker you discover that the 
  pirate captain was not with his ship. Apparently, 
  according to the crew, the “Dread Captain Yenavast” 
  stayed behind in Oldred and sent the ship under the 
  command of the first mate to pick up a payment on 
  this island. The crew all swear they’ve never been 
  hear before, but a couple think the Captain knew the 
  island, as his directions were perfect. 
   
  Keri pipes up that he did find one interesting 
  piece of information in the Captain’s quarters and 
  produces a folded up note. “I found it hidden in a 
  compartment under the Captain’s bunk. No sign of a 
  log book though. Either the Captain has it, the crew 
  tossed it overboard in the fight, or there never was 
  one. Not unusual for pirates not to keep one.” 
   
  “But Yenavast is the sort to keep one,” Captain 
  Marius responds. “I’m wiling to bet he took it with 
  him for safe keeping. He’s a sly one. No doubt he was
  expecting a double-cross out here and that’s why he 
  didn’t come. If we can hunt him down, I bet we can 
  gain a lot of information from him. Oh well, for 
  another day. For now, we’ll be taking the two ships 
  back to Oldred and collecting the bounty.” 
   
   
  The PCs of course will be more interested in the note. 
  Give the PCs Player Handout 2. Members of the Grey 
  Watch should instantly realize that this confirms Osprey 
  was on the Devil’s Pride and that Yenavast was probably 
  involved. Asking around will net the information that 
  Yenavast is known to use a cutlass. A fairly large curved 
  slashing blade. 
   
  This it’s the text of the note in the captain’s quarters. 
  “Osprey, while pirate activity is down a little with the 
  ousting of the Scarlet Brotherhood, we’re hearing rumors 
  of some strange activities happening on the Relmor Bay. 
  Lady Farenne even reported a sighting of a ‘ghost ship’ 
  near the waters of Fairwind Bay. We want you to 
  infiltrate one of the seedier pirate ships and see if you can 
  gather any more pertinent information. Keep safe.” 
   
  The PCs can discuss the slim clues and next steps 
  with Captain Marius on the trip back to Oldred, but for 
  now the adventure is over. The PCs will need to wait for 
  NYR6-05 Death of a Sailor 
   
  Page 25 
  
  the next adventure to unravel some more pieces of the 
  mystery. 
   
  Favors to be Gained 
  Successful completion of the mod should result in all of 
  these favors being achieved if there is an eligible PC. 
  With the exception of the Thieves’ Guild favor, the meta-
  org based favors require that the PC was a member of the 
  meta-org at the beginning of the mod. They cannot join 
  after the adventure and gain the favor. 
   
  Church of Pelor: This favor is gained by all PCs that at 
  least attempted the mission. 
   
  Redeemed Favor of the Church of Osprem: PCs who 
  have the Favor of the Church of Osprem from NYR6-S01 
  Making Your Marque may upgrade it. 
   
  Church of Procan: This favor is gained by all PCs that 
  get at least as far as Oldred. 
   
  Thieves’ Guild: Oldred Thieves’ Guild members, even if 
  they joined in this mod, who successfully return with 
  information about the Devil’s pride gain this favor. 
   
  Church of Procan: Members of the Church of Procan 
  meta-org that returned to Jireen with the information 
  they have found will receive this favor. 
   
  Nyrond Navy: Members of the Nyrond Navy meta-org 
  who successfully assist in the capture of the Devil’s Pride 
  gain this favor. 
   
  Grey Watch: Members of the grey watch who 
  successfully return with Osprey’s note from the Devil’s 
  Pride gain this favor. 
   
  Murder Trial 
  It is possible, although hopefully not too likely, that some 
  PCs will not be able to restrain their killer instincts and 
  will use too much lethal damage in a non-lethal fight. 
  This will result in the PC or PCs responsible being held 
  over for trial. 
   
  Murder – Life in prison or death by hanging, in either 
  event, remove the character from play. The character and 
  all associated ARs should be turned in to the Senior GM. 
  the Senior GM is then responsible for informing the 
  Nyrond Triad (triad@nyrond.org). 
   
  That’s the normal sentence in Nyrond for murder. 
  However, in this case, there are some extenuating and 
  suspicious circumstances. Because of this, there are two 
  possible outcomes, neither of which will find the PC 
  guilty of murder. 
   
  If the PC is a Licensed Adventurer, it is far better for 
  them to claim King’s Justice and to be held over for trial 
  in Rel Mord. And they should be so informed. In this 
  case, an actual investigation will occur. And, while the 
  Sheriff is good enough to cover her tracks such that she 
  will not be implicated, she is not good enough to 
  completely whitewash the investigation. So, if the PC 
  claims King’s Justice they will ultimately only be found 
  guilty of assault and battery. In addition to the sentenced 
  time, they will have to spend another 3 TUs to represent 
  their time in transit and their time awaiting trial. 
   
  If the PC is not a Licensed Adventurer or if they 
  choose not to claim King’s Justice, then the PC will be 
  held over for trial in Nessermouth, where the Sheriff has 
  a lot more pull. Ultimately though, she knows that 
  having one of the PCs executed for murder will likely 
  bring too much attention to her town. And so, she will 
  arrange for just enough information to be made available 
  at trial such that the PC will only be found guilty of 
  manslaughter. Also, if the PC happens to be a member of 
  the church meta-org for one of the local churches, the 
  church will pay their fine. The local churches cannot 
  help with the jail sentence, which will be carried out in a 
  prison in Shantadern. 
   
  Assault and Battery – 1 month (4 TUs) and a fine of 100 
  nobles (100 gp). If the PC cannot or chooses not to pay, 
  the prison time is doubled. 
   
  Manslaughter – 5 months (20 TUs) and a fine of 1,000 
  nobles (1,000 gp). If the PC cannot pay or chooses not to, 
  the prison time is doubled. 
   
  This is one of the few times when a PC can use TUs from 
  the next year. If they do not have enough TUs left to 
  cover the fine, the PC is done for the year and will start 
  the following year having already spent the remaining 
  TUs. 
   
  The End 
   
  NYR6-05 Death of a Sailor 
   
  Page 26 
  
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award. Award the total value (objectives plus 
  roleplaying) to each character. 
   
  Encounter 3 
  Defeat the Sheriff’s thugs 
  APL 2 
  120 XP 
  APL 4 
  120 XP 
  APL 6 
  180 XP 
   
  Encounter 5 
  Defeat the undead attack 
  APL 2  
  120 XP 
  APL 4 
  210 XP 
  APL 6 
  270 XP 
   
  Encounter 7 
  Defeat Rena-Noth and his men 
  APL 2 
  120 XP 
  APL 4 
  210 XP 
  APL 6 
  270 XP 
   
  Story Award 
  Capture the Devil’s Pride: 
  APL 2 
  45 XP 
  APL 4 
  68 XP 
  APL 6 
  90 XP 
   
  Discretionary roleplaying award 
  APL 2 
  45 XP 
  APL 4 
  67 XP 
  APL 6 
  90 XP 
   
  Total possible experience: 
  APL 2 
  450 XP 
  APL 4 
  675 XP 
  APL 6 
  900 XP 
   
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions. Looting the bodies takes at least 10 
  minutes per every 5 enemies, and if the characters cannot 
  take the time to loot the bodies, they do not gain this 
  gold. If you feel it is reasonable that characters can go 
  back to loot the bodies, and those bodies are there (i.e., 
  not carted off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters may 
  return to retrieve loot. If the characters do not loot the 
  body, the gold piece value for the loot is subtracted from 
  the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a 
  round or so. If for some reason, they pass up this treasure, 
  the coin total is subtracted from the encounter totals 
  given below. 
   
  Next, the magic items are listed. Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure. Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it. Other times they may 
  attempt to use the item blindly. If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the 
  item is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in 
  the GP Gained field of the adventure certificate. 
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items. 
   
  Encounter 4: 
   
  APL 2: Loot – 0 gp, Coin – 100 gp, Magic – 0gp. 
   
  APL 4: Loot – 0 gp, Coin – 200 gp, Magic – 0gp. 
   
  APL 6: Loot – 0 gp, Coin – 300 gp, Magic – 0gp. 
   
  Encounter 7: 
   
  APL 2: Loot – 19 gp, Coin – 200 gp, Magic -- +1 rapier 
  (193 gp each), potion of cure moderate wounds (2) (25 gp 
  each). 
   
  APL 4: Loot – 149 gp, Coin – 200 gp, Magic -- +1 
  rapier (193 gp each), potion of cure moderate wounds (4) (25 
  gp each), vest of resistance +2 (333 gp each). 
   
  APL 6: Loot – 96 gp, Coin – 200 gp, Magic -- +1 
  cutlass (2) (193 gp each), +1 aquatic rapier (693 gp each), 
  cloak of resistance +1 (2) (83 gp each), potion of cure moderate 
  wounds (4) (25 gp each), vest of resistance +2 (333 gp each). 
   
   
  Total Possible Treasure 
   
  APL 2: Loot: 19 gp; Coin: 300 gp; Magic: 243 gp; 
  Total: 564 gp 
   
  APL 4: Loot: 149 gp; Coin: 400 gp; Magic: 626 gp; 
  Total: 1175 gp 
   
  APL 6: Loot: 96 gp; Coin: 500 gp; Magic: 1679 gp; 
  Total: 2276 gp 
   
  Special 
   
  Church of Pelor: For continuing the investigation into 
  the sailor’s death, the Church has arranged to make 
  NYR6-05 Death of a Sailor 
   
  Page 27 
  
   
  wands of cure light wounds available to you (Regional; 
  DMG; 750 gp) for purchase at the normal price. 
  Piece of the Altar: The PC has chosen to keep a piece of 
  the altar found on the island. The item weighs 2 lbs. and 
  radiates both faint chaos and faint evil. 
   
  Wanted in Nyrond: This PC has committed a serious 
  crime in Nyrond. In addition to potential repercussions 
  in future adventures set in Nyrond, this PC is considered 
  to have a criminal record as it relates to Meta-Orgs. This 
  PC will not be able to join or renew with any Meta-Org 
  that does not allow criminal records. 
   
  ITEMS FOR THE ADVENTURE 
  RECORD 
   
   
  Item Access 
  Redeemed Favor of the Church of Osprem: PCs who 
  have the Favor of the Church of Osprem from NYR6-S01 
  Making Your Marque may redeem that favor now to 
  receive access to necklaces of adaptation (Regional; 
  DMG; 9,000 gp). The favor should then be marked off of 
  the NYR6-S01 AR. 
  APL 2: 
  • 
  none 
   
  APL 4 (all of APL 2 plus the following): 
  • 
  Vest of resistance +2 (Adventure; CA; 4,000 gp) 
   
   
  Church of Osprem: For continuing the investigation 
  into the sailor’s death, the Church has arranged to make 
  the following weapons available to you as normal or 
  masterwork versions: aquatic crossbow, aquatic longbow, 
  cutlass, harpoon (All Regional; Stormwrack; varies). 
  APL 6 (all of APLs 2-4 plus the following): 
  • 
  +1 aquatic rapier (Adventure; Stormwrack; 8,320 gp) 
   
   
  Signed a Letter of Marque: The PC has signed a Letter 
  of Marque on the privateer ship the Widowmaker. 
   
  Thieves’ Guild Recommendation: This PC has been 
  approached by the Bayfield family and offered the chance 
  to join the Oldred Thieves’ Guild (Bayfield family only). 
  Only chaotically aligned characters with at least one 
  Rogue level may receive this recommendation. 
   
  Thieves’ Guild: For being a member of the Oldred 
  Thieves’ Guild and for successfully returning with 
  information about the Devil’s pride, your “family” has 
  decided to reward you. You now have access to +1 
  quickblade rapiers (Regional; CV; 2,375 gp) and to 
  lockpicking rings (Regional; CV; 4,500 gp). 
   
  Church of Procan: Members of the Church of Procan 
  meta-org that returned to Jireen with the information 
  they have found have received his favor. He has made 
  arrangements for you to have access to the following 
  feats: Bane Magic (undead only) (Heroes of Horror), 
  Sanctify Water (Stormwrack), and Storm Magic 
  (Stormwrack) (all access Regional). 
   
  Nyrond Navy: For being in the Navy and assisting in the 
  capture of the Devil’s Pride, the Navy has made a special 
  arrangement for you. You now have access to upgrade 
  any magic weapon you already own with the Aquatic 
  special ability (Regional; Stormwrack; +1 bonus). 
   
  Grey Watch: As a member of the Grey Watch, your 
  going the extra mile to bring back the location of 
  Osprey’s note has impressed your superiors. They have 
  granted you access to the following feats: Master of 
  Knowledge (Heroes of Horror) and Ship’s Mage 
  (Stormwrack). 
  NYR6-05 Death of a Sailor 
   
  Page 28 
  
  APPENDIX 1: APL 2
  ENCOUNTER 3: THE STREETS AREN’T 
  SAFE 
   
  Sheriff’s Enforcer: male human rogue 1; CR 1; 
  Medium humanoid (human); HD 1d6+2; hp 6; Init +1; 
  Spd 30 ft.; AC 15 (+1 Dex, +4 chain shirt) touch 11, flat-
  footed 14; Base Atk +0; Grp +2 (+5); 
   
  Atk +3 melee (1d3+2, unarmed strike); 
   
  Full Atk +3 melee (1d3+2, unarmed strike); 
   
  SA Sneak attack (+1d6); SQ Trapfinding; 
   
  AL CN; SV Fort +2, Ref +3, Will +1; Str 15, Dex 13, 
  Con 14, Int 10, Wis 12, Cha 8. 
   
  Skills and Feats: Climb +5, Hide +4, Intimidate +3, 
  Jump +5, Listen +5, Move Silently +4, Sense Motive +5, 
  Spot +5, Tumble +4; Feats: Improved Unarmed StrikeB, 
  Weapon Focus (unarmed strike) (1st). 
   
  Possessions: Masterwork chain shirt. 
   
