TEXT: NYR6-S01 
   
   
   
   
   
  Making Your Marque 
   
  A One-Round Dungeons & Dragons® Living 
  Greyhawk™ 
  Introductory Adventure set in Nyrond 
  Version 1.0 
   
   
  by Torry Steed and Tom Kee 
  Triad Reviewer: Tom Kee 
  Additional Reviewer: David Howard 
  Playtesters: Jocelyn Eisenhour, Tiffany Glenn-Hall, Andrew Harasty, Dianna Hildreth, Pat McGrath, 
  Shannon McGrath, John Ruff, Susan Ruff, Brett Turney, Stephanie Zuiderweg. 
   
   
  With the blockade broken and the Black Prince's control finally removed, Nessermouth has begun to 
  return to normal. A new mayor is in place, a new sheriff as well, and Admiral Mantus has sent a new 
  commander to oversee the 1st fleet until he himself moves back. It's almost like a brand new start to the 
  town and a good place for new adventurers to start their careers. Especially those who like to be near or 
  on the water. If only the weather would just clear up. That storm on the horizon is certainly going to take 
  its toll on the shipping lanes. A one-round Introductory adventure set in Nyrond for 1st level characters 
  only (APL 2). 
   
  Part One of the "Relmor Bay" series. 
   
  Resources for this adventure [and the authors of those works] include NMR5-05 Winds of Change [Susan 
  Ruff and Eric Brittain], NYR5-03 For the Duchess of Woodwych [Robert Moon], NYR5-07 Road to Rel 
  Mord [Rene Ayala, John Jenks, and Tom Kee], NYR5-I04 Velvet Glove, Iron Fist [Robert Moon], WGR4 
  The Marklands [Carl Sargent], and the Nyrond web site Gazetteer (nyrond.org) [various]. 
   
  Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & 
  DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of 
  Wizards of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit 
  www.wizards.com/d20 
  This is an official RPGA
  ® play document. To find out more about the RPGA and to learn more on how you can sanction and run 
  DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
  DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, PLAYER’S HANDBOOK, 
  DUNGEON MASTER’S GUIDE, AND MONSTER MANUAL ARE TRADEMARKS OF WIZARDS OF THE COAST, INC, IN THE US 
  AND OTHER COUNTRIES. THIS MATERIAL IS PROTECTED UNDER THE COPYRIGHT LAWS OF THE UNITED STATES OF 
  AMERICA. ANY REPRODUCTION OR UNAUTHORIZED USE OF THE MATERIAL OR ARTWORK CONTAINED HEREIN IS 
  PROHIBITED WITHOUT THE EXPRESS WRITTEN PERMISSION OF WIZARDS OF THE COAST, INC. THIS PRODUCT IS A 
  WORK OF FICTION. ANY SIMILARITY TO ACTUAL PEOPLE, ORGANIZATIONS, PLACES, OR EVENTS IS PURELY 
  COINCIDENTAL. © 2005 WIZARDS OF THE COAST, INC. 
  Visit the LIVING GREYHAWK website at www.rpga.com. 
   
   
  
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of 
  an RPGA even from the RPGA website, or you 
  received it from your senior gamemaster. To play 
  this adventure as part of the LIVING GREYHAWK 
  campaign—a worldwide, ongoing D&D® campaign 
  set in the GREYHAWK setting—you must sanction it 
  as part of an RPGA event. This event could be as 
  elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house. 
   
  To sanction an RPGA event, you must be at 
  least a HERALD-LEVEL™ gamemaster. The person 
  who sanctions the event is called the senior 
  gamemaster, and is in charge of making sure the 
  event is sanctioned before play, runs smoothly on 
  the date sanctioned, and then reported back to the 
  RPGA in a timely manner. The person who runs 
  the game is called the table Dungeon Master (or 
  usually just DM). Sometimes (and almost all the 
  time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have 
  to be a HERALD-LEVEL GM to run this adventure if 
  you are not the senior GM. 
   
  By sanctioning and reporting this adventure 
  you accomplish a couple of things. First it is an 
  official game, and you can use the AR to advance 
  your LIVING GREYHAWK character. Second player 
  and DMs gain rewards for sanctioned RPGA play 
  if they are members of the DUNGEONS & DRAGONS 
  REWARDS program. Playing this adventure is worth 
  two (2) points. 
   
  This adventure retires from RPGA-sanctioned 
  play on December 31, 2007. 
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, 
  visit the RPGA website at www.rpga.com. 
   
  Players Read No Farther 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther 
  than this section, you’ll know too much about its 
  challenges, which kills the fun. Also, if you’re 
  playing this adventure as part of an RPGA-
  sanctioned event, reading beyond this point 
  makes you ineligible to do so. 
   
  Preparing for Play 
  To get the most out of this adventure, you need 
  copies of the following D&D rulebooks: Player’s 
  Handbook, Dungeon Master’s Guide, and the 
  Monster Manual. 
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase 
  or read aloud when appropriate. Sidebars contain 
  important information for you, including special 
  instruction on running the adventure. Information 
  on nonplayer characters (NPCs) and monsters 
  appear in abbreviated form in the adventure text. 
  Full information on NPCs and monsters are given 
  in Appendix 1. For your convenience, that 
  appendix is split by APL. 
   
  Along with this adventure you’ll find a RPGA 
  Session Tracking sheet. If you’re playing this 
  adventure as part of an RPGA-sanctioned event, 
  complete and turn in this sheet to your senior GM 
  directly after play. You’ll also find a LIVING 
  GREYHAWK Adventure Record (AR). 
   
   Living Greyhawk LEVELS 
  OF PLAY 
   Because players bring their own characters to 
  LIVING 
  GREYHAWK 
  games, 
  this 
  adventure’s 
  challenges are proportionate to the modified 
  average character level of the PCs participating in 
  the adventure. To determine this modified Average 
  Party Level (APL) follow the steps below: 
  1.  Determine the character level for each of the 
  PCs participating in the adventure. 
  2.  If PCs bring animals that have been trained 
  for combat (most likely dogs trained for war), 
  other than those brought by virtue of a class 
  ability (such as animal companions, familiars 
  paladin’s mounts) or the warhorse of a 
  character with the Mounted Combat feat, use 
  the sidebar chart to determine the number of 
  levels you add to the sum of step one. Add 
  each character’s animals separately. A single 
  PC may only bring four or fewer animals of 
  this type, and animals with different CRs are 
  added separately.  
  # of Animals 
  Mundane 
  Animals Effect 
  on APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  NYR6-S01 Making Your Marque 
   
  Page 2 
  
  3.  Sum the results of step 1 and 2, and divide by 
  the number of characters playing in the 
  adventure. Round up to the nearest whole 
  number. 
  4. If you are running a table of six PCs, add one 
  to that average. 
   
  Throughout this adventure, APLs categorize the 
  level of challenge the PCs face. APLs are given in 
  even-numbered increments. If the APL of your 
  group falls on an odd number, ask them before the 
  adventure begins whether they would like to play a 
  harder or easier adventure. Based on their choice, 
  use either the higher or the lower adjacent APL. 
   
  APL also affects the amount of experience 
  and gold a PC can gain at the end of the 
  adventure. If a player character is three character 
  levels or more either higher or lower than the APL 
  at which this adventure is being played, that 
  character receives only one-half of the experience 
  points and gold for the adventure. This simulates 
  the fact that either the PC was not challenged as 
  much as normal or relied on help by higher-level 
  characters to reach the objectives. 
   
