TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new 
  DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter 
  Adkison. 
  This game 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. © 2007 Wizards of the Coast, Inc. 
  Visit the LIVING GREYHAWK website at www.rpga.com. 
   
   
  COR7-14 
   
   
   
   
   
   
   
  The Densac Queen 
   
  A One-Round Dungeons & Dragons® Living 
  Greyhawk™  
  Core Adventure 
  Version 1 
   
  by Chris Chesher and Gordon Smith 
  Circle Reviewers: Creighton Broadhurst  
  Reviewer: Sam Weiss 
  Playtesters: Rod Bruce, Mike Duran, Dan Erbacher, Josh Flint, Joshua Freeman, Shawn Goldman, 
  Troy McNemar, Alex Mobley, Tim Pitcock, Mickey Tan, and Erin Wilson. 
   
   
   
  Years ago a sailing ship mysteriously appeared inland on the busy trade route into the Wild Coast towns. It was quickly 
  turned into a way-station. Not long after, the Pomarj pushed north and trade dropped to a trickle. Nowadays only a few 
  desperate souls are willing to brave this rainy night in the name of the Greyhawk Guilds. A one-round Core adventure 
  set in Domain of Greyhawk for characters level 1-15 (APLs 2-12). 
   
  Resources for this adventure [and the authors of those works] include Complete Warrior [Andy Collins, David Noonan, 
  Ed Stark], Dungeonscape [Jason Bulmahn and Rich Burlew], GHB7-01 Raiders of the Chaos Fields [Creighton Broadhurst] 
  Hordes of the Abyss [Ed Stark, James Jacobs, Erik Mona], and Magic Item Compendium [Andy Collins, Eytan Bernstein, 
  Frank Brunner, Owen K.C. Stephens, John Snead].
  
  COR7-14 The Densac Queen 
   
  Page 1 
  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 session Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the session 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, players 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, 2008.  
   
  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 rule books: Player’s Handbook, 
  Dungeon Master’s Guide, and the Monster Manual.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Refer to Appendix 1 for full 
  information on NPCs and monsters. For your 
  convenience, Appendix 1 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). You 
  need one copy of this for each participating player. 
   
   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 calculate the 
  Average Party Level (APL), follow the process below:  
  1. Determine the character level for each of the PCs 
  participating in the adventure. Each PC may bring 
  one animal, plus any creatures gained from class 
  abilities to help in combat. (PCs can bring more 
  creatures but they cannot help in combat). If you 
  deem that the animal bestows a significant benefit in 
  combat add the animal’s CR to the level of the PC it is 
  accompanying for calculating APL. (Animals gained 
  from class abilities and one standard horse, warhorse, 
  or riding dog for a PC with Mounted Combat do not 
  affect APL). 
  2. Sum the results of step 1 and divide by the number of 
  characters playing in the adventure. Round to the 
  nearest whole number. 
  3. 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. 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. A player 
  character more than three levels higher than the APL at 
  which the adventure is played cannot participate. If a 
  player character is more than two levels away from the 
  APL at which the adventure is played, he suffers a 50% 
  penalty to the amount of gold and XP gained in 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. 
   
  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. 
   
  These APL calculation rules reference version 7.0 of the 
  Living Greyhawk Campaign Sourcebook. If you are playing 
  
  COR7-14 The Densac Queen 
   
  Page 2 
  this adventure in 2008, check the current version of the 
  LGCS and follow any updated rules presented within.  
   
  TIME UNITS AND UPKEEP 
  This is a standard one-round Core adventure, set in 
  Domain of Greyhawk. Most characters pay 2 time units 
  per round but characters with the Domain of Greyhawk 
  as their home region only pay 1 time unit 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 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 avoid the above-described penalties by 
  living off the wild. If the character possesses four or more 
  ranks in Survival and succeeds on a DC 20 Survival 
  check, he heals temporary ability damage as if he had 
  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). PCs may Take 10 on this roll. 
   
  Chapters 1 and 5 of the LGCS present more 
  information about lifestyle and upkeep. 
   
  ADVENTURE BACKGROUND 
  In 573 CY private merchants operating from the City of 
  Greyhawk financed a series of treasure seeking 
  expeditions into the Olman Islands and various remote 
  locations along the Densac Gulf.  
   
  They constructed four ships specific for the task, the 
  Densac Class, each dedicated to winds that would bring 
  them to and from the heathen islands they sought to 
  plunder.  
   
  The Densac Queen was one of these ships that set 
  out in 575 CY. It reported to its fellows in the flotilla that 
  it had obtained valuable but troubling cargo.  
   
  A day into the Azure Sea on the return voyage the 
  Densac Queen’s sister ship the Densac Maiden, reported 
  an unknown energy vortex engulf the Queen. When the 
  vortex dissipated, the ship, her crew, and all traces of 
  flotsam were gone. 
   
   Three months later in 577 CY, the Densac Queen 
  appear several miles inland, on a small trail leading from 
  the Bay Road to Castle Eyebite in the southern edge of 
  the Domain of Greyhawk. The ship was at a 45 degree 
  angle, with two thirds of it fused with the solid bedrock. 
  There were no traces of the crew. 
   
  Locals looted what they could until authorities 
  arrived to try and make sense of the situation. There were 
  legal battles over ownership and such, but the merchants 
  finally sold off rights to the wreck and those rights passed 
  from person to person for over a year. Eventually, a group 
  of merchants turned the ship into a waystation for those 
  travelling along the Bay Road. 
   
  Unknown to the locals, this waystation was turned 
  into a small outpost for the Slavelords of the Pomarj. 
  Trapdoors and a prison underneath held lone travelers 
  who would not be missed. With the fall of the Slave 
  Lords in 579 CY, it fell out of use, but kept its secret.  
   
  During the Greyhawk wars in the early 580’s CY, the 
  orc forces of the Pomarj surged north and captured the 
  Wild Coast. The Densac Queen is only 90 miles north of 
  the buffer zone.  
   
  The reemerging Slavelords have not only re-opened 
  the Densac Queen as a slave pit, but they’ve also started 
  excavating the buried hold of the ship. The suspected 
  value of the cargo is being leveraged to win favor with the 
  Pomarj orcs whom they are allied with. 
   
  Those Pomarj orcs now use the secret slave pit as a 
  meeting place as they receive clandestine visits from 
  representatives of the Domain of Greyhawk. Many small 
  bribes have gone north from this location. Recently, the 
  slavers discovered a strange altar buried in the Densac 
  Queen’s hold and thought to offer it as a gift to improve 
  relations between two powerful domains. Unfortunately, 
  during the altar’s excavation several powerful demons 
  trapped within, escaped and ran amok  
   
  These meetings have been going on for a while now, 
  and during that time, with only a few renegade 
  exceptions, the various orc tribes occupying the Wild 
  Coast have stopped raiding north.  
   
  ADVENTURE SUMMARY 
  As the adventure starts, those PCs who belong to the 
  various Greyhawk affiliations are acting on mission 
  statements given to them by their superiors to visit the 
  craft village of Zulern, north west of Safeton.  
   
  The amount of information about the mission each 
  PC starts with varies depending on their mission 
  statements. PCs who do not belong to an affiliation can 
  still participate, but they are just normal caravan guards, 
  as opposed to honor guards.  
   
  Introduction: The PCs arrive in the craft village of 
  Zulern late the night before the first day of Richfest. The 
  next day starts with a page fetching them at the Stone 
  Cutter Inn. The PCs have the option of going straight to 
  see the garrison commander for their mission, or 
  investigate some pre-festival activities for Richfest. 
   
  Encounter 1A: Not far outside of Zulern on the Bay 
  Road, the weather has taken a turn for the worst and 
  some of the bridges and fords are no longer safe for the 
  wagons. What’s worse, the PCs encounter a local patrol 
  heading to warn Zulern that orc war bands have come up 
  from the buffer zone and are lootings unprotected sites 
  along the Bay Road. The PCs need to decide if they can 
  carry on or take a detour along the back roads near the 
  old and creepy Densac Queen waystation. 
   
  Encounter 1B: This encounter handles the PCs 
  decision to keep with their original route and head along 
  the Bay Road assuming they can get the wagons across 
  
  COR7-14 The Densac Queen 
   
  Page 3 
  the flooded streams. This encounter covers the journey to 
  Safeton and several attacks by orc warbands.  
    
   
  Encounter 2: As the PCs traverse the miles from the 
  Bay Road to the Densac Queen, they encounter a horse 
  with no rider. The horse gives clues to foul play 
  somewhere in the direction the PCs are heading. There is 
  a letter in the saddlebags indicating clandestine 
  involvement of the Guild of Wizardry in the area. 
   
  Encounter 3: This details secondary structures 
  inside the waystation compound. These include the barn, 
  the outhouses, well, slaughterhouse and chicken coop. 
  Each of these locations can give observant PCs clues to 
  what’s really going on and some can give items that help 
  in the final ritual. 
   
  Encounter 4: This details the above ground main 
  structure. The floor of the barroom has many trap doors 
  (the number depends on the APL) that are waiting to 
  drop PCs into the slave pit below. 
   
  Encounter 5: This covers the side rooms of the 
  main floor. This includes the stair access to the on-deck 
  memorial for the Densac Queen, the sleeping quarters 
  and the kitchen. Some of these side rooms have items 
  that help with the final ritual. 
   
  Encounter 6: This covers the back room and stairs 
  leading into the cellar. A secret door here leads into the 
  secret Slavelord base. The passageway just passed the 
  secret door is trapped. 
   
  Encounter 7: This is the slave pit that the trapdoors 
  in the bar drop PCs into. Each trapdoor has a spring-
  loaded cage waiting for unsuspecting travelers. A bugbear 
  slave master waits to poke new slaves with his longspear. 
  This bugbear has been possessed by a geucubu demon. In 
  the sub-room where the bugbear lives, an item can be 
  found that helps in the final ritual. 
   
  Encounter 8: This covers the remaining rooms of 
  the secret slaver base. This includes the passageways, the 
  meeting hall and the living quarters. The PCs find many 
  dead bodies - orc, slaver and guilder. In the meeting hall, 
  the PCs recover some documents from the Pomarj 
  agents, and some damaged documents from the Guilders. 
   
  Encounter 9: This deals with a secret door that leads 
  into an excavation of the Densac Queen’s rear cargo hold 
  that has been fused with the rock. An altar of olman craft 
  has been partial uncovered but that was enough to cause 
  all this chaos and death. After touching the altar, the PCs 
  can figure out they need to do a primitive ritual with 
  common household items to re-imprison three escaped 
  demons. While the PCs search around the compound for 
  the items, one of the escaped demons makes poltergeist-
  like attacks on the PCs. Once the ritual is completed, the 
  PCs must flee before being sucked into oblivion. 
   
  Encounter 10: This short encounter deals with the 
  distance needed to travel and the stop over at South 
  Watch 
  waystation. 
  This 
  encounter 
  is 
  otherwise 
  uneventful.  
   
  Conclusion: The PCs arrive at Safeton. If they’ve 
  made it before the sun goes down on the last day of 
  Richfest, they are successful (assuming, of course, that 
  the cargo is intact).  
   
  PREPARATION FOR PLAY 
  The first thing a DM needs to do is determine which (if 
  any) Greyhawk City affiliations the PCs belong to. Try to 
  collect this information in secret, as some PCs may wish 
  to keep their allegiances confidential.  
   
  Once determined, issue each PC the appropriate 
  mission statement (Player Handout 9). This gives each 
  player an insight into what might be happening. 
   
  This adventure deals with a loumara demon called a 
  geucuba from the Hordes of the Abyss. It has both natural 
  invisibility and possession abilities. The complete rules for 
  the latter can be found in said book (summaries of these 
  rules appear in Appendix 2). 
   
  NEW RULE ITEMS 
  Core adventures often utilize new rules items –including 
  new classes, prestige classes, races, feats, spells, and 
  equipment (including magic items) – that do not appear 
  in any of the three core D&D books (Player’s Handbook, 
  Dungeon Master’s Guide, or Monster Manual). The full write-
  up of any featured feats, spells, or equipment appears in 
  Appendix 2. Information on featured classes, prestige 
  classes, and races appears in the relevant creature’s stat 
  block. This adventure includes all the information 
  required to run these characters. The DM should double-
  check that he fully understands any new rule items 
  presented in this adventure before play begins. 
   
  INTRODUCTION 
  The PCs are in the village of Zulern at about 10 a.m. on 
  Starday, the first day of the weeklong summer festival of 
  Richfest. It is assumed that the PCs arrived in the village 
  late last night and sought accommodations in the Stone 
  Cutter Inn. 
   
  Different PCs have different motivations based on 
  their faction affiliations (or lack there of), but the 
  majority of PCs are here to do some sort of menial favor 
  on behalf of their affiliation. Anyone else can make up 
  their own reason and/or tag along in the confusion. 
  Lieutenant Sceeveit, the garrison commander, finds a 
  place in his heart to let stragglers in on this less than 
  glorious job. 
   
  �The Village of Zulern: Nonstandard; N; 200 gp limit; 
  Assets 4,260 gp; Population 532; Isolated (97% human, 2% 
  elf, 1% halfling). 
   
  Authority Figures: Sida, male human expert 3 (village 
  elder); Lieutenant Sceeveit, male human fighter 9 
  (garrison commander); Aveena Darmal, female human 
  cleric (Pelor) 5; Figura, male human cleric (Zilchus) 4.  
   
  Important Characters: Mal Holjin, male human expert 
  6 (proprietor of the Stone Cutter Inn). 
   
  Zulern is a village of 532 folk, run by members of the 
  guilds-really, the senior blacksmith, tanner, stonemason 
  (there are small stone quarries north of the village) and 
  
  COR7-14 The Densac Queen 
   
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  anyone else they feel like co-opting. Zulern is an unusual 
  community in that most of its folk are neutral-aligned, 
  hardworking, decent people who deeply resent the raids 
  from bandits from surrounding territories (notably 
  Pelgaryn).  
   
  The population has swelled by nearly 200 extra 
  unskilled laborers, fleeing farms and manors close to the 
  buffer zone. Some have tried to join the various craft 
  guilds, but there is only room for so many apprentices, 
  particularly when outsiders are involved. This has lead to 
  some contention. 
   
  Zulern also includes a group of 16 high elves, 
  including a fighter/wizard and a priestess of Erevan 
  Ilesere, who is often absent, traveling within the Gnarley 
  and Welkwood. At the time of this adventure, the elves 
  are away. 
   
  Zulern has accepted Greyhawk‘s rule; a force of some 
  40 militia is stationed here. One member is noteworthy: 
  an 9th-level fighter-lieutenant native of the village, who 
  commands the garrison and is a lay preacher of the cult of 
  Mayaheine (which is growing in popularity in Zulern). 
  The local militia is increasingly well armed and armored. 
   
  The view from the Stone Cutter Inn is gloomy as 
  drizzle absconds with what could have been a 
  beautiful gift from the Summer Queen on this first 
  day of Richfest. 
   
  Despite the conditions, the laborers of the 
  village of Zulern go about setting the stage for the 
  important festival week of Richfest.  
   
  The most noise, however, comes from a group of 
  men arguing about wagons, from a warehouse across 
  the village square. 
   
  A young boy runs below your window and 
  shouts, “Great adventurers! Sorry if I’m waking you, 
  but Lieutenant Sceeviet wishes to speak to you at the 
  garrison at your, uhm, ‘earliest convenience’?” 
   
  For PC’s who like to eavesdrop, they can attempt a DC 20 
  Listen check to make out that, the men at the wagons are 
  arguing about critical cargo deadlines and a late 
  departure. 
   
  Mal Holjin, the proprietor of the Stone Cutter Inn, 
  and bigwig at the quarry north of the village, is much too 
  busy with preparations for the festival week to give time 
  to what he considers (mistakenly or not) apprentice 
  adventurers. The big, burly man is still courteous to the 
  PCs, even providing the room for the night free as gift to 
  the Greyhawk Guilds, but he directs all questions to 
  Lieutenant Sceeveit, or anyone else who’ll get the PCs out 
  of his thinning hair. 
   
  If asked what his hurry is, he’ll informs the PCs that 
  he must make ready for tonight’s gathering of his fellow 
  quarry men and stone cutters at his establishment. 
   
  �Mal Holjin: N male human expert 6. 
   
  The village of Zulern has many interesting features for 
  such a small village, but only those with relevance to this 
  adventure are listed here for the PCs to interact with.  
   
  The PCs are free to explore as they wish, but keep 
  track of how much time the PCs spend, as their 
  adventure is time sensitive down to the hour. 
   
  Crossing the village means going through or near 
  the village square. 
   
  THE VILLAGE SQUARE 
  Several stages and booths are having their finishing 
  touches put on them. A pole with a gilded glass orb 
  and markings of the Sun Father, sits in the center of 
  the square, as young girls dressed in customs of the 
  Summer Queen disconnect colored ribbons from 
  the pole to save them from the rain. 
   
   Young boys play nearby in the mud, a rough and 
  tumble game ruining their winged orange tiger 
  costumes. 
   
  One boy, no older than five, is dressed in fine 
  merchant clothes and sobs profusely as the girls 
  drape the colored ribbons on him like a human coat 
  rack. 
   
  The majority of these booths won’t be operational till the 
  afternoon and evening festivities truly kick off. For those 
  PCs interested, they can pick up a few sweets and token 
  trinkets for a handful of copper pieces, but anything of 
  true value has yet to arrive on display. 
   
  Zulern’s festival is dedicated to Pelor the Sun Father, 
  Sotillion the Summer Queen, and her husband Zilchus 
  the Great Guildmaster. It also has many dedications to 
  Mayaheine the Shield Maiden, as she has become the 
  towns default patron.  
   
  Zulern is guild centric in its society and controlled 
  by the various craft guilds of Greyhawk City. This festival 
  weeks centers on celebrating the guilds and the bounty 
  they bring here. 
   
  The crying little boy is named Zevin and he is the 
  son of the senior blacksmith. He has been picked to 
  represent Zilchus the Great Guildmaster during the 
  festival pageantry and thus leaving him in the nominal 
  care of the gaggle of young girls aged six to ten, picked to 
  represent Sotillion the Summer Queen.  
   
  Suffice it to say, Zevin is not enjoying his treatment, 
  especially since he would like nothing more than to join 
  the other boys his age dressed as the winged orange tiger 
  servant of the Summer Queen. Those boys are expected 
  to be more free willed and rambunctious. 
   
  The rest of the children do not have much to say to 
  the PCs, but approaching Zevin gets the following 
  response. 
   
  The young boy sniffles back his tears and says, “I 
  don’t want to be a stupid Great Guildmaster, I want 
  to be a tiger! “, as he points at the other boys his age 
  rough housing. Another ribbon is draped over his 
  outstretched arms. 
   
  The two most obvious options open to the PCs (other 
  than doing nothing) is to convince the boy to accept his 
  role in society or to help the boy escape his bonds and 
  
  COR7-14 The Densac Queen 
   
  Page 5 
  play with his peers. Both results have different 
  consequences.  
   
  A DC 15 Knowledge (religion), or a DC 12 
  Knowledge (local: core) reveals the following insight into 
  the situation: 
   
  The girls represent the lackadaisical and somewhat 
  self-indulgent nature of society in regards to 
  enjoying the riches earned from hard work.  
   
  The young boys in the winged tiger costumes 
  represent the coming of age, when those in the 
  society choose which role to take in adulthood. 
   
  The lone boy represents the role of self-sacrifice 
  and duty to their society. The person who must lead 
  and provide for others not solely for personal gain, 
  but to protect against the greedy and selfish.  
   
  Questioning the young boy just gets him to repeat his 
  complaint of wanting to play with the other boys instead 
  of standing around acting as furniture for the less than 
  sympathetic girls.  
   
  The children do not understand the symbolism in 
  the pageantry they are going to be participating in all 
  week (and neither do most of the adults), they just know 
  that is what done every year. 
   
  Left to his own devices, Zevin keeps complaining 
  and begrudgingly doing what is expected of him.  
   
  Should the PCs interfere with an argument and a 
  successful DC 15 Diplomacy check, Zevin has one of two 
  response. If there are conflicting views from the PCs, the 
  highest Diplomacy check wins. 
   
  If the PCs convince Zevin that it is a good thing to 
  be the Great Guildmaster, read: 
   
  Zevin stops crying and holds his head up high and 
  his arms out straighter to better support the 
  ribbons. “My people need me to be strong for them 
  and to guide them. I can do this!” 
   
  Shortly, Zevin informs his father of this revelation and 
  his father thanks the PCs by rewarding them later. 
   
  If the PCs convince Zevin that he should break free 
  and go play with the other boys, read: 
   
  A wide smile appears on Zevin’s face as he throws 
  his ribbon bonds to the ground and runs into the 
  playful melee. “Thanks!” he shouts as he gleefully 
  becomes covered in mud. 
   
  A warm wind blows out of the south comforting 
  you from the drizzle.  
    
  The PCs have gained a small blessing from Sotillion the 
  Summer Queen in the form of endure elements spell (CL 
  20) for embracing freewill in her honor. Any PC who 
  argued against Zevin from joining the boys does not 
  benefit from this. Mounts and animal companions are 
  not affected. 
   
  This favor also plays a small role later in the 
  adventure. Keep track of the first time PCs that helped 
  liberate the boy go to sleep (or if they ride on the wagon, 
  they nod off for just an instant). When they do, hand out 
  Player Handout 6. 
   
  THE GARRISON 
  A wooden palisade marks the location of the village 
  garrison. The flag of the City of Greyhawk flies over 
  its walls. It is obvious this complex has been hastily 
  expanded over the last few years. 
   
  A statue depicting Mayaheine the Shield 
  Maiden watches over the troops in the courtyard. 
   
  This garrison of Domain of Greyhawk troops originally 
  numbered twenty, but with the influx of refugees, 
  increased raiding of the Pomarj, and the banditry of 
  Pelgaryn, their number has been increased to 50. The 
  garrison itself has grown to handle this influx as well as 
  to temporarily safely house the original population level 
  of 300 people, but with a population of nearly 500 now, 
  those refuges could be in for some trouble. 
   
  The PCs have no trouble entering as troops stationed 
  at the open gates are expecting them and escort them to 
  the office of Lieutenant Sceeveit. 
   
  The office of Lieutenant Sceeveit is sparse of 
  luxuries but filled with models and diagrams for 
  defensive emplacements and troops movements.  
   
  The aging officer holds a miniature soldier in 
  his hand as he decides where to place it among a tiny 
  mock-up Zulern, holding its own tiny festival. 
   
  “Ah, Greetings! I am Lieutenant Sceeveit of 
  Zulern. I see the Guilds have been kind to us to 
  provide such extraordinary honor guards.” 
   
  Sceeveit was born and raised in Zulern and takes his 
  position very seriously. The moving of these ‘toys’ to him 
  is a form of worship to Mayaheine the Shield Maiden.  
   
  The Guilds of Greyhawk promised him some of their 
  finest members and affiliates to serve as an honor guard 
  to transport the ceremonial merchandise from Zulern to 
  Safeton before the end of Richfest.  
   