  Biffo: male human warrior 1/rogue 1; CR 1; Medium 
  humanoid (human); HD 1d8+1d6+4; hp 14; Init +2; Spd 
  30 ft.; AC 15 (+2 Dex, +3 studded leather armor), touch 
  12, flat-footed 13; Base Atk +1; Grp +2; 
   
  Atk +5 melee (1d6+1/non-lethal, masterwork sap); 
   
  Full Atk +5 melee (1d6+1/non-lethal, masterwork 
  sap); 
   
  SA Sneak attack (+1d6); SQ Trapfinding; 
   
  AL CN; SV Fort +4, Ref +4, Will +1; Str 13, Dex 15, 
  Con 14, Int 10, Wis 12, Cha 8. 
   
  Skills and Feats: Balance +5, Climb +6, Intimidate 
  +4, Jump +8, Tumble +9; Weapon FinesseB, Weapon 
  Focus (sap) (1st). 
   
  Languages: Common. 
   
  Possessions: Masterwork sap, masterwork studded 
  leather armor. 
   
  ENCOUNTER 5: A CLOSE ENCOUNTER 
   
  Lacedon: CR 1; Medium undead (aquatic); HD 2d12; 
  hp 18; Init +2; Spd 30 ft., swim 30 ft.; AC 14 (+2 Dex, +2 
  natural), touch 12, flat-footed 12; Base Atk +1; Grp +2; 
   
  Atk +2 melee (1d6+1 plus paralysis, bite); 
   
  Full Atk +2 melee (1d6+1 plus paralysis, bite) and 
  +0 melee (1d3 plus paralysis, 2 claws); 
   
  SA Ghoul fever, paralysis; SQ Darkvision 60 ft., +2 
  turn resistance, undead traits;  
   
  AL CE; SV Fort +0, Ref +2, Will +5; Str 13, Dex 15, 
  Con —, Int 13, Wis 14, Cha 12. 
   
  Skills and Feats: Balance +6, Climb +5, Hide +6, 
  Jump +5, Move Silently +6, Spot +7; Multiattack. 
   
  Ghoul Fever (Su): Disease—bite, Fortitude DC 
  12, incubation period 1 day, damage 1d3 Con and 1d3 
  Dex. The save DC is Charisma-based. 
   
  An afflicted humanoid who dies of ghoul fever 
  rises as a ghoul at the next midnight. A humanoid who 
  becomes a ghoul in this way retains none of the 
  abilities it possessed in life. It is not under the control 
  of any other ghouls, but it hungers for the flesh of the 
  living and behaves like a normal ghoul in all respects. 
  A humanoid of 4 Hit Dice or more rises as a ghast, not 
  a ghoul. 
   
  Paralysis (Ex): Those hit by a ghoul’s bite or claw 
  attack must succeed on a DC 12 Fortitude save or be 
  paralyzed for 1d4+1 rounds. Elves have immunity to 
  this paralysis. The save DC is Charisma-based. 
   
  Lacedon, Corpsecrafted Elite: CR 3; Medium 
  undead (aquatic); HD 2d12+4; hp 22; Init +3; Spd 30 ft., 
  swim 30 ft.; AC 15 (+3 Dex, +2 natural), touch 13, flat-
  footed 12; Base Atk +1; Grp +6; 
   
  Atk +6 melee (1d6+5 plus paralysis, bite); 
   
  Full Atk +6 melee (1d6+5 plus paralysis, bite) and 
  +4 melee (1d3+2 plus paralysis, 2 claws); 
   
  SA Ghoul fever, paralysis; SQ Bolstered resistance, 
  darkvision 60 ft., +6 turn resistance, undead traits;  
   
  AL CE; SV Fort +0, Ref +3, Will +6; Str 21, Dex 16, 
  Con —, Int 12, Wis 17, Cha 16. 
   
  Skills and Feats: Balance +7, Climb +9, Hide +7, 
  Jump +9, Move Silently +7, Spot +8; Multiattack. 
   
  Bolstered Resistance (Su): Undead raised with 
  the Bolster Resistance feat gain a +4 turn resistance. 
   
  Ghoul Fever (Su): Disease—bite, Fortitude DC 
  14, incubation period 1 day, damage 1d3 Con and 1d3 
  Dex. The save DC is Charisma-based. 
   
  An afflicted humanoid who dies of ghoul fever 
  rises as a ghoul at the next midnight. A humanoid who 
  becomes a ghoul in this way retains none of the 
  abilities it possessed in life. It is not under the control 
  of any other ghouls, but it hungers for the flesh of the 
  living and behaves like a normal ghoul in all respects. 
  A humanoid of 4 Hit Dice or more rises as a ghast, not 
  a ghoul. 
   
  Paralysis (Ex): Those hit by a ghoul’s bite or claw 
  attack must succeed on a DC 14 Fortitude save or be 
  paralyzed for 1d4+1 rounds. Elves have immunity to 
  this paralysis. The save DC is Charisma-based. 
   
  ENCOUNTER 7: EXPECTED VISITORS 
   
  Drevin and Sloop: male human warrior 1; CR 1/2; 
  Medium humanoid (human); HD 1d8+1; hp 7; Init +1; 
  Spd 30 ft.; AC 14 (+1 Dex, +2 leather armor, +1 light 
  wooden shield), touch 11, flat-footed 13; Base Atk +1; 
  Grp +1; 
   
  Atk +3 melee (1d6/19-20, cutlass); 
   
  Full Atk +3 melee (1d6/19-20, cutlass); 
   
  AL CN; SV Fort +3, Ref +1, Will +0; Str 11, Dex 13, 
  Con 12, Int 9, Wis 10, Cha 8. 
   
  Skills and Feats: Climb +1, Jump +1, Profession 
  (sailor) +1, Swim +0; Weapon FinesseB, Weapon Focus 
  (cutlass) (1st). 
   
  Languages: Common. 
   
  Possessions: Cutlass, sap, leather armor, light 
  wooden shield. 
  NYR6-05 Death of a Sailor 
   
  Page 29 
  
   
  Rena-Noth: 
  male 
  human 
  (Suel) 
  aristocrat 
  1/swashbuckler 3; CR 3; Medium humanoid (human); 
  HD 1d8+3d10+8; hp 36; Init +3; Spd 30 ft.; AC 16 (+3 
  Dex, +3 studded leather armor), touch 13, flat-footed 
  13; Base Atk +3; Grp +4; 
   
  Atk +8 melee (1d6+3/18-20, +1 rapier); 
   
  Full Atk +8 melee (1d6+3/18-20, +1 rapier); 
   
  SA Insightful strike; SQ Grace; 
   
  AL NE; SV Fort +5, Ref +5, Will +4; Str 13, Dex 16, 
  Con 14, Int 12, Wis 8, Cha 10. 
   
  Skills and Feats: Balance +5, Bluff +5, Climb +2, 
  Diplomacy +8, Jump +8, Knowledge (local – NMR) +5, 
  Listen +3, Profession (sailor) +1, Sense Motive +3, Spot 
  +3, Tumble +12; Dodge (3rd), Iron WillB, Weapon 
  FinesseB, Weapon Focus (rapier) (1st). 
   
  Languages: Common, Ancient Suloise. 
   
  Grace 
  (Ex): 
  A 
  swashbuckler 
  gains 
  a 
  +1 
  competence bonus on Reflex saves at 2nd level. This 
  bonus increases to +2 at 11th level and to +3 at 20th 
  level. A swashbuckler loses this bonus when wearing 
  medium or heavy armor or when carrying a medium or 
  heavy load. 
   
  Insightful 
  Strike 
  (Ex): 
  At 
  3rd 
  level, 
  a 
  swashbuckler becomes able to place her finesse attacks 
  where they deal greater damage. She applies her 
  Intelligence bonus (if any) as a bonus on damage rolls 
  (in addition to any Strength bonus she may have) with 
  any light weapon, as well as any other weapon that can 
  be used with Weapon Finesse, such as a rapier, whip, or 
  spiked chain. Targets immune to sneak attacks or 
  critical hits are immune to the swashbuckler’s 
  insightful strike. A swashbuckler cannot use this 
  ability when wearing medium or heavy armor or when 
  carrying a medium or heavy load. 
   
  Possessions: Sap, masterwork studded leather armor, 
  +1 rapier, potion of cure moderate wounds (2). 
   
   
   
  NYR6-05 Death of a Sailor 
   
  Page 30 
  
  APL 4 
  ENCOUNTER 3: THE STREETS AREN’T 
  SAFE 
   
  Sheriff’s Enforcer: male human rogue 1; CR 1; 
  Medium humanoid (human); HD 1d6+2; hp 6; Init +1; 
  Spd 30 ft.; AC 15 (+1 Dex, +4 chain shirt) touch 11, flat-
  footed 14; Base Atk +0; Grp +2 (+5); 
   
  Atk +3 melee (1d3+2, unarmed strike); 
   
  Full Atk +3 melee (1d3+2, unarmed strike); 
   
  SA Sneak attack (+1d6); SQ Trapfinding; 
   
  AL CN; SV Fort +2, Ref +3, Will +1; Str 15, Dex 13, 
  Con 14, Int 10, Wis 12, Cha 8. 
   
  Skills and Feats: Climb +5, Hide +4, Intimidate +3, 
  Jump +5, Listen +5, Move Silently +4, Sense Motive +5, 
  Spot +5, Tumble +4; Feats: Improved Unarmed StrikeB, 
  Weapon Focus (unarmed strike) (1st). 
   
  Possessions: Masterwork chain shirt. 
   
  Biffo: male human warrior 1/rogue 1; CR 1; Medium 
  humanoid (human); HD 1d8+1d6+4; hp 14; Init +2; Spd 
  30 ft.; AC 15 (+2 Dex, +3 studded leather armor), touch 
  12, flat-footed 13; Base Atk +1; Grp +2; 
   
  Atk +5 melee (1d6+1/non-lethal, masterwork sap); 
   
  Full Atk +5 melee (1d6+1/non-lethal, masterwork 
  sap); 
   
  SA Sneak attack (+1d6); SQ Trapfinding; 
   
  AL CN; SV Fort +4, Ref +4, Will +1; Str 13, Dex 15, 
  Con 14, Int 10, Wis 12, Cha 8. 
   
  Skills and Feats: Balance +5, Climb +6, Intimidate 
  +4, Jump +8, Tumble +9; Weapon FinesseB, Weapon 
  Focus (sap) (1st). 
   
  Languages: Common. 
   
  Possessions: Masterwork sap, masterwork studded 
  leather armor. 
   
  ENCOUNTER 5: A CLOSE ENCOUNTER 
   
  Lacedon, Corpsecrafted Elite: CR 3; Medium 
  undead (aquatic); HD 2d12+4; hp 22; Init +3; Spd 30 ft., 
  swim 30 ft.; AC 15 (+3 Dex, +2 natural), touch 13, flat-
  footed 12; Base Atk +1; Grp +6; 
   
  Atk +6 melee (1d6+5 plus paralysis, bite); 
   
  Full Atk +6 melee (1d6+5 plus paralysis, bite) and 
  +4 melee (1d3+2 plus paralysis, 2 claws); 
   
  SA Ghoul fever, paralysis; SQ Bolstered resistance, 
  darkvision 60 ft., +6 turn resistance, undead traits;  
   
  AL CE; SV Fort +0, Ref +3, Will +6; Str 21, Dex 16, 
  Con —, Int 12, Wis 17, Cha 16. 
   
  Skills and Feats: Balance +7, Climb +9, Hide +7, 
  Jump +9, Move Silently +7, Spot +8; Multiattack. 
   
  Bolstered Resistance (Su): Undead raised with 
  the Bolster Resistance feat gain a +4 turn resistance. 
   
  Ghoul Fever (Su): Disease—bite, Fortitude DC 
  14, incubation period 1 day, damage 1d3 Con and 1d3 
  Dex. The save DC is Charisma-based. 
   
  An afflicted humanoid who dies of ghoul fever 
  rises as a ghoul at the next midnight. A humanoid who 
  becomes a ghoul in this way retains none of the 
  abilities it possessed in life. It is not under the control 
  of any other ghouls, but it hungers for the flesh of the 
  living and behaves like a normal ghoul in all respects. 
  A humanoid of 4 Hit Dice or more rises as a ghast, not 
  a ghoul. 
   
  Paralysis (Ex): Those hit by a ghoul’s bite or claw 
  attack must succeed on a DC 14 Fortitude save or be 
  paralyzed for 1d4+1 rounds. Elves have immunity to 
  this paralysis. The save DC is Charisma-based. 
   
  ENCOUNTER 7: EXPECTED VISITORS 
   
  Drevin and Sloop: male human warrior 1/fighter 2; 
  CR 2; Medium humanoid (human); HD 1d8+2d10+9; 
  hp 30; Init +2; Spd 30 ft.; AC 16 (+2 Dex, +3 studded 
  leather armor, +1 cutlass), touch 12, flat-footed 14; Base 
  Atk +3; Grp +4; 
   
  Atk +7 melee (1d6+1/19-20, masterwork cutlass); 
   
  Full Atk +5 melee (1d6+1/19-20, masterwork 
  cutlass) and +5 melee (1d6+1/19-20, masterwork 
  cutlass); 
   
  AL CN; SV Fort +7, Ref +2, Will +1; Str 13, Dex 15, 
  Con 14, Int 10, Wis 12, Cha 8. 
   
  Skills and Feats: Climb +5, Jump +4, Profession 
  (sailor) +4, Swim +6; Improved Toughness (3rd), Two-
  Weapon DefenseB, Two-Weapon FightingB, Weapon 
  FinesseB, Weapon Focus (cutlass) (1st). 
   
  Languages: Common. 
   
  Possessions: Masterwork cutlass (2), sap, masterwork 
  studded leather armor, potion of cure moderate wounds. 
   