  Furthermore, a PC who is four or more levels 
  higher than the highest APL supported by the 
  adventure may not play the adventure. 
   
  LIVING GREYHAWK adventures are designed for 
  APL 2 and higher. Four or five 1st-level characters 
  may find the challenge of an APL 2 adventure 
  difficult. Suggest the following to these groups to 
  help increase their chances of success: 
  1. Enlist a sixth player. 
  2. Advise characters to buy riding dogs to 
  help protect them and fight for them. 
   
  TIME UNITS AND UPKEEP 
  This is a standard one-round regional introductory 
  adventure, set in the Kingdom of Nyrond. 
  Characters from the Kingdom of Nyrond pay one 
  (1) Time Unit per round, while all other characters 
  pay two (2) Time Units per round. 
   
  Adventurer’s Standard Upkeep costs 12 gp 
  per Time Unit. Rich Upkeep costs 50 gp per Time 
  Unit. Luxury Upkeep costs 100 gp per Time Unit. 
  Characters that fail to pay at least Standard 
  Upkeep will retain temporary ability damage until 
  the 
  next 
  adventure, 
  must 
  buy 
  new 
  spell 
  component pouches and healer’s kits, and may 
  suffer other in-game penalties (or possibly gain in-
  game benefits) as may be detailed in this 
  adventure. 
   
  A character that does not pay for at least 
  Standard Upkeep may also avoid the above-
  described penalties by living off the wild. If the 
  character possesses four or more ranks in the 
  Survival skill and succeeds at a DC 20 Survival 
  check, the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, 
  may refill spell component pouches and healer’s 
  kits, and may restock up to 20 arrows or bolts if 
  the character has at least four ranks in Craft 
  (bowmaking). The player is allowed to Take 10 on 
  this roll. 
   
  More information about Lifestyle and Upkeep 
  can be found in the “Lifestyle and Upkeep” section 
  of Chapter 3 of the Living Greyhawk Campaign 
  Sourcebook. 
   
   
  ADVENTURE BACKGROUND 
   
  The Coup 
  On the 1st of Fireseek, 595 CY, the Black Prince 
  Sewarndt Nehron successfully captured Rel Mord 
  and with it the throne of Nyrond. Sewarndt used 
  powerful magic to redirect the gate at Onyxgate. 
  With the gate shifted, he marched his army directly 
  into the streets of Rel Mord and bypassed all the 
  security. In a matter of hours, the city had fallen 
  and the royal family had fled. Sewarndt took over 
  the running of the country after spreading the word 
  that Lynwerd had abdicated the throne. 
   
  Vote of Legitimacy 
  As Sewarndt set about solidifying his claim to the 
  throne, he called for a vote of legitimacy from the 
  Council of Lords (the landed dukes and counts of 
  Nyrond). 
  Woodwych, 
  Mowbrenn, 
  Orberend, 
  Flinthill, and Gamboge voted against Sewarndt's 
  legitimacy, 
  and 
  Eventide, 
  Brackenmoor, 
  Korenflass, Almor, and Womtham voted in favor of 
  Sewarndt. 
  Woodverge, 
  being 
  merely 
  a 
  protectorate and having no leader, did not vote. 
  Therefore, Sewarndt's vote of legitimacy resulted 
  in a tie! 
   
  Sewarndt was forced to cast the tie-breaking 
  vote as the official leader of Justcrown Province. 
  The vote of legitimacy, therefore, passed. But 
  barely. 
   
  Beremen’s Plan Is Hatched 
  Sewarndt voting for himself in order to break the 
  tie certainly diminished the value and symbolism 
  of the vote. Soon thereafter, in contemplating how 
  he might help the Emperor and increase his own 
  political 
  power, 
  Count 
  Romadnen 
  Beremen 
  remembered a woman named Jinelle approaching 
  him almost a year earlier about her child being the 
  heir to the ducal seat of Woodwych. If this were 
  NYR6-S01 Making Your Marque 
   
  Page 3 
  
  true, Beremen considered it an opportunity to 
  swing the vote of legitimacy more heavily in favor 
  of Sewarndt. 
   
  Thus, the Count of Brackenmoor began 
  executing a plan. Before contacting Sewarndt, 
  Beremen first had a diviner find out if Jinelle’s 
  baby was, indeed, the son of Adrean Talnith. The 
  answer came back in the affirmative. Next, the 
  Count tracked down the half-elf lass at the tavern 
  at which she worked and told her he was willing to 
  help her secure her son’s birthright. When 
  Beremen realized Jinelle now harbored ill feelings 
  towards Verin, he became even more emboldened 
  in his plan. 
   
  The Count moved Jinelle and her child into his 
  estate and showered her with lavish gifts befitting 
  a woman of stature. The quid pro quo was 
  unabashedly obvious, yet Jinelle had little problem 
  becoming the repulsive Count’s mistress if it 
  meant Verin’s undoing. 
   
  When they were sharing a meal a few nights 
  later, Beremen tested the waters further, hinting, 
  “Wouldn’t it be terrible if something were to ever 
  happen to Verin?” 
   
  Jinelle thought for a moment and then replied, 
  “Most unfortunate, indeed. I, of course, would fulfill 
  my duty and rule Woodwych as Duchess Regent 
  until my son came of age.” 
   
  “Just as Sewarndt has graciously stepped up 
  to rule after his brother’s abdication,” offered the 
  Count. 
   
  “Yes, I would rule just like Sewarndt has.” 
   
  In the following days, Beremen began secretly 
  plotting 
  how 
  he 
  would 
  arrange 
  for 
  the 
  assassination of Verin and then reveal Adrean's 
  baby to Sewarndt, hopefully finding great favor 
  with the Emperor when Jinelle would reverse 
  Woodwych's vote against Sewarndt on behalf of 
  her son, the heir to the ducal seat of the Duchy. 
   
  An Attempt on Verin's Life 
  Within a few days, Beremen met with Estward 
  Ventrose, the Count of Eventide. Estward was 
  known among the scummier side of society as one 
  of the most skilled rogues in the kingdom. 
  Beremen proposed his assassination plan to 
  Estward, hoping to tap into the rogue's extensive 
  network of assassins and other dark figures in 
  exchange for sharing the credit and goodwill from 
  Sewarndt that would likely follow. 
   
  The Count agreed, and arranged for a team of 
  skilled assassins to kill Lady Woodwych. Two 
  weeks later, the attempt was made but failed, as 
  Verin had become more vigilant in her own 
  security in the wake of Sewarndt taking the throne. 
  Beremen became quite worried interrogations or 
  divinations regarding the assassination attempt 
  would lead back to Estward and himself. 
   
  Estward, on the other hand, was quite 
  confident the powerful masking magic used by the 
  experienced assassins would ensure the two 
  nobles' 
  anonymity. 
  Beremen 
  remained 
  unconvinced, 
  though, 
  and 
  the 
  Count 
  of 
  Brackenmoor decided to use Jinelle's baby—
  Verin's grandchild—as leverage. 
   
  Verin’s Reprisal 
  Verin Talnith, surviving the assassination attempt, 
  incorrectly assumed that Sewarndt was behind it 
  and decided that she needed to counterattack 
  before other such attempts could be made. 
  Realizing that the Counts of Brackenmoor and 
  Eventide had voted illegally to legitimize Sewarndt, 
  Verin began gathering her troops to march south 
  and liberate Brackenmoor and Eventide in 
  Lynwerd’s 
  name. 
  Declaring 
  those 
  counties 
  protectorates of the Duchy of Woodwych, she 
  could reverse the Vote of Legitimacy and undo 
  Sewarndt politically. 
   