  The original plan was to have the goods delivered on 
  Godsday, but production delays have made this time 
  frame very risky. The new plan is to hurry the transport 
  out today (its already late in leaving) and get to Safeton 
  safely within six days. The goods need to arrive before 
  dusk on Freeday.  
   
  Failure to arrive means a huge loss of face for Zulern, 
  and by extension, the guilds of Greyhawk. 
   
  The following are sample questions the PCs might 
  ask, but do not need to ask it verbatim to receive the 
  answer. Any entry marked with an asterisk is a subject 
  the lieutenant brings up himself if the PCs don’t inquire 
  about it. 
  • 
  *What do you require of us? “Wagon Master 
  Ullhan has three wagon loads of our top craft goods 
  that must reach Safeton before the end of Richfest. It 
  was supposed to be there by Godsday, but making 
  that due date is looking grim. We would need to do 
  
  COR7-14 The Densac Queen 
   
  Page 6 
  20 miles a day, forgoing the safety of the way 
  stations.” 
  • 
  *How long do we have? “Not including today, you 
  have five days maximum to reach Safeton. If the 
  cargo is not present by Freeday, Zulern will loose 
  much face within the Safeton market. “ 
  • 
  How many days in a week? “There are seven days 
  in a week. Starday, Sunday, Moonday, Godsday, 
  Waterday, Earthday and Freeday. You need to be in 
  Safeton in time to present our goods while the sun 
  still shines.” 
  • 
  Why leave it so late? “We had planned to ship out 
  several days ago, but there have been production 
  delays with the various levels of craftsmen, 
  including the increasing burden of unskilled labor 
  in the form of refuges from the countryside.” 
  • 
  Do you suspect sabotage? “No, No, nothing quite 
  so nefarious. We’re just over worked and don’t have 
  enough resources.” 
  • 
  *Do you have anything for us? “I have a map for 
  you and a document for each of you. The document 
  proves you to be an honor guard so patrols on the 
  way don’t mistake you for bandits or raiders.” 
  • 
  Tell me about Pelgaryn?” Pelgaryn is a town some 
  40 miles or so east of here along the Bay Road. It’s 
  not under the sway of Greyhawk City. Its refuge for 
  small time bandits and cutthroats. One day, I’m sure, 
  they’ll be dealt with.” 
  • 
  What route do we take? “The Wagon Master will 
  discuss the route and such with you, but I want to 
  warn you to be careful. While raids from the Pomarj 
  buffer zone just 90 miles south of us have been quiet 
  of late, bandits still roam the area.” 
  • 
  How far do we have to go? “By the main road, it’s a 
  little less than 80 miles. I hope this drizzle doesn’t 
  hinder you too much.” 
  • 
  What are you paying us? “From what I understand, 
  the guilds of Greyhawk are providing us your 
  services for free, or for stipends at least, and you are 
  doing this to earn favor among your guild seniors.“ 
  • 
  What about the weather? “Be careful of this 
  drizzle, for it could easily turn harsh. This rain is a 
  bad omen. The Shield Maiden can protect our flanks, 
  but overhead is out of her domain.” 
  • 
  Anything interesting in these parts? “There are 
  many ‘odd’ locations within a days ride of here, but I 
  don’t have time to go into them all and I don’t see 
  what it has to do with your mission. The wagon 
  master can fill you in during your trip.” 
  • 
  What about the Densac Queen? “The Densac 
  Queen is one of the old waystations that doesn’t get 
  used much because its on the side roads in the 
  countryside. Some say it is haunted by the ghosts of 
  the sailors who disappeared on it; others say it was 
  cursed by the gods of the southern islands. I have 
  been there a few times, never staying long. It’s 
  creepy, but hardly evil.” 
  • 
  Dangers? “The Bay Road has risk of bandits during 
  the night, so waystations are the key. Daylight 
  attacks are not unheard of, but rare due to heavy 
  patrols. In the past, orcs would be a constant threat 
  as small bands pushed north to pillage the 
  abandoned farmsteads, but they’ve been very quite 
  for the past few months. I’m sure the wagon master 
  can tell you all kinds of tales. “ 
    
  Sceeveit is not trying to hide anything from the PCs, but 
  there are some topics that are just none of the PCs 
  business. So if it’s not covered here, and it doesn’t seem 
  relevant to the mission at hand, Sceeveit politely shuts 
  down the PCs line of questioning. 
   
  �Lieutenant Sceeveit: LG male human fighter 9. 
   
  THE WAGON MASTER 
  Several burly teamsters prepare to load polished 
  marble blocks onto a wagon with a hoist. Various 
  other kinds of crafted trade goods are in the process 
  of being loaded into two other wagons.  
   
  An even bigger man, obviously in charge, directs 
  things. "Damn you to Baator, we should have been 
  out of here hours ago!" says the leader. 
   
  The man notices you. "Are you the honor 
  guard?"  
   
  This is Wagon Master Ullhan and his crew of five 
  teamsters. They handle the cargo, drive the three horses, 
  and ride the three wagons.  
   
  This wagon train was supposed to leave Zulern 
  around 7am today, but delays have pushed the final 
  departure time to noon at the earliest.  
   
  Wagon Master Ullhan is ultimately in charge of the 
  trade expedition, but he is no fool and is willing to 
  discuss the route (time permitting) and leave ‘security’ 
  issues up to the PCs. 
   
  Ultimately, though, Ullhan does what’s best for the 
  cargo and to meet his deadline, even if that means forced 
  marches, hustling, and taking detours to avoid danger. 
   
  Ullhan has nothing to hide from the PCs and as long 
  as it doesn’t delay him from the already delayed departure 
  time, and doesn’t damage the goods, he’s fine with the 
  PCs inspecting the cargo.  
   
   �Ullhan: N male human commoner 2/expert 2; 
  Handle Animal +8. 
   
  �Teamsters (5): N male human commoner 2; 
  Handle Animal +5. 
   
  �Horse, Light (3): hp 19; MM 273. 
   
  The following are sample questions the PCs might ask, 
  but do not need to ask it verbatim to receive the answer. 
  Any entry marked with an asterisk is a subject that 
  Ullhan brings up himself if the PCs don’t mention it. 
  • 
  *Who are you: “I am Wagon Master Ullhan and this 
  is my crew of teamsters. We’ve done the Safeton Run 
  many times, and by the Great Guildmaster, we’re 
  going to get it done this time too!” 
  
  COR7-14 The Densac Queen 
   
  Page 7 
  • 
  *What do you require of us? “You are to be our 
  honor guard. Not only will you protect us, but you’ll 
  play a small ceremonial roll when we reach Safeton, 
  showing how the mother guilds in the City favor us.” 
  • 
  What is the cargo? “One wagon is being filled with 
  polished marble slabs from one of our famous 
  quarries. The other two are filled with various 
  crafted trades good representing every guild affiliate 
  we have in town. “ 
  • 
  Why is this so important? “The value of the goods 
  is only a few hundred gold pieces at most, but that’s 
  not what’s at issue. The majority of this town is based 
  on exporting guild crafts to the nearby towns and 
  villages. If we can’t make the promised presentation 
  of goods by the end of Richfest, we’ll loose face in 
  Safeton and the independents will eat into our 
  business.” 
  • 
  What about bandits or raiders? “By The Dweller’s 
  soles, bandit raids are our biggest threat now that the 
  orcs in the buffer zone have quieted down. But if we 
  can hit each waystation along the way for a safe 
  night, and the patrols along the Bay Road keep us 
  safe during the day, I think we’ll be all right.” 
  • 
  Does the town have business rivals? “There are 
  some who would benefit from this cargo not 
  arriving, like the independent craftmen in Safeton, 
  but they’ve been feeding off our crumbs, not taking 
  our pies.” 
  • 
  *What is our route? “The wagon train is going 
  along the Bay Road, first east towards Pelgaryn, then 
  onward south to Safeton. In total, the trip is roughly 
  80 miles as the road goes. Roughly every 16 miles is a 
  waystation where we can stay the night and be 
  relatively safe. Patrols also check in at each station to 
  see if any travelers are missing.” 
  • 
  What is Pelgaryn? “Pelgaryn is a town independent 
  from Greyhawk rule. It’s led by a half-orc bandit and 
  is filled with cutthroats and thieves who like to raid 
  the countryside. Raids against Zelurn have been few 
  ever since the majority of people fled their homes 
  and estates in the countryside when the Pomarj 
  invaded. Now the bandits spend most of their time 
  looting abandoned manor houses.” 
  • 
  *What’s our first stop? “Once we finally depart, we 
  have to make 15 miles today to reach the first 
  waystation. It will be dark by that time, but this close 
  to Zelurn, I think it’s worth the risk to drive hard to 
  make safe point. As long as this rain stays a drizzle, 
  we’ll be ok.” 
  • 
  How fast is the caravan? “We reach about two 
  miles per hour on the Bay Road. This drizzle won’t 
  slow us down, though I am considering making our 
  days longer and perhaps double timing it over the 
  safer stretches of road.” 
  • 
  Why not just teleport there? “Take a look at those 
  teamsters! I have to keep working with them long 
  after you’ve moved on to your next job and it never 
  pays to threaten the perceived job security of 
  teamsters. Thanks but no thanks.” 
  • 
   Are there any river crossings or tolls? “Along the 
  Bay Road, there are several small rivers that run 
  either into Darmal’s Spill or into the Bay itself. Most 
  of these are fordable, and the rest have simple 
  bridges over them. If the water levels stay down, 
  we’ll be alright. Just don’t go and offend The Storm 
  Lord or else he’ll rise out of the bay to punish us.” 
  • 
  Who is the Storm Lord? “By all the salt water in 
  Limbo, don’t say such a thing! You’ll insult him for 
  sure. Oh Storm Lord, Sailor of the Sea and Sky, spare 
  us your wet winds mighty Procan so that we are not 
  washed out into the Bay.” 
  • 
  Do we get horses or other supplies? “I was under 
  the impression you we’re providing your own 
  equipment and mounts. But we are more than happy 
  to share food, water, and lodgings at the waystations 
  with you.” 
  • 
  *What kind of input do you want from us? 
  “We’re all in this together. I may be the Great 
  Guildmaster of this cargo run, but I still expect 
  everyone to pull their own weight, and that includes 
  knowing when to speak and when to keep their 
  ‘mouthers’ shut. I make the final call on all travel and 
  cargo related decisions, but you keep us safe.” 
  • 
  What about the Densac Queen? “Do not say the 
  name of that ship of the damned that now curses the 
  Dweller’s roads. That’s one waystation that is not on 
  our route. It’s in the back trails that criss-cross the 
  countryside; the Bay Road takes a more direct path 
  to Safeton. I don’t even want to speak of it.” 
  • 
  What if we pestered you about the Densac 
  Queen? “Stop pestering me about that cursed site! 
  They say a demon of the deep hurled that poor ship 
  so high in the sky, that the men became lost in 
  another dimension, and it landed thousands of miles 
  away, only half in phase with our world. The only 
  things left are the ghostly howls of the damned 
  crew, as they shake the chains of their eternal doom. 
  I’ve heard the rattles and moans myself one night. 
  I’ve never been back since. NOW NO MORE OF 
  THIS!” 
  • 
  Will you fight for us? “We have our clubs and 
  knifes, and a crossbow per wagon, but we are not 
  soldiers. We’ll do what we can, but don’t expect 
  much from my men, they’re brave, but they got 
  families. I won’t let them be used as simple fodder.” 
   
  Without the involvement of the PCs, the wagon train is 
  ready to go at 1 p.m. If the PCs can help in some fantastic 
  way, such as useful magic or extraordinary strength, this 
  is brought forward to a noon departure, assuming of 
  course the PCs started helping before noon.  
   
  If the PCs get side tracked elsewhere in Zelurn, such 
  as chasing red herrings or making Gather Information 
  checks, the wagon train is ready by 1 p.m. but has to wait 
  for the PC’s leave. 
  
  COR7-14 The Densac Queen 
   
  Page 8 
   
  Treasure: The only treasure here is the contents of the 
  wagons and the possessions of Ullhan and his teamsters. 
  Ullhan has two potions of cure light wounds that he will 
  let the PCs use, if the need is dire. Otherwise, he saves 
  them for the horses if they should get badly injured. 
   
    
  DEVELOPMENT 
  Keep track of what time the wagon train departs at and 
  any change of plans the PCs might convince Ullhan to 
  take, such as hustling the wagons. 
   
  If the PCs successfully convinced young Zevin to 
  embrace his ceremonial roll for Richfest, word has spread 
  to Zevin’s father, Zavin the Senior Blacksmith of Zulurn 
  and he comes to give his thanks to the PCs. 
   
  A small-sized ogre of a man approaches you with 
  sweat dripping down his brown and a thick leather 
  apron around his front. He raises his thick hammer 
  at you and booms, “YOU! You’re the ones who spoke 
  to my son Zevin about his roll in Richfest!”. 
   
  The big man smiles and adds, “I wanted to thank 
  you for doing what I had not been able to do. He’s 
  going to make the whole village proud some day. 
  You be sure to check back with me, as I’m going to 
  spend Richfest thinking up something nice for you.” 
   
  From here, keep track of the distance, speed and route 
  the wagon train takes. All daylight is gone by 9 p.m. 
  during this high summer festival week, but by 3 p.m. a 
  quickly moving storm comes inland off the bay. Rivers 
  swell, small bridges collapse and movement along the 
  coastal Bay Road becomes difficult (reduced to 75% 
  movement rate). 
   
  The storm is a combination of heavy rain and strong 
  winds. See pages 93-95 of the Dungeon Master’s Guide for 
  weather effects and flooding.  
   
  OVERLAND TRAVEL 
  It’s possible the PCs want to either hustle or do a forced 
  march to reach their destination. (PH 164—Overland 
  Movement). PCs hustling or doing a forced march risk 
  fatigue or worse. The teamsters are not at risk because 
  they are riding the wagons, but each horse pulling the 
  wagons is at great risk. 
   
  The wagons themselves are heavily loaded with 
  delicate crafts. While the nooks and crannies have spaces 
  for several Small creatures to ride, they have no space for 
  Medium creatures. 
   
  Each wagon can be made to allow up to two extra 
  Medium creatures ride along (thus ignoring the checks 
  for overland movement), but for every Medium creature 
  added, add +1 point of nonlethal damage, per hour, when 
  hustling or on forced marches. 
   
  With the exposure to rain and wind, Ullhan gets 
  very concerned about the overnight health of his animals 
  should they become fatigued or exhausted. While no 
  game mechanic exists, Ullhan fears the horses of dying 
  from pneumonia if left outside and untreated.  
   
  1A: THE DIVERTING PATROL 
  As the PCs begin their journey, they discover that their 
  movement rates are reduced by weather conditions and 
  furthermore that the expected path has become 
  treacherous. They have to decide between taking a 
  crossroad towards The Densac Queen or continuing along 
  their initial route. 
   
  With a sense of urgency, Ullhan and his crew set out 
  for the trade road towards Pelgaryn, but by 3 p.m. 
  severe storm clouds come rolling in from the 
  Woolly Bay. As the rain starts to fall, the roads 
  become muddy as simple brooks swell to rush water 
  across your path slowing your pace. 
   
  By 5 p.m., as you reach a crossroad heading 
  southwest, a group of mounted soldiers approach 
  your group along the road from the east. 
   
  Allow the PCs to prepare for meeting the patrol. If in 
  their paranoia they wish to buff, let them, however, this is 
  not a combat encounter and it should be fairly obvious to 
  the PCs that the patrol is friendly. 
   
  The leader of the patrol, Rayek Findalon, is tall and 
  charismatic. He gets to the point quickly and prefers not 
  to dwell on idle gossip. 
   
  �Rayek Findalon: NG male human (Oeridian) 
  fighter 4/expert 2; hp 43. 
   
  �Soldiers (4): N male human warrior 2; hp 11 each. 
   
  �Warhorse, Light (5): hp 22 each; MM 274. 
   
  The leader of the patrol approaches your group 
  holding his hand up as an obviously peaceful 
  gesture. “The name is Rayek – I’m responsible for 
  this group of hometown heroes, doing our part to 
  keep the lands free from orc incursions. I hate to be 
  the bearer of bad news, but you aren’t going to make 
  it very far down this road tonight.” 
   
  The following are sample questions the PCs might ask, 
  but do not need to ask it verbatim to receive the answer. 
  Any entry marked with an asterisk is a subject the NPC 
  brings up himself if the PCs do not inquire about it. 
  • 
  *What is stopping us? “It is a double night of bad 
  omens. We are rushing to all towns and villages, 
  sounding alarm of orc raiders pushing north along 
  the 
  Bay 
  Road, 
  looting 
  anything 
  unwalled 
  settlements. To make matters worse, the bridge a 
  mile east of here has collapsed into the swollen 
  stream.” 
  • 
  *What about the stream? “A stream down the way 
  abounds with Procan’s tears this night and has 
  knocked out the bridge towards Pelgaryn. You could 
  probably ford it on foot with great effort but those 
  wagons are another story. You’ll lose your cargo if 
  you try to cross.” 
  
  COR7-14 The Densac Queen 
   
  Page 9 
  • 
  Can we just “wait it out” and cross when the 
  waters recede? “You can try, however you never 
  know how long The Storm Lord’s fury may last.” 
  • 
  *Is there another way past that stream? “You can 
  divert to stay the night at The Densac Queen 10 
  miles south from here. Just take the crossroad 
  leading southwest Castle Eyebite. It will be slow 
  going with those wagons, but you should make it 
  before dark. In the morning, you can then head 
  southeast among the trails that lead by abandoned 
  estates and farms eventually leading towards 
  Safeton.” 
  • 
  What is “The Densac Queen”? “The Densac Queen 
  is one of the old waystations that doesn’t get used 
  much because it is on the side roads. Some say it’s 
  haunted by the ghosts of the sailors who disappeared 
  on it; others say it was cursed by the gods of the 
  south islands. I have been there a few times, never 
  staying long. It’s creepy, but hardly evil.” 
  • 
  Did you say sailors? “Yes. The Densac Queen is a 
  ship that magically appeared on dry land years ago. 
  No-one really knows why or how it got there, but it 
  was adopted as a waystation and even added to over 
  the years.” 
  • 
  Do you need our help wiping out the orcs? “I’ll 
  never say no to someone exterminating those vile 
  creatures.” Upon hearing this, Ullhan speaks up, 
  “We were told that the Greyhawk Guilds sent your 
  team to safeguard us to Safeton. Wiping out orcs 
  wasn’t part of the arrangement we had with them or 
  by proxy, with you.” 
   
  Preparing to move on, Rayek concludes, “If you do 
  choose to go to by way of The Densac Queen, please 
  warn them about the orc raiders we’ve seen recently. 
  Let them know that we’ll be by in a day or two to 
  check on them.” 
   
  If the PCs choose to investigate the stream first, to 
  validate Rayek’s story, they do indeed find the stream 
  running too quickly and too deep to risk the wagons. It 
  takes an hour to reach the stream and an hour to return 
  to the crossroad. Keep track of time accordingly using the 
  charts in Appendix 3. 
   
  Ullhan’s preference, although grudgingly, is to 
  proceed to The Densac Queen as he refuses to allow his 
  wagons to enter the stream. If convinced about the safety 
  of his wagons crossing the stream, Ullhan is willing to 
  skip The Densac Queen and to continue along the bay 
  road. However, this skips most of the adventure and leads 
  directly to Encounter 1B, bypassing all encounter taking 
  place at the Densac Queen. 
   
  If the PCs choose to cross the stream towards Pelgaryn: 
  • 
  Use “The Bay Road Route” in Appendix 3. 
  • 
  Proceed to Encounter 1B. 
   
  If the PCs choose to take the crossroad towards The 
  Densac Queen: 
  • 
  Use “The Densac Route” in Appendix 3. 
  • 
  Proceed to Encounter 2. 
   
  1B: THE BAY ROAD 
  The PCs have chosen to ignore the obvious plot hook 
  towards The Densac Queen by continuing on their original 
  route and thus miss most of the adventure. 
   
  After getting the wagons across the stream, their 
  path is described in “The Bay Road Route” in Appendix 3. 
  Each waystation is roughly a day’s distance from the 
  other. It is assumed that the PCs sleep at the various 
  waystations, but this is not required. Three times, the PCs 
  encounter a warband of orcs before reaching Safeton: 
  • 
  After leaving Borka’s Roadhouse (1B) 
  • 
  After leaving Borka’s Bayside Inn (1C) 
  • 
  After leaving The Woolly Rose (1D) 
   
  WAYSTATION 1:BORKA’S ROADHOUSE 
  By 6 p.m. you reach the stream with the washed out 
  bridge. Ullhan fidgets waiting for you safely 
  transport his wagons across. 
   
  Discretion is left to the DM (reward any creative plan 
  with success) to determine if the PCs devise a plan for 
  getting the wagons across safely. If the wagons are 
  damaged, the adventure ends in failure. Once they are 
  across, read: 
   
  Relieved, Ullhan says “The first waystation, Borka’s 
  Roadhouse, is roughly 5 miles further east. Let’s get 
  moving.” 
   
  Assuming the PCs continue, they should reach Borka’s 
  Roadhouse by about 9:30 p.m. 
   
  Several hours later, you reach Borka’s Roadhouse. 
  There are no patrons staying at the Inn giving you 
  free choice of rooms, but little opportunity for 
  conversation. 
   
  Ullhan negotiates for rooms on the PCs’ behalf at each 
  waystation. 
   
  At a random hour during the trip to Krandel’s Retreat, 
  the wagon train is attacked on the road. The terrain is a 
  simple road with sparse trees on either side and does not 
  intentionally give an advantage to the PCs or warband. 
   
  APL 2 (EL 4) 
   
  �Orc of the Black Skull (6): male orc warrior 1; hp 
  5 each; Appendix 1. 
   
  APL 4 (EL 7) 
   
  �Ogre: hp 29; MM 198. 
   
  �Orc of the Black Skull (6): male orc warrior 2; hp 
  11 each; Appendix 1. 
  
  COR7-14 The Densac Queen 
   
  Page 10 
   
  APL 6 (EL 9) 
   
  �Hill Giant (1): hp 102 each; MM 123. 
   
  �Orc of the Black Skull (6): male orc warrior 3 hp 
  16 each; Appendix 1. 
   
  APL 8 (EL 11) 
   
  �Hill Giant (2): hp 102 each; MM 123. 
   
  �Orc of the Black Skull (4): male orc warrior 7; hp 
  38 each; Appendix 1. 
   
  APL 10 (EL 13) 
   
  �Hill Giant (2): hp 102 each; MM 123. 
   
  �Orc of the Black Skull (6): male orc warrior 4; hp 
  27 each; Appendix 1. 
   
  �Orc Wizard (2): male orc wizard 9; hp 56; 
  Appendix 1. 
   
  APL 12 (EL 15) 
   
  �Stone Giant (3): hp 119 each; MM 124 
   
  �Orc of the Black Skull (6): male orc warrior 7; hp 
  38 each; Appendix 1. 
   
  �Orc Wizard (2): male orc wizard 11; hp 73; 
  Appendix 1. 
   