  Rena-Noth: 
  male 
  human 
  (Suel) 
  aristocrat 
  1/swashbuckler 6; CR 6; Medium humanoid (human); 
  HD 1d8+6d10+14; hp 65; Init +3; Spd 30 ft.; AC 16 (+3 
  Dex, +3 studded leather armor), touch 13, flat-footed 
  13; Base Atk +6; Grp +7; 
   
  Atk +11 melee (1d6+3/18-20, +1 rapier); 
   
  Full Atk +11/+6 melee (1d6+3/18-20, +1 rapier); 
   
  SA Insightful strike; SQ Dodge bonus, grace; 
   
  AL NE; SV Fort +9, Ref +8, Will +7; Str 13, Dex 16, 
  Con 14, Int 12, Wis 8, Cha 10. 
   
  Skills and Feats: Balance +8, Bluff +5, Climb +2, 
  Diplomacy +12, Jump +8, Knowledge (local – NMR) 
  +5, Listen +3, Profession (sailor) +9, Sense Motive +3, 
  Spot +3, Tumble +15; Dodge (3rd), Iron WillB, Mobility 
  (6th), Weapon FinesseB, Weapon Focus (rapier) (1st). 
   
  Languages: Common, Ancient Suloise. 
   
  Grace 
  (Ex): 
  A 
  swashbuckler 
  gains 
  a 
  +1 
  competence bonus on Reflex saves at 2nd level. This 
  bonus increases to +2 at 11th level and to +3 at 20th 
  level. A swashbuckler loses this bonus when wearing 
  medium or heavy armor or when carrying a medium or 
  heavy load. 
  NYR6-05 Death of a Sailor 
   
  Page 31 
  
   
  Insightful 
  Strike 
  (Ex): 
  At 
  3rd 
  level, 
  a 
  swashbuckler becomes able to place her finesse attacks 
  where they deal greater damage. She applies her 
  Intelligence bonus (if any) as a bonus on damage rolls 
  (in addition to any Strength bonus she may have) with 
  any light weapon, as well as any other weapon that can 
  be used with Weapon Finesse, such as a rapier, whip, or 
  spiked chain. Targets immune to sneak attacks or 
  critical hits are immune to the swashbuckler’s 
  insightful strike. A swashbuckler cannot use this 
  ability when wearing medium or heavy armor or when 
  carrying a medium or heavy load. 
   
  Dodge Bonus (Ex): A swashbuckler is trained at 
  focusing her defenses on a single opponent in melee. 
  During her action, she may designate an opponent and 
  receive a +1 dodge bonus to Armor Class against melee 
  attacks from that opponent. She can select a new 
  opponent on any action. This bonus increases by +1 at 
  every five levels after 5th (+2 at 10th level, +3 at 15th 
  level, and +4 at 20th). A swashbuckler loses this bonus 
  when wearing medium or heavy armor or when 
  carrying a medium or heavy load. 
   
  If the swashbuckler also has the Dodge feat, she 
  need not designate the same target for this ability as for 
  the Dodge feat. (If she designates the same target, the 
  bonuses stack.) 
   
  Possessions: Sap, masterwork studded leather armor, 
  +1 rapier, potion of cure moderate wounds (2), vest of 
  resistance +2. 
   
   
   
   
   
   
  NYR6-05 Death of a Sailor 
   
  Page 32 
  
  APL 6 
  ENCOUNTER 3: THE STREETS AREN’T 
  SAFE 
   
  Sheriff’s Enforcer: male human rogue 3; CR 3; 
  Medium humanoid (human); HD 3d6+6; hp 19; Init +1; 
  Spd 30 ft.; AC 16 (+1 Dex, +1 deflection, +4 chain shirt) 
  touch 12, flat-footed 15; Base Atk +2; Grp +2 (+5); 
   
  Atk +5 melee (1d3+2, unarmed strike); 
   
  Full Atk +5 melee (1d3+2, unarmed strike); 
   
  SA Sneak attack (+2d6); SQ Evasion, trap sense 
  (+1), trapfinding; 
   
  AL CN; SV Fort +3, Ref +4, Will +2; Str 15, Dex 13, 
  Con 14, Int 10, Wis 12, Cha 8. 
   
  Skills and Feats: Balance +2, Climb +7, Hide +6, 
  Intimidate +5, Jump +9, Listen +7, Move Silently +6, 
  Sense Motive +7, Spot +7, Tumble +8; Feats: Improved 
  Unarmed StrikeB, Power Attack (3rd), Weapon Focus 
  (unarmed strike) (1st). 
   
  Possessions: Masterwork chain shirt, ring of protection 
  +1. 
   
  Biffo: male human warrior 1/rogue 3; CR 3; Medium 
  humanoid (human); HD 1d8+3d6+8; hp 27; Init +3; Spd 
  30 ft.; AC 16 (+3 Dex, +3 studded leather armor), touch 
  13, flat-footed 13; Base Atk +3; Grp +4; 
   
  Atk +8 melee (1d6+2/non-lethal, +1 sap); 
   
  Full Atk +8 melee (1d6+2/non-lethal, +1 sap); 
   
  SA Sneak attack (+2d6); SQ Evasion, trap sense 
  (+1), trapfinding; 
   
  AL CN; SV Fort +6, Ref +7, Will +3; Str 13, Dex 16, 
  Con 14, Int 10, Wis 12, Cha 8. 
   
  Skills and Feats: Balance +11, Bluff +4, Climb +8, 
  Intimidate +8, Jump +10, Tumble +12; Combat Reflexes 
  (3rd), Weapon FinesseB, Weapon Focus (sap) (1st). 
   
  Languages: Common. 
   
  Possessions: Masterwork studded leather armor, +1 
  sap, cloak of resistance +1. 
   
  ENCOUNTER 5: A CLOSE ENCOUNTER 
   
  Ghast, Corpsecrafted Elite Aquatic: CR 5; Medium 
  undead (aquatic); HD 4d12+11; hp 47; Init +4; Spd 30 
  ft., swim 30 ft.; AC 18 (+4 Dex, +4 natural), touch 14, 
  flat-footed 14; Base Atk +2; Grapple +9; 
   
  Atk +9 melee (1d8+7 plus paralysis, bite); 
   
  Full Atk +9 melee (1d8+7 plus paralysis, bite) and 
  +7 melee (1d4+3 plus paralysis, 2 claws); 
   
  SA Ghoul fever, paralysis, stench; SQ Bolstered 
  resistance, darkvision 60 ft., +6 turn resistance, undead 
  traits; 
   
  AL CE; SV Fort +1, Ref +5, Will +6; Str 25, Dex 19, 
  Con —, Int 14, Wis 14, Cha 20. 
   
  Skills and Feats: Balance +11, Climb +14, Hide +11, 
  Jump +14, Move Silently +11, Spot +9; Multiattack, 
  Toughness. 
   
  Bolstered Resistance (Su): Undead raised with 
  the Bolster Resistance feat gain a +4 turn resistance. 
   
  Ghoul Fever (Su): Disease—bite, Fortitude DC 
  17, incubation period 1 day, damage 1d3 Con and 1d3 
  Dex. The save DC is Charisma-based. 
   
  Paralysis (Ex): Those hit by a ghast’s bite or claw 
  attack must succeed on a DC 17 Fortitude save or be 
  paralyzed for 1d4+1 rounds. Even elves can be affected 
  by this paralysis. The save DC is Charisma-based. 
   
  Stench (Ex): The stink of death and corruption 
  surrounding these creatures is overwhelming. Living 
  creatures within 10 feet must succeed on a DC 17 
  Fortitude save or be sickened for 1d6+4 minutes. A 
  creature that successfully saves cannot be affected 
  again by the same ghast’s stench for 24 hours. A delay 
  poison or neutralize poison spell removes the effect from 
  a sickened creature. Creatures with immunity to 
  poison are unaffected, and creatures resistant to poison 
  receive their normal bonus on their saving throws. The 
  save DC is Charisma-based. 
   
  ENCOUNTER 7: EXPECTED VISITORS 
   
  Drevin and Sloop: male human warrior 1/fighter 4; 
  CR 4; Medium humanoid (human); HD 1d8+4d10+15; 
  hp 51; Init +3; Spd 30 ft.; AC 17 (+3 Dex, +3 studded 
  leather armor, +1 cutlass), touch 13, flat-footed 14; Base 
  Atk +5; Grp +6; 
   
  Atk +10 melee (1d6+4/19-20, +1 cutlass); 
   
  Full Atk +8 melee (1d6+4/19-20, +1 cutlass) and +8 
  melee (1d6+3/19-20, cutlass); 
   
  AL CN; SV Fort +9, Ref +5, Will +3; Str 13, Dex 16, 
  Con 14, Int 10, Wis 12, Cha 8. 
   
  Skills and Feats: Climb +7, Jump +4, Profession 
  (sailor) +5, Swim +8; Improved Toughness (3rd), Two-
  Weapon DefenseB, Two-Weapon FightingB, Weapon 
  FinesseB, Weapon Focus (cutlass) (1st), Weapon 
  Specialization (cutlass)B. 
   
  Languages: Common. 
   
  Possessions: Masterwork cutlass, sap, masterwork 
  studded leather armor, +1 cutlass, cloak of resistance +1, 
  potion of cure moderate wounds. 
   
  Rena-Noth: 
  male 
  human 
  (Suel) 
  aristocrat 
  1/swashbuckler 8; CR 8; Medium humanoid (human); 
  HD 1d8+8d10+18; hp 84; Init +3; Spd 30 ft.; AC 16 (+3 
  Dex, +3 studded leather armor), touch 13, flat-footed 
  13; Base Atk +8; Grp +10; 
   
  Atk +13 melee (1d6+4/18-20, +1 aquatic rapier); 
   
  Full Atk +13/+8 melee (1d6+4/18-20, +1 aquatic 
  rapier); 
   
  SA 
  Acrobatic 
  charge, 
  improved 
  flanking, 
  insightful strike; SQ Dodge bonus, grace; 
   
  AL NE; SV Fort +10, Ref +8, Will +7; Str 14, Dex 
  16, Con 14, Int 12, Wis 8, Cha 10. 
   
  Skills and Feats: Balance +10, Bluff +5, Climb +3, 
  Diplomacy +14, Jump +9, Knowledge (local – NMR) 
  NYR6-05 Death of a Sailor 
   
  Page 33 
  
  +8, Listen +3, Profession (sailor) +9, Sense Motive +6, 
  Spot +3, Tumble +17; Dodge (3rd), Elusive Target (9th), 
  Iron WillB, Mobility (6th), Weapon FinesseB, Weapon 
  Focus (rapier) (1st). 
   
   
  Languages: Common, Ancient Suloise. 
   
  Grace 
  (Ex): 
  A 
  swashbuckler 
  gains 
  a 
  +1 
  competence bonus on Reflex saves at 2nd level. This 
  bonus increases to +2 at 11th level and to +3 at 20th 
  level. A swashbuckler loses this bonus when wearing 
  medium or heavy armor or when carrying a medium or 
  heavy load. 
   
  Insightful 
  Strike 
  (Ex): 
  At 
  3rd 
  level, 
  a 
  swashbuckler becomes able to place her finesse attacks 
  where they deal greater damage. She applies her 
  Intelligence bonus (if any) as a bonus on damage rolls 
  (in addition to any Strength bonus she may have) with 
  any light weapon, as well as any other weapon that can 
  be used with Weapon Finesse, such as a rapier, whip, or 
  spiked chain. Targets immune to sneak attacks or 
  critical hits are immune to the swashbuckler’s 
  insightful strike. A swashbuckler cannot use this 
  ability when wearing medium or heavy armor or when 
  carrying a medium or heavy load. 
   
  Dodge Bonus (Ex): A swashbuckler is trained at 
  focusing her defenses on a single opponent in melee. 
  During her action, she may designate an opponent and 
  receive a +1 dodge bonus to Armor Class against melee 
  attacks from that opponent. She can select a new 
  opponent on any action. This bonus increases by +1 at 
  every five levels after 5th (+2 at 10th level, +3 at 15th 
  level, and +4 at 20th). A swashbuckler loses this bonus 
  when wearing medium or heavy armor or when 
  carrying a medium or heavy load. 
   
  If the swashbuckler also has the Dodge feat, she 
  need not designate the same target for this ability as for 
  the Dodge feat. (If she designates the same target, the 
  bonuses stack.) 
   
  Acrobatic Charge (Ex): A swashbuckler of 7th 
  level or higher can charge in situations where others 
  cannot. She may charge over difficult terrain that 
  normally slows movement or allies blocking her path. 
  This ability enables her to run down steep stairs, leap 
  down from a balcony, or to tumble over tables to get to 
  her target. Depending on the circumstance, she may 
  still need to make appropriate checks (Jump or Tumble 
  checks, in particular) to successfully move over the 
  terrain. 
   
  Improved Flanking (Ex): A swashbuckler of 8th 
  level or higher who is flanking an opponent gains a +4 
  bonus on attacks instead of a +2 bonus on attacks. 
  (Other characters flanking with the swashbuckler 
  don’t gain this increased bonus.) 
   
  Possessions: Sap, masterwork studded leather armor, 
  +1 aquatic rapier, potion of cure moderate wounds (2), vest of 
  resistance +2. 
   
   
   
   
  NYR6-05 Death of a Sailor 
   
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  OTHER NPCS 
  Keriastanor “Keri” Perlantasil: male elf (aquatic) 
  fighter 1/ranger 3; CR 4; Medium humanoid (aquatic, 
  elf); HD 1d10+3d8+8; hp 33; Init +3; Spd 30 ft., swim 40 
  ft.; AC 18 (+3 Dex, +4 chain shirt, +1 short sword), 
  touch 13, flat-footed 15; Base Atk +4; Grp +5; 
   
  Atk +10 melee (1d6+1/18-20, masterwork rapier); 
   
  Full Atk +8 melee (1d6+1/18-20, masterwork 
  rapier) and +6 melee (1d6/19-20, short sword); 
   
  SA Favored enemy (undead) (+2); SQ Superior 
  low-light vision, wild empathy (+2); 
   
  AL CN; SV Fort +7, Ref +6, Will +2; Str 13, Dex 18, 
  Con 14, Int 8, Wis 12, Cha 8. 
   