  But before she could march, she needed to 
  secure her grandchild’s safety. Again, Nyrond’s 
  adventurers came to the aid of the Kingdom, 
  rescuing Verin’s grandson and tipping the balance 
  of the attack in the Duchess’ favor. 
   
  With her grandson secured, the Duchess 
  mustered her own militia and scattered members 
  of the Ninth Legion in Adrean's Landing. 
   
  The adventuring party also saved a windrider 
  of the Sipharel elves, named Daethil, while on 
  their mission. Grateful for his rescue and finally fed 
  up with the increasing evil nature of Sewarndt, the 
  Sipharel ended their stance of neutrality between 
  the political factions of Nyrond and sent hundreds 
  of archers and dozens of windriders to join the 
  Duchess' army. 
   
  While on the rescue mission, the adventuring 
  party also befriended a pixie named Nittle. When 
  he returned home to his village, the pixie elders 
  decide to help the Duchess and they sent several 
  hundred fey creatures to join the Duchess' army. 
   
  The Duchess invaded Arnford and easily took 
  the city. She then marched towards Beetu and 
  asked the party of adventurers to make one more 
  trip into the Gnatmarsh to destroy a large crystal 
  shard that was being used to enthrall creatures of 
  the swamplands. She feared a Witch of the Bright 
  was using this to build a small army to attack her 
  troops as they marched from Beetu to Callistor. 
   
  Marching south, the Duchess arrived at Beetu 
  and met her first major resistance in her war on 
  the counties. Mercenary war trolls had taken 
  defensive positions around Beetu to defend the 
  NYR6-S01 Making Your Marque 
   
  Page 4 
  
  capital. The Duchess sent strike teams out to 
  neutralize these opponents as well as destroy 
  other key defensive elements of the city. Her army 
  subsequently invaded the city with little loss of 
  troops. The Count of Brackenmoor, however, had 
  fled the city to hide in Callistor. 
   
  And so, the Duchess began her march 
  towards Callistor and was relieved when the 
  adventuring party returned from their secondary 
  mission of destroying the enchanting crystal. The 
  witch's troops would not attack the Duchess on the 
  way to, or at, Callistor. 
   
  The Duchess arrived at the walled city of 
  Callistor. As before, she sent in strike teams 
  before her army could begin the main assault. 
  Missions 
  included 
  opening 
  the 
  city 
  gate, 
  neutralizing the anti-troop catapults, and capturing 
  the temple. She successfully took the city, but the 
  loss of troops was greater than in Beetu. During 
  the battle, one of the adventurers 'accidentally' 
  killed 
  Romadnen 
  Beremen, 
  the 
  Count 
  of 
  Brackenmoor, despite direct orders that he was to 
  be taken alive. That adventurer was later banished 
  from the Kingdom. 
   
  The Duchess then marched on to Shantadern. 
  This tiny city, by comparison, was nevertheless 
  home to the strongest resistance. Few in numbers, 
  the defenders of the city were big in stature. They 
  included Xavnaklach, the very old black dragon 
  from the Tilvanot Peninsula who had sired the 
  breeding group called the Izali ("lesser filth" in 
  Suloise), first mentioned in NYR4-02 In the Streets 
  of Oldred. The strike teams were once again 
  successful, though, in defeating the most powerful 
  monsters, and the Duchess' army easily took the 
  city, capturing the Count of Eventide in the 
  process. 
   
  Ultimately, the Duchess lost several thousand 
  troops, but was otherwise victorious on all fronts. 
  However, her southern march stopped there as 
  she then turned her troops north toward Rel Mord, 
  where she joined forces led by the no longer mad 
  Duke Younard, General Osmeran, the shifty Duke 
  Korenflass, and King Lynwerd himself in an all out 
  assault against the demonic forces of the Black 
  Prince. 
   
  The Job was Not Quite Done 
  The forces of troops and adventurers that 
  gathered at the Battle of Rel Mord were ultimately 
  successful in defeating the demonic and Hextorian 
  troops. Emperor Sewarndt himself fell to the sword 
  of his brother, but the fight was not completely 
  over. While Sewarndt himself fell, some of his 
  followers either avoided or escaped the Battle of 
  Rel Mord and continue to trouble the land. 
   
  The strongest remaining resistance came in 
  the form of the blockade near the mouth of the 
  Nesser 
  River. 
  One 
  of 
  Sewarndt’s 
  lesser 
  lieutenants, a man known as Mafisadi, was left in 
  charge and decided he had no reason to give up 
  on a good thing. Mafisadi blockaded river traffic for 
  months, keeping vital supplies away from the 
  Duchess of Woodwych and beyond. The blockade 
  even began to drive up prices in Nyrond and her 
  environs. 
   
  After Sewarndt’s defeat, Mafisadi, in addition 
  to 
  maintaining 
  the 
  blockade, 
  gathered 
  the 
  scattered remnants of Sewarndt’s troops in the 
  Nesser region and carved out a small empire for 
  himself along the Nesser River, with a capital in 
  Nessermouth. His tax ships patrolled the river, 
  collecting taxes from the merchant boats, and he 
  continued to earn revenue from the blockade. Only 
  the ships he permitted to pass by the blockade 
  could do so, and then only after paying a hefty toll. 
  Not only was the blockade draining revenue from 
  the war weary country of Nyrond, it was also 
  keeping critical rebuilding supplies from Nyrond’s 
  people. 
   
  Thankfully for the people of Nessermouth and 
  Nyrond, merchants from the Duchy of Urnst 
  decided to interfere and hired yet another group of 
  adventurers to break the blockade. However, in a 
  strange twist, a group of renegade Pholtan 
  zealots, working under the orders of Zylinchin, the 
  Fiendfinder-General and one time leader of the 
  now defunct Valorous League of Blindness, beat 
  the adventurers to the punch and blew up the 
  ships of the blockade, slaying Mafisadi as a 
  precursor to Zylinchin’s plans for Nyrond. 
   
  Nessermouth Moves On 
  With Mafisadi dead, and with neither the King nor 
  the Duchess of Woodwych having appointed an 
  official ruler as yet, the local merchants appointed 
  Leemund Andresen, a somewhat notorious local 
  merchant/smuggler, as Mayor of Nessermouth. 
  Andresen has proven to be just the man for the job 
  and shipping, of all sorts, has gotten back 
  underway full swing. Still, he’s not a stupid man 
  and knows that it’s only a matter of time until the 
  King appoints a new Count of Eventide, who will, 
  in turn, be looking for someone to rule in 
  Nessermouth. Leemund hopes to play both sides 
  of the fence in order to appeal to whomever the 
  King appoints. 
   
   
  NYR6-S01 Making Your Marque 
   
  Page 5 
  
  ADVENTURE SUMMARY 
   
  The adventure begins in Nessermouth at the 
  close of business on market day. The calm 
  afternoon is broken by the sound of a cracking 
  tree limb and the scream of a child. The PCs will 
  have the chance to prevent a tragic accident and 
  save a young girl named Cassandra. 
   
  Things take a dramatic turn when the PCs are 
  approached 
  by 
  Crump, 
  first 
  mate 
  of 
  the 
  Widowmaker, and offered a job hunting down a 
  notorious Scarlet Brotherhood ship. The only 
  encounter during the trip however is with a ghostly 
  pirate ship. The privateers arrive in Uskarn without 
  catching the Songbird and return to Nessermouth 
  in disappointment. 
   