  Tactics: At APLs 10 and 12, the spellcasters are prepared 
  much like a PC would be (both have false life already up, 
  for example). Note that at APL 12 the wizards t have 
  prepped using their lesser metamagic rod of empower. 
   
  Treasure: Refer to the Treasure section of this adventure 
  to determine what the PCs find here. Note, that the 
  wizards have left their spellbooks in their lair. 
   
  Development: After combat is resolved, proceed to 
  Encounter 1C. 
   
  1C: GETTING PAST PELGARYN 
  In this encounter, the PCs continue towards Pelgaryn, 
  reaching the second waystation and then turning 
  southwards towards Safeton. 
   
  WAYSTATION 2: KRANDEL’S RETREAT 
  Nestled in the trees away from the road is Krandel’s 
  Retreat. The main room is filled with patrons 
  sharing drinks and stories. 
   
  If the PCs want to chat with the patrons of Krandel’s 
  Retreat, allow the PCs who actively speak with patrons a 
  Gather Information roll: 
  • 
  DC 5: Orcs from the Pomarj have been quiet in these 
  parts lately. 
  • 
  DC 7: Bandit activity has been on the rise near 
  Pelgaryn as of late. Be careful out there! 
  • 
  DC 10: A “buffer zone” exists between The Domain 
  of Greyhawk and the Pomarj. Hopefully, having that 
  there keeps accidental flare-ups from occurring 
  between the two powers. 
  • 
  DC 13: There is another roadside Inn a few miles 
  south of Pelgaryn called Borka’s Bayside Inn. I hear 
  that it is Borka’s original business although he’s 
  expanded to a few other locations over the past few 
  years. 
  • 
  DC 15: There are still orcs looting abandoned manor 
  houses south of here yet north of the buffer zone. 
   
  WAYSTATION 3:BORKA’S BAYSIDE INN 
  Getting past Pelgaryn poses no actual threat. However, 
  the PCs should feel the need for caution from bandits 
  while in the proximity of the town. Ask the PCs for any 
  special preparations they are taking before they leave 
  Krandel’s Retreat in the morning. Read: 
   
  After successfully skirting around Pelgaryn and 
  avoiding the notice of bandits, you push on for the 
  last few miles southward until reaching Borka’s 
  Bayside Inn. You are greeted by Borka Thandleton, 
  proprietor 
  of 
  Borka’s 
  many 
  fine 
  roadside 
  establishments. 
   
  “Nasty weather we’re having lately isn’t it? Come 
  in, come in! But please – scrape the mud off your 
  boots before entering the main room.” 
   
  Borka is a very friendly businessman and knows that if he 
  treats his customers well, he’ll earn their return business. 
  He is the type of businessman who gives a good product 
  at a fair price and includes a free round of drinks for 
  weary travelers. If asked about his multiple roadside 
  businesses, he simply responds, “The Great Guildmaster 
  has surely blessed me.” and then changes the topic. Borka 
  is not a pivotal NPC by any means and has no ulterior 
  motives. 
   
  �Borka Thandelton: N male human cleric 3 
  (Zilchus). 
   
  The PCs can rest here in safety. At a random hour 
  during the trip to The Woolly Rose, the wagon train is 
  attacked on the road. Re-use the combat found in 
  Encounter 1B. 
   
  After combat is resolved, proceed to Encounter 1D. 
   
  1D: TOWARDS SAFETON 
  In this encounter, the PCs continue towards Safeton, 
  reaching their second waystation and then turning 
  southwards towards Safeton. 
   
  WAYSTATION 4: THE WOOLLY ROSE 
  The Woolly Rose sits atop a bluff overlooking its 
  namesake - the Woolly Bay. Signs of disrepair are 
  obvious; the hitching post in front of the Inn is 
  cracked, the paint on the door is faded, and several 
  shattered windows mar the Inn’s facade. 
   
  
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  If the PCs investigate, they find the owner of the Inn, 
  Roselyn Al’Maken inside. She doesn’t know much and 
  generally keeps to herself. 
   
  �Roselyn Al’Maken: N female human expert 4. 
   
  The following are sample questions the PCs might ask, 
  but do not need to ask it verbatim to receive the answer. 
  • 
  Why is the Inn in such bad shape? “I get the 
  occasional rowdy guests, like all Inns do. Rumors of 
  marauding orcs and invading armies, drives business 
  away so I can’t afford to keep the place up.” 
  • 
  Do you need any help? “No, thanks for the offer 
  but I’m managing ok.” 
  • 
  Have you seen any orcs around here lately? “I 
  haven’t, but I had guests who said they ran across 
  some closer to Safeton.” 
   
  SAFETON – THE HOME STRETCH 
  At a random hour during the trip to Safeton, the wagon 
  train is attacked on the road. Re-use the combat found in 
  Encounter 1B. 
   
  After combat is resolved, proceed to the Conclusion. 
   
  2: THE APPROACH 
  The PCs are now on the country trail that eventually 
  leads to Castle Eyebite. The Densac Queen waystation is 
  approximately 10 miles from the fork in the Bay Road 
  (Encounter 1A).  
   
  The countryside between Zulern and Castle Eyebite 
  has many such country trails of assorted grade. Many of 
  these roads have fallen into severe degradation because 
  many of the nearby farms, hamlets, and manors have 
  been abandoned by people fleeing the arrival of the orcs, 
  many seasons ago. 
   
  Most of these abandoned structures are in varying 
  states of disrepair and looted. 
   
  Consult the chart in Appendix 3 to gauge how far 
  the PCs travel, what time it is, and any other time-
  triggered events listed.  
   
  Once the PCs are about half way to the Densac 
  Queen, read the following (keep in mind if its dusk or 
  night); 
   
  Directly ahead on the trail, the light reveals a 
  saddled horse with smears of blood on it. There is no 
  rider in sight, but the horse’s reins are attached to a 
  wooden railing that it has been dragging along the 
  muddy track. It looks at you and gives a distressed 
  whinny. 
   
  The animal is not physically injured (but it is fatigued) 
  and the blood on it is not its own. The blood belongs to 
  its former master, an apprentice wizard and member of 
  the Greyhawk Guild of Wizardy. This is the same 
  apprentice mentioned in the Guild of Wizardy affiliation 
  handout. 
   
  The animal witnessed its owner being slain by the 
  possessed Guild of Wizardry representative who stole 
  two horses and fled into the night. During the magical 
  melee, this horse became so spooked that it broke the 
  post it was tied to in the barn. The horse has been 
  dragging the post ever since.  
   
   
  The horse is still a bit skittish but successful DC 10 
  Handle Animal or DC 15 wild empathy brings the animal 
  under the PCs’ control. Two attempts can be made on the 
  animal (but not by the same PC), before it canters off. The 
  horse can be caught, but it wastes an hour doing so (be 
  sure to keep track of these time delays).  
   
  What’s important about the horse is the documents 
  stashed in the saddle bag. Once the PC’s get a close look 
  at the horse, read: 
   
  The chestnut brown mare is splashed with blood, 
  including over the ornate saddle and bag. The saddle 
  and the bags have the markings of the Guild of 
  Wizardy of Greyhawk City. 
   
  The bags carry mundane equipment one might find on 
  an apprentice wizard, including a beginner’s spellbook. 
  The bag also contains a letter the apprentice was writing 
  to his father. The letter is unfinished. Give the PCs Player 
  Handout 2. 
   
  Light Horse: hp 19 (fatigued); MM 273. 
   
  Treasure: Refer to the Treasure section of this adventure 
  to determine what the PCs find here. (The saddlebags 
  contain scrolls and potions lower level PCs may find 
  useful in later encounters). 
   
  Once the PCs are done looting, they can carry on the 
  next five miles to the Densac Queen waystation. 
   
  THE FINAL APPROACH 
  This text below assumes that dusk has arrived, or at the 
  very least, the storm clouds have made it dusk-like. 
  Adjust accordingly if it is past 9pm and thus dark. 
   
  The bow of a ship rises above a wooden palisade, 
  hanging motionless at a 45 degree angle. The carving 
  of a beautiful woman with orange wings folded 
  back, holding a bottle of wine, decorates the bow.  
   
  The palisade’s double gates hang open, swaying 
  gently in the wind in lonely accompaniment to the 
  smoke-barren chimney of the main house that 
  surrounds the ship. 
   
  Development: By this point, the wagon master is 
  uneasy. His gut feeling is that something is not quite 
  right, but he also knows that that the horses could use the 
  rest before pushing on overland. 
   
  The wagon master agrees if the PCs tell him to hold 
  back until they say it’s safe to enter.  
   
   
  
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  3: SIGNS OF INN−FIGHTING 
  This encounter deals with all the small buildings and 
  their goings on outside of the main structure. As the PCs 
  approach the gates (or observe the insides of the 
  compound from some angle), read the following (taking 
  into account the light levels). 
   
  A wooden palisade 100 ft. or more across guards 
  several buildings that make up the Densac Queen 
  way station.  
   
  The gates hang open revealing the main 
  building, a single story ranch-style structure built 
  around a massive sailing ship growing out of the 
  ground at an angle. Wooden beams hold up the bow 
  up the ship. 
   
  Others buildings include a barn, outhouses, a 
  well, slaughterhouse and a chicken coup complete 
  the compound.  
   
  There is no sign of occupation. 
    
  The ground is muddy from the rain and tracking is 
  difficult, but there are tracks leading out of several of the 
  structures. Those sub-encounters list the relevant 
  information. 
   
  Once the PCs wave the wagon train into the 
  compound, they head for the roundabout and ask the PCs 
  if it’s safe to start unhitching the horses and put them in 
  the barn for the night, and so on. Failure to do so could 
  severely jeopardize the health of the horses.  
   
  Ullhan and his teamsters do their best to defend the 
  barn. If the PCs explain they are in dire need of 
  assistance, Ullhan offers his two healing potions (if 
  unused). If many PCs are injured or trapped, the crew 
  comes to the aid of the PCs by lifting them out of holes or 
  dragging their bodies back to the barn.  
   
  The crew does not climb down shafts, go into rooms 
  with multiple dead bodies, or do manual labor for the PCs 
  (such as digging). The crew runs at the first encounter of 
  supernatural effects, like the demon or the altar. If a 
  teamster is killed or badly injured by traps or the bugbear, 
  they retreat to the barn. 
   
  THE GATES 
  These thick and sturdy wooden gates seal with buttresses. 
  While certainly not meant to stop an army, these walls 
  have helped keep out simple brigands.  
   
  The clue here is that the gates are undamaged and 
  beam has been removed and thrown aside. (The two 
  possessed people calmly let themselves out and didn’t 
  bother to close the door behind them). The beam weighs 
  approximately sixty pounds. 
   
    
  THE BARN 
  The barn doors are open and flapping in the wind. 
  The wind or something just as violent has knocked 
  over stacks of hay and damaged some of the horse 
  posts.  
   
  A broken open stall reveals the gruesome sight 
  of a dead horse, a tell tale hoof indicates its 
  condition is not unique among the other stalls. 
   
  The majority of the damage done in the barn was from 
  the magic used by the possessed Guild of Wizardry 
  representative as controlled by the guecubu.  
   
  Due to their chaotic nature, the two demons killed 
  all life they saw. This included all the horses (save the two 
  they needed to ride out on, the one that escaped, and the 
  cat that stayed hidden). 
   
  Underneath the hay, A DC 12 Search check finds 
  the cold body of the apprentice wizard and a stable boy. 
  Both have been killed by damage from a magic missile 
  spell. The apprentice’s toad familiar was squished within 
  the boy’s pocket by a boot. The horses have wounds 
  consistent with various types of orb spells.  
   
  On the ground in front of two empty stalls are full 
  feedbags with broken straps, as if removed violently. 
  (These were attached to the horses that were taken). All 
  of the dead horses still have their feedbags attached. This 
  is a clue to the PCs that two horses are missing. 
   
  The saddle of one of the dead horses has the marks 
  of the trade scales, the sign of the Merchant and Traders 
  Union of Greyhawk City. The bags attached to it contain 
  a page of notes and some basic merchant gear. See Player 
  Handout 3. 
   
  Once the PCs have made themselves obvious, the cat 
  appears on the rafters of the barn. It carefully watches the 
  PCs. It is the local mouser and not any one’s familiar.  
   
  If the PCs have the ability, they can get a very rough 
  breakdown of the events here from the cat: that two new 
  humans who didn’t smell right anymore, came back to 
  the barn, killed everyone with rage and lights, took their 
  horses, and left. 
    
  Treasure: Refer to the Treasure section of this adventure 
  to determine what the PCs find here from the corpses 
  and saddlebags. 
   
  THE WAGON ROUNDABOUT 
  This is a cobble stone path that leads from the entrance 
  and forms a loop in the southeast corner of the 
  compound. This is where wagons are put to turn around 
  and left to sit if need be.  
   
  There are stone anchor slots in the ground and poles 
  to go with them that are stored against the wall. This is so 
  tarps can be draped over cargo if need be.  
   
  There are no wagons here, nor has there been in a 
  while, suggesting to the PCs that who ever was involved 
  in this mystery was not a cargo hauler. 
   
  THE WELL 
  This is a stone well, complete with a rope, bucket, and a 
  little open roof. Its water is reasonably fresh. 
   
  The PCs are welcome to search it and even climb 
  down its 20 ft. depth. They find nothing of interest but 
  do waste their time, perhaps even an hours worth. 
   
  
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  THE OUTHOUSES 
  Two very small buildings with a single door each 
  stand nearly side by side. Each door has a design cut 
  through its upper section. The first is that of a 
  crescent moon, and the other is that of a star.  
   
  There are the outhouses of the compound. A little 
  surprise has been left in the one with the crescent moon.  
   
  During the violence, the member of the Mercenaries 
  Guild of Greyhawk (who was possessed along with the 
  wizard) took out his sword and did a number on his own 
  apprentice just coming out of the outhouse.  
   
  The apprentice, named Wilfon of Dreeder Street, 
  was mortally wounded and when he was able to, crawled 
  into the outhouse hoping for safety.  
   
  He scrawled his Last Will and Testimony onto the 
  sidewall with some chalk. This is Player Handout 4. 
   
    
  Treasure: Refer to the Treasure section of this adventure 
  to determine what the PCs find here. Befitting his 
  station, his gear is typical for a 1st-level fighter. 
   
   
  THE SLAUGHTERHOUSE 
  This ten foot by ten foot building gives off the 
  stench of processed carcasses. Old bones and 
  feathers litter the perimeter as if thrown there by 
  some unknown beast. 
   
  This is the compound’s slaughterhouse where they 
  process chickens and whatever livestock they get their 
  hands on. The remains of a pig hang from a hook, halfway 
  in the process of being salted or smoked.  
   
  If the PCs search the area and succeed on aDC 10 
  Search check, roll 1d6 on the following table to see what 
  is found. 
  1-3: smoked pig meat 
  4-6: salted pig meat 
   
  THE CHICKEN COOP 
  The door to the coop is broken open and singed 
  feathers litter the ground.  
   
  When the demons made their escape, they started killing 
  everything in sight, just to make sure there were no 
  witnesses. In this case, the wizard dropped a fireball into 
  the chicken coop in case anyone was hiding there. 
   
   
  If a PC spends succeeds on a DC 10 Search check, 
  roll 1d6 on the following table to see what he finds. 
  1-3: charred chicken corpse 
  4-5: charred feathers 
  6: pristine chicken feathers. 
   
  4: THE BAR ROOM 
  The door opens to reveal a bar room not unlike 
  many others. It has tables and chairs, a bar and 
  stools, and some doors leading off to other rooms. 
   
  What is slightly different about this bar room is 
  the exposed ship hull décor, the posts holding up 
  the bow, and the stairs leading up to the slanted 
  deck of the ship. No one is here to greet you. 
   
  The bar room of this inn is not much different than any 
  bar found in Greyhawk City, except this one has several 
  trapdoors laced about the floor. 
   
  Encounter 5 details the stairs leading up and the 
  doors leading into the kitchen and the sleeping areas. 
   
  Encounter 6 details the door leading to the storage 
  room and basement. 
   
  BEHIND THE BAR 
  A male human lies crumpled on the floor, little 
  remaining of his head. His clothes befit that of an 
  innkeeper. 
   
  Hidden behind the bar is a lever that toggles between, all 
  trapdoors locked, all trapdoors fall open, or all trapdoors 
  active. It can’t do individual trapdoors. A DC 25 Search 
  check finds the lever. 
   
  The innkeeper was hit in the face with a Melf’s acid 
  arrow. The innkeeper has a set of keys that opens all locks 
  in the compound, including any found in the slaver’s lair 
  (unless otherwise noted). 
   
  There is a small amount of coins behind the bar. 
   
  TRAPDOORS AND POISONED PITS 
  These trapdoors are all spring loaded for weight more 
  than 50 pounds, anything less and they do not flip open. 
  They are well disguised, but should liquid be spilled, it 
  would drain down the minuscule gap. The map shows 
  where the trapdoors are located. 
   
  Anyone falling through a trapdoor immediately 
  enters Encounter 7. The trap door quickly springs closed 
  again (the poison, however, does not reset automatically). 
  The falling PCs find themselves in a cage hanging a few 
  feet off the ground watched by an angry looking bugbear 
  slave master. 
   
  The wooden shaft between the trapdoor and the cage 
  is climbable (APL2-6: DC 20 Climb check; APL 8-12: DC 
  25 Climb check). 
   
  Once the PCs have either destroyed or held open the 
  wooden trapdoor (DC 13 strength check), they can lower 
  ropes to climb down the shaft or make a DC 15 Jump 
  check to leap down safely.  
   
  The number of trapdoors varies per APL and is noted 
  below. The locations of the trapdoors appear on the DM’s 
  Map 1 in order of appearance. For example, if an APL has 
  2 trapdoors, use locations 1 and 2; if an APL has 4 
  trapdoors, use locations 1 to 4. 
   
  �Bar Room Floor: 1 in thick wood; hardness 5; hp 
  10; AC 5; Break DC 18 and then 3 in. thick stone; 
  hardness 8; hp 45; AC 5; Break DC 28. 
   
  �Spring Loaded Trapdoor: 1 in. thick; hardness 5; 
  hp 10; AC 5; Break DC 18. 
   
  
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  APL 2 
   
  �Spring Loaded Trapdoor (2): CR 2; mechanical; 
  touch location (50 lb. or more); automatic reset (see text); 
  DC 17 Reflex save avoids; 10 ft. deep poisoned pit shaft 
  (1d6, fall); Search 15; Disable Device DC 20. 
   
  APL 4 
   
  �Spring Loaded Trapdoor and Shaft (3): CR 3; 
  mechanical; touch location (50 lb. or more); automatic 
  reset (see text); DC 22 Reflex save avoids; 10 ft. deep 
  poisoned pit shaft (1d6, fall plus carrion crawler brain 
  juice, DC 13 Fortitude save resists, paralysis); never miss; 
  onset delay (2 rounds); Search DC 24; Disable Device DC 
  24. 
   
  APL 6 
   
  �Spring Loaded Trapdoor and Shaft (4): CR 5; 
  mechanical; touch location (50 lb. or more); automatic 
  reset (see text); DC 24 Reflex save avoids; 10 ft. deep 
  poisoned pit shaft (1d6, fall plus ungol dust, DC 15 
  Fortitude save resists, 1 Cha/1d6 Cha + 1 Cha drain); 
  never miss; onset delay (1 round); Search 24; Disable 
  Device DC 26. 
   
  APL 8 
   
  �Spring Loaded Trapdoor and Shaft (5): CR 7; 
  mechanical; touch location (50 lb. or more); automatic 
  reset (see text); DC 26 Reflex save avoids; 10 ft. deep 
  poisoned pit shaft (1d6, fall plus insanity mist, DC 15 
  Fortitude save resists, 1d4 Wis, 2d6 Wis); never miss; 
  onset delay (1 round); Search 23; Disable Device DC 27. 
   
  APL 10 
   
  �Spring Loaded Trapdoor and Shaft (6): CR 9; 
  mechanical; touch location (50 lb. or more); automatic 
  reset (see text); DC 29 Reflex save avoids; 10 ft. deep 
  poisoned pit shaft (1d6, fall plus insanity mist, DC 15 
  Fortitude save resists, 1d4 Wis, 2d6 Wis); never miss; 
  onset delay (1 rounds); Search 24; Disable Device DC 35. 
   
  APL 12 
   
  �Spring Loaded Trapdoor and Shaft (6): CR 11; 
  mechanical; touch location (50 lb. or more); automatic 
  reset (see text); DC 29 Reflex save avoids; 10 ft. deep 
  poisoned pit shaft (1d6, fall plus dragon bile, DC 26 
  Fortitude save resists, 3d6 Str); never miss; onset delay (1 
  rounds); Search 24; Disable Device DC 39. 
   
  EL Note: The CR for the trapdoor and poisoned shaft 
  and the cage and the bugbear slaver in Encounter 7 
  combine to calculate the EL of Encounter 7. PCs falling 
  through the trapdoor immediately proceed to Encounter 
  7. 
   
   
  Development: It is possible one or more PCs fall into 
  the cages of Encounter 7 meeting the bugbear slaver 
  there. PCs can try breaking open trapdoors and climb 
  down or run down the basement stairs to aid them. 
   
  5: THE ADJOINING ROOMS 
  This encounter covers all of the adjoining the common 
  room rooms besides the storage and basement. While 
  these rooms have no real monetary value, they do hold 
  items that can help PCs perform the final ritual in 
  Encounter 9. Each room also presents poltergeist activity 
  for a limited number of rounds once the demon leaves 
  the bugbear slavemaster. See Encounter 9 for details of 
  the poltergeist activity. 
   
  KITCHEN 
  Shelves, cupboards, and hanging pots indentifies 
  this as an unremarkable kitchen. 
   
  This area contains an essentially unlimited supply of 
  knives, pans, and other items to be thrown by the 
  poltergeist. 
   
  Every time the PC succeeds on a DC 10 Search 
  check, roll 1d6 on the following table to see what he 
  finds. 
  1: Pots and pans 
  2: Fruits and vegetables 
  3: Severed hands and fingers 
  4: Firkin of cheap ale 
  5: Powerful spices 
  6: Silverware 
   
  SLEEPING QUARTERS 
  Of the eight rooms, only two appeared to have 
  permanent residents. The larger of the two is bare 
  and ill-kept, while the smaller one has many cheap 
  trinkets, most made of lead. 
   
   
  There are eight sleeping chambers in this side part. Six 
  are meant for double occupancy with bunk beds, while 
  the farthest two belong to the stable boy and the 
  innkeeper; the rest of the slavers bunk in the lair below. 
   
  Every time a PC succeeds on a DC 10 Search check, 
  roll 1d6 to see what he finds. 
  1: Extra bedding 
  2: Poorly crafted lead trinkets 
  3: Clothes 
  4: Lead shot and crafting tools 
  5: A kit for melting lead 
  6: A model ship with yellow sails 
   
  THE DENSAC QUEEN 
  The main hold of the ship has been exposed to create 
  room for the main bar room and stairs have been put in to 
  provide access to the deck of the ship. 
   