  Skills and Feats: Climb +3, Handle Animal +4, 
  Knowledge (nature) +2, Listen +6, Search +1, Spot +6, 
  Swim 
  +11; 
  EnduranceB, 
  TrackB, 
  Two-Weapon 
  FightingB, 
  Two-Weapon 
  Defense 
  (3rd), 
  Weapon 
  FinesseB, Weapon Focus (rapier) (1st). 
   
  Languages: Common, Elven. 
   
  Possessions: Short sword, masterwork rapier, 
  masterwork chain shirt. 
   
   “The Cook”: male half-orc fighter 1/ranger 3; CR 4; 
  Medium humanoid (half-orc); HD 1d10+3d8+8; hp 33; 
  Init +1; Spd 30 ft.; AC 13 (+1 Dex, +1 leather apron, +1 
  cook’s knife), touch 11, flat-footed 12; Base Atk +4; Grp 
  +8; 
   
  Atk +9 melee (1d4+4, cook’s knife); 
   
  Full Atk +7 melee (1d4+4, cook’s knife) and +7 
  melee (1d4+2, cook’s knife); 
   
  SA Favored enemy (undead) (+2); SQ Darkvision, 
  wild empathy (+1); 
   
  AL CN; SV Fort +7, Ref +4, Will +1; Str 18, Dex 13, 
  Con 14, Int 10, Wis 10, Cha 6. 
   
  Skills and Feats: Climb +11, Jump +10, Profession 
  (cook) +3, Swim +11; EnduranceB, Improved Unarmed 
  StrikeB, TrackB, Two-Weapon FightingB, Two-Weapon 
  Defense (3rd), Weapon Focus (cook’s knife) (1st). 
   
  Languages: Common, Orc. 
   
  Possessions: Cook’s knife (2), leather apron. 
   
   
   
  NYR6-05 Death of a Sailor 
   
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  APPENDIX 2: NEW RULES 
  NEW CLASSES 
  Swashbuckler (Complete Warrior) 
  The swashbuckler embodies the concepts of daring and panache. Favoring agility and wit over brute force, the 
  swashbuckler excels both in combat situations and social interactions, making her a versatile character indeed. 
   
  GAME RULE INFORMATION 
  Swashbucklers have the following game statisitics. 
   
  Abilities: The lightly armored swashbuckler depends upon a high Dexterity for her Armor Class, as well as for 
  many class skills.  High Intelligence and Charisma scores are also hallmarks of a successful swashbuckler.  Strength is 
  not as important for a swashbuckler as it is for other melee combatants. 
   
  Hit Die: d10. 
   
  Class Skills 
  The swashbuckler’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), 
  Diplomacy (Cha), Escape Artist (Dex), Jump (Str), Profession (Wis), Sense Motive (Wis), Swim (Str), Tumble (Dex), and 
  Use Rope (Dex).  
   
  Skills Points at 1st Level: (4 + Int modifier) x 4. 
   
  Skills Points at Each Additional Level: 4 + Int modifier. 
   
  Table: The Swashbuckler 
   
  Level  
  Base  
  Attack Bonus  
  Fort 
  Save  
  Ref 
  Save  
  Will 
  Save  
   
  Special 
  1st  +1  
  +2  
  +0  
  +0  
  Weapon Finesse 
  2nd 
  +2 
  +3 
  +0 
  +0 
  Grace +1 
  3rd 
  +3 
  +3 
  +1 
  +1 
  Insightful strike 
  4th 
  +4 
  +4 
  +1 
  +1 
  — 
  5th 
  +5 
  +4 
  +1 
  +1 
  Dodge bonus +1 
  6th 
  +6/+1 
  +5 
  +2 
  +2 
  — 
  7th 
  +7/+2 
  +5 
  +2 
  +2 
  Acrobatic charge 
  8th 
  +8/+3 
  +6 
  +2 
  +2 
  Improved flanking 
  9th 
  +9/+4 
  +6 
  +3 
  +3 
  — 
  10th 
  +10/+5 
  +7 
  +3 
  +3 
  Dodge bonus +2 
  11th 
  +11/+6/+1 
  +7 
  +3 
  +3 
  Grace +2, lucky 
  12th 
  +12/+7/+2 
  +8 
  +4 
  +4 
  — 
  13th 
  +13/+8/+3 
  +8 
  +4 
  +4 
  Acrobatic skill mastery 
  14th 
  +14/+9/+4 
  +9 
  +4 
  +4 
  Weakening critical 
  15th 
  +15/+10/+5 
  +9 
  +5 
  +5 
  Dodge bonus +3 
  16th 
  +16/+11/+6/+1 
  +10 
  +5 
  +5 
  — 
  17th 
  +17/+12/+7/+2 
  +10 
  +5 
  +5 
  Slippery mind 
  18th 
  +18/+13/+8/+3 
  +11 
  +6 
  +6 
  — 
  19th 
  +19/+14/+9/+4 
  +11 
  +6 
  +6 
  Wounding critical 
  20th 
  +20/+15/+10/+5 
  +12 
  +6 
  +6 
  Dodge bonus +4, grace +3 
   
  Class Features 
  All of the following are class features of the swashbuckler. 
   
  Weapon and Armor Proficiency: Swashbucklers are proficient with all simple and martial weapons, and with 
  light armor. Some of the swashbuckler’s class features, as noted below, rely on her being no more than lightly armored 
  and unencumbered. 
   
  Weapon Finesse (Ex): A swashbuckler gains Weapon Finesse as a bonus feat at 1st level even if she does not 
  qualify for the feat. 
   
  Grace (Ex): A swashbuckler gains a +1 competence bonus on Reflex saves at 2nd level. This bonus increases to +2 at 
  11th level and to +3 at 20th level. A swashbuckler loses this bonus when wearing medium or heavy armor or when 
  carrying a medium or heavy load. 
   
  Insightful Strike (Ex): At 3rd level, a swashbuckler becomes able to place her finesse attacks where they deal 
  greater damage. She applies her Intelligence bonus (if any) as a bonus on damage rolls (in addition to any Strength 
  NYR6-05 Death of a Sailor 
   
  Page 36 
  
  bonus she may have) with any light weapon, as well as any other weapon that can be used with Weapon Finesse, such as 
  a rapier, whip, or spiked chain. Targets immune to sneak attacks or critical hits are immune to the swashbuckler’s 
  insightful strike. A swashbuckler cannot use this ability when wearing medium or heavy armor or when carrying a 
  medium or heavy load. 
   
  Dodge Bonus (Ex): A swashbuckler is trained at focusing her defenses on a single opponent in melee. During her 
  action, she may designate an opponent and receive a +1 dodge bonus to Armor Class against melee attacks from that 
  opponent. She can select a new opponent on any action. This bonus increases by +1 at every five levels after 5th (+2 at 
  10th level, +3 at 15th level, and +4 at 20th). A swashbuckler loses this bonus when wearing medium or heavy armor or 
  when carrying a medium or heavy load. 
   
  If the swashbuckler also has the Dodge feat, she need not designate the same target for this ability as for the Dodge 
  feat. (If she designates the same target, the bonuses stack.) 
   
  Acrobatic Charge (Ex): A swashbuckler of 7th level or higher can charge in situations where others cannot. She 
  may charge over difficult terrain that normally slows movement or allies blocking her path. This ability enables her to 
  run down steep stairs, leap down from a balcony, or to tumble over tables to get to her target. Depending on the 
  circumstance, she may still need to make appropriate checks (Jump or Tumble checks, in particular) to successfully 
  move over the terrain. 
   
  Improved Flanking (Ex): A swashbuckler of 8th level or higher who is flanking an opponent gains a +4 bonus on 
  attacks instead of a +2 bonus on attacks. (Other characters flanking with the swashbuckler don’t gain this increased 
  bonus.) 
   
  Lucky (Ex): Many swashbucklers live by the credo “Better lucky than good.” Once per day, a swashbuckler of 11th 
  level or higher may reroll any failed attack roll, skill check, ability check, or saving throw. The character must take the 
  result of the reroll, even if it’s worse than the original roll. 
   
  Acrobatic Skill Mastery (Ex): At 13th level, a swashbuckler becomes so certain in the use of her acrobatic skills 
  that she can use them reliably even under adverse conditions. When making a Jump or Tumble check, a swashbuckler 
  may take 10 even if stress and distractions would normally prevent her from doing so. 
   
  Weakening Critical (Ex): A swashbuckler of 14th level or higher who scores a critical hit against a creature also 
  deals 2 points of Strength damage to the creature. Creatures immune to critical hits are immune to this effect. 
   
  Slippery Mind (Ex): When a swashbuckler reaches 17th level, her mind becomes more difficult to control. If the 
  swashbuckler fails her save against an enchantment spell or effect, she can attempt the save again 1 round later at the 
  same DC (assuming she is still alive). She gets only this one extra chance to succeed at a certain saving throw. 
   
  Wounding Critical (Ex): A swashbuckler of 19th level or higher who scores a critical hit against a creature also 
  deals 2 points of Constitution damage to the creature. (This damage is in addition to the Strength damage dealt by the 
  swashbuckler’s weakening critical class feature.) Creatures immune to critical hits are immune to this effect. 
   
  NEW FEATS 
  Bolster Resistance [General] (Libris Mortis) 
  Undead you raise or create are more resistant to turning than normal. 
   
  Prerequisites: Corpsecrafter. 
   
  Benefit: Each undead you raise or create with any necromancy spell gains +4 turn resistance. 
   
  Corpsecrafter [General] (Libris Mortis) 
  Undead you raise or create are tougher than normal. 
   
  Benefit: Each undead you raise or create with any necromancy spell gains a +4 enhancement bonus to Strength 
  and +2 hit points per Hit Die. 
   
  Elusive Target [Tactical] (Complete Warrior) 
  Trying to land a blow against you can be a maddening experience. 
   
  Prerequisites: Dodge, Mobility, base attack bonus +6. 
   
  Benefits: The Elusive Target feat enables the use of these tactical maneuvers. 
   
  Negate Power Attack: To use this maneuver, you must designate a specific foe to be effected by your Dodge feat. If 
  that foe uses the Power Attack feat against you, the foe gains no benefit on the damage roll but still takes the 
  corresponding penalty on the attack role. 
   
  Diverting Defense: To use this maneuver, you must designate one of the flanking attackers affected by your Dodge 
  feat. The first attack of the round from the designated attacker automatically misses you and may strike the other 
  flanking foe instead; the attacking creature makes an attack roll normally. And its ally is considered flat-footed. If the 
  designated attacker is making a full attack against you, its second and subsequent attacks function normally. 
  NYR6-05 Death of a Sailor 
   
  Page 37 
  
   
  Cause Overreach: To use this maneuver, you must provoke an attack of opportunity from a foe by moving out of a 
  threatened square. If the foe misses you, you can make a free trip attempt against this foe, and the foe does not gain a 
  chance to trip you if your attempt fails. 
   
  Improved Toughness [General] (Complete Warrior) 
  You are significantly tougher than normal. 
   
  Prerequisites: Base Fortitude save bonus +2. 
   
  Benefit: You gain a number of hit points equal to your current Hit Dice. Each time you gain a HD (such as by 
  gaining a level) you gain 1 additional hit point. If you lose a HD (such as by losing a level), you lose 1 hit point 
  permanently. 
   
  Special: A fighter may select Improved Toughness as one of his fighter bonus feats. 
   
  NEW EQUIPMENT 
  From Stormwrack, pg. 107 and Complete Adventurer, pg. 116. 
  TABLE: NEW WEAPONS 
  Martial Weapons 
  Cost 
  Dmg 
  (S) 
  Dmg (M) 
  Critical 
  Range 
  Increment 
  Weight1
  Type2
  Light Melee Weapons 
  Cutlass 
  15 gp 
  1d4 
  1d6 
  19-20/x2 
  - 
  3 lb. 
  Slashing 
  Ranged Weapons 
  Longbow, aquatic 
  400 gp 
  1d6 
  1d8 
  x3 
  60 ft. (10 ft.) 
  3 lb. 
  Piercing 
  Exotic Weapons 
  Cost 
  Dmg 
  (S) 
  Dmg (M) 
  Critical 
  Range 
  Increment 
  Weight1
  Type2
  One-Handed Melee Weapons 
  Rapier, quickblade 
  75 gp 
  1d4 
  1d6 
  18-20/x2 
  - 
  3 lb. 
  Piercing 
  Ranged Weapons 
  Crossbow, aquatic 
  250 gp 
  1d6 
  1d8 
  19–20/x2 
  40 ft. (40 ft.) 
  4 lb. 
  Piercing 
  Harpoon 
  15 gp 
  1d8 
  1d10 
  x2 
  30 ft. 
  10 lb. 
  Piercing 
  1 Weight figures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon weighs twice 
  as much. 
  2 When two types are given, the weapon is both types if the entry specifies “and,” or either type (player’s choice at 
  time of attack) if the entry specifies “or.” 
   
   
  Crossbow, Aquatic: This special version of a light crossbow is strung especially tautly with thicker wire and 
  reinforced so as not to snap under the increased tension. The aquatic crossbow is not subject to the normal -2 penalty on 
  ranged attack rolls for every five feet of distance (se Ranged Attacks Underwater, page 93 of the Dungeon Master’s Guide), 
  and uses its normal range increment of 40 feet both in and out of the water. Aquatic crossbows are favored by aventi, 
  merfolk, and tritons. 
   
  Cutlass: A light slashing weapon especially favored by pirates and other nautical raiders, the cutlass is a heavy 
  blade about 2 feet long with a curved edge. It is easy to wield in close quarters and can deal vicious gashes to opponents. 
  Its heavy basket hilt gives the wielder a +2 circumstance bonus on any checks to resist being disarmed. 
   
  Harpoon: The harpoon is a broad-bladed spear forged with barbs. The shaft of the harpoon has a trailing rope 
  attached, to control harpooned opponents. Though designed for hunting whales and other large sea creatures, the 
  harpoon can be used on dry land. 
   