  The PCs head over to Cassandra’s house and 
  find the scene of a terrible murder. The entire 
  family has been killed. The murderer left behind a 
  deadly trap for anyone who searches the area. 
  The only clues to the murder are in Atlan’s journal 
  where he talks about investigating a strange body 
  that washed up on shore a few days ago. The 
  clues lead the party to the Gravedigger, Jacob, 
  who spends most evenings at the Lustful Wench 
  tavern. 
   
  The Lustful Wench tavern is crowded with 
  sailors and dockhands. A salty old sea dog 
  entertains the crowd with a chilling ghost story and 
  a lively sea shanty. A local bully tries to put the 
  moves on the tavern girl but hopefully the PCs put 
  a stop to it. The encounter likely ends in a huge 
  bar brawl. Jacob is hopefully convinced to provide 
  information about where he buried the body so the 
  PCs can continue their investigation. 
   
  The PCs make an evening visit to the 
  graveyard where they can dig up the mysterious 
  corpse and search for clues. The mist clears to 
  reveal a ghostly woman who hopefully provides a 
  good scare to the PCs before she soars off leaving 
  lesser undead behind to deal with them. 
   
  The story ends without any real answers about 
  the murders but there are some clues. A scythe 
  was used in all the killings and the dead sailor was 
  clutching a slip of paper that said “Devil’s Pride” 
  which is the name of a pirate ship in the area. The 
  rest of the story is to be continued. 
   
  PREPARATION FOR PLAY 
  It is important to understand that the Relmor Bay 
  series, while being about pirates and privateers, is 
  at its heart a horror story. This module is meant to 
  set the tone for the rest of the series and to take 
  the PCs outside their comfort zone. Most 
  encounters will not quite be what they seem. 
  Friends will die. Some things, like the ghost ship, 
  will come tantalizingly close to interacting with the 
  PCs only to vanish into the mist. 
   
  This module and this series may very well 
  disturb the PCs and the players. That is its 
  intention. This module should leave them feeling 
  as though they have achieved little or nothing, and 
  may very well frustrate them. All you can tell them 
  is that it is only the beginning. 
   
  In terms of preparation, it is important to 
  understand the recent history of the area, 
  presented in the Adventure Background, and the 
  current state of the local area, presented in 
  Encounter 2: Chasing the Songbird and in 
  Appendix 2: Nessermouth and the Surrounding 
  Area. 
   
  Beyond that, simply make sure to read the 
  mod and especially the combat tactics. Nothing in 
  the mod is intended to be deadly, although the 
  encounters, especially the final encounter, may 
  very well seem so, and in fact should seem so to 
  the PCs. It’s important that they get the feeling that 
  they have gotten involved in something very 
  dangerous and potentially over their heads. 
   
   
  INTRODUCTION 
  The PCs begin the adventure in Nessermouth on 
  market day. They could be here for any number of 
  reasons but are most likely just looking to 
  replenish supplies before traveling on in search of 
  adventure. 
   
  A note about tone: This module has a rather 
  dark tone compared to some LG modules. There 
  is a terrible murder rather early on that even 
  involves children. The intent is not to be graphic, 
  but it is intended to be dark. 
   
  The weather throughout the module is 
  overcast and stormy. There is fog every evening 
  and distant thunder. The storm never actually 
  breaks so there isn’t any rain; it’s more about 
  setting the mood that something dangerous is 
  coming this way. 
   
  It is late on market day in Nessermouth and the 
  crowds have died down considerably. Some of 
  the merchants have begun loading up their 
  wares while others push even harder to sell off 
  the last of their goods. You find yourselves in 
  the company of several other new adventurers 
  as you wander about. 
   
  At this point allow the characters to introduce 
  themselves to each other, as they would likely 
  notice other adventurers in the crowd. 
   
  NYR6-S01 Making Your Marque 
   
  Page 6 
  
  ENCOUNTER 1: URCHIN IN A 
  TREE 
  As you near the center of the market a loud 
  “crack” rips the air not far away. Everyone’s 
  attention is drawn immediately to a large oak 
  tree and the young child dangling precariously 
  from a broken branch 20 feet up. The branch 
  gives a bit more and the child let’s out a shriek 
  of terror as everyone watches in disbelief. 
   
  Pause here very briefly. The PCs have a chance 
  to “interrupt” the boxed text to save the girl from 
  falling. Anyone who states they would like to go 
  forward and catch the child, cast feather fall, or do 
  anything else within reason that would save the 
  girl should be allowed to do so. Assume the PCs 
  are 20 feet away from where the girl would land 
  and that they can get there just in time for 
  whatever they try to do. If they don’t interrupt after 
  a second or two, continue with the following. 
   
  The branch gives way and the child falls 
  shrieking to the cobblestones below and lands 
  in a crumpled heap on the ground, obviously 
  seriously hurt. 
   
  The girl, Cassandra, is about 9 years old, with a 
  mass of short tangled hair. She is covered in 
  grime and dirt and it’s difficult to tell if she’s a boy 
  or a girl at first glance. She is wearing a simple 
  cotton shirt and breeches. The fall has broken her 
  leg and dropped her from a max of 4 hps to -3. 
  The PCs can make a Heal check to stabilize her 
  (DC 15) or use magic. A small crowd of onlookers 
  gathers around her but nobody else is able to 
  help. A moment or two after she is stable, her 
  brother, Jeffery, comes running up to the scene. 
   
  The small crowd parts as someone pushes 
  their way forward. “Cas! Cas! Oh no!” yells a 
  young boy as he takes in the scene. “Is she 
  alright?” He asks everyone in general. “We’ve 
  got to get her home. Father can help. This way, 
  it’s not far, I can carry her!” 
   
  Jeffery is 13 and very protective of his younger 
  sister. He insists that they take her home 
  immediately even if the PCs have fully healed her. 
  If Cassandra is awake she will insist that someone 
  save her cat, Urchin, from the tree. That’s what 
  she was trying to do when she fell. The PCs can 
  resolve saving the cat as they see fit (climb check 
  DC 10, 20 ft. up), but Cassandra is inconsolable 
  until the cat is safely out of the tree. Jeffery will 
  wait impatiently while the cat is rescued if 
  necessary. 
   
  Their father’s house is not far. The parents 
  greet everyone and show a great deal of concern 
  for their daughter. Their father, Atlan, is a cleric of 
  Pelor and will heal Cassandra with his magic if 
  necessary. Her mother, Kynthia, is naturally very 
  concerned about Cassandra and fusses over her 
  even after she has been healed. The family is very 
  grateful for the help of the PCs and insists that 
  they come back for dinner tomorrow night so they 
  can properly thank them. 
   
  Development: At this point Crump, the first mate 
  of the privateer sailing ship Widowmaker, arrives 
  at the house. He heard what happened at the 
  market and he’s looking for the adventurers that 
  were seen there. Crump is a salty old sailor with a 
  grim appearance but a fatherly demeanor. He 
  begs pardon for the interruption but asks to speak 
  to the “heroes.” 
   
  “Now then lads <and lasses>, I’m in a bit of a 
  tough spot. I’m first mate of the Widowmaker, 
  a privateer ship with a Letter of Marque here in 
  the County of Eventide. We’ve been hunting 
  pirates and smugglers, plenty of ‘em about 
  what with the recent war and all. 
   