  The deck (along with the rest of the ship) is at a 45 
  degree angle, so it’s not the easiest thing to stand on. The 
  stairs exit near the main mast of the ship. There is a small 
  shrine to Procan here and a plaque dedicated to the 
  missing sailors and the ship in general.  
   
  The plaque is Player Handout 5. 
  
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  PCs working for the Guild of Wizardy must spend 
  one round, collecting the samples from the ship’s deck.  
   
  6: STORAGE OF DEATH 
  This encounter deals with the main floor storeroom, the 
  stairs that lead into the basement, the basement itself, 
  and the secret door (and its adjacent trap) that leads into 
  the slaver’s lair. PCs entering these areas may draw the 
  wrath of the demon. 
   
  THE STORAGE ROOM 
  Simple wooden stairs lead down twenty feet to the 
  basement. Crates and trunks fill this storage room. 
   
  There is nothing particularly sinister or nefarious in here. 
  One chest at the back of the room is filled with manacles 
  and leg irons, though. 
   
  THE BASEMENT 
  The air is wet and cool like any other root cellar. 
  Barrels, boxes, and crates line the walls. 
   
  This area serves as a root cellar and storage area for stuff 
  that can be moved up the stairs.  
   
  �Secret Stone Door: 4 in. thick; hardness 8; hp 60; 
  AC 5; Break DC 28; Search DC 25. 
   
  Trap: As indicated on DM’s Map 1, 10 ft. in from the 
  secret door is a pressure plate on the floor connected to a 
  camouflaged launcher (the exact nature of the projectiles 
  changes with APL). 
   
  The pressure plate is set to trigger at fifty pounds or 
  more, launching the projectiles at the squares listed by 
  the trap (changes with APL). 
   
  As indicated on the map, around the corner is a lever 
  that when triggered, deactivates the trap for ten rounds 
  before resetting. The slavers use this to exit safely. A 
  guard typically waits by the switch, to help his comrade 
  through, but he was when everyone else was killed. 
   
  APL 2 (EL 2) 
   
  �Double Barrel Fusillade of Darts Trap: CR 2; 
  mechanical; location trigger; automatic reset; hidden 
  switch bypass; Atk +10 ranged (1d4+1, dart); multiple 
  targets (fires 2d4 darts at each target in two adjacent 5-ft. 
  squares) ; Search DC 14; Disable Device DC 22. 
   
  APL 4 (EL 4) 
   
  �Dual Javelin Trap: CR 4; mechanical; location 
  trigger; automatic reset; Atk +16/+16 ranged (1d6+4, 
  javelin); multiple targets (fires 1 javelin at each target in 
  two adjacent 5-ft. squares); Search DC 22; Disable Device 
  DC 20. 
   
  APL 6 (EL 6) 
   
  �Fusillade of Spears: CR 6; mechanical; proximity 
  trigger, automatic reset; hidden switch bypass; Atk +21 
  ranged (1d8 spear); multiple targets (1d6 spears per target 
  in a 5 ft-by-15-ft. area); Search DC 26; Disable Device DC 
  20. 
   
  APL 8 (EL 8) 
   
  �Melf’s Acid Arrow Trap: CR 8; magic device; 
  visual trigger (true seeing); automatic reset; hidden switch 
  bypass; Atk +9 ranged touch; spell effect (Melf’s acid arrow, 
  18th-level wizard, 2d4 acid damage for 7 rounds); 
  multiple targets (fires 1 Melf’s acid arrow at each target in 
  two adjacent 5-ft. squares);  Search DC 27; Disable Device 
  DC 27. 
   
  APL 10 (EL 10) 
   
  �Energy Drain Trap: CR 10; magic device; visual 
  trigger (true seeing); automatic reset; hidden switch 
  bypass; Atk +8 ranged touch; spell effect (energy drain, 
  17th-level wizard, 2d4 negative levels for 24 hours, DC 23 
  Fortitude save negates); Search DC 34; Disable Device DC 
  34 
   
  APL 12 (EL 12) 
   
  �Crushing Wall Trap: CR 12; mechanical; 
  location trigger; automatic reset; hidden bypass switch; 
  no attack roll required (18d6, crush); Search DC 27; 
  Disable Device DC 33. 
   
   
  Development: The bugbear may hear the PCs as thety 
  move through this area, particularly if the PCs make too 
  much noise dealing with the secret door or trap. 
   
  7: THE SLAVE PIT 
  This is the chamber where wayward travelers who won’t 
  be missed are dumped through the trap doors in 
  Encounter 4 and fall down a shaft until they fall through 
  the spring loaded hatch of a dangling cage.  
   
  There is one cage per trapdoor. The bugbear slave 
  master comes out from his jail cells in an adjoining room 
  and proceeds to process the new slave. Once processed, 
  the slave is thrown into a prison cell in the adjoining 
  room. 
   
   
  Cages dangle a few feet off the ground kept in place 
  by chains connecting to both the ceiling and the 
  floor. Blood and gore cakes the floor. 
   
  A door on the north wall is open and in the 
  archway is a furry 7 ft. tall humanoid with a bear-
  like nose. 
   
  The room has three doors, but only the door to the west is 
  currently closed. (None are locked, but all can be). Both 
  the bugbear and the innkeeper have a set of keys. 
   
  �Wooden Doors: 1 in. thick; hardness 5; hp 10; AC 
  5; Break DC 18. 
   
  Trap: The CR for the trapdoor and poisoned shaft in 
  Encounter 4, the cage, and the bugbear slaver are 
  combined to reach the EL of this encounter. The CR for 
  
  COR7-14 The Densac Queen 
   
  Page 16 
  the combined trapdoor and poisoned shaft portion of this 
  encounter appear in Encounter 4. 
   
  Onset Delay: At all APLs, the trap has an onset 
  delay. If a PC is coated in contact poison as he falls 
  through the shaft (APLs 2, 4, and 12) he is coated in the 
  stuff and it affects him after the onset time has passed. If 
  the trap has inhaled poison (APLs 6, 8, and 10), the cloud 
  of gas descends from the pit shaft after the requisite 
  number of rounds. 
   
  When a PC fails his Reflex save for the trapdoor in 
  Encounter 4, he drops down a 10 ft. smooth shaft, aiming 
  him directly through the waiting open spring locked 
  door on top of the cage. 
   
  A PC is granted an additional Reflex save (as per APL 
  and trap listing) to avoid entering the cage. Success 
  means the PC is now on top of the swaying cage. 
  Whether inside or on top of the cage, PCs need to make a 
  DC 22 Balance check each round to remain standing, 
  otherwise they fall and are considered prone. Remember 
  that a creature attacked while balancing is considered 
  flat-footed (unless they have 5 ranks in Balance—PH 67). 
   
  A PC can squeeze through the bars with a DC 30 
  Escape Artist check. For each bar successfully removed 
  (for example, sundered, broken, and so on), award a +5 
  circumstance bonus to their Escape Artist check. 
   
  �Iron Cage Bars: 1 in. thick; hardness 10; hp 30; 
  AC 5; Break DC 24. 
   
  The bars of the cage provide cover (+4 to AC, +2 
  Reflex saves). The cage has a locked secondary door on its 
  side through which the bugbear retrieves subdued 
  victims. 
   
  A PC with feather fall or that climbs down a rope into 
  this chamber can chose not to fall into the cage. 
   
   
  Creatures: This is the bugbear slave master and servant 
  of the slave lords who operate this hidden station. This is 
  home and he loves his work. Recently, he has become 
  possessed by a guecubu demon. The demon cannot move 
  more than 500 ft. from the altar that imprisons it. So it 
  waits until the right kind of people show up to free it. 
   
  The demon is using the ally ability of its possession. 
   
  Once the bugbear is killed, the demon flees 
  unharmed to observe the PCs and waits, attempting to 
  possess any that fall asleep.  
   
   
  APL 2 (EL 4) 
   
  �Cage Trap: CR -; mechanical; location trigger; 
  manual reset; lock bypass (Open lock DC 30 on either 
  door); DC 17 Reflex avoids entering the cage (save or fail, 
  see text above for balancing); Search DC 20; Disable 
  Device DC 20 (on top hatch only, opens door). 
   
  �Slave Master: male bugbear; hp 16; Appendix 1. 
   
  APL 4 (EL 6) 
   
  �Cage Trap: CR -;  mechanical; location trigger; 
  manual reset; lock bypass (Open lock DC 30 on either 
  door); DC 22 Reflex avoids entering the cage (save or fail, 
  see text above for balancing); Search DC 20; Disable 
  Device DC 20 (on top hatch only, opens door). 
   
  �Slave Master: male bugbear fighter 3; hp 58; 
  Appendix 1. 
   
  APL 6 (EL 8) 
   
  �Cage Trap: CR 4; mechanical; location trigger; 
  manual reset; lock bypass (Open lock DC 30 on either 
  door); DC 24 Reflex avoids entering the cage (save or fail, 
  see text above for balancing); Search DC 20; Disable 
  Device DC 20 (on top hatch only, opens door). 
   
  �Slave Master: male bugbear fighter 5; hp 84; 
  Appendix 1. 
   
  APL 8 (EL 10) 
   
  �Cage Trap: CR -; mechanical; location trigger; 
  manual reset; lock bypass (Open lock DC 30 on either 
  door); DC 24 Reflex avoids entering the cage (save or fail, 
  see text above for balancing); Search DC 20; Disable 
  Device DC 20 (on top hatch only, opens door). 
   
  �Slave Master: male bugbear fighter 7; hp 105; 
  Appendix 1. 
   
  APL 10 (EL 12) 
   
  �Cage Trap: CR -; mechanical; location trigger; 
  manual reset; lock bypass (Open lock DC 30 on either 
  door); DC 29 Reflex avoids entering the cage (save or fail, 
  see text above for balancing); Search DC 20; Disable 
  Device DC 20 (on top hatch only, opens door). 
   
  �Slave Master: male bugbear fighter 9; hp 114; 
  Appendix 1. 
   
  APL 12 (EL 14) 
   
  �Cage Trap: CR -; mechanical; location trigger; 
  manual reset; lock bypass (Open lock DC 30 on either 
  door); DC 29 Reflex avoids entering the cage (save or fail, 
  see text above for balancing); Search DC 20; Disable 
  Device DC 20 (on top hatch only, opens door). 
   
  �Slave Master: male bugbear fighter 11; hp 133; 
  Appendix 1. 
   
  Tactics: The bugbear in his normal duties waits for his 
  masters to pick out a lone mark then drop him down the 
  chute. The bugbear then proceeds to subdue the prisoner 
  through the cage bars. 
   
  When the bugbear is satisfied he has subdued his 
  new slave, he unlocks the side door on the cage and 
  throws the person into a cell in the adjacent room. The 
  PCs falling through the chutes are no exception. The 
  bugbears primary goal for a caged single PC is to use non-
  lethal damage.  
   
  If the bugbear’s life becomes endangered, he 
  switches to lethal damage hoping for the chance of 
  knocking a captive out. If a foe has escape from its cage, 
  the bugbear is more inclined to use lethal force in the 
  gamble to capture. If necessary, the bugbear uses one of 
  its potions to stabilize a victim. 
   
  At APLs 8-12, the bugbear attempts to use the 
  dislocator enhancement of his longspear on those who are 
  not in cages. If he successfully transports a PC into a cage 
  he grumbles “Back in your box!” in Common. 
  
  COR7-14 The Densac Queen 
   
  Page 17 
   
  Special consideration is to be taken for fighting in 
  and out of the cage bars.  
   
    
  Treasure: Refer to the Treasure section of this adventure 
  to determine what the PCs find here. 
   
   
  Development: Once the bugbear is dead, the guecubu 
  possessing it escapes unseen (unless the PCs have special 
  means of seeing it) and starts to prowl around, watching 
  the PCs, waiting to slip into one of them when they sleep, 
  or at least play poltergeist and harass them. 
   
  The guecubu immediately suppresses its aura, but 
  the air still fills with the copper smell of fresh blood. This 
  allows the PCs a Knowledge (the planes) check (see 
  Encounter 9). (Its important to remember to make the 
  eerie smell known to the PCs as it could be their first real 
  clue as to something supernatural is afoot).  
   
  The guecuba only turns on its full aura when it 
  attacks. See Encounter 9 and Poltergeist Activity for 
  more information. 
   
  THE PRISON CELLS 
  This section contains empty prison cells, lockable with 
  either the bugbear’s or inkeeper’s keys. 
   
  There is also a small area where the bugbear lives. A 
  plate of his favorite meal, human fingers, sits half eaten 
  on a table beside a dissembled trap. 
   
  When working, the trap sprays a mist of sleep gas, 
  but the mechanism is broken. The poison agent is in glass 
  capsule marked “sleep poison”. 
   
  If used during the final ritual, this gas makes all 
  those in a 5-foot radius fall unconscious as if affected by 
  drow poison (MM 103).  
   
  8: THE SLAVE LAIR 
  This encounter contains three parts. The hallway with 
  most of the bodies in it, a meeting area, and a general 
  living quarters. 
   
  THE HALLWAY 
  At the far end of this hallway are the door to the living 
  quarters and a secret door leading to the excavation site.  
   
  The corridor has five bodies near the secret door. 
  These unfortunates were all stunned by the altar when 
  they began experimenting with it. The demons then 
  possessed who they could (the two guilders) and 
  proceeded to slaughter those sleeping on the ground. 
  Four of the bodies are human and one is an orc. The two 
  possessed guilders then went on a killing spree, leaving 
  only the bugbear alive for the last demon to use. The two 
  guilders looted those they slew. 
    
  THE MEETING AREA 
  This is a small conference room. All the occupants are 
  dead but many of their possessions remain. 
   
  A member of the Merchant’s and Traders’ Union is 
  here; he has been run through with a sword. In front of 
  him are some documents, but ink has spilled on most of 
  it. (Player Handout 7). This document suggests an 
  agreement in the works between orc forces to the south 
  and Greyhawk forces in the north; a non-aggression pact. 
  It also appears many bribes on a personal level are going 
  to senior guild officials to swing internal politics towards 
  acceptance of the truce. 
   
  The bodies include two humans, one well-dressed 
  half-orc, and two orcs. Searching the half-orc gives the 
  PCs the Room and Board in Highport AR access. 
   
  Treasure: Refer to the Treasure section of this adventure 
  to determine what the PCs find here. 
   
  THE LIVING QUARTERS 
  These are basic living quarters. An orc and a human were 
  killed here by the guilders. It was a very one-sided battle. 
  There is nothing of interest, here. 
   
  9: THE ALTERED ALTAR 
  A secret door hides the excavation room, so that should 
  the place fall, there is still some chance of the new 
  treasures the slavers have discovered remaining hidden. 
   
  �Secret Stone Door: 4 in. thick; hardness 8; hp 60; 
  AC 5; Break DC 28; Search DC 25. 
   
  While come parties may not find the secret door right 
  away, a good clue it its location is all the bodies in close 
  proximity to it. If the PCs remark on this, give them a +2 
  circumstance check to find the door. 
   
  Once the PCs are in the room, consult the 
  information under Altering the Altar. Until then, use the 
  following section to handle the guecubu stalking the 
  PCs. 
   
  POLTERGEIST ACTIVITY 
  Once the demon is roaming free and invisible, it attacks 
  with a method to its madness. Each time the PCs start to 
  interact with a location or sub-location, within the 
  compound (inside and out), it attacks by using its 
  telekinesis first and then moving on to its other attacks if 
  the PCs start to catch on to what’s happening (DM’s 
  discretion).  
   
  Each time the demon manifest itself (for example, 
  the PCs enter a room and start searching it, the demon 
  starts to throw furniture at them) the action only lasts a 
  number of rounds equal to the APL+1 (for example, at 
  APL 2, the demon harasses the PCs in each room for a 
  maximum of 3 rounds).  
   
  Obviously, the demon can only be in one place at 
  one time, so clever PCs could fan out and search for what 
  they need at the same time.  
   
  The guecubu is restricted to be within 500 ft. of the 
  altar, but it also cannot be within sight of the altar while 
  the ‘eyes of the dreamer’ are open. This means the PCs are 
  safe within this room as long as the eyes of the skull are 
  open. If the PCs activate the pattern of the altar and close 
  
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  Page 18 
  the eyes, the stalking guecubu is free to attack, unless 
  otherwise bound. 
   
  Each time the guecubu prepares to attack, it makes 
  its presence known (including its aura) with the 
  following box text. 
   
  The coppery scent of fresh blood wells up strangely 
  in the air, despite the lack of any obvious source.  
    
  APL 2 (EL 4) 
   
  �Guecubu: hp 26; Appendix 1. 
   
  APL 4 (EL 6) 
   
  �Guecubu: Advanced 8 HD; hp 52; Appendix 1. 
   
  APL 6 (EL 8) 
   
  �Guecubu: Advanced 12 HD; hp 78; Appendix 1. 
   
  APL 8 (EL 10) 
   
  �Guecubu: Advanced 16 HD; hp 104; Appendix 1. 
   
  APL 10 (EL 12) 
   
  �Guecubu: Advanced 20 HD; hp 130; Appendix 1. 
   
  APL 12 (EL 14) 
   
  �Guecubu: Advanced 24 HD; hp 156; Appendix 1. 
   
  A successful Knowledge (the planes) check reveals the 
  following information about guecubu demons. A 
  successful check also reveals all the information gained 
  from lesser checks.  
  • 
  DC 14: Demonic spirits such as guecubus exist only 
  to murder the living. They have no real desire to 
  gather treasure, gain power, or rule nations. 
  • 
  DC 19: A guecubu possess no physical body. Its 
  presence is easily dismissed as a bad dream, 
  symptom of fatigue, or minor hallucination. 
  • 
  DC 24: Guecubus are telekinetic. Their touch can 
  put a creature into a deep sleep. 
  • 
  DC 29: A guecubu’s presence can go undetected for 
  months, even by its host. 
   
  ALTERING THE ALTAR 
  The bedrock of the east wall has been excavated, 
  layer by layer, gradually narrowing in the middle. 
  Some items, such as ropes and winches are clearly 
  visible within the exposed rock, as if a fossil.  
   
  In the center of the dig, is a black stone altar cut 
  away from the surrounding rock. It rests at a 45 
  degree angle. Mystic symbols and carvings and a 
  platinum skull with ruby eyes adorn the altar.  
   
  This is altar is of ancient Olman craft, but it is not 
  dedicated to any known god. If it was a god, that god has 
  gone on to the sleep of death in the Dreaming Gulf (layer 
  230 of the Abyss), and these guecuba are remnants of his 
  dreams. 
   
  Anyone physically touching the altar (even if gloved, 
  or via an instrument) receives a minor shock and are 
  stunned for a moment; hand them Player Handout 8. 
  Examining the altar closely reveals the following; 
   
  The top of the altar has a platinum skull with inset 
  ruby eyes. Displayed before the skull are three jade 
  stones, each the size of a man’s fist. Each stone has 
  an intricate ring of silver inlay around the stone. 
   
  Damage to parts of the altar is visible, possibly 
  from picks during excavation. Two of the silver 
  inlays are damaged. 
   
  A round Olman-style seasonal calendar is 
  prominent on the front facing of the altar 
  surrounded by runes and pictograms.  
    
  The altar radiates strong abjuration and conjuration 
  magic (DC 23 Spellcraft).  
   
  If the PCs desire the defeat off all three geucubu (the 
  two that have escaped already) or if they can’t defeat the 
  lurking geucubu in combat, they need to defeat the altar 
  (or flee). Defeating the altar takes several steps. 
  • 
  The first step is to examine the altar and figure out 
  how it works. 
  • 
  The second step is to collect up the various items 
  around the compound that can assist the final ritual. 
  This also includes using those items and fixing the 
  silver inlay on the altar. 
  • 
  The third step is to manipulate the altar’s seasonal 
  disk and set it in motion. As it goes through the 
  seasons, a trap is activated and a summon monster 
  spell is activated. This part of the trap can be by-
  passed by disarming the trap. 
  • 
  During the fourth, and final step, the winter season 
  reaches the apex of the calendar and the eyes of the 
  altar close and all the jade stones with a functioning 
  silver inlay summon a geucubu each and hold them 
  there. This is where the PC casters must but 
  themselves to sleep to do a quick test of wills in their 
  sleep (possibly using the sleep poison found earlier). 
   
  STEP 1 
  The altar comprises the platinum skull, the three jade 
  stones, the silver inlays around the stones, a seasonal 
  disk, and several runes. These parts cannot be separated. 
   
  Comprehend languages, reading Olman, or a DC 15 
  Decipher Script check reveals the runes placed about the 
  altar are specifically ordered. Read: 
    
  “Passage. Death. Dreaming. Cycle. Spring. Summer. 
  Autumn. 
  Winter. 
  Summon. 
  Protection. 
  Imprisonment. 
  Evil. 
  Chaos. 
  Magic. 
  Ritual. 
  Dreaming. Passage.” 
   
  The instructions left for those who find the altar are less 
  than ideal as they feared that its power could be used for 
  other purposes.  
  
  COR7-14 The Densac Queen 
   
  Page 19 
   
  A DC 23 Spellcraft check confirms that the silver 
  inlays around each of the jade stones is working in 
  combination with a modified (containing) magic circle 
  against evil spell-like effect, but that the two damaged 
  inlays have nullified the containment effect and need to 
  be recast with melted silver. 
   
  To do this requires a smelting kit and a supply of 
  pure silver. A DC 15 Dexterity check is required to pour 
  the new inlay. Alternatively, the PC can substitute the 
  Dexterity check for a relevant Craft or Profession check. 
   
  A check is need for both broken inlays. Do not 
  inform the PC if it worked. Any inlay that is not repaired, 
  does not summon back the corresponding demon. (This 
  affects the campaign consequences of the adventure)  
   
  STEP 2 
  The vision lists items that may help the PCs carry out the 
  ritual. The items are the silversmith gear (found in the 
  stable boy’s room), silver (found as silverware in the 
  kitchen), an animal carcass (the slaughter house), feathers 
  (the chicken coop), spices for the meat (the kitchen), and 
  a sleep aid in the form of gas (the bugbear’s lair) or as a 
  scroll in the apprentice wizard’s saddlebag.  
   
   
  STEP 3 
  This starts once the PCs choose to start rotating the disk 
  on the front of the altar. It starts in the spring setting and 
  continues the rotation on its own, going through 
  summer, autumn, and then winter. It takes ten rounds to 
  complete each season.  
   
  Spring has no harmful effects, but it does start the 
  jade stones glowing. The disk can be reset if the device is 
  disarmed (see trap block below), but if started again it 
  needs to be disarmed after each new start.  
   
  Summer makes the jade stones glow more intensely. 
  It also activates the trap in the altar (see below).
   
  Autumn increases the glow and the metal eyelids 
  start to appear on the skull, but they only droop, not 
  actually closing. At APLs 8, 10, and 12, the trap activates 
  again (unless previously disarmed). 
   
  Winter brings on the next and final step. 
   
  Trap: The summoned creature ends when the next 
  season starts. If the trap is disarmed in either season, it is 
  fully disarmed and no more monsters or spell effects 
  occur again. The DM has choice over what creatures from 
  the appropriate lists appear. There is no alignment 
  restriction.  
   