  If it deals damage, the harpoon lodges in an opponent who fails a reflex saving throw (DC 10 + the damage dealt). A 
  harpooned creature moves at only half speed and cannot charge or run. If you control the trailing rope by succeeding on 
  an opposed Strength check while holding it, the harpooned creature can move only within the limits that the rope 
  allows (the trailing rope is 30 feet long). If the harpooned creature attempts to cast a spell, it must succeed on a DC 15 
  Concentration check or lose the spell. 
   
  The harpooned creature can pull the harpoon from its wound if it has two free hands and takes a full-round action 
  to do so, but it deals damage to itself equal to the initial damage the harpoon dealt. A character who succeeds on a DC 15 
  Heal check can remove a harpoon without further damage. 
   
  Longbow, Aquatic: Made by the aquatic elves, the aquatic longbow functions as a normal ranged weapon out of 
  water, with a 60-foot range increment. Underwater, it has a range increment of 10 feet, but it does not take the normal 
  penalty for a ranged attack through water. If you have the Aquatic Shot feat, the aquatic longbow’s range increment 
  improves to 30 feet underwater. Aquatic longbows are favored by aquatic elves. 
  NYR6-05 Death of a Sailor 
   
  Page 38 
  
   
  Rapier, Quickblade: Quickblade rapiers are longer and thinner than normal rapiers, with specifically tapered 
  blades and carefully balanced pommels. The design makes the weapon more difficult to wield properly than a normal 
  rapier, but it allows those skilled in the weapon’s use to disarm opponents more easily and to feint more effectively in 
  combat. Most quickblade rapiers are at leas masterwork in quality. 
   
  If you are proficient with the quickblade rapier, you gain a +2 bonus on opposed attack rolls made to disarm an 
  enemy (including the roll to avoid being disarmed if such an attempt fails). You also gain a +2 circumstance bonus on 
  Bluff checks made to feint in combat. 
   
  You can use the Weapon finesse feat (see page 102 of the Player’s Handbook) to apply your Dexterity modifier instead 
  of your Strength modifier to attack rolls with a quickblade rapier sized to you. You can’t use a quickblade rapier in two 
  hands to apply 1-1/2 times your Strength modifier to damage. 
   
  Characters proficient with the quickblade rapier can treat it as a rapier for the purpose of any of the following feats: 
  Greater Weapon Focus, Greater Weapon Specialization, Improved Critical, Weapon Focus, and Weapon Specialization. 
   
  NEW MAGIC ITEMS 
  MAGIC WEAPON SPECIAL ABILITIES 
  Aquatic weapon (Stormwrack) 
  Weapons with this enhancement have a silvery-blue tinge, similar in sheen to the scales of a certain fish. The wielder is 
  treated as though he were under the effects of a freedom of movement spell for the purpose of using this weapon while 
  underwater; it negates the penalties that would otherwise apply from using the weapon underwater. 
   
  Moderate abjuration; CL 5th; Craft Magic Arms and Armors, freedom of movement; Price +1 bonus. 
   
  RINGS 
  Lockpicking (Complete Adventurer) 
  This ring is made up of tiny prongs, wires, and other small devices that spring to life on command. A lockpicking ring 
  grants the wearer a +5 competence bonus on Open Lock checks and the ability to use knock once per day if the wearer 
  touches a portal she wishes to open. 
   
  Faint transmutation; CL 3rd; Forge Ring, knock; Price 4,500 gp. 
   
  WONDROUS ITEMS 
  Vest of Resistance (Complete Arcane) 
  These garments offer magic protection in the form of a +1 to +5 resistance bonus on all saving throws. 
   
  Faint abjuration; CL 5th; Craft Wondrous Item, resistance, creator’s caster level must be at least three times the vest’s 
  bonus; Price: 1,000 gp (+1), 4,000 gp (+2), 9,000 gp (+3), 16,000 gp (+4), 25,000 gp (+5), Weight 1 lb. 
   
   
   
  NYR6-05 Death of a Sailor 
   
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  APPENDIX 3: NESSERMOUTH 
  Nessermouth (Large Town): Conventional; AL CN; 
  3,000 gp; Assets 615,000 gp; Population 4,100; Mixed 
  (Humans 79% [Oeridian 35%, Suel 25%, mixed 40%], 
  Halfling 8% [lightfoot 90%, tallfellow 5%, deep 5%], Half-
  Elf 5%, Half-Orc 4%, Gnome 2%, Elf 1.5% [high 60%, wood 
  30%, sea 10%], Dwarf .5%). 
   
  Authority Figures: Mayor Leemund Andresen (CN 
  male human Rogue 3/Expert 10); Royal Admiral (in 
  absentia) Gassondian Mantus, 1st Fleet (LG male human 
  [Oeridian] Aristocrat 3/Fighter 7); Sheriff Lindiir Carrack 
  (N female human Rogue 3/Ranger 5); Militia Leftenant 
  Innis Dalaigh (LN male human warrior 7); Commander 
  Kallast Cranden, 1st Fleet (LN female human [Oeridian] 
  Aristocrat 1/Expert 3/Fighter 3). 
   
  Important Characters: Dubh, old storyteller, age 50 (N 
  male human commoner 11); Farrak Benzedren, head of 
  most lucrative smuggling operation (CE female human 
  [Oeridian] rogue 9); Reyvor Morrdarn, Warrior of 
  Renown (LG male human [Oeridian] fighter 8); Finna 
  Ernstrand, High Priestess of the Temple of Zilchus (LN 
  female human cleric 7); Jazia-Pyr, High Priestess of the 
  Temple of Osprem (LN female human cleric 6); Jireen 
  Aerian, High Priest of the Temple of Procan (CN male 
  human cleric 5); Kozin Shotanmi, High Priest of the 
  Church of Norebo (CN male human [Suel] cleric 5); 
  Merinia Leagallow, High Priestess of the Hostel of 
  Yondalla (LG female halfling cleric 5); Chekesh, Ex-Red 
  Brigade veteran (CN male human [Suel] barbarian 5); 
  Temil Mazar, High Priest of the Chapel of Xerbo (LN 
  male human [Suel] cleric 4); Zokesh Hesma, High Priest 
  of the Chapel of Jascar (LG human male [Suel] cleric 4); 
  Hlin Dankil, High Priestess of the Chapel of Fortubo (LG 
  female dwarf cleric 4); Osira, priestess of Osprem (LG 
  female human cleric 4); Alanna Ghriogair, High Priestess 
  of the Shrine of Beory (NG female human [Flan] cleric 2). 
   
  Others: Bbn3 (x2), Bbn1 (x4), Brd5 (x1), Brd3 (x2), 
  Brd1 (x4), Clr2 (x2), Clr1 (x8), Drd4 (x1), Drd2 (x2), Drd1 
  (x4), Ftr4 (x1), Ftr2 (x4), Ftr1 (x8), Mnk4 (x1), Mnk2 (x2), 
  Mnk1 (x4), Pal4 (x1), Pal2 (x2), Pal1 (x4), Rgr2 (x2), Rgr1 
  (x4), Rog5 (x2), Rog3 (x4), Rog1 (x8), Sor4 (x1), Sor2 (x2), 
  Sor1 (x4), Wiz4 (x1), Wiz2 (x2), Wiz1 (x4), Adp4 (x1), 
  Adp2 (x2), Adp1 (x20), Ari5 (x2), Ari3 (x4), Ari1 (x20), 
  Com6 (x2), Com3 (x4), Com1 (x3606), Exp5 (x2), Exp3 
  (x4), Exp1 (x119), War4 (x2), War2 (x4), War1 (x198). 
   
  This naval base of 4,100 people protects the mouth of the 
  Nesser and used to be a major port of call for vessels from 
  Scant, trading Iron League products with Nyrond across 
  the safety of the strait. 
   
  That trade is long gone. Scarlet Brotherhood vessels 
  have tried to trade here, but fully forty percent of the 
  town population are exiled Onnwalese and have made it 
  plain that they will sink any vessel that approaches 
  bearing the scarlet flag. Despite many ups and downs of 
  late, life in Nessermouth is returning to normal thanks to 
  the very good fishing in the broad estuaries and the 
  hunting and trapping of many large seabirds. The small 
  saline marshes around the estuary likewise yield many 
  game animals. Of course, its strategic position as a vital 
  port has also helped to keep it desirable. 
   
  Under Archbold’s rule, a Bailiff administered the 
  town, the King not having trusted any local landowner to 
  control such a vital and strategic port. Fully supported by 
  his townspeople, this man courageously refused to give 
  any taxes to the King above pre war levels. He dealt with 
  the possibility of the navy taking control of the town in 
  the King's name quite easily. He paid them directly from 
  the taxes he collected. Since the King wasn’t paying the 
  navy reliably, there was no doubt whose side they were 
  on. And Nessermouth was simply too far from Mithat or 
  Oldred for Archbold to use force to overtake it. 
   
  For a while then, Nessermouth was virtually a free 
  town, and while trade declined, living was good and the 
  navy there had much better morale than elsewhere. The 
  four caravels and one galley based there at the time kept 
  Brotherhood ships well away from the coastline, and of 
  course were seen as protectors by ordinary people, which 
  was very different from other ports along the coast. 
   
  The town grew insular, increasingly wishing not to 
  hear news from elsewhere. But those times only lasted 
  for the duration of Archbold’s rule. 
   
  When Lynwerd took the throne, he made sweeping 
  changes across the Kingdom of Nyrond, but one of his 
  first moves was to make sure that the military of Nyrond 
  was paid anything owed them and that their loyalty was 
  fully secured once again. Any commanders that had 
  openly disobeyed Archbold were relieved of duty and 
  replaced those more loyal to the throne. 
   
  During the reorganization of Nyrond’s provinces, 
  Eventide, the “least of Nyrond’s regions,” was created. 
   
  Lynwerd appointed Estward Ventrose, a minor 
  noble, to the seat of power as Viscount, largely on the 
  grounds that nobody wanted the job and nobody in the 
  right circles had anything negative to say about him. It 
  might well have been wise to consult the wrong circles as 
  well, but the King probably would not have listened to 
  lowlifes telling him that his choice was one of the most 
  skilled rogues in the Kingdom. Furthermore, this may 
  just be drunken rumor anyway. 
   
  While most of the regions' mercantile activity 
  moved through Nessermouth, the King placed the new 
  regional capital at Shantadern, desiring a more 
  centralized and less troublesome seat of local power. 
   
  Still, Nessermouth was not overlooked entirely, as 
  Nyrond stationed the navy’s First fleet there under the 
  command of Admiral Gassondian Mantus. The fleet was 
  commissioned to patrol the waterways and nearby coastal 
  waters of Nyrond. 
   
  Viscount Ventrose, later Count Ventrose, personally 
  appointed a new Bailiff, Eomund Vetter and made sure to 
  keep much closer tabs on this ruler. Things were good 
  once again in Nessermouth with the new situation, but 
  seeds of discontent started to grow as it became apparent 
  that Ventrose was not very quick to attack Scarlet 
  Brotherhood ships from trading in Eventide. However, 
  even he was not unwise enough to suggest they put to 
  NYR6-05 Death of a Sailor 
   
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  port in Nessermouth, with its large number of 
  Onnwalese expatriates. 
   
  And so, it came as no surprise when Count Ventrose 
  chose to side with Sewarndt when the Black Prince 
  completed his second coup attempt. Sewarndt, of course, 
  wanted his own men in key strategic locations, so Vetter 
  was recalled to Shantadern and was replaced by a lesser-
  known lieutenant of Sewarndt’s, Mafisadi. Under orders 
  from the traitor, Mafisadi blockaded river traffic for 
  months, keeping vital supplies away from the Duchess of 
  Woodwych and beyond. The blockade even began to 
  drive up prices in the meta-region. 
   
  In keeping with the Imperium's policy of increased 
  military strength, the Imperial fleet underwent a major 
  retrofit at the docks at Nessermouth. Ships were 
  upgraded and fully stocked with all the latest in military 
  modifications, in one of the largest military expenditures 
  in Nyrond's recent history. While this kept the locals 
  somewhat pacified, life in Nessermouth had become hard 
  under Mafisadi. Those who supported Sewarndt 
  prospered, while those who openly supported Lynwerd 
  often went missing. 
   
  Soon, things were to reverse course yet again. The 
  Duchess of Woodwych, Verin Talnith, eventually led a 
  large contingent of troops and adventurers into both 
  Brackenmoor and Eventide, freeing both Counties from 
  the yoke of the Imperium while killing the count of 
  Brackenmoor and capturing Ventrose in the process.  
   
  Still though, Nessermouth had not been freed, as the 
  troops never reached that far south before turning north 
  to join Lynwerd’s other forces at the Battle of Rel Mord. 
   
  Fortunately, only a few short months after the return 
  of Lynwerd to the throne, a group of merchants from the 
  Duchy of Urnst contracted with some adventurers to 
  clear the blockade. The adventurers succeeded in far 
  grander style than expected. They not only broke the 
  blockade, but also killed Mafisadi and helped to remove 
  his troops. Nessermouth was finally under the control of 
  the Kingdom of Nyrond once again. 
   
  With Mafisadi dead, and with neither the King nor 
  the Duchess of Woodwych having appointed an official 
  ruler as yet, the local merchants appointed Leemund 
  Andresen, a somewhat notorious local merchant, as 
  Mayor of Nessermouth. Andresen has proven to be just 
  the man for the job; shipping has gotten back underway 
  in full swing. Still, Leemund is not a stupid man and 
  knows that it’s only a matter of time until the King 
  appoints a new Count of Eventide, who will, in turn, be 
  looking for someone to rule in Nessermouth. Leemund 
  hopes to appeal to whomever the King appoints by 
  keeping as many people happy as possible. 
   
  Admiral Gassondian Mantus has not returned to 
  Nessermouth yet to reclaim direct command of the First 
  Fleet, but he has sent Commander Kallast Crandon to run 
  the fleet until his return. She would currently be the 
  closest thing to a royal representative in Nessermouth 
  and is said to be a member of the Crandon house from 
  Almor. 
   