  “I had arranged for a boarding party as our 
  letter requires, but they’ve skipped out on me 
  and just as we heard word of a prize catch too. 
  A ship called The Songbird was spotted just 
  off the coast heading north. She’s an infamous 
  vessel, you may have heard o’ her. She’s 
  sailed by those of the Scarlet Brotherhood. 
   
  “Our letter requires us to have an official 
  ’boarding party’ so we’re all legal and such. 
  Seeing how our last group turned yellow on 
  us, I’ve been scouring town for another bunch. 
  You folks will do if you’re willing.” 
   
  Crump will go on to explain the following if 
  necessary: 
  • 
  The PCs won’t actually be required to do all of 
  the fighting; the crew is experienced at 
  capturing other vessels and will do much of 
  the fighting themselves. 
  • 
  They will each be paid 250 gp for their help. 
  It’s more than would normally be offered, but 
  it’s very short notice and the captain really 
  wants a shot at The Songbird. 
  • 
  The tide is going out and if they don’t leave 
  within an hour or two, they’ll have to wait and 
  most likely miss their chance to catch the 
  Songbird. 
  NYR6-S01 Making Your Marque 
   
  Page 7 
  
  • 
  The captain of the Widowmaker is Marius. He 
  will show the PCs the Letter of Marque if they 
  wish. 
  • 
  The Widowmaker is a large, but fast, caravel 
  (a sailing ship) that carries a crew of 30 (not 
  including the PCs). 
  • 
  A Knowledge (local-NMR) or Profession 
  (sailor) check DC 20 means the character has 
  heard of the Widowmaker and captain Marius. 
  He has a reputation for attacking pirates and 
  illegal 
  smugglers. 
  Give 
  the 
  PC 
  a 
  +2 
  circumstance bonus if he’s a local to Eventide 
  or a member of the Nyrond Navy. 
   
  Atlan and his wife Kynthia encourage the PCs to 
  help, especially since it involves the vile Scarlet 
  Brotherhood. They make the PCs promise to 
  return to the house as soon as they return so they 
  can be properly thanked. Assuming the PCs agree 
  to help in the capture of the Scarlet Brotherhood 
  slave ship, proceed to the next encounter. 
   
  ENCOUNTER 2: CHASING 
  THE SONGBIRD 
  Captain Marius of the Widowmaker welcomes the 
  PCs aboard. He is grateful that they are able to 
  help on such short notice. The PCs will have to 
  sign the Letter of Marque to become the official 
  boarding party of the ship. 
   
   
  APL 2: Loot: 0 gp; Coin: 250 gp; Magic: 0 gp 
   
  The Captain will also explain that at least one of 
  the adventurers must be a Licensed Adventurer 
  (initial plus annual costs total 400 gp and 2 TUs, 
  see Appendix 3) to fulfill the Letter of Marque. He 
  will quickly arrange to have the PCs made 
  Licensed Adventurers at this time if need be. He’ll 
  send one of his men to bring back a naval 
  magistrate to take care of the paperwork. He will 
  advance funds from their payment to facilitate the 
  400gp fee. If one of the PCs must borrow funds 
  from the general pool, or from other PCs, this is 
  expressly permitted, but of course all funds must 
  be repaid at the end of the mod. As soon as this is 
  settled, the Captain will give the order to cast off. 
   
  If no one is willing to become a Licensed 
  Adventurer, or if no PC in the group qualifies, then 
  the Captain will express his deepest regrets for 
  bothering the PCs and will send them on their 
  way. In this case, skip this encounter entirely. That 
  means the PCs will not get the gold, will not get 
  the information, and will not see the ghost ship. 
  Please make a special note on the ARs that the 
  PC did not fulfill the Letter of Marque for the 
  Widowmaker. Whenever the PCs decide to return 
  to Father Atlan’s home, proceed to Encounter 3. 
  You may have to adjust the timetable and the 
  boxed text a little, but otherwise the module should 
  simply proceed on. 
   
  The crew is clearly very experienced and was 
  obviously been getting ready to sail before the 
  PCs arrived. They cast off within minutes of the 
  Captain giving the order. Most of the crew ignores 
  the PCs, but they are not rude to them. They are 
  just busy and excited about the prospect of 
  catching The Songbird. After the ship is out of the 
  harbor the crew settles into a familiar routine and 
  they calm down some. They will even talk with the 
  PCs about the area. 
   
  Use these bullet points to give current 
  information about the local area to the PCs. 
  Reference the background text as a guide, if 
  needed: 
  • 
  The coup 
  • 
  The attempt on Verin Talnith’s life 
  • 
  Verin Talnith’s decision to annex Brackenmoor 
  and Eventide 
  • 
  The march on Brackenmoor and Eventide 
  • 
  The Count of Brackenmoor was killed by an 
  adventurer against orders 
  • 
  The Count of Eventide arrested at the end of 
  the battle (the march ended in Shantadern 
  with his arrest) 
  • 
  Nessermouth was not recaptured at the time 
  • 
  The Countess then led her troops to Rel Mord 
  and took part in the recapture of the throne 
  • 
  The Duke of Korenflass also marched his 
  troops to Rel Mord and helped to overthrow 
  the Black Prince 
  • 
  Nessermouth stayed in the control of Mafisadi, 
  one of the Black Prince’s Lieutenants 
  • 
  Mafisadi 
  maintained 
  the 
  blockade 
  at 
  Nessermouth and crippled shipping on the 
  river 
  • 
  Merchants from the Duchy of Urnst hired a 
  group of adventurers to break the blockade, 
  but when they got there, they found that men 
  loyal to Zylinchin had already killed Mafisadi 
  and planted devices that destroyed the 
  blockade 
  • 
  Since then, the Duchess of Woodwych has 
  maintained 
  control 
  of 
  Woodwych, 
  Brackenmoor, and Eventide 
  • 
  However, neither she nor the king has really 
  had the time to deal with either county 
  properly yet, much less the far away port city 
  of Nessermouth 
  NYR6-S01 Making Your Marque 
   
  Page 8 
  
  • 
  Local merchants took it upon themselves to 
  appoint a mayor (who is said to be of 
  questionable character) 
  • 
  The mayor appointed a sheriff known to be 
  friendly with the mayor 
  • 
  Admiral Gassondian Mantus has not returned 
  to Nessermouth yet to reclaim direct command 
  of the 1st fleet, but he has sent Commander 
  Kallast Crandon to run the fleet until his return 
  (she would be the closest thing to a royal 
  representative in Nessermouth and is said to 
  be a member of the Crandon house from 
  Almor) 
  • 
  Nessermouth is also a town full of Onnwalese 
  expatriates with nearly 40% of the citizens 
  being from Onnwal 
  • 
  Because of the high number of Onnwalese 
  refugees in Nessermouth, much of the church 
  structure in the town consists of churches 
  more commonly found in Onnwal. Along with a 
  typical assortment of more typical Nyrond 
  churches 
  • 
  Duke Korenflass has not been seen since the 
  battle of Rel Mord. It’s rumored that he died 
  during the battle or that the King arrested him 
  for some reason. In any event, Korenflass is 
  also currently without a ruler. 
   