   
  APL 2 (EL 2) 
   
  �Summon Monster I Trap: CR 2; magic device; 
  touch trigger; automatic reset; spell effect (summon 
  monster I, 2nd-level wizard); Search DC 26; Disable Device 
  DC 26. 
   
  APL 4 (EL 4) 
   
  �Summon Monster III Trap: CR 4; magic device; 
  touch trigger; automatic reset; spell effect (summon 
  monster III, 6th-level wizard); Search DC 28; Disable 
  Device DC 28. 
   
  APL 6 (EL 6) 
   
  �Summon Monster V Trap: CR 6; magic device; 
  touch trigger; automatic reset; spell effect (summon 
  monster V, 10th-level wizard); Search DC 30; Disable 
  Device DC 30. 
   
  APL 8 (EL 8) 
  During both the summer and autumn periods the trap 
  activates. 
   
  � Summon Monster VI Trap: CR 6; magic device; 
  touch trigger; automatic reset; spell effect (summon 
  monster V, 10th-level wizard) Search DC 31; Disable 
  Device DC 31. 
   
  APL 10 (EL 10) 
  During the summer period, the power word stun trap 
  activates. During autumn, the summon monster V trap 
  activates. 
   
  �Power Word Stun Trap: CR 8; magic device; 
  touch trigger; automatic reset; spell effect (power word 
  stun, 15th-level wizard), Search DC 33; Disable Device DC 
  33. 
   
  � Summon Monster VIII Trap: CR 8; magic 
  device; touch trigger; automatic reset; spell effect 
  (summon monster VIII, 10th-level wizard); Search DC 30; 
  Disable Device DC 30. 
   
  APL 12 (EL 12) 
  During both the summer and autumn periods, the trap 
  activates. 
   
  � Wail of the Banshee Trap: CR 12; magic device; 
  touch trigger; automatic reset; spell effect (wail of the 
  banshee, 17th-level wizard; DC 23 Fortitude save negates); 
  multiple targets (up to 17 creatures); Search DC 34; 
  Disable Device DC 34. 
   
  STEP 4 
  Winter starts with the closing of the ruby eyes of the 
  platinum skull. Immediately afterwards the three jade 
  stones create a mini vortex above each and summon the 
  corresponding demon to await imprisonment. 
   
  During the ten rounds of the winter phase, the three 
  demons cannot harm the PCs, even if the silver inlays are 
  unrepaired. However, if the inlays are still damaged, the 
  corresponding demons are returned to where they were 
  summoned from one round after arriving. 
   
  Sometime during the winter phase, one or more PCs 
  need to fall asleep. When this happens, PC must metally 
  battle against the demons. Each sleeping PC attempt a 
  DC 18+APL Will save. If even one sleeping PC passes, the 
  demons are trapped again. 
   
  Sleeping PC gets a bonus of +1 to this Will save for 
  each of the following ritual focus items they used: 
  wearing pristine feathers, eating animal carcass, or eating 
  spiced food. 
  
  COR7-14 The Densac Queen 
   
  Page 20 
   
  Once the winter phase is over, the entire compound 
  starts to shake. A vortex of energy opens up in the sky 
  and slowly starts to descend around the altar and the 
  compound. The PCs have 20 rounds to flee before the 
  vortex engulfs the Densac Queen. Obviously, sleeping or 
  comatose PCs must be carried out.  
    
  PCs who end up in the vortex receive the Sucked 
  into a Vortex AR entry. 
   
  If the PCs bound all three demons, they gain the 
  Saved the Domain AR entry. If even one demon escaped, 
  the PCs do not receive the AR entry. 
   
  10: ON THE ROAD AGAIN 
  Using the overland map provided, plot the PCs progress 
  via the back roads. The severe storm stops on noon of the 
  second day. The bridge on the trail to South Watch is 
  intact and presents no problem for the wagons and it is 
  not difficult finding abandoned structures to rest in. 
   
  Once at South Watch, the horses can be switched for 
  fresh ones on the expense of Zulern.  
   
  The small garrison at South Watch informs the PCs 
  that patrols are converging north of Safeton to outflank 
  the orc raiders.  
   
  CONCLUSION 
  After a hard journey, the walls of Safeton are in 
  sight. A mounted patrol sallies forth to escort you 
  the final leg. 
   
  The population of Safeton is trying to keeping its mind 
  on the festival week and not the bands of orcs looting the 
  countryside. In keeping with that, they are happy to see 
  the arrival of the wagons from Zulern. 
   
  If the PCs have arrived before the sun sets on the last 
  day of Richfest, there is still time to present the gifts to 
  Safeton and promote the craft village. If this is the case, 
  the PCs gain the Mission Accomplished AR entry. 
   
  Now is also the time to count up which PC gained 
  points for their given affiliations and record the gain (or 
  loss) on their AR. 
   
  All affiliation members gain a single point if the 
  cargo made it on time and intact. Additionally, members 
  of various affiliations can earn bonus affiliation points as 
  detailed below. 
   
  The Guild of Wizardry 
  Members of the Guild of Wizardry can gain the following 
  bonus affiliation points: 
  • 
  Half point for collecting the samples from the hull 
  of the Densac Queen. 
   
  Merchants’ and Traders’ Union 
  Members of the Merchants’ and Traders’ Union can gain 
  the following bonus affiliation points: 
  • 
  Half point for paying respects at the maritime shrine 
  on the deck of the Densac Queen. 
  • 
  Half point for reporting back with Player Handout 7. 
   
  Mercenaries’ Guild 
  Members of the Mercenaries Guild can gain the 
  following bonus affiliation points: 
  • 
  Full point for each orc warband destroyed. 
  • 
  Half point for arranging a decent burial for the kid 
  from Dreeder Street or, at least, having a drink in his 
  honor.  
   
  Cartographers’ Guild 
  Members of the Cartographers’ Guild can gain the 
  following bonus affiliation points: 
  • 
  Half point for paying respects at the maritime shrine 
  on the deck of the Densac Queen. 
  • 
  Half point for creating an up-to-date map of the back 
  trails in the countryside between the Densac Queen 
  and Safeton. 
   
  Thieves’ Guild 
  Members of the Thieves’ Guild can gain the following 
  bonus affiliation points: 
  • 
  Half point for reporting the presence of Slavelord 
  agents to the guild. 
   
  The Guild of Nightwatchmen 
  Members of the Guild of Nightwatchmen can gain the 
  following bonus affiliation points: 
  • 
  Half point for reporting the presence of Slavelord 
  agents to the guild. 
   
  Religious Organizations 
  Members of one of the religious organizations of the 
  Domain can gain the following bonus affiliation points: 
  • 
  Half point for clerics of Sotillion who experience the 
  dream. 
  • 
  Half point for clerics of Zilchus if the blacksmith’s 
  AR reward is gained. 
   
  The End. 
   
  CAMPAIGN CONSEQUENCES 
  The result of this adventure directly affects events in the 
  Domain of Greyhawk. If you are playing this event before 
  31 December 2007, please report your results to 
  creighton@greyworks.co.uk by answering the following 
  questions: 
  1. 
  Were all three demons recaptured in the altar? 
  2. 
  Did the PCs deliver their cargo to Safeton on 
  time? 
   
  
  COR7-14 The Densac Queen 
   
  Page 21 
  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. 
   
  1B: The Bay Road 
  Save the wagon from the warband 
  APL 2  
  120 XP 
  APL 4  
  210 XP 
  APL 6  
  270 XP 
  APL 8  
  330 XP 
  APL 10  
  390 XP 
  APL 12 
  450 XP 
   
  1C: Getting Past Pelgaryn 
  Save the wagon from the warband 
  APL 2  
  120 XP 
  APL 4  
  210 XP 
  APL 6  
  270 XP 
  APL 8  
  330 XP 
  APL 10  
  390 XP 
  APL 12 
  450 XP 
   
  1D: Towards Safeton 
  Save the wagon from the warband 
  APL 2  
  120 XP 
  APL 4  
  210 XP 
  APL 6  
  270 XP 
  APL 8  
  330 XP 
  APL 10  
  390 XP 
  APL 12 
  450 XP 
   
  6: Storage of Death 
  Survive the trap 
  APL 2  
  60 XP 
  APL 4  
  120 XP 
  APL 6  
  180 XP 
  APL 8  
  240 XP 
  APL 10  
  300 XP 
  APL 12 
  360 XP 
   
  7: The Slave Pit 
  Survive the traps and/or the bugbear 
  APL 2  
  120 XP 
  APL 4  
  180 XP 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
  APL 10  
  360 XP 
  APL 12 
  420 XP 
   
  9: The Altered Altar 
  Successfully imprison all three demons. 
  APL 2  
  120 XP 
  APL 4  
  180 XP 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
  APL 10  
  360 XP 
  APL 12 
  420 XP 
   
  Story Award 
  Wagons arrive in Safeton on time. 
  APL 2  
  60 XP 
  APL 4  
  90 XP 
  APL 6  
  120 XP 
  APL 8  
  150 XP 
  APL 10 
  180 XP 
  APL 12 
  210 XP 
   
  Discretionary Roleplaying Award 
  APL 2  
  30 XP 
  APL 4  
  45 XP 
  APL 6  
  60 XP 
  APL 8  
  75 XP 
  APL 10  
  90 XP 
  APL 12 
  105 XP 
   
  Total Possible Experience 
  APL 2  
  450 XP 
  APL 4  
  675 XP 
  APL 6  
  900 XP 
  APL 8  
  1,125 XP 
  APL 10  
  1,350 XP 
  APL 12  
  1,575 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, 
  
  COR7-14 The Densac Queen 
   
  Page 22 
  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.  
   
  1: Introduction 
  If the teamsters are slain: 
   
  All APLs: Loot 32 gp; Coin 5 gp; Magic 8 gp; 2 potions 
  of cure light wounds (4 gp each); Total 45 gp. 
   
  1B, 1C, 1D: The Bay Road series (each) 
  APL 2: Loot 27 gp; Coin 6 gp; Total 33 gp. 
   
  APL 4: Loot 340 gp; Coin 5 gp; Magic 150 gp; 6 potion 
  of bear’s endurance (25 gp each); Total 495 gp. 
   
  APL 6: Loot 365 gp; Coin 5gp; Magic 300 gp; 6 potions 
  of bear’s endurance (25 gp each), 6 potions of bull’s strength (25 
  gp each); Total 670 gp 
   
  APL 8: Loot 210 gp; Magic 1455 gp; Coin 5 gp; 6 
  potions of bear’s endurance (25 gp each), 6 potions of bull’s 
  strength (25 gp each), 6 +1 battleaxes (192 gp each); Total 
  1670 gp. 
   
  APL 10: Loot 266 gp; Magic 3421 gp; Coin 5 gp; 8 
  potions of bear’s endurance (25 gp each), 6 potions of bull’s 
  strength (25 gp each), 6 +1 battleaxes (192 gp each), 2 
  brooches of shielding (125 gp), 2 gloves of dexterity +2 (333 gp 
  each), 2 headbands of intellect +2 (333 gp each), 2 ring of 
  protection +1 (166 gp each); Total 3692 gp 
   
  APL 12: Loot 266 gp; Magic 6771 gp; Coin 43 gp; 6 
  potions of bull’s strength (25 gp each), 6 +1 battleaxes (192 gp 
  each), 2 brooches of shielding (125 gp), 6 gauntlets of ogre 
  power (333 gp each), 2 gloves of dexterity +2 (333 gp each), 2 
  headbands of intellect +2 (333 gp each), 2 lesser metamagic rod 
  of empower (750 gp each), 2 rings of protection +1 (166 gp 
  each); Total 7080 gp. 
   
  2: The Approach 
  All APLs: Loot 2 gp; Magic 14 gp; 2 potions of cure light 
  wounds (4 gp each), scroll of magic weapon (2 gp), scroll of 
  true strike (2 gp), scroll of sleep (2 gp); Total 16 gp. 
   
  3: Signs of Inn-Fighting 
  All APLs: Loot 20 gp; Total 20 gp. 
   
  7: The Slave Pit 
  APL 2: Loot 2 gp; Magic 8 gp; 2 potions of cure light wounds 
  (4 each); Total 10 gp. 
   
  APL 4: Loot 1 gp; Magic 396 gp; 2 potions of cure light 
  wounds (4 each); +1 breastplate (112 gp), cloak of resistance +1 
  (83 gp), +1 longspear (192 gp); Total 397 gp. 
   
  APL 6: Loot 1 gp; Magic 729 gp; 2 potions of cure light 
  wounds (4 each); +1 breastplate (112 gp), cloak of resistance +1 
  (83 gp), gauntlets of ogre power (333 gp), +1 longspear (192 
  gp); Total 730 gp. 
   
  APL 8: Loot 30 gp; Magic 1283 gp; 2 potions of cure 
  light wounds (4 each); cloak of resistance +1 (83 gp), +1 
  dislocator longspear (692 gp), gauntlets of ogre power (333 gp), 
  ring of protection +1 (166 gp); Total 1313 gp. 
   
  APL 10: Loot 1 gp; Magic 2062 gp; 2 potions of cure 
  light wounds (4 each); amulet of health +2 (333 gp); +1 
  breastplate (112 gp); cloak of resistance +1 (83 gp), +1 merciful 
  dislocator longspear (1525 gp); Total 2063 gp. 
   
  APL 12: Loot 30 gp; Magic 3700 gp; 2 potions of cure 
  light wounds (4 each); amulet of health +2 (333 gp); boots of 
  speed (1000 gp), cloak of resistance +2 (333 gp), gauntlets of 
  ogre power (333 gp), +1 merciful dislocator longspear (1525 
  gp); ring of protection +1 (166 gp); Total 3730 gp. 
   
  8: The Slave Lair (meeting area) 
  APL 2: Loot 50 gp; Magic 87 gp; wand of enlarge person (10 
  charges, 12 gp), wand of false life (10 charges, 75 gp); Total 137 
  gp. 
   
  APL 4: Loot 50 gp; Magic 249 gp; horn of fog (166 gp), 
  pearl of power (1st-level, 83 gp); Total 299 gp. 
   
  APL 6: Loot 50 gp; Magic 483 gp; hat of disguise (150 
  gp), ring of counterspells (333 gp); Total 533 gp. 
   
  APL 8: Loot 50 gp; Magic 958 gp; pearl of power (2nd-
  level) (333 gp), boots of levitation (625 gp); Total 1008 gp. 
   
  APL 10: Loot 50 gp; Magic 1250 gp; pearl of power 
  (3rd-level) (750 gp), horseshoes of a zephyr (500 gp); Total 1300 
  gp. 
   
  APL 12: Loot 50 gp; Magic 1500 gp; ring of spell 
  storing, minor (1500 gp); Total 1550 gp. 
   
  Total Possible Treasure 
  APL 2: 450 gp 
   
  APL 4: 650 gp 
   
  APL 6: 900 gp 
   
  APL 8: 1,300 gp 
   
  APL 10: 2,300 gp 
   
  APL 12: 3,300 gp 
   
  ADVENTURE RECORD ITEMS 
  �Apprentice Spellbook: You’ve gained access to a 
  beginner’s tome of magic. It contains the following 
  spells:  
  0— daze, detect magic, light, mage hand, mending, message, 
  ray of frost, read magic, touch of fatigue; 1st—comprehend 
  languages, disguise self, erase, mage armor, magic missile, sleep, 
  unseen servant; 2nd—resist energy, invisibility.  
   
  �Blacksmith’s Thanks: You set his son straight, so 
  Zavin grants you Open access to the following armor 
  special abilities from Dungeonscape: swarmguard armor, 
  durable armor, restful armor. 
   
  �Affiliation Score Gained/Lost: You have gained/lost 
  _____ points with the _________ affiliation. If you are affiliated 
  
  COR7-14 The Densac Queen 
   
  Page 23 
  with more than one group, add extra notes in notes 
  section detailing you gain or loss. 
   
  �Mission Accomplished: The wagons made it to 
  Safeton on time. Zulern and your affiliation thank you. 
  As a reward, they command the Domain’s best cobblers to 
  give you Open access to boots of sidestepping (Dungeonscape). 
   
  �Room and Board in Highport: You’ve gained the 
  deed to a townhouse in the Pomarji city of Highport. 
  Parts of the document can be easily faked, granted you a 
  place to stay until some local officials catch on. The next 
  ten adventures (not adventure rounds) taking place in 
  either the Pomarj or the Wild Coast cost 1 less TU 
  (minimum of 1). [] [] [] [] [] [] [] [] [] [] 
   
  �Banished the Demons: You stopped an evil menace 
  from terrorizing the countryside, but will anyone believe 
  your story after all those drinks? Perhaps someone will 
  later… 
   
  �Sucked into a Vortex: You did not escape the Densac 
  Queen quickly enough and have been sucked onto 
  another plane.  If you do not have the means to return 
  home, you must pay 6 TU and 1,000 gp to return to 
  Oerth.  
   
  ITEM ACCESS 
  APL 2: 
  • 
  Wand of enlarge person (10 charges) (Any; 150 gp; DMG) 
  • 
  Wand of false life (10 charges) (Any; 900 gp; DMG) 
  • 
  Apprentice’s Spellbook (Adventure; 2,000 gp; see above) 
   
  APL 4 (all of APL 2 plus the following): 
  • 
  Horn of fog (Adventure; DMG) 
  • 
  Pearl of power (1st-level) (Any; DMG) 
   
  APL 6 (all of APLs 2-4 plus the following): 
  • 
  Hat of disguise (Adventure; DMG) 
  • 
  Ring of counterspells (Core; DMG) 
   
  APL 8 (all of APLs 2-6 plus the following): 
  • 
  Boots of levitation (Adventure; DMG) 
  • 
  +1 dislocator longspear (Adventure; 2,305 gp; Magic 
  Item Compendium) 
  • 
  Pearl of power (2nd-level) (Any; DMG) 
   
  APL 10 (all of APLs 2-8 plus the following): 
  • 
  Horseshoes of a zephyr (Adventure; DMG) 
  • 
  +1 merciful dislocator longspear (Adventure; 8,305 gp, 
  Magic Item Compendium) 
  • 
  Pearl of power (3rd-level) (Any; DMG) 
   
  APL 12 (all of APLs 2-10 plus the following): 
  • 
  Boots of speed (Adventure; DMG) 
  • 
  Lesser metamagic rod of empower (Adventure; DMG) 
  • 
  Ring of spell storing (Adventure; DMG) 
  
  COR7-14 The Densac Queen 
   
  Page 24 
  APPENDIX 1: APL 2
  1B: THE BAY ROAD 
  ORC OF THE BLACK SKULL 
  CR 1/2 
  Male orc warrior 1 
  CE Medium humanoid (orc) 
  Init +0; Senses darkvision 60 ft.; Listen -2, Spot -2 
  Languages Common  
  AC 14, touch 10, flat-footed 14 
   (+3 armor, +1 shield) 
  hp 5 (1 HD)  
  Fort +3, Ref +0, Will -2 
  Weakness light sensitivity 
  Speed 30 ft. (6 squares) 
  Melee battleaxe +4 (1d8+4/x3)  
  Ranged javelin +1 (1d6+3) 
  Base Atk +1; Grp +4  
  Abilities Str 17, Dex 11, Con 12, Int 8, Wis 7, Cha 6 
  Feats Weapon Focus (battleaxe) 
  Skills Climb +4, Jump +4 
  Possessions studded leather, buckler, battleaxe, 5 
  javelins, 5 gp. 
  Light Sensitivity (Ex) Black Skull orcs are dazzled (-1 
  on attack rolls, Search and Spot checks) in bright 
  sunlight or within the radius of a daylight spell. 
   
  7: THE SLAVE PIT 
   
   
   
  SLAVE MASTER 
  CR 2 
  Male bugbear 
  CE Medium humanoid (goblinoid) 
  Init +1; Senses darkvision 60 ft., scent; Listen +6, Spot 
  +2 
  Languages Common, Goblin 
  AC 16, touch 11, flat-footed 15 
   (+1 Dex, +3 natural, +2 armor) 
  hp 16 (3 HD) 
  Fort +2, Ref +4, Will +1 
  Speed 30 ft. (6 squares) 
  Melee longspear +7 (1d8+6/x3) or  
  Melee morningstar +6  (1d8+4) 
  Ranged javelin +3 (1d6+4) 
  Base Atk +2; Grp +6 
  Combat Gear potion of cure light wounds (2) 
  Abilities Str 19, Dex 12, Con 13, Int 10, Wis 10, Cha 9 
  Feats Alertness, Weapon Focus (longspear) 
  Skills Climb +6, Hide +3 , Listen +6, Move Silently +9, 
  Spot +2 
  Possessions leather armor, longspear, 5 javelins, 
  morningstar, 5 gp. 
   
  9: THE ALTERED ALTAR 
   
   
   
  GUECUBU* 
  CR 4 
  * Fiendish Codex I 41 
  CE Medium outsider (chaotic, evil, extraplanar, 
  incorporeal, Loumara) 
  Init +2; Senses darkvision 60 ft.; Listen +12, Spot +12 
  Aura haunting aura (60-ft. radius, Will DC 15) 
  Languages Abyssal, Common, telepathy 100 ft. 
  AC 15, touch 15, flat-footed 13 
   (+2 Dex, +3 deflection) 
  Miss Chance 50% 
  hp 26 (4 HD); DR 5/cold iron or lawful 
  Immune acid, electricity, fire 
  Resist cold 10 
  Fort +6, Ref +6, Will +7 
  Speed fly 30 ft. (perfect) (6 squares) 
  Melee touch +6 (sleep)  
  Ranged thrown object +7  (2d6) 
  Base Atk +4; Grp -- 
  Special Actions possession, telekinesis 
  Abilities Str --, Dex 15, Con 14, Int 10, Wis 16, Cha 17 
  SQ incorporeal, loumara traits, natural invisibility 
  Feats Alertness, Persuasive 
  Skills Bluff +12, Diplomacy +12, Disguise +10 (+12 
  acting in character), Forgery +7, Intimidate +14, 
  Listen +12, Sleight of Hand +11, Spot +12 
  Haunting Aura (Su) Living creatures within 60 feet of a 
  guecubu in its natural form must succeed on a DC 15 
  Will save or be shaken for as long as it remains within 
  this area. An affected creature that rests within a 
  haunting aura can do so but gains no benefits from 
  sleeping and awakens fatigued. Once a creature 
  makes this saving throw, it is immune to that 
  guecubu’s haunting aura for 24 hours. 
  Natural Invisibility (Su) This inherent ability is 
  constant, allowing a guecubu to attack invisibly. This 
  ability is not subject to invisibility purge. 
  Possession (Su) A guecubu can possess any sleeping 
  animal or humanoid. It must enter a square occupied 
  by the sleeping creature to possess it. A DC 15 Will 
  save resists the possession; however, a successful 
  save does not cause the victim to awaken, nor is the 
  victim aware of the possession attempt even after 
  waking (although the victim can dimly recall some 
  strange, otherworldly dream). A guecubu can take on 
  the ally, controller, enemy, mutterer, or rider role. 
  (Demonic Possession—Appendix 2). 
  Sleep Touch (Su) A creature touched by a guecubu in 
  its natural form must make a DC 15 Will save or fall 
  into a deep sleep for 1 hour. A sleeping creature is 
  helpless. Slapping or wounding the sleeping creature 
  awakens it, but normal noise does not. This is a 
  mind-affecting sleep effect. 
  Telekinesis (Su) A guecubu can use telekinesis as a 
  standard action (CL 4th). A guecubu can use this 
  ability even while possessing a creature without that 
  creature realizing it is technically the source of the 
  effect. If it hurls something such as a boulder or other 
  dense object, it deals 2d6 points of damage on a hit. 
  Weapons hurled deal damage appropriate for the 
  weapons in question.  
  