  Another interesting aspect of Nessermouth is its 
  religious diversity. While home to many of the normal 
  faiths one would expect to find in a coastal Nyrond city, 
  the refugee population from Onnwal has brought with it 
  a number of faiths more commonly found across the bay. 
  In addition to the Temple of Zilchus, the Temple of 
  Procan, the Church of Norebo, the Hostel of Yondalla, 
  the Shrine of Pelor, and the Shrine of Beory, you can also 
  find a prominent Temple of Osprem, a Chapel of Xerbo, a 
  Chapel of Jascar, and a Chapel of Fortubo. 
   
   
   
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  APPENDIX 4: OLDRED 
  DUCHY OF KORENFLASS  
   
  Governed by Duke Regurd Korenflass, the Duchy of 
  Korenflass is geographically split into two regions: the 
  Coast and the Northern Hills. The Coastal region 
  composes the remainder of the original Duchy of 
  Korenflass. The soil is chalky, brittle and stony, and is not 
  easily farmed, being used mostly for grazing and animal 
  husbandry. The King added the Northern Hills region 
  during the Provincial reorganization, giving Korenflass 
  both the Anodan Hills and arable farmland beyond the 
  hills.  
   
  The Coastal region is notorious for its criminal 
  element, with the capital Oldred being a haven of 
  organized criminal elements delicately balanced through 
  the manipulations of the Duke. The size of the illegal 
  economy in the Duchy of Korenflass is largely 
  guesswork, but smuggling is a way of life and definitely 
  large. Reports of piracy and slavery are common too, and 
  definitely happen, though the actual number of incidents 
  varies widely depending on whom you talk to. Those 
  honest able-bodied men who neither shepherd nor fish 
  are generally either members of Nyrond's navy, work in 
  the Oldred shipyards, or are in some way involved with 
  supporting the various naval stations. At least until 
  recently as the Navy has been pulled from Oldred by 
  order of the king. See below for more detail. 
   
  Along the coast, the locals are moderately friendly, at 
  least by the standards of the hard-pressed. Most are also 
  smugglers, have been smugglers in the past, or have 
  friends or kin who are smugglers. Because of this, 
  questions are often answered indirectly. Deception and 
  dishonestly are ways of life. The criminal element of 
  course prefers to prey on outsiders. In the coastal regions 
  the storm god Procan is widely worshiped, to the point 
  where those worshipping others are sometimes put 
  under some pressure.  
   
  King Lynwerd keeps Duke Regurd Korenflass under 
  careful watch. During the reign of Lynwerd's Father, 
  King Archbold, the Duke was openly critical of the 
  crown's failings, and frustrated by the problems these 
  caused him. In one of the more notable instances, the 
  Duke was forced to pay the Royal Navy stationed in 
  Oldred, and subsequently refused to pay taxes to the 
  Crown because of the costs he incurred. This was the 
  start of a number of minor disputes between the Duke 
  and Archbold, and in the end the Duke paid very little to 
  no taxes. The King was furious and threatened military 
  action to collect taxes, while the Duke insinuated similar 
  threats in kind.  
   
  On top of all this, the Duke was also a friend and 
  supporter of the younger Prince Sewarndt, who later 
  attempted and failed to seize the throne from his father.  
   
  The Duke is quite politically adept however, and 
  upon learning the full situation of Sewarndt's coup he 
  immediately set forth to Rel Mord where he presented 
  the new King, Lynwerd, with a respectable down-
  payment on back taxes, and his sworn word of fealty. 
  While the new King was critical of the Duke, this act was 
  sufficient to allow him to retain the central portion of his 
  lands. In the end he lost most of the coastline, which was 
  placed into the Eventide County and the northern 
  portions of his land beyond the point of Mithat bay, but 
  was given additional arable land to the north and 
  northwest of his original province. Since then, the Duke 
  has been striving to regain control where he can. 
   
  With the two leaders posturing and distracted, there 
  was an increase in criminal activities. All sorts of 
  smugglers and criminal elements have gained a foothold 
  throughout the Coastal Region, mostly centered in 
  Oldred where they play a careful game of cat and mouse 
  to avoid the Duke and to increase their own power. The 
  Duke does his best to balance the various power groups, 
  but sometimes fears he has lost complete control of 
  Oldred. Unfounded rumors off the street claim this has 
  caused him to seek other sources to bolster his power.  
   
  Soon after Lynwerd took the crown, he married the 
  Princess Lehiidi Coriner from the Duchy of Urnst. 
  Unfortunately, in the years since the marriage no heirs 
  have been forthcoming, although there have been a few 
  miscarriages. Much to the dismay of his wife, the Duke 
  has also not stopped his carousing ways. When one of his 
  children by other women is found, the Duke usually has 
  it sent outside his lands for fostering. 
   
  What is not known, although it has been speculated 
  on by some, is that the now Duchess Lehiidi Korenflass is 
  actually a spy for the Scarlet Brotherhood. Her 
  miscarriages have been no accident, as she was not 
  allowed to bear children until the loyalty of the Duke 
  could be assured to the Brotherhood. Alternatively, a 
  secondary plan has been for her to produce an “heir” that 
  was actually sired by an appropriately pureblooded Suel 
  father. This would need to be made to look like it was the 
  Duke’s child however, and that is no easy task. For the 
  past few years, she has been a source of information about 
  the goings on in the Duke’s palace, and as much outside 
  of the palace to which she was privy, to the Scarlet 
  Brotherhood. And through her they have been subtly 
  manipulating the course of actions the Duke has been 
  taking. The Duke has not been unaware of this 
  manipulation and has done his best to finely balance the 
  many powerful forces attempting to pull at him. After all, 
  he brokered the marriage with the Brotherhood. It was 
  his way of arranging a potential ally for the future. One 
  small way in which he has managed to strike back has 
  been to plant his seed outside the palace in an attempt to 
  have heirs should the need arise. In the meantime, he is 
  careful to control the information that he allows his 
  “wife” access to as he knows it will quickly find it’s way to 
  the Brotherhood. 
   
  Approximately five months ago, in what seemed to 
  all as a fit of pique, the King finally declared that Oldred 
  was “a den of crime and treachery” and that until such a 
  time as Duke Korenflass regained control over the city, 
  the Royal Navy was being pulled from Oldred. Most of 
  the fleet was reassigned to Mithat, while a handful of 
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  ships were sent to take up station in Shantadern. 
  Additionally, it is rumored that the King is considering 
  sending troops into Oldred to deal with the issue himself. 
  However, other pressing issues would make that seem 
  unlikely at this time. 
   
  The most important new piece of information about 
  the Duke and Duchess has yet to surface though. In a 
  rather surprising turn of events, the two have actually 
  fallen in love over the course of the last seven months. 
  The many machinations around him and his ability to 
  deal with them have impressed Lehiidi. At the same time, 
  she has felt some guilt for her own role in the troubles 
  and has been sympathetic to the stressful situation he has 
  found himself in. Her sudden show of “affection” for the 
  Duke, while suspicious, was enough for him to let his 
  guard down to her. The gamble paid off and the two have 
  finally formed a true bond. However, they are both still 
  pulled by many responsibilities and many loyalties. 
   
  The main point of this module is to help the 
  Duchess decide by which party the Duke’s best interests 
  can be served. She is truly walking a razor’s edge of 
  uncertainty and will be swayed in whichever direction 
  the PCs wish to move her. Additionally, the PCs and the 
  Duchess will then be able to help influence which 
  direction the Duke decides to go. How he will actually 
  act on that decision is for the future. 
   
  OLDRED CRIME FAMILIES 
   
   
  Few cities in the civilized Flanaess are as corrupt as 
  Oldred. It is without a doubt a den of iniquity of the 
  highest order. Dominating the political landscape of this 
  port city are three crime families: the Vardushis, 
  Caerizars, and Bayfields. Together, they run nearly all the 
  major “businesses” of the city.  
   
  Additionally, a fourth family, the Torbaas family, has 
  sprung up in the last two years. While it has become 
  more and more apparent that they are simply a front for 
  the Scarlet Brotherhood, hard proof of such has been 
  hard to come by. All of these organizations are described 
  in more detail below. 
   
  VARDUSHI FAMILY  
   
   
  The Vardushi Family is one of the most respected 
  families in Oldred, bearing a lesser noble title and a 
  knighthood for its head, Sir Elmain. The family fortune 
  officially comes from shipping and receiving, and they 
  will ship almost anything. Their interests now include 
  ownership of several gaming establishments, an 
  extensive bookmaking operation, management of several 
  ‘recreational’ houses, and of course, ‘street operations.’ 
  The Vardushis are the largest of “the Three Families” and 
  by far the most benign; for the last two generations the 
  family has been moving towards total legitimacy, and 
  toward that end, have cut back street operations, 
  shutdown or sold many of their more extreme gambling 
  and pleasure houses, and have become far more selective 
  of their cargo. Sir Elmain spent time in the Military early 
  in the war and later was tapped for service in the Royal 
  Intelligence Services, and his son, Margus, has followed 
  suit. Both father and son are absolutely loyal to King 
  Lynwerd. This loyalty has not endeared the family to 
  Duke Korenflass, but has helped immensely in their 
  move toward legitimacy. 
   
  The family is still involved in smuggling and will 
  ship cargos to just about any location with very few 
  questions. However the primary ‘illegal’ cargos being 
  shipped by the family recently are weapons to the rebels 
  in Onnwal. King Lynwerd is aware of, and even involved 
  in these efforts to arm the rebels, and due to their aid 
  with Onnwal, he and his tax collectors look the other way 
  in relation to their other shipments. 
   
  The heir apparent of the Vardushi family is 
  carousing first-born son, Margus. The twenty-six year-old 
  is starting to receive pressure from both his parents and 
  his uncles to end his dalliances with employees and to 
  find a wife. Thus he is now looking for a respectable 
  woman who would be an appropriate mistress of a great 
  house. 
   
  This need has become even greater due to the death 
  of Sir Elmain’s youngest son, Josen, about six months 
  past. His son was kidnapped by junior operatives of the 
  Scarlet Brotherhood as part of their attempts to disrupt 
  the shipping of weapons to Onnwal. While they had 
  become aware of the shipments, they had not yet 
  identified a specific source of the weapons and so sought 
  to disrupt the balance of power in general in Oldred. This 
  plan had begun by inserting the new upstart family, the 
  Torbaas’, and continued by attempting set the other 
  families upon each other. One of the earlier and clumsier 
  attempts was the kidnapping, and subsequent death, of 
  Josen. Unfortunately for the brotherhood, a group of 
  young adventurers became involved and captured the 
  operatives behind the kidnapping, although not before 
  the death of Josen. While, the Vardushis were not able to 
  gain much information from the captured monks, they 
  were able to confirm that they were operatives of the 
  Scarlet Brotherhood. 
   
  CAERIZAR FAMILY  
   
   
  Led by Kolir Caerizar, the Caerizar family is the most 
  malicious of “the Three”. Almost completely Suloise, they 
  claim to be descended from an ancient noble house, but 
  there is little evidence of the truth of such a claim. The 
  Caerizars have avoided political entanglements to this 
  point in an effort to avoid making enemies. The Caerizar 
  family controls several land-based shipping companies 
  that have regular commerce with the Duchy and County 
  of Urnst. They prefer to deal with Suel families, but are 
  willing to sell and trade with anyone. Despite the 
  profitable nature of their shipping business, most of their 
  money comes from their activities in and around Oldred. 
  The Caerizar family makes most of its money from the 
  protection rackets run by Ardrin Uhase, a young man 
  who walked away from the Scarlet Brotherhood. 
   
  The Caerizars own several small and discrete ‘houses’ 
  that specialize in unconventional carnal requests. One of 
  the women of the family manages these houses and 
  NYR6-05 Death of a Sailor 
   
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  personally takes care of several of the more important 
  customers. 
   
  The Caerizar family is most likely to deal with 
  opposition by means of quiet assassination rather than by 
  direct confrontation. Opponents of the family have been 
  known to either have a night-time meeting with A’mic 
  Tael, the family’s head of security, or to be invited to a 
  dinner meeting that has been carefully catered by Lady 
  Athary. Don Kolir Caerizar has fallen into public disfavor, 
  and has started to allow his son, Ivor, to assume much 
  control of the family’s affairs and public relations. Iana, 
  who is Ivor’s twin sister, became disenchanted with the 
  family and left Oldred at an early age to train at a temple 
  to Lydia in the Duchy. She has recently returned to 
  Oldred as the manager of a small theater and a member of 
  the staff at the temple to Lydia. The youngest child, a 
  daughter, Salia, has taken to the family business and is 
  being trained by their mother, Lady Athary. 
   
  The Manilae Shipping Company is a partially owned 
  subsidiary of the Caerizar family, and Obo Toradan, a 
  cousin to the late Lady Amalthea Manilae, the current 
  manager of Manilae Shipping has recently taken over the 
  management of all of the Caerizar’s shipping business. 
   
  Most recently, the Caerizars have come to realize 
  that the Torbaas family and the Scarlet Brotherhood 
  operations in Oldred, if they are not on and the same, 
  have been growing in power by leaps and bounds. They 
  fully realize that they are at risk of being destroyed if they 
  cannot broker some form of deal with at least one of the 
  powers that be. Lady Athary is leaning heavily towards 
  joining forces with the Scarlet Brotherhood even if it 
  means giving up some power. Ardrin Uhase is 
  understandably against this plan and seems to have the 
  ear of Ivor on the issue. He believes it would be wiser to 
  ally with the Vardushis and through them the King, even 
  if it means having to curtail some of their operations. 
  Kolir has yet to weigh in on either side and the opinions 
  of the rest of the family matter little. Salia of course sides 
  with her mother though and Iana refuses to be drawn in. 
   
  BAYFIELD FAMILY  
   
   
  Led by Natania Bayfield and her husband, Arton (he took 
  the Bayfield name when he married into the family), the 
  Bayfields oversee almost all of the street crime in Oldred 
  and manage most of the general-purpose brothels. They 
  also exclusively market some special gnomish liquors, 
  which have a very loyal customer base (until recently at 
  least). 
   