  As the crew and the PCs talk, the ship sails on into 
  the evening and the weather grows worse. A fog 
  rolls in and visibility drops but the captain is very 
  familiar with these waters so he continues the 
  pursuit. Things quiet down and much of the crew 
  settles in for the night. Ask the PCs if they are 
  keeping any watches, but make it clear that they 
  are not required to do so. Anyone who is awake 
  around midnight and on deck experiences the 
  following: 
   
  As you look out into the wispy swirling fog, it 
  parts momentarily and reveals a chilling sight. 
  There is a large ship not more than a hundred 
  feet away, but not any normal ship. It has an 
  unearthly glow. The hull of ancient looking 
  galley is rotting away and yet large gaps reveal 
  nothing but darkness. The sails are shredded, 
  but even in the still evening air, they billow out 
  as if dancing to a stiff breeze. The ship’s oars 
  till the water, and still there is no sound but the 
  gentle rush of your own ship as it moves 
  slowly through the waves. After just a few 
  heartbeats the fog changes again and the 
  ghost ship is gone leaving no wake. 
   
  The privateers on watch are clearly shaken by 
  what they saw. They inform the Captain but 
  otherwise absolutely refuse to speak of it. They 
  will try to silence anyone who does, whispering 
  harshly that it is terrible luck to speak of it. The 
  Captain goes pale when he hears about the ghost 
  ship and changes course slightly to avoid where it 
  was seen. The Captain tells any PCs who 
  approach him that this is not to be talked about. 
   
  The rest of the night passes uneventfully. The 
  storm that was brewing seems to fade but not 
  disappear and the weather is overcast and cold. 
   
  The Widowmaker arrives in Uskarn, about 
  eighty miles up the coast from Nessermouth, by 
  mid afternoon without so much as a single sighting 
  of the Songbird. The crew is in a foul mood once 
  they learn that their prey has escaped and 
  everyone wants to head back as soon as possible. 
  The return trip to Nessermouth is uneventful 
  despite the brewing storm. The crew is upset 
  about not sighting the Songbird and still shaken 
  about the ghost ship, so the return trip is more 
  quiet and glum. 
   
  ENCOUNTER 3: THE 
  MURDER 
  The PCs arrive back in Nessermouth shortly 
  before sundown a little less than two days after 
  leaving. Presumably they will want to head to the 
  promised meeting with Cassandra’s family. Read 
  the following when they arrive at the house. 
   
  With bellies and palates both longing for 
  Kynthia’s cooking, you arrive back at the Atlan 
  home just as Pelor sinks into the west. Odd 
  though that despite the growing dark there are 
  no lights coming from the small house up 
  ahead. And worse yet, there is no sign of 
  smoke from the chimney and no scent of the 
  expected dinner. Something seems wrong. 
   
  Further investigation reveals the following: 
  • 
  The front door is closed but unlocked. All the 
  curtains in the windows are closed. 
  • 
  There are no lights inside the house and the 
  doors to both bedrooms are closed. 
  • 
  Everything looks normal in the common room. 
  The table has been set for dinner and a fire 
  has burned out in the fireplace. There is one 
  chair at the dining room table that has fallen 
  over. 
  • 
  There is a pool of blood just barely visible 
  under the door to the parent’s bedroom (Spot 
  DC 15). A Heal check DC 10 will identify it as 
  blood. 
  NYR6-S01 Making Your Marque 
   
  Page 9 
  
  • 
  Inside the parents room is a terrible sight. 
  Atlan 
  and 
  Kynthia 
  have 
  been 
  brutally 
  murdered. Their bodies have been gashed 
  many times by a sharp object. There is a 
  tremendous amount of blood all over the 
  room, but no bloody footprints to be found 
  anywheree. The floor is covered and there are 
  large splatters on the walls and ceiling. Both 
  bodies lay on the floor between the bed and 
  the door. 
  • 
  The children’s room reveals a similar scene. 
  Both children have also been murdered and 
  by the same weapon. Cassandra’s body is on 
  the bed still half covered by her blankets. 
  Jeffrey’s body is on the ground in front of 
  Cassandra’s bed as if he moved to protect 
  her. 
   
  Any PC that attempts a Heal check on Atlan or 
  moves the body in any way before searching will 
  set off a trap. A visual search can be made, but 
  the Search DC to find the trap is 28. 
   
   
  Glyph of Warding (Blast) Trap: CR 4; spell; 
  spell trigger; no reset; spell effect (glyph of 
  warding [blast], 5th-level cleric, 2d8 acid, DC 14 
  Reflex save half damage); multiple targets (all 
  targets within 5 ft.); Search DC 28; Disable Device 
  DC 28. 
   
  Heal check (on any of the bodies): 
  • 
  DC 15 – The wounds were all caused by a 
  sharp bladed weapon, most likely a slashing 
  weapon of significant size (not a light 
  weapon). 
  • 
  DC 20 – The blade of the weapon was most 
  likely curved. 
   
  Casting detect evil in the house will pick up a 
  lingering aura of evil. 
   
  Searching the rest of the house will reveal two 
  important pieces of information. Searching the 
  parent’s bedroom will automatically reveal a 
  journal kept by Atlan (see Player Handout 1) in the 
  desk drawer. Inside the journal is a letter 
  addressed to him (see Player Handout 2). 
   
  A Search check of DC 15 or better will reveal 
  Urchin, Cassandra’s cat, hiding under her bed. 
  The animal is terrified and a PC wishing to calm 
  her down needs to make a DC 15 Handle Animal 
  check. If the PCs cast speak with animals and talk 
  to Urchin they can find out what she knows 
  (alternately, they could track down Alanna 
  Ghriogair, the priestess of Beory outside of town 
  and pay her to cast the spell). She saw what 
  looked like a man come into the house with a big 
  shiny stick. She came into the bedroom with the 
  children and hid under the bed. Then she heard 
  lots of yelling and smashing. Then everything was 
  quiet but she knew things were bad and that her 
  family was not OK. The man had big heavy boots 
  and a black cloak. That’s all she knows. 
   
  Development: The letter and the journal that the 
  PCs find should lead them to the Gravedigger, 
  Jacob. As indicated in the journal, he can be found 
  almost every night at the Lustful Wench Tavern 
  down by the docks. Searching the house should 
  take between a few minutes and two hours 
  (depending on how much time the PCs wish to 
  spend). They should still have time to go to the 
  tavern tonight it they wish. 
   
  It’s also possible that the PCs may wish to go 
  to the authorities before or after searching (or 
  even during). If so, direct them to the sheriff’s 
  office (although you may wish to remind them that 
  the sheriff is a questionable character). However, 
  it should be evening when the PCs search the 
  house, so they will not encounter the sheriff 
  directly. Instead, a paper pusher will take the 
  information and tell the PCs that they’ll get 
  someone out there to investigate “right away.” 
  They will eventually send out a team the following 
  day. The bodies will be buried two days later. 
   
  ENCOUNTER 4: THE 
  LUSTFUL WENCH TAVERN 
  Presuming the PCs arrive at the Lustful Wench in 
  the evening, read the following: 
   
  As you enter the tavern every person in the 
  place turns to face you with annoyance. The 
  wind whistles through the doorway and causes 
  the candles and lanterns inside to flicker 
  wildly. Once you enter and close the door 
  things 
  quiet 
  down 
  immediately 
  and 
  all 
  attention returns to a gray haired old man 
  sitting in a large comfortable chair by the fire. 
   
  “As I was saying, it was a cold and stormy 
  night, much like this one…” he continues. The 
  audience listens raptly as the old man 
  launches into a dramatic ghost story involving 
  a spectral pirate ship, a headless pirate 
  captain, and of course, buried treasure. 
   