  COR7-14 The Densac Queen 
   
  Page 25 
  APL 4 
  1B: THE BAY ROAD 
  BLACK SKULL WARRIOR 
  CR 1 
  Male orc warrior 2 
  CE Medium humanoid (orc) 
  Init +0; Senses darkvision 60 ft.; Listen -2, Spot -2 
  Languages Common  
  AC 16, touch 10, flat-footed 16 
   (+5 armor, +1 shield) 
  hp 11 (2 HD) 
  Fort +4, Ref +0, Will -2 
  Weakness light sensitivity 
  Speed 30 ft. (6 squares) 
  Melee mwk battleaxe +6 (1d8+4/x3)  
  Ranged javelin +2 (1d6+3) 
  Base Atk +2; Grp +5  
  Combat Gear potion of bear’s endurance 
  Abilities Str 17, Dex 11, Con 12, Int 8, Wis 7, Cha 6 
  Feats Weapon Focus (battleaxe) 
  Skills Climb +1, Jump +2 
  Possessions masterwork breastplate, buckler, 
  masterwork battleaxe, 5 javelins, 5 gp. 
  Light Sensitivity (Ex) Black Skull orcs are dazzled (-1 
  on attack rolls, Search and Spot checks) in bright 
  sunlight or within the radius of a daylight spell. 
   
  7: THE SLAVE PIT 
   
   
   
  SLAVE MASTER 
  CR 5 
  Male bugbear fighter 3 
  CE Medium humanoid (goblinoid) 
  Init +2; Senses darkvision 60 ft., scent; Listen +7, Spot 
  +3 
  Languages Common, Goblin 
  AC 21, touch 12, flat-footed 19 
   (+2 Dex, +3 natural, +6 armor) 
  hp 58 (6 HD) 
  Fort +10, Ref +7, Will +6 
  Speed 30 ft. (6 squares) 
  Melee +1 longspear +12 (1d8+8/x3) or 
  Melee morningstar +10 (1d8+5) 
  Ranged javelin +7 (1d6+5) 
  Base Atk +5; Grp +10 
  Atk Options Blind-Fight, Power Attack 
  Combat Gear potion of cure light wounds (2) 
  Abilities Str 20, Dex 15, Con 20, Int 10, Wis 12, Cha 6 
  Feats Alertness, Blind-Fight, Iron Will, Power Attack, 
  Weapon Focus (longspear) 
  Skills Climb +6, Hide +1, Listen +7, Move Silently +10, 
  Spot +3 
  Possessions +1 breastplate, cloak of resistance +1, +1 
  longspear, 5 javelins, morningstar, 5 gp. 
   
  9: THE ALTERED ALTAR 
   
   
   
  GUECUBU* 
   
   
   
  CR 6 
  * Fiendish Codex I 41 
  CE Medium outsider (chaotic, evil, extraplanar, 
  incorporeal, Loumara) 
  Init +2; Senses darkvision 60 ft.; Listen +14, Spot +14 
  Aura haunting aura (60-ft. radius, Will DC 18) 
  Languages Abyssal, Common, telepathy 100 ft. 
  AC 16, touch 16, flat-footed 14; Dodge 
   (+2 Dex, +4 deflection) 
  Miss Chance 50% 
  hp 52 (8 HD); DR 5/cold iron or lawful 
  Immune acid, electricity, fire 
  Resist cold 10 
  Fort +8, Ref +8, Will +9 
  Speed fly 30 ft. (perfect) (6 squares) 
  Melee touch +10 (sleep)  
  Ranged thrown object +12  (2d6) 
  Base Atk +8; Grp -- 
  Special Actions possession, telekinesis 
  Abilities Str --, Dex 15, Con 14, Int 10, Wis 16, Cha 18 
  SQ incorporeal, loumara traits, natural invisibility 
  Feats Ability Focus (possession), Dodge, Persuasive 
  Skills Bluff +17, Diplomacy +17, Disguise +15 (+17 
  acting in character), Forgery +11, Intimidate +19, 
  Listen +14, Sleight of Hand +15, Spot +14 
  Haunting Aura (Su) A living creature within 60 ft. of a 
  guecubu in its natural form must succeed on a DC 18 
  Will save or be shaken while in the area. An affected 
  creature resting within a haunting aura gains no 
  benefits from sleeping, awakening fatigued. 
  Creatures succeeding on the saving throw are 
  immune for 24 hours to that guecubu’s haunting aura. 
  Natural Invisibility (Su) This inherent ability is 
  constant, allowing a guecubu to invisibly attack. This 
  ability is not subject to invisibility purge. 
  Possession (Su) A guecubu can possess any sleeping 
  animal or humanoid but must enter its square to 
  possess it. The victim is entitled to a DC 20 Will save 
  to resist possession; however, a successful save 
  does not awaken the victim, nor is the victim aware of 
  the possession attempt after waking (although he 
  dimly recalls strange, otherworldly dreams). A 
  guecubu can take the ally, controller, enemy, 
  mutterer, or rider role while possessing a creature. 
  (Demonic Possession—Appendix 2). 
  Sleep Touch (Su) A creature touched by a guecubu in 
  its natural form must make a successful DC 18 Will 
  save or fall into a deep sleep for 1 hour. A sleeping 
  creature is helpless. Slapping or wounding the 
  sleeping creature awakens it, but normal noise does 
  not. This is a mind-affecting sleep effect. 
  Telekinesis (Su) A guecubu can use telekinesis as a 
  standard action (CL 8th). It can use this ability while 
  possessing a creature without that creature realizing 
  it is the source of the effect. If it hurls a boulder or 
  other dense object, it deals 2d6 points of damage on 
  a hit. Weapons hurled deal normal damage  
  
  COR7-14 The Densac Queen 
   
  Page 26 
  APL 6 
  1B: THE BAY ROAD 
  BLACK SKULL WARRIOR 
  CR 2 
  Male orc warrior 3 
  CE Medium humanoid (orc) 
  Init +0; Senses darkvision 60 ft.; Listen -2, Spot -2 
  Languages Common  
  AC 17, touch 10, flat-footed 17 
   (+6 armor, +1 shield) 
  hp 16 (3 HD) 
  Fort +4, Ref +1, Will +1 
  Weakness light sensitivity 
  Speed 30 ft. (6 squares) 
  Melee mwk battleaxe +7 (1d8+4/x3)  
  Ranged javelin +3 (1d6+3) 
  Base Atk +3; Grp +6  
  Combat Gear potion of bear’s endurance, potion of 
  bull’s strength 
  Abilities Str 17, Dex 11, Con 12, Int 8, Wis 7, Cha 6 
  Feats Iron Will, Weapon Focus (battleaxe) 
  Skills Climb -1, Jump +1 
  Possessions masterwork banded mail, buckler, 
  masterwork battleaxe, 5 javelins, 5 gp. 
  Light Sensitivity (Ex) Black Skull orcs are dazzled (-1 
  on attack rolls, Search and Spot checks) in bright 
  sunlight or within the radius of a daylight spell. 
   
  7: THE SLAVE PIT 
   
   
   
  SLAVE MASTER 
  CR 7 
  Male bugbear fighter 5 
  CE Medium humanoid (goblinoid) 
  Init +3; Senses darkvision 60 ft., scent; Listen +9, Spot 
  +3 
  Languages Common, Goblin 
  AC 22, touch 13, flat-footed 19 
   (+3 Dex, +3 natural, +6 armor) 
  hp 84 (8 HD) 
  Fort +11, Ref +8, Will +6 
  Speed 30 ft. (6 squares) 
  Melee +1 longspear +15/+10 (1d8+12/x3)  or  
  Melee morningstar +13/+8 (1d8+6) 
  Ranged javelin +10/+5 (1d6+6) 
  Base Atk +7; Grp +13 
  Atk Options Blind-Fight, Power Attack 
  Combat Gear potion of cure light wounds (2) 
  Abilities Str 22, Dex 16, Con 20, Int 10, Wis 12, Cha 6 
  Feats Alertness, Blind-Fight, Iron Will, Power Attack, 
  Weapon Focus (longspear), Weapon Specialization 
  (longspear) 
  Skills Climb +7, Hide +2 , Listen +9, Move Silently +12, 
  Spot +3 
  Possessions +1 breastplate, cloak of resistance +1, 
  gauntlets of ogre power, +1 longspear, 5 javelins, 
  morningstar, 5 gp. 
   
  9: THE ALTERED ALTAR 
   
   
   
  GUECUBU* 
   
   
   
  CR 8 
  * Fiendish Codex I 41 
  CE Medium outsider (chaotic, evil, extraplanar, 
  incorporeal, Loumara 
  Init +2; Senses darkvision 60 ft.; Listen +18, Spot +18 
  Aura haunting aura (60-ft. radius, Will DC 20) 
  Languages Abyssal, Common, telepathy 100 ft. 
  AC 16, touch 16, flat-footed 14; Dodge, Mobility 
   (+2 Dex, +4 deflection) 
  Miss Chance 50% 
  hp 78 (12 HD); DR 5/cold iron or lawful 
  Immune acid, electricity, fire 
  Resist cold 10 
  Fort +10, Ref +10, Will +11 
  Speed fly 30 ft. (perfect) (6 squares) 
  Melee touch +14 (sleep)  
  Ranged thrown object +16  (2d6) 
  Base Atk +12; Grp -- 
  Special Actions possession, telekinesis 
  Abilities Str --, Dex 15, Con 14, Int 10, Wis 16, Cha 19 
  SQ incorporeal, loumara traits, natural invisibility 
  Feats Ability Focus (possession), Ability Focus (sleeping 
  touch), Dodge, Mobility, Persuasive 
  Skills Bluff +21, Diplomacy +21, Disguise +19 (+21 
  acting in character), Forgery +14, Intimidate +23, 
  Listen +18, Sleight of Hand +19, Spot +18 
  Haunting Aura (Su) A living creature within 60 ft. of a 
  guecubu in its natural form must succeed on a DC 18 
  Will save or be shaken while in the area. An affected 
  creature resting within a haunting aura gains no 
  benefits from sleeping, awakening fatigued. 
  Creatures succeeding on the saving throw are 
  immune for 24 hours to that guecubu’s haunting aura. 
  Natural Invisibility (Su) This inherent ability is 
  constant, allowing a guecubu to invisibly attack. This 
  ability is not subject to invisibility purge. 
  Possession (Su) A guecubu can possess any sleeping 
  animal or humanoid but must enter its square to 
  possess it. The victim is entitled to a DC 22 Will save 
  to resist possession; however, a successful save 
  does not awaken the victim, nor is the victim aware of 
  the possession attempt after waking (although he 
  dimly recalls strange, otherworldly dreams). A 
  guecubu can take the ally, controller, enemy, 
  mutterer, or rider role while possessing a creature. 
  (Demonic Possession—Appendix 2). 
  Sleep Touch (Su) A creature touched by a guecubu in 
  its natural form must make a successful DC 22 Will 
  save or fall into a deep sleep for 1 hour. A sleeping 
  creature is helpless. Slapping or wounding the 
  sleeping creature awakens it, but normal noise does 
  not. This is a mind-affecting sleep effect. 
  Telekinesis (Su) A guecubu can use telekinesis as a 
  standard action (CL 12th). It can use this ability even 
  while possessing a creature without that creature 
  realizing it is the source of the effect. If it hurls a 
  
  COR7-14 The Densac Queen 
   
  Page 27 
  boulder or other dense object, it deals 2d6 points of 
  damage on a hit. Hurled weapons deal damage 
  appropriate for the weapon in question.  
  
  COR7-14 The Densac Queen 
   
  Page 28 
  APL 8 
  1B: THE BAY ROAD 
  BLACK SKULL WARRIOR  
  CR 7 
  Male orc warrior 7 
  CE Medium humanoid (orc) 
  Init +0; Senses darkvision 60 ft.; Listen -2, Spot -2 
  Languages Common  
  AC 17, touch 10, flat-footed 17 
   (+6 armor, +1 shield) 
  hp 38 (7 HD) 
  Fort +6, Ref +2, Will +2 
  Weakness light sensitivity 
  Speed 30 ft. (6 squares) 
  Melee +1 battleaxe +12/+7 (1d8+7/x3)  
  Ranged javelin +7/+2 (1d6+4) 
  Base Atk +7; Grp +11  
  Atk Options Power Attack 
  Combat Gear potion of bear’s endurance, potion of 
  bull’s strength 
  Abilities Str 18, Dex 11, Con 12, Int 8, Wis 7, Cha 6 
  Feats Iron Will, Power Attack, Weapon Focus 
  (battleaxe) 
  Skills Climb +2, Jump +4 
  Possessions masterwork banded mail, buckler, +1 
  battleaxe, 5 javelins, 5 gp. 
  Light Sensitivity (Ex) Black Skull orcs are dazzled (-1 
  on attack rolls, Search and Spot checks) in bright 
  sunlight or within the radius of a daylight spell. 
   
  7: THE SLAVE PIT 
   
   
   
  SLAVE MASTER 
  CR 9 
  Male bugbear fighter 7 
  CE Medium humanoid (goblinoid) 
  Init +3; Senses darkvision 60 ft., scent; Listen +11, Spot 
  +3 
  Languages Common, Goblin 
  AC 22, touch 14, flat-footed 19; Dodge, Elusive Target, 
  Mobility 
   (+3 Dex, +3 natural, +5 armor, +1 deflection) 
  hp 105 (10 HD) 
  Fort +12, Ref +9, Will +5 
  Speed 30 ft. (6 squares) 
  Melee +1 dislocator longspear +17/+12 (1d8+12/x3)  or 
  Melee morningstar +15/+10 (1d8+6) 
  Ranged javelin +12/+7 (1d6+6) 
  Base Atk +9; Grp +15 
  Atk Options Blind-Fight, Power Attack 
  Combat Gear potion of cure light wounds (2) 
  Abilities Str 22, Dex 16, Con 20, Int 10, Wis 12, Cha 6 
  Feats Alertness, Blind-Fight, Dodge, Elusive Target, 
  Mobility, Power Attack, Weapon Focus (longspear), 
  Weapon Specialization (longspear) 
  Skills Climb +7, Hide +2 , Listen +11, Move Silently 
  +13, Spot +3 
  Possessions masterwork breastplate, cloak of 
  resistance +1, +1 dislocator longspear, gauntlets of 
  ogre power, morningstar, ring of protection +1, 5 
  javelins. 
   
  9: THE ALTERED ALTAR 
   
   
   
  GUECUBU* 
   
   
  CR 10 
  * Fiendish Codex I 41 
  CE Medium outsider (chaotic, evil, extraplanar, 
  incorporeal, Loumara 
  Init +2; Senses darkvision 60 ft.; Listen +22, Spot +22 
  Aura haunting aura (60-ft. radius, Will DC 23) 
  Languages Abyssal, Common, telepathy 100 ft. 
  AC 17, touch 17, flat-footed 15; Dodge, Elusive Target, 
  Mobility 
   (+2 Dex, +5 deflection) 
  Miss Chance 50% 
  hp 104 (16 HD); DR 5/cold iron or lawful 
  Immune acid, electricity, fire 
  Resist cold 10 
  Fort +12, Ref +12, Will +13 
  Speed fly 30 ft. (perfect) (6 squares) 
  Melee touch +18 (sleep)  
  Ranged thrown object +21  (2d6) 
  Base Atk +16; Grp -- 
  Special Actions possession, telekinesis 
  Abilities Str --, Dex 15, Con 14, Int 10, Wis 16, Cha 20 
  SQ incorporeal, loumara traits, natural invisibility 
  Feats Ability Focus (possession), Ability Focus (sleeping 
  touch), Dodge, Elusive Target, Mobility, Persuasive 
  Skills Bluff +26, Diplomacy +26, Disguise +24 (+26 
  acting in character), Forgery +19, Intimidate +28, 
  Listen +22, Sleight of Hand +23, Spot +22 
  Haunting Aura (Su) Outside of a host body, a 
  guecubu’s presence is unnerving and distracting. Any 
  living creature within 60 feet of a guecubu in its 
  natural form must succeed on a DC 23 Will save or 
  be shaken for as long as it remains in this area. An 
  affected creature that attempts to rest within a 
  guecubu’s haunting aura can do so but gains no 
  benefits from sleeping and awakens fatigued, as if it 
  had not slept at all. Once a creature makes this 
  saving throw, it is immune to that particular guecubu’s 
  haunting aura for 24 hours. 
  Natural Invisibility (Su) This ability is constant, allowing 
  a guecubu to remain invisible even when attacking. 
  This ability is inherent and not subject to the 
  invisibility purge spell. 
  Possession (Su) A guecubu can possess any sleeping 
  animal or humanoid. It must enter a square occupied 
  by the sleeping creature to possess it. This victim is 
  entitled to a DC 25 Will save to resist possession; 
  however, a successful save does not cause the victim 
  to awaken, nor is the victim aware of the possession 
  attempt even after waking (although the victim can 
  dimly recall some strange, otherworldly dream). A 
  guecubu can take on any of the following roles while 
  possessing a creature; ally, controller, enemy, 
  mutterer, or rider. See Demonic Possession in 
  Appendix 2 for more information. 
  
  COR7-14 The Densac Queen 
   
  Page 29 
  Sleep Touch (Su) A creature touched by a guecubu in 
  its natural form must make a successful DC 25 Will 
  save or immediately fall into a deep sleep for 1 hour. 
  A sleeping creature is helpless. Slapping or wounding 
  the sleeping creature awakens it, but normal noise 
  does not. Waking a creature is a standard action. 
  This is a mind-affecting sleep effect.  
  Telekinesis (Su) A guecubu can use telekinesis as a 
  standard action (caster level 16th). A guecubu can 
  use this ability even while possessing a creature 
  without that creature realizing it is technically the 
  source of the effect. If a guecubu hurls something 
  such as a boulder or other dense object, it deals 2d6 
  points of damage on a hit. Weapons hurled in this 
  manner deal damage appropriate for the weapons in 
  question. 
  
  COR7-14 The Densac Queen 
   
  Page 30 
  APL 10
  1B: THE BAY ROAD 
  BLACK SKULL WARRIOR 
  CR 4 
  Male orc warrior 5 
  CE Medium humanoid (orc) 
  Init +0; Senses darkvision 60 ft.; Listen -2, Spot -2 
  Languages Common  
  AC 17, touch 10, flat-footed 17 
   (+6 armor, +1 shield) 
  hp 27  (5 HD) 
  Fort +5, Ref +1, Will +1 
  Weakness light sensitivity 
  Speed 30 ft. (6 squares) 
  Melee +1 battleaxe +10 (1d8+7/x3)  
  Ranged javelin +5 (1d6+4) 
  Base Atk +5; Grp +9 
  Atk Options Power Attack 
  Combat Gear potion of bear’s endurance, potion of 
  bull’s strength 
  Abilities Str 18, Dex 11, Con 12, Int 8, Wis 7, Cha 6 
  Feats Iron Will, Weapon Focus (battleaxe) 
  Skills Climb +1, Jump +3 
  Possessions masterwork banded mail, buckler, +1 
  battleaxe, 5 javelins, 5 gp. 
  Light Sensitivity (Ex) Black Skull orcs are dazzled (-1 
  on attack rolls, Search and Spot checks) in bright 
  sunlight or within the radius of a daylight spell. 
   
  BLACK SKULL WIZARD  
  CR 9 
  Male orc wizard 9 
  CE Medium humanoid (orc) 
  Init +6; Senses darkvision 60 ft.; Listen +0, Spot +0 
  Languages Common  
  AC 17, touch 13, flat-footed 15 
   (+4 armor, +2 Dex, +1 deflection) 
  hp 56 with false life (9 HD) 
  Fort +5, Ref +5, Will +6 
  Weakness light sensitivity 
  Speed 30 ft. (6 squares) 
  Melee mwk dagger +5 (1d4+1)  
  Ranged light crossbow +6 (1d8)  
  Base Atk +4; Grp +5 
  Atk Options Point Blank Shot, Precise Shot 
  Combat Gear potion of bear’s endurance 
  Wizard Spells Prepared (CL 9th): 
   5th—waves of fatigue 
   4th—empowered scorching ray, invisibility greater 
   3rd—dispel magic, empowered ray of enfeeblement, 
  haste, fly 
   2nd—false life�(14 hp), glitterdust (DC 15), scorching 
  ray, see invisibility, Tasha’s hideous laughter (DC 
  15) 
   1st—mage armor�, magic missile (2), shield, true 
  strike 
   0—detect magic (2), ghost sound, message 
  �Already cast 
  Abilities Str 12, Dex 15, Con 14, Int 17, Wis 10, Cha 8 
  Feats Empower Spell, Improved Initiative, Point Blank 
  Shot, Precise Shot, Scribe Scroll, Skill Focus 
  (Concentration) 
  Skills Concentration +17, Knowledge (arcana) +15, 
  Spellcraft +15, Tumble +8 
  Possessions brooch of shielding, gloves of dexterity 
  +2, headband of intellect +2, light crossbow, 
  masterwork dagger, ring of protection +1, 115 gp. 
  Light Sensitivity (Ex) Black Skull orcs are dazzled (-1 
  on attack rolls, Search and Spot checks) in bright 
  sunlight or within the radius of a daylight spell. 
   
  7: THE SLAVE PIT 
   
   
   
  SLAVE MASTER 
  CR 11 
  Male bugbear fighter 9 
  CE Medium humanoid (goblinoid) 
  Init +3; Senses darkvision 60 ft., scent; Listen +13, Spot 
  +3 
  Languages Common, Goblin 
  AC 22, touch 13, flat-footed 19; Dodge, Elusive Target, 
  Mobility 
   (+3 Dex, +3 natural, +6 armor) 
  hp 114 (12 HD) 
  Fort +12, Ref +10, Will +8 
  Speed 30 ft. (6 squares) 
  Melee +1 merciful dislocator longspear +20/+15/+10 
  (1d8+13/19-20x3) or  
  Melee morningstar +18/+13/+8 (1d8+7) 
  Ranged javelin +14/+9/+4 (1d6+7) 
  Base Atk +11; Grp +18 
  Atk Options Blind-Fight, Power Attack 
  Combat Gear potion of cure light wounds (2) 
  Abilities Str 25, Dex 16, Con 18, Int 10, Wis 12, Cha 6 
  Feats Alertness, Blind-Fight, Dodge, Elusive Target, 
  Improved Critical (longspear), Iron Will, Mobility, 
  Power Attack, Weapon Focus (longspear), Weapon 
  Specialization (longspear) 
  Skills Climb +8, Hide +2, Listen +13, Move Silently +14, 
  Spot +3 
  Possessions amulet of health +2, +1 breastplate, cloak 
  of resistance +1, +1 merciful dislocator longspear, 5 
  javelins, morningstar, 5 gp. 
   