  For several generations, the Bayfields have held 
  control in several legitimate trades traditionally overseen 
  by guilds. This guild mentality has also extended to how 
  the family is perceived and structured. Natania and Arton 
  took over from her parents several years ago. 
   
  Despite 
  the 
  large 
  membership 
  and 
  diverse 
  operations of the family, the Bayfields are by far the most 
  vulnerable of the families. Most of their ‘family members’ 
  are not much more than children or entry-level thieves. 
  They have relatively few political ties and no real muscle 
  to defend their turf. The Vardushi family has in the past 
  protected them, but that support has been drying up as 
  they have been dealing with their own problems. Because 
  of the quality of their entertainment establishments, the 
  Royal Navy has also protected them from time-to-time. 
  The Bayfields maintain clean brothels and girls, a fact 
  that is appreciated by senior navy officers. But, of course, 
  the Navy has been pulled from Oldred and now that 
  source of both income and protection has also vanished. 
   
  Additionally, the family has numerous important 
  and influential contacts that frequently can be relied 
  upon to provide notice of impending danger. This 
  network of contacts and informants has helped them to 
  avoid direct confrontation with any of the major power 
  factions and has allowed them to survive and even 
  flourish. But even that network is now being hard 
  pressed to provide the Bayfields enough information to 
  stay one step ahead of their enemies. And that step seems 
  to be quickly faltering. 
   
  The Bayfields have a better knowledge of the City of 
  Oldred than anyone else around. They continue to be on 
  the move, with only the Bayfield Manor as a permanent 
  base of operations (which they keep absolutely free of 
  incriminating evidence.) Their offices and safe houses 
  move frequently. When official raids occur, the materials 
  are moved hours—even minutes—before authorities 
  arrive, with no evidence of how or to where they moved. 
   
  But the Bayfields are on the verge of collapse. They 
  realize fully that they are in a very precarious position 
  and in addition to their normal shell game of moving 
  operations around Oldred, they have begun to move 
  some of their goods outside of Oldred to other cities 
  along the coast. One of the worst blows came about five 
  months ago when operatives within the Scarlet 
  Brotherhood managed to poison their shipments of 
  gnomish liquor. Having to refund money for the 
  shipment in addition to covering damages combined 
  with the Navy leaving has left them reeling. The 
  Bayfields are in desperate need of help 
  . 
  TORBAAS FAMILY  
   
   
   
  Only recently coming to be fully recognized by the big 
  three crime families, the Torbaas family is the new kid in 
  town, and the power structure in Oldred is quickly 
  changing. The Scarlet Brotherhood has arrived, and they 
  have brought with them a new family to take over the 
  entire city. This is the Torbaas family, and as malicious as 
  the Caerizars are, they pale in comparison to this house of 
  brutality. The Brotherhood helped to put the “family” in 
  place quietly. While they settled into Oldred, a plan was 
  put in place to pit the existing families against each other. 
  Now that the others have all been weakend, oddly 
  enough with help from the King when he pulled the 
  navy, the Torbaases are on the verge of making a decisive 
  strike to outright seize all power and eliminate the 
  Bayfields, Caerizars, and Vardushis completely. 
   
  The Scarlet brotherhood, using the Torbaas family as 
  a front, used a number of operations to help weaken the 
  other families. First, they spread rumors throughout the 
  city that the Vardushis had decided to oust the weaker 
  NYR6-05 Death of a Sailor 
   
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  Bayfields in order to take over their businesses and gain 
  enough power to then take out the Caerizars. Second, to 
  give credence to these rumors, they poisoned batches of 
  the gnomish liquors the Bayfields sell in order to make it 
  appear the Vardushis are trying to destroy consumer 
  confidence in Bayfield products.  
   
  Third, the Torbaases brought in an assassin of the 
  Scarlet Brotherhood, a doppelganger known as Nar, who 
  is posed as Vaccor, a former mercenary of the Vardushis. 
  This creature began killing prostitutes and some of their 
  johns, using Vaccor’s signature weapon: a punch dagger. 
  Again, it was done with the intent of driving customers 
  away from the Bayfields, as well as striking terror into the 
  hearts of the residents.  
   
  Additionally, 
  they 
  kidnapped 
  the 
  Vardushi’s 
  youngest son and had him killed. They then attempted to 
  place the blame on both the Caerizars and the Bayfields. 
  This particular plan backfired as a group of adventurers 
  captured the real perpetrators and turned them over to 
  the Vardushis for questioning. 
   
  Still, all of this activity did cause enough confusion 
  to allow the Torbaas family to get settled in. It also 
  succeeded in causing the Caerizars to withdraw 
  somewhat for protection and greatly injured the 
  Bayfields. 
   
  An unexpected benefit came when the King pulled 
  the Navy out of Oldred. This allowed the Scarlet 
  Brotherhood, who were also taking over much of the 
  pirate activity in the area, to also take over control of 
  seagoing shipping into and out of Oldred. This drastically 
  swung the balance of power in the Torbaases direction as 
  they were suddenly the only family who could reliably 
  get goods into and out of Oldred reliably by water. 
   
  SCARLET BROTHERHOOD 
   
   
  The Scarlet Brotherhood was, until recently, a secret, 
  apparently isolated power in the Flanaess. It came into its 
  own during the Greyhawk Wars, toppling governments 
  in a campaign of espionage, blackmail, and assassination. 
  Prior to revealing itself, the Brotherhood had planted 
  agents in the courts of rulers throughout the Flanaess. 
  The revelation of the order has caused much paranoia and 
  (often undeserved) exiles and assassinations within 
  circles of rulership. 
   
  It is believed the Scarlet Brotherhood controls the 
  whole of the vast Tilvanot Peninsula, from the 
  confluence of the Vast Swamp and Spine Ridge to the 
  immense tropical island of Lof Bosok, off the northeast 
  coast of the mainland. 
   
  The nation’s capital, Hesuel Ilshar, is said to be a 
  marvelous, walled city seldom seen by foreign eyes. It is 
  hidden somewhere on the massive Okalasna Plateau and 
  ruled by one known only as His Peerless Serenity, the 
  Father of Obedience. 
   
  Prior to the last decade, few paid much attention to 
  the inhabitants of the Tilvanot Peninsula, save the folk of 
  Sunndi. In 573 CY, however, red-robed ambassadors from 
  the south appeared in the courts of the Iron League. 
  Speaking in whispers, they offered their services to the 
  merchant lords, announcing themselves as peaceful 
  envoys of the Scarlet Brotherhood, representatives of the 
  kingdom of Shar, an Ancient Suloise word meaning 
  “purity.” At the time, few connected the appearance of 
  these sagely, monastic advisers to the disappearance of 
  Prince Thrommel of Furyondy, or to any number of 
  political developments throughout the Flanaess. 
   
  As the Greyhawk Wars erupted in the north, the 
  agents of the Scarlet Brotherhood sent aid, advisers, and 
  weapons to the states of the Iron League, disguised as 
  succor from friendly nations. After buttressing Irongate 
  and Sunndi from the attacks of South Province, the 
  Brotherhood struck in the Lordship of the Isles, 
  replacing the reigning sovereign with his cousin, the 
  corrupted Frolmar Ingerskatti, who declared for the 
  Brotherhood, ceding the nation and its powerful navy to 
  the Scarlet Sign. After assassinating twenty-seven of the 
  thirty Sea Princes in a single night, the Brotherhood 
  ensured its hold on the southern seaways. 
   
  Having gained enormous wealth, destroyed and 
  destabilized many of its enemies, and conquered Scant, 
  the capital of Onnwal, the Brotherhood as a political 
  entity is now much, much more powerful than at any 
  time during its long history.  
   
  It is currently an enemy of Nyrond, as well as nearly 
  every other country in the Flanaess. 
   
  Followers of a philosophy established before the 
  Twin Cataclysms, the goal of the Brotherhood is clear: 
  espouse the cause of the Suloise race as rightful rulers of 
  the Flanaess. Their philosophy is such: The Suel are the 
  chosen people of Oerth, as predestined by the gods – 
  pure, virtuous, and the rightful rulers of the Flanaess. 
  Their superiority is evident in their physical perfection, 
  the early birth of their ancient empire, and their mastery 
  of magic. Other races will serve as little more than slaves 
  on whose broken backs will be built an empire to rival 
  that of the ancient Suel. 
   
  The organization of the Brotherhood is divided into 
  three tiers, with monks at the pinnacle of the order, 
  followed in rank by assassins and thieves. The leader of 
  the thieves is called “Elder Cousin,” that of the assassins is 
  known as “Foster Uncle.” Lesser members of each order 
  are, respectively, cousins and nephews. Conquered lands 
  are administered by a singular “shepherd,” usually a 
  monk, who enjoys nearly unassailable sovereignty but is 
  ultimately subservient to the Father of Obedience. 
   
  The leader of the Scarlet Brotherhood movement in 
  Nyrond is Brother Renpak, who reports directly to the 
  Father of Obedience. He can most typically be found in 
  Rel Mord, but has just passed through Oldred a week ago 
  on his way to treat with the Black Prince Sewarndt in 
  Onyxgate. 
   
  Brother Renpak: Male human Suel Mnk18. 
  The Brotherhood has brokered a deal with Sewarndt 
  wherein they will assist in his coup attempt in return for 
  control over the southern cities of Nyrond including 
  Oldred and the other coastal cites west of Oldred. In an 
  effort to make the exchange of power more flow more 
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  smoothly, Duke Korenflass has recently (three weeks 
  ago) been presented with an offer to throw in with his 
  “friend” Sewarndt and the Scarlet Brotherhood in return 
  for being able to remain nominal ruler of Korenflass. 
  Exactly how nominal that rulership will be is completely 
  unknown to Duke Regurd, but he is not a stupid man and 
  has his suspicions. He has been given until this week to 
  make his decision. 
   
  TEMPLES 
   
   
   
   
   
  For the Most part, the temples of Oldred do not play a 
  significant role in this adventure. However, they are 
  listed below for reference. It is possible that the PCs may 
  seek NPC spell casting at one or more of the temples, so 
  the highest-level PC available at each temple is also listed. 
  Also, feel free to use the temples to disseminate 
  information that might be more commonly known to the 
  PCs. Use your best judgment. If the PCs are closely tied 
  to a given church, a priest or a meta-org worshipper, they 
  should be able to get more information than would an 
  average person off the street. 
   
  Procan (Oeridian god of the seas) – The temple of 
  Procan is the prominent faith of Oldred. A chaotic 
  neutral faith, they have found themselves quite at home 
  in Oldred. In addition to a main temple, there are a 
  number of shrines and signs of Procan worship can be 
  found throughout the city, especially near the docks. The 
  highest-level cleric is 14th. 
   
  Zilchus (Oeridian god of power, money, and 
  business) – As Oldred is a major port city and avenue of 
  commerce, the temple of Zilchus also has a significant 
  presence here. They have one temple building, which 
  also doubles as a local bank and repository. The highest-
  level cleric is 12th. 
   
  Wee Jas (Suel goddess of death, vanity, and magic) – 
  Oldred boasts the only publicly known temple of Wee Jas 
  in Nyrond. As a lawful temple, they are often at odds 
  with much of the goings on in the city and are actually 
  known to be helpful to those who feel they have been 
  wronged in an unlawful manner. The temple is also 
  known for sending patrols into the undercity. The patrols 
  both help to keep the undead problems in check and 
  have also been know to provide aid to folks who have lost 
  their way or gotten into more serious trouble in the 
  undercity. The highest-level cleric is 12th. 
   
  Pelor (Flan god of the sun) & Beory (Flan god of the 
  Oerth) – While these are the two most populous faiths in 
  Nyrond, neither has a strong following in the city of 
  Oldred. There is a small shrine to both gods and the 
  priests and priestesses do their best to take care of the 
  poor and orphans of the city. The highest-level cleric is 
  5th. 
   
  Norebo (Suel god of luck and gambling) – Norebo is 
  a popular god in Oldred. In addition to running a 
  number of gambling dens, the priests are often called 
  upon to bless the other gambling establishments 
  throughout Oldred. The highest-level cleric is 7th. 
   
  Ralishaz (Commonly worshipped god of ill luck, 
  misfortune, and insanity) – This strange faith has also 
  found something of a home in Oldred. However, the 
  temple itself seems to shift about (changing locations, not 
  physically moving) and can often be hard to find (Gather 
  Information DC 15). Likewise the high priests tend to 
  rotate through on a random basis. Even from day to day, 
  it is hard to say who is in charge of the temple. The 
  highest-level cleric is 1d6+4 levels. 
   
  Xerbo & Osprem (Suel gods of the sea, shipping, 
  money, business, ships, and sailors) – A small temple to 
  Xerbo and Osprem also has a home in Oldred. They dealt 
  quite a bit with the navy and have found their coffers 
  dwindling with the withdrawal of the navy. The highest-
  level cleric is a 6th level cleric of Xerbo. Tot-Sho is the 
  only cleric of Osprem with any rank in the temple, 
  although he does have a couple of new initiates. 
   
  THIEVES’ GUILD 
   
   
   
   
  The Thieves’ Guild of Oldred is not one group, but is 
  instead made up of the three traditional “crime families” 
  of Oldred: The Vardushi’s, the Caerizars, and the 
  Bayfields. As a group, they are most interested in status 
  quo. They were and are quite happy working alongside 
  each other and very much liked the flexible rulership of 
  Duke Regurd. They know fully well that if the Scarlet 
  Brotherhood gains control of Oldred, that they will at 
  best be assimilated and put under the control of an “Elder 
  Cousin” or more likely be totally destroyed and replaced 
  by the Brotherhoods own network (i.e. the Torbaas 
  family). 
   
  Any PC that is a member of the Oldred Thieves’ 
  Guild via the meta-org is actually a member of one of the 
  three families. Most likely, they are simply an operative 
  and not an actual member of the family. In any case, they 
  would be under strict orders not to reveal that they are 
  part of the crime network and such would never reveal 
  their status in front of the other PCs. If they wished to 
  make check in with their contact, they will need to do so 
  alone (see Encounter Three G). 
   