  Throughout his story the battered old 
  parrot sitting above him pitches in with sound 
  effects for the story. At one point when a door 
  is slowly opened the parrot imitates a loud 
  squeaky door. Later in the story he makes the 
  sounds of rattling chains, a night owl, and a 
  piercing scream. He even makes the sounds of 
  NYR6-S01 Making Your Marque 
   
  Page 10 
  
  the howling wind and rain as the hero of the 
  story stalks through the graveyard and the 
  moaning of the ghost as it drains the very life 
  from him. 
   
  The crowd is absolutely silent as the crusty 
  old pirate’s story comes to an end. He pauses 
  for just a moment and then changes his pace 
  dramatically by launching into a classic sea 
  shanty, 
  which 
  the 
  crowd 
  picks 
  up 
  on 
  immediately. The tavern comes alive again as 
  everyone joins in and the spell of fear from the 
  ghost story is shattered. 
   
  The 
  tavern 
  is 
  crowded 
  with 
  sailors 
  and 
  dockworkers. It’s smoky and dimly lit but the crowd 
  seems friendly enough. The Gravedigger is 
  nowhere to be seen and if the PCs ask about him 
  they will find that he normally shows up within a 
  few hours of sundown. 
   
  A little while after the PCs have been waiting, 
  the Gravedigger shows up. Jacob is a tall gaunt 
  man standing nearly seven feet. He dresses in 
  black and makes it a habit to eye people when he 
  first meets them and pronouncing their height. 
   
   He sits at the bar and orders ale, his usual. 
  The PCs are free to move up and talk with him. 
  His attitude starts off as “unfriendly,” just because 
  he’s an old grump. Offering to buy him ale 
  improves it to indifferent. A Diplomacy check (DC 
  15) will improve it further to “friendly”. If nobody 
  buys him ale or dinner it will take a DC 25 
  Diplomacy check to improve it to “friendly.” Once 
  he has a friendly attitude, he will be willing to talk 
  about the location of the body. 
   
  While the PCs are trying to get on the good 
  side of the Gravedigger, the local bully stirs things 
  up. Farley is all brawn and no brains. He thinks 
  he’s Wee Jas’ gift to women and is out to prove it 
  tonight. He’s had his eye on the barmaid for a few 
  weeks now and has decided that tonight is her 
  lucky night whether she admits it or not. 
   
  While you’re busy chatting up the Gravedigger, 
  the young, and very attractive, barmaid drops 
  off some additional drinks at a nearby table. As 
  she turns away, one of the men there slaps her 
  rump, grabs her by the wrist and forces her to 
  sit in his lap. She is obviously uninterested 
  and struggles to get away. The brute is 
  persistent, however, and won’t let her go 
  without a fight. 
   
  She slaps him across the face with a 
  thundering clap and the tavern goes quiet. 
  “You unhand me now Farley, I won’t tell you 
  again”, she screams. 
   
  With hardly a blink toward her slap, Farley 
  casually replies, “Oh come now wench, I know 
  you’ve been eyeing me all week and tonight’s 
  your lucky night!” 
   
  The PCs have the option to interfere at this point if 
  they so choose. If they do interfere you should 
  skip the following scene and have the PCs interact 
  directly with Farley. If they seem reluctant, a local 
  hero tests his mettle. 
   
  A young lad, not more than 17 stands up 
  slowly from his seat at the bar. “You let her go 
  Farley”, he says in a shaky voice. Farley looks 
  over at the boy in confusion for a moment then 
  replies, “or what?” The tavern girl smiles 
  warmly at the boy, but is clearly still afraid. 
   
  The boy marches over to Farley and says 
  more 
  strongly, 
  “I’ll 
  make 
  you.” 
  Farley 
  considers for a moment, flings the girl aside 
  and kicks the lad in the shin, then stands up 
  and sends him flying across the room crashing 
  into a table full of people. It appears Farley 
  may get is way after all. 
   
  Assuming the PCs try to step in on the tavern girl’s 
  behalf at some point, Farley calls one of the PCs 
  out. He will try to lure one of them into a one on 
  one fight with no weapons if possible. If none of 
  the PCs are willing, he will call them cowards and 
  he and his goons will try to beat them up. Farley 
  and his goons will start out using unarmed attacks 
  to do non-lethal damage. If the PCs do lethal 
  damage at any point, they will draw weapons and 
  attack normally. The crowd will stay out of a one 
  on one fight between Farley and a single PC, but 
  they will join in if there are additional combatants. 
   
  If a bar fight breaks out, Jacob will join in and 
  gleefully knock several patrons over the head. He 
  seems to have a grand old time, unless things turn 
  lethal, in which case he will quickly find a corner to 
  hide in. Once Farley and his goons are down, the 
  PCs can sneak out the front door with Jacob, who 
  they have won over by their defense of the 
  barmaid. He’ll give the PCs directions to the grave 
  of the man who washed up on shore last week. He 
  put a mark on the gravestone that they can 
  recognize. 
   
  He also makes sure to remind them that 
  digging up a body, without the permission of the 
  mayor, will cause an uproar. Nobody goes over to 
  that graveyard at night, though, so they could 
  probably handle things discreetly if they do it at 
  night. However, if the PCs are thinking about 
  going there tonight, he’ll suggest strongly that they 
  rest for the night and heal their wounds instead. 
  NYR6-S01 Making Your Marque 
   
  Page 11 
  
  The body will still be there tomorrow night (and the 
  PCs need to be at full strength for the final 
  combat). 
   
  If the PCs do nothing, Jacob shakes his head 
  and buries himself in his alcohol and refuses to 
  cooperate further. It then takes a DC 25 
  Diplomacy check to get him to reluctantly provide 
  the information about where to find the grave. 
   
  APL 2 (EL 4) 
   
  Farley: male human barbarian 2; hp 22; 
  Appendix 1. 
   
  Bibbo & Croog (2): male human warrior 2; hp 
  19, 19; Appendix 1. 
   
  Note: The purpose of this encounter is to subdue 
  the bullies, not to kill them. If any of the bullies are 
  killed, the PCs will receive no experience for this 
  encounter. Make sure that the bullies do not 
  switch to lethal combat unless a PC does so first. 
   
  Treasure: While Nessermouth is not the most 
  lawful of towns, looting someone after a tavern 
  brawl is discouraged. If the PCs decide to loot 
  Farley or either of his friends, they can gain a little 
  treasure, but someone in the tavern will report the 
  PCs after the fact. In this case, they will receive 
  the “Wanted in Nessermouth” special item on the 
  AR. 
   
   
  APL 2: Loot: 4 gp; Coin: 2 gp; Magic: 0 gp 
   
  ENCOUNTER 5: THE 
  GRAVEYARD 
  The PCs can go investigate the graveyard the 
  same night as they met the Gravedigger, but they 
  should probably wait until the next night as they 
  will likely need to rest. The graveyard is about a 
  half mile outside of town in a swampy area just off 
  the main road. There is a graveyard in town near 
  the temple Zilchus, but it’s only for those that are 
  well-respected members of the church or who can 
  otherwise pay a hefty sum to be interred there. 
   
  As mentioned before the PCs only chance of 
  digging up the body in secret is to do it at night. 
  The road is too heavily traveled during the day to 
  avoid being seen. 
   
  The fog grows very thick and swirls around 
  you in the cold night air as you make your way 
  out of town. Distant thunder rolls across the 
  sky from the storm that just won’t seem to 
  break. After a short walk you find the sign on 
  the side of the road marking the trail leading to 
  the graveyard. You make your way a distance 
  down the trail and find the dry patch of ground 
  that passes for a graveyard just off the road. 
   