  
  COR7-14 The Densac Queen 
   
  Page 31 
  9: THE ALTERED ALTAR 
   
   
   
  GUECUBU* 
   
   
  CR 12 
  * Fiendish Codex I 41 
  CE Medium outsider (chaotic, evil, extraplanar, 
  incorporeal, Loumara 
  Init +2; Senses darkvision 60 ft.; Listen +26, Spot +26 
  Aura haunting aura (60-ft. radius, Will DC 25) 
  Languages Abyssal, Common, telepathy 100 ft. 
  AC 17, touch 17, flat-footed 15; Dodge, Elusive Target, 
  Mobility 
   (+2 Dex, +5 deflection) 
  Miss Chance 50% 
  hp 130 (20 HD); DR 5/cold iron or lawful 
  Immune acid, electricity, fire 
  Resist cold 10 
  Fort +14, Ref +14, Will +15 
  Speed fly 30 ft. (perfect) (6 squares); Spring Attack 
  Melee touch +22 (sleep)  
  Ranged thrown object +25  (2d6) 
  Base Atk +20; Grp -- 
  Special Actions possession, telekinesis 
  Abilities Str --, Dex 15, Con 14, Int 10, Wis 16, Cha 21 
  SQ incorporeal, loumara traits, natural invisibility 
  Feats Ability Focus (possession), Ability Focus (sleeping 
  touch), Dodge, Elusive Target, Mobility, Persuasive, 
  Spring Attack 
  Skills Bluff +30, Diplomacy +30, Disguise +28 (+30 
  acting in character), Forgery +23, Intimidate +32, 
  Listen +26, Sleight of Hand +27, Spot +26 
  Haunting Aura (Su) Outside of a host body, a 
  guecubu’s presence is unnerving and distracting. Any 
  living creature within 60 feet of a guecubu in its 
  natural form must succeed on a DC 25 Will save or 
  be shaken for as long as it remains in this area. An 
  affected creature that attempts to rest within a 
  guecubu’s haunting aura can do so but gains no 
  benefits from sleeping and awakens fatigued, as if it 
  had not slept at all. Once a creature makes this 
  saving throw, it is immune to that particular guecubu’s 
  haunting aura for 24 hours. 
  Natural Invisibility (Su) This ability is constant, allowing 
  a guecubu to remain invisible even when attacking. 
  This ability is inherent and not subject to the 
  invisibility purge spell. 
  Possession (Su) A guecubu can possess any sleeping 
  animal or humanoid. It must enter a square occupied 
  by the sleeping creature to possess it. This victim is 
  entitled to a DC 27 Will save to resist possession; 
  however, a successful save does not cause the victim 
  to awaken, nor is the victim aware of the possession 
  attempt even after waking (although the victim can 
  dimly recall some strange, otherworldly dream). A 
  guecubu can take on any of the following roles while 
  possessing a creature; ally, controller, enemy, 
  mutterer, or rider. See Demonic Possession in 
  Appendix 2 for more information. 
  Sleep Touch (Su) A creature touched by a guecubu in 
  its natural form must make a successful DC 27 Will 
  save or immediately fall into a deep sleep for 1 hour. 
  A sleeping creature is helpless. Slapping or wounding 
  the sleeping creature awakens it, but normal noise 
  does not. Waking a creature is a standard action. 
  This is a mind-affecting sleep effect.  
  Telekinesis (Su) A guecubu can use telekinesis as a 
  standard action (CL 20th). A guecubu can use this 
  ability even while possessing a creature without that 
  creature realizing it is technically the source of the 
  effect. If a guecubu elects to hurl something such as 
  a boulder or other dense object, it deals 2d6 points of 
  damage on a hit. Weapons hurled in this manner deal 
  damage appropriate for the weapons in question.  
   
  
  COR7-14 The Densac Queen 
   
  Page 32 
  APL 12
  1B: THE BAY ROAD 
  BLACK SKULL WARRIOR  
  CR 7 
  Male orc warrior 7 
  CE Medium humanoid (orc) 
  Init +0; Senses darkvision 60 ft.; Listen -2, Spot -2 
  Languages Common  
  AC 17, touch 10, flat-footed 17 
   (+6 armor, +1 shield) 
  hp 38 (7 HD) 
  Fort +6, Ref +2, Will +2 
  Weakness light sensitivity 
  Speed 30 ft. (6 squares) 
  Melee +1 battleaxe +12/+7 (1d8+7/x3)  
  Ranged javelin +7/+2 (1d6+4) 
  Base Atk +7; Grp +11  
  Atk Options Power Attack 
  Combat Gear potion of bear’s endurance, potion of 
  bull’s strength 
  Abilities Str 18, Dex 11, Con 12, Int 8, Wis 7, Cha 6 
  Feats Iron Will, Power Attack, Weapon Focus 
  (battleaxe) 
  Skills Climb +2, Jump +4 
  Possessions masterwork banded mail, buckler, +1 
  battleaxe, 5 javelins, 5 gp. 
  Light Sensitivity (Ex) Black Skull orcs are dazzled (-
  1 on attack rolls, Search and Spot checks) in bright 
  sunlight or within the radius of a daylight spell. 
   
  BLACK SKULL WIZARD  
  CR 11 
  Male orc wizard 11 
  CE Medium humanoid (orc) 
  Init +6; Senses darkvision 60 ft.; Listen +0, Spot +0 
  Languages Common  
  AC 17, touch 13, flat-footed 15 
   (+4 armor, +2 Dex, +1 deflection) 
  hp 71 with false life (11 HD) 
  Fort +5, Ref +5, Will +7 
  Weakness light sensitivity 
  Speed 30 ft. (6 squares) 
  Melee mwk dagger +6 (1d4+1)  
  Ranged light crossbow +7 (1d8)  
  Base Atk +5; Grp +6 
  Atk Options Point Blank Shot, Precise Shot 
  Combat Gear potion of bear’s endurance 
  Wizard Spells Prepared (CL 11th): 
   6th—flesh to stone (DC 19) 
   5th—waves of fatigue 
   4th—enervation, invisibility greater 
   3rd—dispel magic, empowered ray of 
  enfeeblement, haste, fly, silent glitterdust (DC 15) 
   2nd—false life� (22 hp), scorching ray (2), see 
  invisibility, Tasha’s hideous laughter (DC 15) 
   1st—mage armor�, magic missile (2), shield, true 
  strike 
   0—detect magic (2), ghost sound, message 
  �Already cast 
  Abilities Str 12, Dex 15, Con 14, Int 17, Wis 10, Cha 
  8 
  Feats Empower Spell, Improved Initiative, Point Blank 
  Shot, Precise Shot, Scribe Scroll, Skill Focus 
  (Concentration), Silent Spell 
  Skills Concentration +19, Knowledge (arcana) +13, 
  Spellcraft +17, Tumble +8 
  Possessions brooch of shielding, gloves of dexterity 
  +2, headband of intellect +2, lesser metamagic rod 
  of empower, light crossbow, masterwork dagger, 
  ring of protection +1, 115 gp. 
  Light Sensitivity (Ex) Black Skull orcs are dazzled (-
  1 on attack rolls, Search and Spot checks) in bright 
  sunlight or within the radius of a daylight spell. 
   
  7: THE SLAVE PIT 
   
   
   
  SLAVE MASTER 
  CR 13 
  Male bugbear fighter 11 
  CE Medium humanoid (goblinoid) 
  Init +3; Senses darkvision 60 ft., scent; Listen +15, 
  Spot +3 
  Languages Common, Goblin 
  AC 22, touch 14, flat-footed 19; Dodge, Elusive 
  Target, Mobility 
   (+3 Dex, +3 natural, +5 armor, +1 deflection) 
  hp 133 (14 HD) 
  Fort +13, Ref +11, Will +9 
  Speed 30 ft. (6 squares); Spring Attack 
  Melee +1 merciful dislocator longspear +23/+18/+13 
  (1d8+15/19-20x3) or 
  Melee morningstar +21/+16/+11 (1d8+8) 
  Ranged javelin +16/+11/+6 (1d6+8) 
  Base Atk +13; Grp +21 
  Atk Options Blind-Fight, Power Attack 
  Combat Gear potion of cure light wounds (2) 
  Abilities Str 27, Dex 16, Con 18, Int 10, Wis 12, Cha 
  6 
  Feats Alertness, Blind-Fight, Dodge, Elusive Target, 
  Improved Critical (longspear), Iron Will, Mobility, 
  Power Attack, Spring Attack, Weapon Focus 
  (longspear), Weapon Specialization (longspear) 
  Skills Climb +8, Hide +1, Listen +15, Move Silently 
  +14, Spot +3 
  Possessions amulet of health +2, boots of speed, 
  masterwork breastplate, cloak of resistance +2, 
  gauntlets of ogre power, +1 merciful dislocator 
  longspear, morningstar, ring of protection +1, 5 
  javelins 
   
  
  COR7-14 The Densac Queen 
   
  Page 33 
  9: THE ALTERED ALTAR 
   
   
   
  GUECUBU* 
   
   
  CR 14 
  * Fiendish Codex I 41 
  CE Medium outsider (chaotic, evil, extraplanar, 
  incorporeal, Loumara 
  Init +2; Senses darkvision 60 ft.; Listen +30, Spot 
  +30 
  Aura haunting aura (60-ft. radius, Will DC 28) 
  Languages Abyssal, Common, telepathy 100 ft. 
  AC 18, touch 18, flat-footed 16; Dodge, Elusive 
  Target, Mobility 
   (+2 Dex, +6 deflection) 
  Miss Chance 50% 
  hp 156 (24 HD); DR 5/cold iron or lawful 
  Immune acid, electricity, fire 
  Resist cold 10 
  Fort +16, Ref +16, Will +19 
  Speed fly 30 ft. (perfect) (6 squares); Spring Attack 
  Melee touch +26 (sleep) or 
  Ranged thrown object +30  (2d6) 
  Base Atk +24; Grp – 
  Atk Options Blind-Fight 
  Special Actions possession, telekinesis 
  Abilities Str --, Dex 15, Con 14, Int 10, Wis 16, Cha 
  22 
  SQ incorporeal, loumara traits, natural invisibility 
  Feats Ability Focus (possession), Ability Focus 
  (sleeping touch), Blind Fight, Dodge, Elusive 
  Target, Iron Will, Mobility, Persuasive, Spring 
  Attack 
  Skills Bluff +35, Diplomacy +35, Disguise +33 (+35 
  acting in character), Forgery +27, Intimidate +37, 
  Listen +30, Sleight of Hand +31, Spot +30 
  Haunting Aura (Su) Outside of a host body, a 
  guecubu’s presence is unnerving and distracting. 
  Any living creature within 60 feet of a guecubu in its 
  natural form must succeed on a DC 28 Will save or 
  be shaken for as long as it remains in this area. An 
  affected creature that attempts to rest within a 
  guecubu’s haunting aura can do so but gains no 
  benefits from sleeping and awakens fatigued, as if 
  it had not slept at all. Once a creature makes this 
  saving throw, it is immune to that particular 
  guecubu’s haunting aura for 24 hours. 
  Natural Invisibility (Su) This ability is constant, 
  allowing a guecubu to remain invisible even when 
  attacking. This ability is inherent and not subject to 
  the invisibility purge spell. 
  Possession (Su) A guecubu can possess any 
  sleeping animal or humanoid. It must enter a 
  square occupied by the sleeping creature to 
  possess it. This victim is entitled to a DC 30 Will 
  save to resist possession; however, a successful 
  save does not cause the victim to awaken, nor is 
  the victim aware of the possession attempt even 
  after waking (although the victim can dimly recall 
  some strange, otherworldly dream). A guecubu can 
  take on any of the following roles while possessing 
  a creature; ally, controller, enemy, mutterer, or 
  rider. See Demonic Possession in Appendix 2 for 
  more information. 
  Sleep Touch (Su) A creature touched by a guecubu 
  in its natural form must make a successful DC 30 
  Will save or immediately fall into a deep sleep for 1 
  hour. A sleeping creature is helpless. Slapping or 
  wounding the sleeping creature awakens it, but 
  normal noise does not. Waking a creature is a 
  standard action. This is a mind-affecting sleep 
  effect.  
  Telekinesis (Su) A guecubu can use telekinesis as a 
  standard action (CL 20th). A guecubu can use this 
  ability even while possessing a creature without 
  that creature realizing it is technically the source of 
  the effect. If a guecubu elects to hurl something 
  such as a boulder or other dense object, it deals 
  2d6 points of damage on a hit. Weapons hurled in 
  this manner deal damage appropriate for the 
  weapons in question. 
   
   
  
  COR7-14 The Densac Queen 
   
  Page 34 
  APPENDIX 2: NEW RULES ITEMS 
  POSSESSED CREATURES 
  To use its possession ability, a fiend must be adjacent to 
  its desired target and in incorporeal form. A protection 
  from evil spell (or similar effect) makes any creature 
  immune to possession attempts. An unprotected target 
  must succeed on a Will saving throw (DC 10 + ½ fiend’s 
  HD + fiend’s Cha modifier) to avoid possession. An evil 
  target takes a -2 circumstance penalty on this saving 
  throw, and a target that is actually committing an evil act 
  at the time of the attempt takes a -4 circumstance penalty. 
  The DM can roll the saving throw secretly to prevent a 
  player from knowing whether or not his character has 
  become possessed. Once a creature makes a successful 
  save against possession, that fiend can not attempt to 
  possess that creature again for 24 hours. On a failed save, 
  the victim is possessed. 
   
  A fiend in possession of a body becomes part of the 
  victim. It is aware of what is going on around the creature 
  whose body it possesses and can see and hear as well as its 
  victim can. A possessing fiend can, at any time, speak 
  mentally to the creature it possesses in a language that 
  creature can understand, although if the victim isn’t very 
  intelligent, its comprehension might be limited. 
   
  A creature possessed by a fiend doesn’t always know 
  that it is possessed. Furthermore, a fiend can attempt to 
  hide its presence within a possessed creature, so that it 
  can pass through a magic circle against evil, enter a 
  forbiddance-warded church, or escape detection by a detect 
  spell or effect. To hide its presence, the fiend must 
  succeed on a special “mental” Hide check using its 
  Intelligence modifier rather than Dexterity modifier. The 
  DC for this check is 10 + level of the spell from which it 
  wishes to hide + spellcaster’s relevant ability modifier 
  (just like the saving throw DC of a spell). The fiend gains 
  a +4 circumstance bonus on its Hide check if it is not 
  currently controlling the victim. 
   
  A possessing fiend has immediate access to all its 
  victim’s current thoughts, as though using the detect 
  thoughts spell, except that it automatically reads surface 
  thoughts. If desired, a possessing fiend can probe the 
  possessed creature’s memories as well, but the victim is 
  allowed a Will save (DC 10 + ½ fiend’s HD + fiend’s Cha 
  modifier) against this effect. If the save is successful, the 
  victim keeps the fiend out of his thoughts for 24 hours. 
  Whether the save succeeds or fails, probing memories 
  automatically reveals the fiend’s presence to the victim. 
   
  Physical harm to the possessed creature does not 
  harm the fiend. Killing the possessed victim forces the 
  fiend’s incorporeal form back onto the Ethereal Plane, 
  but it is unharmed and can attempt a new possession 
  whenever it desires. Not even other incorporeal creatures 
  can harm a possessing fiend. 
   
  A fiend possessing a creature can take any one of six 
  roles with respect to its victim: ally, controller, enemy, 
  mutter, rider, or transformer. The fiend can switch from 
  one role to another as a free action. This adventure only 
  deals with two of the six possible roles. 
   
  Ally: If the victim is aware of the possessing fiend 
  and willing to serve as its host, the fiend can grant a +4 
  profane bonus to any one of the possessed creature’s 
  ability scores. This bonus is granted at the conclusion of a 
  bargaining period between the fiend and the possessed 
  creature (they can communicate telepathically with each 
  other). The fiend is in control of this bonus and can take 
  it away as a free action if the possessed creature fails to act 
  in a desired manner. If the possessed creature continues 
  to disobey the fiend’s instructions, the fiend can go from 
  ally to controller or from ally to enemy as a free action. 
   
  Rider: Much of the time, a possessing fiend simply 
  rides along with its victim, giving no clue as to its 
  presence. The fiend might combine riding with hiding to 
  get into an area protected by forbiddance or slip past a 
  magic circle against evil near a target it could not otherwise 
  approach. A fiend in the role of rider might eventually 
  decide to take on the role of ally or controller instead. 
  Doing so makes its presence known to the victim, 
  although a victim with a low Intelligence score might not 
  understand what is happening to it. 
   
  FEATS 
  Elusive Target 
  Trying to land a blow against you can be a maddening 
  experience. 
   
  Prerequisites: Dodge, Mobility, base attack bonus 
  +6. 
   
  Benefit: The Elusive Target feat enables the use of 
  three tactical maneuvers. 
   
  Negate Power Attack: To use this maneuver, you must 
  designate a specific foe to be affected by your Dodge feat. 
  If that foe uses the Power Attack feat against you, the foe 
  gains no bonus on the damage roll but still takes the 
  corresponding penalty on the attack roll. 
   
  Diverting Defence: To use this maneuver, you must be 
  flanked and you must designate one of the flanking 
  attackers to be 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 
  arrack 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 as 
  normally. 
   
  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 get a chance to trip you if your attack fails. 
   
  Source: Complete Warrior 110. 
   
  MAGIC ITEMS 
  Dislocator, weapon enhancement 
   
  Price: +1 bonus 
   
  Property: Weapon 
  
  COR7-14 The Densac Queen 
   
  Page 35 
   
  Caster Level: 12th 
   
  Aura: Strong; (DC 21) conjuration 
   
  Activation: Swift (mental) 
   
  Benefit: When you activate a dislocator weapon, the 
  next successful attack you make before the end of your 
  turn causes your target to be teleported up to 10 feet in 
  any direction you choose (Will DC 17 negates). You can’t 
  teleport a target into an occupied space (such an attempt 
  automatically fails and wastes the effect). 
   
  Projectile weapons bestow this property on their 
  ammunition. 
   
  A dislocator weapon functions three times per day. 
   
  Prerequisites: Craft Magic Arms and Armor, 
  teleport. 
   
  Source: Magic Item Compendium 32. 
   
  
  COR7-14 The Densac Queen 
   
  Page 36 
  APPENDIX 3: DM TRAVEL HELPER CHARTS 
  Use these charts to keep track of distances and times between points along the PCs’ chosen route. The first three hours 
  of day one are at 2 mi/hr. The rest of the week, due to rain, is at 1.5 mi/hr. If the PCs devise a different way and rate to 
  travel, adjust accordingly. For convenience, all important distances are divisible by 1.5 (normal travel rate per hour 
  during the storm). To determine # of hours for a given distance, consult Day 1 and Day 2-N charts. 
   
  DISTANCES BETWEEN LOCATIONS BY PC ROUTE CHOSEN 
   
  The Densac Queen Route 
   
   
  The Bay Road Route (via waystations) 
  Start 
  End 
  Distance 
  Zulern 
  Rain starts 
  6 miles 
  Rain starts 
  Crossroad 
  (find patrol) 
  3 miles 
  Crossroad 
  Densac Queen 
  10 miles 
  (19 miles from 
  Zulern) 
  Densac Queen 
  SouthBridge 
  9 miles 
  SouthBridge 
  Safeton via more 
  windy roads 
  53 miles 
  Total Distance 
  81 miles 
   
   
  Start 
  End 
  Distance 
  Zulern 
  Rain starts 
  6 miles 
  Rain starts 
  Crossroad 
  (find patrol) 
  3 miles 
  Crossroad 
  Bridge 
  1.5 miles 
  Patrol at 
  Bridge 
  1: Borka’s 
  Roadhouse 
  4.5 miles 
  (15 miles 
  from Zulern) 
   
  1: Borka’s 
  Roadhouse 
  2: Krandel’s 
  Retreat 
  16.5 miles 
  2: Krandel’s 
  Retreat 
  Pelgaryn 
  15 miles 
  Pelgaryn 
  3: Borka’s 
  Bayside Inn 
  1.5 miles 
  3: Borka’s 
  Bayside Inn 
  4: The 
  Woolly Rose 
  16.5 miles 
  4: The 
  Woolly Rose 
  Safeton 
  15 miles 
  Total Distance 
  79.5 miles 
   
   
  TRAVEL DISTANCE POSSIBILITIES PER DAY 
   
  Day 1 
  Assumes 2 mi/hr for 3 hours then 1.5 mi/hr 
   
  Day 2 – N 
  Assumes 1.5 mi/hr 
  Travel Hours at 
  wagon speed 
  Distance 
  (miles) 
  Forced March 
  checks 
  1 
  2 
   
  2 
  4 
   
  3 
  6 
   
  4 
  7.5 
   
  5 
  9 
   
  6 
  10.5 
   
  7 
  12 
   
  8 
  13.5 
   
  9 
  15 
  1 
  10 
  16.5 
  2 
  11 
  18 
  3 
  12 
  19.5 
  4 
  13 
  21 
  5 
  14 
  22.5 
  6 
  15 
  24 
  7 
  16 
  26.5 
  8 
   
   
  Travel Hours at 
  wagon speed 
  Distance 
  (miles) 
  Forced March 
  checks 
  1 
  1.5 
   
  2 
  3 
   
  3 
  4.5 
   
  4 
  6 
   
  5 
  7.5 
   
  6 
  9 
   
  7 
  10.5 
   
  8 
  12 
   
  9 
  13.5 
  1 
  10 
  15 
  2 
  11 
  16.5 
  3 
  12 
  18 
  4 
  13 
  19.5 
  5 
  14 
  21 
  6 
  15 
  22.5 
  7 
  16 
  24 
  8 
  
  COR7-14 The Densac Queen 
   
  Page 37 
  APPENDIX 3: DM TRAVEL HELPER CHARTS 
  Use this chart to keep track of which hours the PCs travel. Forced March hours (those beyond the 8th in a day), should 
  follow the rules on page 164 of the Player’s Handbook. It starts to rain at 3 p.m. on the first day and continues throughout 
  the week (hence the slower speeds of the wagons shown starting at that time). The first 5 hours have been filled in to 
  prevent confusion over the transition of movement rates due to rain. If the party leaves Zulern later than noon, adjust 
  the “Sum” column appropriately. It also happens to represent when the PCs find the Domain Patrol at the crossroad for 
  The Densac Queen route. 
   