  While this is the one thieves’ guild in Nyrond that 
  does not have a true Guild Master, owing to the split 
  control of the three families, there is an individual who 
  works outside all three of the families as something of an 
  arbitrator and go-between for all of them. This individual 
  is Madrav Drugerd.  
  Madrav Drugerd: Male human Rog12/Asn6. 
   
  He runs a fully legitimate business as a cooper 
  during the day, but he has a group of his own operatives 
  that handle most of the day-to-day work of keeping the 
  families happy. Only his lieutenants know who he is. 
  Even the Brotherhood has been unsuccessful in 
  unearthing this information to date.  
   
  Needless 
  to 
  say, 
  his 
  job 
  has 
  been 
  quite 
  overwhelming for the last year as each family was making 
  claim after claim that the others were breaking deals and 
  attempting to gain power. The last few months have 
  gotten a bit better as it became apparent to all that the 
  troubles were external and via the intervention of the 
  Scarlet Brotherhood. Still, his hands are currently full 
  NYR6-05 Death of a Sailor 
   
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  with attempts to keep all three families afloat. After all, 
  he does take his job personally. 
   
  NYR6-05 Death of a Sailor 
   
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  APPENDIX 5: LICENSED ADVENTURER 
  Licensed Adventurer  
  Licensed Adventurers are those explorers and fortune 
  hunters who have elected to register with the Kingdom. 
  In return for registering, a Licensed Adventurer is given 
  certain rights above those granted to the average citizen 
  of Nyrond.  
   
  In 591 CY, the crown of Nyrond instituted the 
  program of licensing the many adventurers left over from 
  the wars in order to recoup the debts in the Kingdom’s 
  treasury. This program became a great success, with 
  hundreds of adventurers gladly turning over 20% of their 
  income in order to support their home and country.  
   
  In 593 CY, with the restructuring of the tax code, the 
  Licensed Adventurer program was also restructured to 
  require an initial and annual cost in lieu of the 20% tax.  
   
  In 594 CY, the King instituted Professional 
  Adventuring Companies. These affiliated bands of 
  adventurers gained additional benefits by filing a charter 
  with the Kingdom. The King offered these benefits to see 
  some of the more powerful collections of adventurers in 
  Nyrond more closely aligned with the throne, and also 
  easier to keep tabs on.  
   
  In 595 CY, against insurmountable opposition and 
  threat to life, adventures answered their Country’s need. 
  Therefore, in 596 CY, to recognize those adventurers, 
  King Lynwerd instituted an Adventuring Company for 
  each of the respective medals and orders. The annual 
  Licensed Adventurer cost is waived if the adventurer 
  joins their applicable Adventuring Company Order.  
   
  LICENSED ADVENTURER  
  To register, all a prospective adventurer need do is visit 
  their local magistrate, pay a small registration fee, and 
  take an oath of loyalty to King and Country.  
   
  REQUIREMENTS  
  • 
  Must be a citizen of Nyrond.  
  • 
  No criminal record.  
  • 
  Take an oath of loyalty.  
  • 
  Alignment: Any non-evil  
   
  Oath of a Licensed Adventurer:  
  I, ___________________, do solemnly and sincerely swear that I 
  will abide by the laws, rules and regulations of the 
  Kingdom of Nyrond. I will help, aide and obey those 
  lawful authorities appointed by the King and his 
  representatives. I will support and sustain King Lynwerd 
  and the Kingdom of Nyrond.  
   
  COSTS  
  Initial  
  • 
  1 TU for initiation.  
  • 
  200 gp for registration.  
   
  Annual  
  • 
  200 gp for licensing  
  • 
  1 TU for licensing (or pay an additional 500 gp to 
  have a courier deal with the paperwork).  
   
  BENEFITS  
  • 
  Can claim King’s Justice (i.e. Can request formal trial 
  in Rel Mord).  
  • 
  Has the right to keep and bear arms within the 
  Kingdom.  
  • 
  50% discount on many fees throughout the 
  Kingdom.  
   
   
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  APPENDIX 6: THIEVES’ GUILD 
  Thieves’ Guild 
  (This is only a partial document stopping at Tier 1. It is 
  only here to assist in allowing PCs to join. They must still 
  print out and carry with thema full version of the meta-
  org to gain any benefits from it beyond this mod.) 
   
  Thievery is a risky business, and thieves have often 
  banded together to share that risk, along with the loot. 
  Larger groups call themselves “Guilds” to lend themselves 
  an air of legitimacy. Cities in the Flanaess tend to each 
  have a single guild, which has absorbed all the smaller 
  groups. Guilds try to control all “business” in their 
  territory - gambling, pick-pocketing, burglary, begging, 
  and so forth - and receive a cut from each. In return for 
  their cut, the Guilds provide a place to find contacts and 
  fence loot, training in traditional skills, and occasional 
  help on individual jobs. 
   
  Most Guilds have a Code of Silence (usually referred 
  to as simply “The Code”). The details vary from guild to 
  guild, but they generally require the thief to never reveal 
  his membership in the Guild or any details about Guild 
  jobs to anyone who is not a member. If a thief is lucky, 
  breaking the Code will merely result in his expulsion 
  from the Guild and its territory. Most thieves who break 
  the code, however, earn themselves a quick and painful 
  death. Thieves’ guilds have secret signals, usually 
  consisting of certain words or phrases accompanied by 
  slight gestures, to identify other members. The signals are 
  such that someone who doesn’t know what to look for 
  will never understands the significance of the signs. 
   
  Thieves are a practical sort. Their guilds exist for one 
  purpose - profit - and every benefit they give their 
  members is granted only because having more successful 
  members puts more money in the Guild’s pockets. If a 
  member begins to cost the Guild more to defend than he 
  can be expected to bring in, the Guild will declare that his 
  membership is not in good standing, and thus is no 
  longer eligible for the benefits of membership. No 
  further help will be forthcoming. If the thief manages to 
  extract himself from the trouble his membership will be 
  restored, of course. 
   
  Although Thieves’ guilds devote most of their time 
  and resources to business on their own turf, they are 
  interested in news (and gold) from outside its boundaries. 
  This is why many of them recruit adventurers as 
  members. The Guild demands that adventurers devote a 
  certain amount of their time to Guild business, but is 
  willing to allow them to do as they please the rest of the 
  year, so long as the Guild gets its cut and the adventurer 
  remembers where his first loyalty lies. 
   
  The typical guild has three main levels of members 
  depending on the devotion and interests of those 
  involved. They are Guild Thief, Guild Enforcer, and Guild 
  Lieutenant. There are several operating guilds in the 
  Kingdom of Nyrond. 
   
  Currently, the cities with active guilds are as follows: 
  Borneven, Mithat, Mowbrenn, Oldred, Rel Mord, and 
  Woodwych. Entry into a guild gains access to specific 
  items commonly used by the thieves in that city. A thief 
  can become a member of only one (1) guild and receives 
  only one (1) item upon joining. 
   
  They are as follows: 
   
  Rel Mord: Rel Mord is known for its taller buildings, 
  and second-story operatives are quite common. Glass 
  Cutter (A&E), Grappling Hook, Collapsible (A&E), 
  Grappling Ladder (A&E) 
   
  Mowbrenn: In Mowbrenn being seen carrying items 
  of value is a sure way to invite trouble. Many residents 
  hide their belongings, and the Guild has adopted the 
  practice. Money Belt (A&E), Boots, Smugglers (A&E) 
   
  Oldred: Oldred’s thieves are often found on or near 
  the water. Being prepared is always a good thing. 
  Periscope (A&E), Snorkel (A&E) 
   
  Mithat: Mithat presents many opportunities to take 
  a ship to sea or see what’s in a ship worth taking. 
  Swimmer’s Kit (A&E), Navigator’s Kit (A&E) 
   
  Borneven: Borneven is a frequent stopping point for 
  traders, refugees, and pilgrims. By being able to blend in 
  with nearly anyone, the Guild’s pickpockets do a thriving 
  business here. Finger Blades (A&E), Shoes, Silent (A&E) 
   
  Woodwych: In Woodwych one can never tell if the 
  residents of a house are simple merchants, peasants, or 
  members of the Nyrond Wilderness Alliance. If the 
  latter, they tend to be armed with bows. Quiver Scabbard 
  (A&E), Thieving Helmet (A&E) 
  Kingdom of Nyrond 
   
  GUILD THIEF 
  Guild Thieves are the typical members and make up 
  nearly 90% of the Guild’s troops. They range from 
  pickpockets to thugs, from beggars to muggers. 
  However, due to the differences in the various guilds 
  throughout the Kingdom, each Guild Thief is unique 
  depending on their home city. 
   
  Some adventuring rogues start as Guild Thieves yet 
  soon find ‘street duty’ to be restrictive. The Guild allows 
  entry-level guild members the opportunity to travel 
  outside of their home city provided the guild member 
  repays this kindness in like manner. The Guild will let 
  the member know how and when in good time. 
   
  REQUIREMENTS  
  • 
  At least 4 ranks each in two of the following skills: 
  Bluff, Hide, Disable Device, Sleight of Hand, Move 
  Silently, Open Locks, Search. 
  • 
  Must have the recommendation of a current 
  member. This recommendation will be made on 
  behalf of the Guild of a particular city (Borneven, 
  Mithat, 
  Mowbrenn, 
  Oldred, 
  Rel 
  Mord, 
  or 
  Woodwych). 
  Depending 
  on 
  the 
  type 
  of 
  recommendation, this may be a character’s only 
  chance to join the guild. In certain cases, the Triad 
  NYR6-05 Death of a Sailor 
   
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  may override this requirement, or allow a character 
  to seek membership in a particular city’s guild. 
   
  COSTS  
  Initial  
  • 
  1 TU spent performing Guild functions 
  • 
  Special: To represent “guild” functions the character 
  makes a Sleight of Hand roll per the LGCS: Benefits 
  from Non-adventuring Activity. The Initial cost 
  meets the TU requirement for the roll. 
   
  Annual  
  • 
  1 TU for training in Guild functions (“If you have to 
  ask what those are, you shouldn’t belong.”) 
  • 
  100 gp to represent the Guild’s cut. 
   
  MISCELLANEOUS 
  • 
  Code of Silence (the Guild doesn’t take kindly to 
  having its secrets revealed…) 
  • 
  Home city – a character must choose a home city 
  based on their recommendation. Many of the 
  benefits of belonging to the Guild are associated 
  with the home city. Once you have chosen a home 
  city, you may never change it or retire without Triad 
  permission. 
   
  BENEFITS  
  • 
  +2 circumstance bonus to Gather Information 
  checks in home city 
  • 
  +2 circumstance bonus to Intimidate checks when 
  dealing with merchants or law enforcement in home 
  city, +1 with everyone else in home city. 
   
  MUNDANE ITEM ACCESS 
  • 
  Leather Scale (A&E) 
   
   
  NYR6-05 Death of a Sailor 
   
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  DM MAP: THE STREETS AREN’T SAFE 
   
   
   
  NYR6-05 Death of a Sailor 
   
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  DM MAP: THE WIDOWMAKER 
   
   
   
  NYR6-05 Death of a Sailor 
   
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  DM MAP: PERREN’S FOLLY 
   
   
   
  NYR6-05 Death of a Sailor 
   
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  DM MAP: OLDRED 
   
   
   
   
  NYR6-05 Death of a Sailor 
   
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  PLAYER HANDOUT 1 
  (For members of the Grey Watch only.) 
   
  Are there really any coincidences? A letter from the Church of Pelor asking you to come speak with Father 
  Archibald followed shortly thereafter by a note from your mission chief asking for a meeting also in Rel 
  Mord the night before. The two had to be connected. 
   
   
   
   
  And so it was that you dutifully appeared as your superior had asked. “We’ve lost an agent,” he said. The 
  words just seemed too simple. Is that what they’ll say about you someday? He continued, his face stoic, 
  almost uncaring, “Agent Osprey was on a mission to secure information about the current state of the piracy 
  on the Bay. We’ve heard about some, well, strange things. Undead pirates and even a ghost ship. At first it 
  didn’t seem worth looking into, but the sources got even more believable and so we thought it needed to be 
  looked into.” 
  “Osprey was good. Really good. And we’re not asking you to take on the same mission. But we want you to 
  see if you can get us more concrete information on his killer. Yeah, I said his killer. His body was found 
  washed p on the shore in Nessermouth. A team of adventurers got mixed up in it and found a note on him 
  saying Devil’s Pride. It’s our best clue. We know it’s been seen near Oldred recently, but we want you to poke 
  around a little in Nessermouth first, just to see if you can stir up any information. You never know what you 
  might get when you poke around in a beehive.” 
  “Anyway, once you’ve exhausted Nessermouth, then head up to Oldred and see if you can track down the 
  current whereabouts of the Devil’s Pride. I’m not asking you to go after the ship, just find the location. Of 
  course, if you feel like you are up to it, I won’t stop you either. But make sure we get word of anything you 
  find. Use the safe house in Oldred to leave us word if you do plan to chase the Pride.” 
  And with that he was off. No questions allowed. Typical! 
   
  NYR6-05 Death of a Sailor 
   
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  PLAYER HANDOUT 2 
   
  Osprey, 
   
  While pirate activity is down a little with the ousting of the 
  Scarlet Brotherhood, we’re hearing rumors of some strange 
  activities happening on the Relmor Bay. Lady Farenne even 
  reported a sighting of a ‘ghost ship’ near the waters of Fairwind 
  Bay. We want you to infiltrate one of the seedier pirate ships and 
  see if you can gather any more pertinent information.  
   
  Keep safe. 
   
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SOURCE: textdata/thevault/Living Greyhawk/Modules/Nyrond/596/Normal Scenarios/NYR6-05 - Death of a Sailor (APL 2-6)/NYR6-05 - Death of a Sailor.pdf