   
   
   
  Day 1 
  Day 2 
  Day 3 
  Day 4 
  Day 5 
  Day 6 
  Day 7 
   
  Miles 
  Sum 
  Miles 
  Sum 
  Miles 
  Sum 
  Miles 
  Sum 
  Miles 
  Sum 
  Miles 
  Sum 
  Miles 
  Sum 
  1 
   
   
   
   
   
   
   
   
   
   
   
   
   
  2 
   
   
   
   
   
   
   
   
   
   
   
   
  3 
   
   
   
   
   
   
   
   
   
   
   
   
  4 
   
   
   
   
   
   
   
   
   
   
   
   
  5 
   
   
   
   
   
   
   
   
   
   
   
   
  6 
   
   
   
   
   
   
   
   
   
   
   
   
  7 
   
   
   
   
   
   
   
   
   
   
   
   
  8 
   
   
   
   
   
   
   
   
   
   
   
   
  9 
   
   
   
   
   
   
   
   
   
   
   
   
  10 
   
   
   
   
   
   
   
   
   
   
   
   
  11 
   
   
   
   
   
   
   
   
   
   
   
   
  NOON 
  2 
  2 
   
   
   
   
   
   
   
   
   
   
   
   
  1 
  2 
  4 
   
   
   
   
   
   
   
   
   
   
   
   
  2 
  2 
  6 
   
   
   
   
   
   
   
   
   
   
   
   
  3 
  1.5 
  7.5 
   
   
   
   
   
   
   
   
   
   
   
   
  4 
  1.5 
  9 
   
   
   
   
   
   
   
   
   
   
   
   
  5 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  6 
   
   
   
   
   
   
   
   
   
   
   
   
  Too Late 
  7 
   
   
   
   
   
   
   
   
   
   
   
   
  8 
   
   
   
   
   
   
   
   
   
   
   
   
  9 
   
   
   
   
   
   
   
   
   
   
   
   
  10 
   
   
   
   
   
   
   
   
   
   
   
   
  11 
   
   
   
   
   
   
   
   
   
   
   
   
  12 
   
   
   
   
   
   
   
   
   
   
   
   
  # Hours 
  Used 
   
   
   
   
   
   
   
  
  COR7-14 The Densac Queen 
   
  Page 38 
  DM MAP 1 
  This is a map of the bar and basement built around the Densac Queen. The Densac Queen rises at a 45 degree angle out 
  of the ground. The solid curved portion shown in the top half of the map represents the front of the ship as it rises out 
  of the building above the front entry doors and supported by four beams. The dashed lines in the bar section represent 
  where they hull was opened to make room for the bar itself. The upper deck of the Densac Queen is reached via stairs 
  going up within the bar section. The back doors leading to the wagon roundabout are not shown here. 
   
  The only portion of this ship in the basement level is the cargo hold. 
   
   
   
   
  
  COR7-14 The Densac Queen 
   
  Page 39 
  DM MAP 2 
   
  
  COR7-14 The Densac Queen 
   
  Page 40 
  PLAYER HANDOUT 1 
   
   
   
   
   
   
   
   
   
  
  COR7-14 The Densac Queen 
   
  Page 41 
  PLAYER HANDOUT 2 
  The follow is a letter scribed in practiced penmanship. It is obvious that the paragraph breaks are where the letter was 
  started up again after some period between.  
   
  Dear Father: 
   
  I am writing to inform you that all is well here in the city. While at first I missed life in the manor, I have been quickly 
  won over by the wonders that each district, each street, each back ally, has to offer. I am sorry I resisted your intentions 
  at first, and fear not, your money is being well spent. My apprenticeship is coming along splendidly, though I think 
  some of my fellow first-years are somewhat jealous of implied connections. 
   
  I had chance to deliver your letter of introduction on my behalf, but the master says he remembers me from his stay at 
  the manor when I was much younger. I must admit he looks just as I remember him. As you said, he has taken me on as 
  his special apprentice, thus forgoing many of the more basic classes at the college. There is some trepidation as now I’m 
  his servant, but this is better than serving the senior students at the college.  
   
  I have learned so much, more than any other first year I know of. I have taken several trips with the master, both 
  around the city and to a few places beyond. For the most part, I handle his horse and gear, take care of the menial 
  chores, and other tasks he cannot be bothered with, but still, when it is just us, he teaches me so much. Just being 
  around him as he solves problems is so grand, if only there was magic to measure the experiences I have gained just by 
  being in his presence. My one gripe is when he brings me along on his ‘secret works’, I always have to wait outside or in 
  the stables. I want to be by his side as he conducts mysteries for the guild. 
   
  I will send this letter to you soon Father. We are in One Ford heading south on the North Road, if I can find a courier 
  along the way, and if master lets me, I will send this letter off to you. It should reach you shortly this far south. I am 
  giddy with excitement, as I have had to wait in the stables in every town now, always prepared to flee without gear at a 
  moments notice. When the master gets like this, I know we are doing something extra secret and one day, he will let 
  me in on it. 
   
   
  <the letter is unsigned, and quite possibly had room for more entries>  
  
  COR7-14 The Densac Queen 
   
  Page 42 
  PLAYER HANDOUT 3 
  A scrap of parchment from a ledger was used to jot down notes. 
  - 
  Confirm size and weight of object. Will need to confirm what kind of stone it is made out of and what 
  kind of protrusions/carvings or what have you are made of. Cross check those with someone is the 
  stonecutters section on best method for removal and transport back to the city. 
  - 
  Look into transport costs and availability. Use our own pool, or hire out to one of these locals? Will 
  need to supply own labor because it would not do to have their kind as labor. That just would not be 
  cost effective—grayskins would take too bribes to explain to locals. 
  - 
  Remember to ask them about southern trade goods. If this goes through, would make a fortune if can 
  beat the others to that route. Maybe one of the local chiefs can be agreeable to let my wagons 
  through, but toll the others.  
  - 
  Need a private meeting with the Wizardry representative. Hope this is not all too good to be true; will 
  need to read his report on the item in question before anyone else. If this truly can lead to the 
  treasure haul our want-to-be friends promise, then need to get a good line on some ships. If it is even 
  half as valuable as they say, I am sure our leaders will know which way the wind is blowing. It is just 
  so much more cost effective when everyone agrees. Its time to put bad blood aside. 
  - 
  Note: Ask them about the profitability margins of acquisition and transport of sentient labor units. If 
  the laws change to accommodate an open trade, even on the slide, I think I could wet my beak in that 
  market. Tons of gutter snipes in the city who would never be missed. Would have to make 
  arrangements and get guarantees from their leaders that my own workers would not ‘go missing’ on 
  trade routes. 
  - 
  Personal: Suggest to them that even more bribes are needed to swing the vote, and that I can provide 
  information of what people truly want, for a price.  
   
   
   
   Cut here 
  PLAYER HANDOUT 4 
  The following is barely legible chalk scrawl on an outhouse wall. 
   
  Last Will And Testimony 
   
  I Wilfon of Dreeder Street, dues paid in full member of the MercenaryGguild of Greyhawk, make this out to be my final 
  wishes. 
   
  I want all my possession sold to raise a bounty to have that traitor and murderer Solious Kneecapper hunted down and 
  killed. I may be new to the guild, but to lure me down here under the pretense of being his back up for a big political 
  deal, then tell me nothing of what’s it is really about, only to run me through with his sword, not even give a dying man 
  a reason, not even a gloat!  
   
  When I meet Kneecapper again, in Baator, I’ll stare right back at that crazy look in his eyes and show him what a guy 
  from Dreeder Street can do! On Dreeder Street, we do not turn on a friend for no reason.  
   
  -Wilfon of Dreerder Street, City of Greyhawk. 
  
  COR7-14 The Densac Queen 
   
  Page 43 
  PLAYER HANDOUT 5 
  The following is engraved on a silver plaque affixed to the mast of the Densac Queen. 
   
  “Life came from the sea and to the sea all life will return. We beseech you Procan, Sailor of the Sea and Sky, give rest to 
  the souls whom sailed over your protective waves. Let them sleep with the fishes and not with the worms. Let their ship 
  bring them passage to you and your watery grave.” 
   
  - “Prayer for lost ships and crews” scriptures of Sailor of the Sea and Sky. 
   
  This is the Merchant vessel The Densac Queen, constructed to sail the warm southern waters to explore the riches 
  hoarded by the island heathens. It was on a return trip from the gulf of her namesake that she disappeared. The nearest 
  ship reported a great storm of energy engulf The Densac Queen. Less than ten minutes later, the energy storm had 
  dissipated, and the Densac Queen has disappeared.  
   
  The Densac Queen was found the next day by a passing farmer as you see it now. It’s bow proud in the air and two 
  thirds of the ship melded with the bedrock below it. Who knows just how much treasure was stolen from it’s hold 
  before authorities arrived, but if the log books made it through this nightmare journey, they’ve yet to surface.  
   
  Above all else, the real tragedy is the loss of all hands. They braved the gales of Ready’reat and hoards of primitives, 
  only to be taken by a demon of the seas. Thirty-two men down on the Densac Queen. This leaves only their wives, sons, 
  and daughters to remember. Captain Barrett shall be missed. 
   
  - City of Greyhawk’s Maritime Temple of Procan. 
   
   
   
   
   Cut here 
   
   
   
  PLAYER HANDOUT 6 
  A dream amid the summer night. 
   
  In your dream you’re on the bow of a ship, a warm pleasant wind blows out of the south. All around you is ocean. 
  Looking down, you see the carving of a beautiful woman with orange wings folding out from behind her, wrapping 
  around the sides of the bow. 
   
  You sense a commotion and feel compelled to watch the stern of the ship and the entrance to its secondary hold. 
  Captain Barrett is mustering some of his larger men to arms. “Get down there and stop that fool! Don’t let him mess 
  with the stones on that thing. I’ll toss him and his ill-begotten savage altar overboard. Break the door down!” The 
  Captain’s voice betrays his fear. 
   
  A sailor on watch starts to point directly up and yells, “Storm! Vortex! Demons! “, and looking up it is indeed all 
  three. The mass of crackling energy drops toward the ship like a teacup over a spider.  
   
  Looking down again, the carved lady on the bow looks up at you and says, “Summer is not time for nightmares. 
  Banish back the three before their power grows. Trap them within the stones. They can not bear the sleeper’s gaze, but 
  sending the sleeper into winter’s slumber allows the nightmares to be banished”.  
   
  With that, you feel weightless and a large clawed hand comes to rest on your back and shoulder. 
   
  You wake with a start. 
    
  
  COR7-14 The Densac Queen 
   
  Page 44 
  PLAYER HANDOUT 7 
  This is the remains of several parchments that are badly fire damaged and blown apart. The following are excerpts that 
  can be made out. They are in no particular order. 
   
  “…to be ratified by a full member vote. If the case is to be kept private, then accounts shall be kept off book via the 
  appointed rep of the Merchants Guild. If public, tariffs and property repayments shall go directly to city coffers and 
  redistributed to members who have signed agreement (see list and signing agreement in appendix four). All parties 
  involved shall abide by final decision concerning private or public.” 
   
  “…military shall be rotated off border at a rate of 10% per month….follow-up of repatriation of Wild Coast. 
  Reimbursement costs shall be made full in a timely manner for any additional harassment by rogue elements. A claims 
  court shall be set in full at South Watch and Safeton, with courier service to Pomarj ambassador in Greyhawk City. “ 
   
   
  “[note in a margin] >This won’t fly. They’ll get the Merchant guild vote with these bribes, but with the current mandate 
  and distribution of power, this won’t gain our support. Tell his Lordship to baator with the treasures, we need 
  assurances of border safety! You can’t make it work without us, so this whole clause must be rewritten.” 
   
  “Wagon Routes: (1A) Bay Road (south); Jurisdiction shall be divided between appointed Merchant guild Rep and local 
  authorities. Security fees of local authorities to be paid to Mercenary guild for all caravan duties. (1B) Wolly Bay; All 
  ships shall require Cartographer Guild members on board and….” 
   
  “…neutrality in all other matters not relating to trade. The City of Greyhawk is and shall always be, open to whom ever 
  wishes to sell their goods. Peace shall…” 
   
  “<in-formal handwriting > …but if that is still the case, we are going to need some serious concessions here. The 
  ramifications are huge! With all the finger pointing, not to mention these new allegations that only those against the 
  treaty are having their assets harassed by these new bandit threats, we need to be on the same page. We all have a lot to 
  lose if this goes bust. Now that we’ve started, if this fails, the power vacuum shall cripple our city, not to mention bring 
  renewed hatred on the Pomarj. Our people need to think they can trust those who represent them, be it guild master, 
  judge or council member. With all these refuges, mob action is a real threat. “ 
   
   
  
  COR7-14 The Densac Queen 
   
  Page 45 
  PLAYER HANDOUT 8 
  A vision forces its way into your mind like a bolt of energy. 
   
  You are atop a stepped pyramid high above the jungle treetops. The air is heavy with the coppery scent of fresh blood. 
  Around you are Olman people, dressed as priests and warriors, blood and feathers. Chanting in their strange tongue fills 
  the air, but you can just make it out in the back of your mind. They’re calling for an old forgotten being to enter an even 
  deeper sleep, to take back his dreams of them.  
   
  Your hand is resting on a black altar with a platinum skull and ruby eyes. A high priest is setting three jade stones 
  into sockets in front of the skull. As he does this, a silver smith pours his liquid craft into the inlays as the altar 
  combines the pour with its magic. 
   
  “…to your stones, I call you! To each drifting dream, return to your dreamer, plague us no more. It is your winter 
  and our spring. We shall face the trials of the seasons with eyes open, until it is our winter and we shall sleep and our 
  dreams shall come to us and be banished along with yours. The murderous dreams that fear your gaze shall flock to your 
  dreaming eyes.”  
   
  The priests have finished the preparations and start to manipulate a stone disk on the front of the altar.  
   
  “In each season we battle, each season we prepare to face our dreams.” 
  As the priest stops turning the disk, metal eyelids form on the skull, covering the ruby eyes. An even greater unsettling 
  feeling washes over you as three clouds of whirling energy appear like vortexes linked to each of the jade stones.  
   
  “From great distance, you have been returned. Nightmares three, be replaced with our summer dreams. Be replaced 
  with our own unsettling dreams, we shall dine on dry meat and spice, manifesting the unsettling slumber” 
   
  With that, the priests start to ravenously feed on a carcass of a wild boar. All the while the energy vortexes whirl, 
  trying to break the invisible bonds that hold them. Then priests then ingest a strange potion and slump over, fast asleep. 
  They kick and sweat in their slumber as the warriors watch the altar carefully.  
   
  After some time, the sleeping priests calm down, and the disk on the front of the altar moves on its own and the 
  ruby eyes open once more, but as they do, the vortexes are sucked into the altar.  
   
  Then the warriors pick up the sleeping priests, thrown them on over their shoulders and start to run down the 
  steps of the pyramid. One warrior looks back to you and yells, “Run you fool, chaos as awakened, let it take its course!” . 
   
  Looking up, a giant vortex of energy is lowering around the entire pyramid. Strange beings ride the swirling winds. 
  The warriors have escaped the pyramid with their sleeping comrades, but it’s too late for you.  
   
  You awake back to reality with a jolt. 
   
  
  COR7-14 The Densac Queen 
   
  Page 46 
  PLAYER HANDOUT 9 
  THE GUILD OF WIZARDRY 
  Mission: We have picked you to represent our guild along with our brother guilds of the City of Greyhawk in being an 
  honor guard in the craft village of Zulern. To further show the importance of guild unity and organized labor, Zulern 
  will once again delivery examples of its goods to the town elders of Safeton. You shall be on hand to both protect these 
  goods and to put on a show of strength and solidarity.  
   
  Report to Lieutenant Sceeveit in Zulern. He has been informed you will check into a room at the Stone Cutter Inn. 
  Your stipend shall be covered by us and expect to be looked upon favorably when you complete this task. 
   
  Rumors: The area around Zulern has many places of (minor) wonder. Currently, new research is being done in 
  teleportation by the guild and samples from the mast, ribs, and bow plate of the Densac Queen would come in handy. If 
  you are able, take these sample and bring them back with you. 
   
  Happenstance: While on your journey south to Zulern, you came across a fellow apprentice of the guild tending 
  his master’s horse. He seemed excited and let on that he was on special assignment as his master was doing a great task 
  for the guild. The apprentice quickly caught a hold of his loose tongue and excused him from your company. The 
  apprentice was with two boys of the same age, but seemed to belong to different guilds.  
   
  MERCHANTS' AND TRADERS' UNION 
  Mission: The guild has picked you to represent it along with our brother guilds of the city of Greyhawk. The craft 
  village of Zulern is an extension of various guilds here in the city and we exercise a certain amount of control in the area 
  via this base of operations. 
   
  Every year during the Richfest week, Zulern offers samples of its craft to the towns around it. This year, you shall 
  be part of an honor guard, representing the honor and solidarity of our guild to the people of Safeton. The cargo has 
  been promised for Godsday, so you will need to hurry. Any loss of face in Safeton will affect our market share in that 
  city. They will move in and take our stalls, thus not sharing the space. Report to lieutenant Sceeveit once you have 
  checked into the Stone Cutters Inn and had a good rest.  
   
  Rumors: The countryside around Zulern is under-populated due to migration of refuges to the cities in reaction to 
  orc raids over the years. We have it on good authority that the orcs raids are settling down and peace could be in our 
  grasp. Be on the lookout for any information leading to the renewing of trade routes and commerce to the abandoned 
  rural areas. There is big coin in shipping back and re-supplying refugees. As well, if possible, pay your respects on behalf 
  of the guild for the lost souls aboard the Densac Queen. They were our brothers. 
   
  Happenstance: On the trip south to Zulern, you caught site of a senior member of the guild you had seen only 
  once before at the guild house. He was dressed down as is standard on business trips to keep a low profile. He was 
  telling the innkeeper he and his entourage would be leaving extra early in the morning to try and beat the weather 
  south. 
   
  MERCENARIES' GUILD  
  Mission: We mercenaries provide muscle for those who can pay for it, few questions asked. Now we are paying you to 
  go to the village of Zulern and flex some muscle for the locals. Report to Lieutenant Sceeviet of the local garrison on the 
  first day of Richfest. He has your marching orders.  
   
  You are doing this for the ‘honor’ of the guild, so do not disgrace us, or we will disgrace you, with extreme 
  prejudice. Honor is opportunity, so do not fail. 
   
  Rumors: The countryside is mostly abandoned due to migrations to the cities due to the constant threat of orcs. 
  Killing orcs is part of our business and business has been a little slow of late, so anything you can do to give the 
  economy a kick start would look good on you because it would look good on us.  
   
  Happenstance: On the trip down south to Zulern, you saw one of them Dreeder Street kids ( a street in the slums, 
  known for toughs). A mass of them joined the guild just before you did. They are all city folk to the core, so it is a bit odd 
  one of them would be this far south on a guild job.  
   
   
   
   
   
   
   
   
  
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  CARTOGRAPHERS' GUILD  
  Mission: You have been selected above all others to represent our guild to the craft village of Zulern in the 
  southeastern portion of the Domain of Greyhawk, some 90 miles north of the Pomarj buffer zone. Meet at the Stone 
  Cutter Inn and report to Lieutenant Sceeveit on the first day of Richfest. We understand you will be traveling to 
  Safeton from there. Do well on our behalf and we shall do well upon your behalf. 
   
  Rumors: There are many wondrous sites, though many of them have been mapped, it never hurts to recheck. The 
  population in the countryside is mostly gone, but one day when peace arrives, they shall resettle. And with resettlement 
  comes land disputes and surveying, all of which could line our pockets well to fund great expeditions. Keep your ears 
  open for contacts on this. 
   
  If you can make it there, please pay your respects to the memorial at the Densac Queen. Many of those sailors had 
  close ties with our guild and our services.  
   
  Happenstance: Nothing unusual has happened 
   
  THIEVES’ GUILD  
  Mission: For reason you do not need to know, you are going to be ‘representing’ us in the village of Zulern during the 
  week of Richfest. Don’t mess this one up! When you get in town, you are to stay at the Stone Cutter Inn. Then on the 
  first day of Richfest, you report to the local twerp named Lieutenant Sceeviet. He is expecting people from all the guilds 
  of the City, so you are going to be reporting in for the Baker’s and Cook’s Guild. Do what they ask and keep any eye out 
  on everything. We stand to profit from them being successful.  
   
  Rumors: You are going to be close to the Pomarj buffer zone, so expect Pomarj and slaver agents everywhere. They 
  cut into our own rackets too deeply. Anything that makes them suffer makes us happy.  
   
  Happenstance: While you were being sent out of the city for this job, several of the more promising young 
  recruits were being rounded up for a ‘special duty’ which rumor has it, is to be very lucrative, but not all the masters of 
  the guild seem to agree. 
   
  GUILD OF NIGHTWATCHMEN 
  Mission: Greetings soldier in the fight against the tides of unlawfulness! In a bid to expand our influence against the 
  chaotic hordes to the south, we have selected you to represent our commonsense revolution among in village of Zulern 
  and town of Safeton. This special duty takes place during the festival week of Richfest. Please report to Lieutenant 
  Sceeviet of the local military garrison on the first day of Richfest where he will give you more instructions. We believe 
  you will be handling the duties of an Honor Guard. Make us proud, make us sturdy, make us wise. 
   
  Rumors: Don’t be fooled by the reports that orc tribes in the Pomarj buffer zone have settled down. It’s only a 
  matter of time before they rise up again in greed and rebellion. It’s their nature. Punish them for this if possible, thus 
  allowing all those who have fled to the cities to return safely to their country homes. Be on the lookout for the criminal 
  element that tries to prosper in these lawless lands between centers of justice, and stay clear Pelgaryn. It’s a bandit town 
  with not a lick of goodness to it. One day, this town shall be struck by The Cudgel. 
   
  Happenstance: Before leaving the city, more senior members have been pulled from their usual tasks and being 
  put on highly secretive missions, both in the city and without. The new recruits are also being screened heavier, but you 
  seemed to have passed with flying colors. 
   
  GENERIC CHURCH  
  Mission: The craft village of Zulern, like most communities in the Domain of Greyhawk, is holding its Richfest 
  celebrations. Much of our new congregation is made up of refuges that fled that area near the Wild Coast buffer zone. 
  Farms, estates, and whole hamlets abandoned and moved to larger population centers, such as our city. But some of 
  those people moved to smaller locations such as Zulern seeking trade jobs. We have learned that several of the various 
  guilds from the city are sending representatives to Zulern to perform an honorary task. While the guilds attend to 
  wining over the people’s minds and coin, you shall win over their hearts and soul. Report to the garrison commander of 
  Zulern as our representative. 
   
  Rumors: Refugees from the south of the Domain of Greyhawk tell many stories of orc raids and inhuman cruelties 
  caused by orcs of the Pomarj. There is an ocean’s worth of bad blood boiling over against those gray-skinned humanoids 
  amongst the city’s population. Some want to garrison the buffer zone in force, others want to purge the orcs out of the 
  Wild Coast and not stop till the Pomarj is humanoid free.  
   
  Not far from Zulern is the maritime memorial of the Densac Queen, a ship dedicated to the southern wind 
  goddess. The ship lays inland and a testimony to the many lives lost at sea on fruitless treasure hunts. Some say its 
  haunted by the spirits of the missing crew, but no church has ever sponsored a spiritual purge of the wreck, nor has one 
  ever been requested. 
   
  Happenstance: Nothing note worthy. 
   
  
  COR7-14 The Densac Queen 
   
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   PLAYER HANDOUT 10  
   
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Core/597/COR7-14 The Densac Queen (2-12)/COR7-14 The Densac Queen.pdf