  It’s dark and PCs who don’t have darkvision will 
  need a light source in order to read the 
  gravestones. It takes only a few minutes to find the 
  correct stone marking the freshly dug grave. There 
  is a small, unlocked shed at the graveyard that 
  conveniently has some tools in case the PCs 
  forgot to bring their own. Divide four by the 
  number of people that dig to determine the 
  number of hours it takes to dig up the body. So, if 
  just one person digs it takes four hours, for two it 
  takes two hours, and if four people dig it takes one 
  hour. 
   
  You have finally managed to uncover the 
  corpse. The magic preserving the corpse has 
  worked well and it’s in fairly good condition. 
  The body is wearing leather pants but no shirt. 
  It’s an adult male and there are large bite 
  marks on the upper body with a large chunk of 
  flesh missing. 
   
  Heal check: 
  • 
  DC 10 – The body has been preserved by 
  magic but it was in the water for several days 
  before it washed up on shore. 
  • 
  DC 15 – The bite marks (and missing flesh) 
  happened after the man was dead. They were 
  from sea creatures, most likely sharks. 
  • 
  DC 20 – The actual cause of death was a 
  sharp bladed weapon, a slashing weapon with 
  a curved blade, similar to the one that killed 
  Atlan and Kynthia. 
   
  Search check: 
  • 
  DC 15 – Reveals a small scrap of paper with 
  the words “Devil’s Pride” scrawled out on it in 
  common. 
   
  A DC 12 Knowledge (nature) check will confirm 
  that some form of shark made the bite marks. A 
  DC 20 Knowledge (local-NMR) or Profession 
  (sailor) check will reveal that the “Devil’s Pride” is 
  a pirate ship that sails the waters near here. 
   
  Just as the PCs finish searching the body the 
  following encounter happens. 
   
  The mist swirls about you yet again, but this 
  time it reveals a ghostly figure. A human 
  woman stands with her back to you. But as 
  you watch, she turns slowly toward you and 
  her face contorts in rage. She lifts her arms 
  and her transparent form flies quickly towards 
  you with murderous intent. 
  NYR6-S01 Making Your Marque 
   
  Page 12 
  
   
  Pause here to roll initiative. The idea is to scare 
  the pants off the PCs with the appearance of a 
  ghost, but she leaves them to the lesser undead. 
  Of course, this is probably not the last they will see 
  of her. 
   
  The ghost streaks forward, rising off the 
  ground and unleashing an unearthly scream. 
  She passes mere feet above your heads and 
  then disappears into the fog. The earth of the 
  surrounding graves surges upwards as several 
  hideous creatures claw their way to the 
  surface. 
   
  Creatures: The ghost that streaks away is indeed 
  a ghost and far more powerful than any APL 2 
  party should be dealing with. Do not allow the PCs 
  to waste their time trying to attack or stop the 
  ghost. A standard DC 12 Knowledge (religion) 
  check will identify the ghoul and the zombies as 
  such. However, if the PCs beat the DC by 5 more, 
  they should also recognize that these creatures 
  seem a little stronger and a little tougher than 
  normal creatures of their kind. Otherwise, they 
  seem like normal undead. However, they are all 
  more difficult to turn than normal (see Appendix 1 
  for full stat blocks) and this may be another clue to 
  the PCs that these are not run of the mill undead. 
   
  APL 2 (EL 4) 
   
  Corpsecrafted Elite Ghoul: hp 22; Appendix 
  1. 
   
  Corpsecrafted Human Commoner Zombie 
  (2): hp 25, 25; Appendix 1. 
   
  Tactics: As a judge, it is important to understand 
  that this encounter is meant to seriously challenge 
  and scare the PCs. Because of the way these 
  undead were created, there is virtually no way for 
  a first level character to turn them. So, the PCs are 
  going to have to fight or run. However, the 
  encounter is not meant to be deadly. It is possible 
  a PC could get unlucky and get killed by a critical 
  hit or by second blow when already injured, but for 
  the most part the damage dealt should simply 
  knock PCs unconscious. If things do turn bad 
  though, see Developments below, as Osira will 
  arrive and turn the tide back toward the PCs. 
   
  The undead use their surprise round to claw 
  their way up from their graves, surrounding the 
  party. You can place the undead in any of the 
  other graves, but they should all start more than a 
  five foot step away from the PCs. Players 
  choosing to use a Feign Surprise card may act 
  during the surprise round. Combat should then 
  proceed normally using the initiatives rolled when 
  the ghost appeared. 
   
  The area around the graveyard, and not up on 
  the 
  road, 
  is 
  considered 
  difficult 
  terrain. 
  Additionally, the gravestones block charges. 
  Otherwise, both PCs and monsters can move 
  through squares with a gravestone normally. 
   
  The ghoul is fairly intelligent and will attempt to 
  spread his paralysis around. Most likely, he’ll try to 
  target weaker looking combatants first and then 
  move onto the next weakest as soon as he gets 
  the first paralyzed. He will not target elves, if he 
  can avoid it, until last as he knows his paralysis 
  does not work on them. He will not put himself in 
  extra danger just to get to his preferred targets 
  (i.e. don’t get him surrounded or have him give up 
  attacks of opportunity unnecessarily). 
   
  The zombies are unintelligent and will attack 
  the first living creature they encounter, moving 
  onto the next as soon as the first drops (they can 
  be easily bluffed this way by dropping prone and 
  not 
  moving). 
  However, 
  they 
  have 
  been 
  programmed to attack any individual that uses 
  positive energy. So, anyone casting a cure spell of 
  any sort or attempting to turn undead will 
  automatically be targeted and the zombies will not 
  change targets until the opponent drops. Again, 
  they can easily be bluffed by going prone and not 
  moving. The zombies will provoke attacks of 
  opportunity and will allow themselves to be 
  surrounded in order to get to the person who used 
  positive energy. 
   
  Note: The fog rules (Dungeon Master’s Guide, 
  page 94) indicate that creatures more than 5 feet 
  away have concealment (attacks by or against 
  them have a 20% miss chance). However, 
  consider this fog to be a bit lighter with 
  concealment only granted to creatures more than 
  10 feet away. Creature’s more than 30 feet away 
  should be considered to have total concealment. 
   
  Treasure: If the PCs think to search the graves 
  where the undead came from, they can find a bag 
  of assorted jewelry worth 750 gp in the grave 
  where the ghoul was hiding. This was the ghoul’s 
  treasure, which he had looted from various 
  corpses. It should be obvious to the PCs that this 
  treasure was taken from graves (e.g. tarnish, dirt, 
  bits of flesh, etc). The PCs can either keep the loot 
  (earning 125 gp each) or they can turn it over to 
  the Church of Osprem (via Osira or directly to the 
  Church) and will receive 250 gp each as a reward 
  for their honesty. The jewelry has sentimental 
  value that cannot be bartered for with a common 
  fence. 
  NYR6-S01 Making Your Marque 
   
  Page 13 
  
   
   
  APL 2: Loot: 0 gp; Coin: 125 gp; Magic: 0 gp 
   
  Or 
   
   
  APL 2: Loot: 0 gp; Coin: 250 gp; Magic: 0 gp 
   
  Developments: If the combat turns really bad for 
  the party, as in more than one character is facing 
  imminent death or if more than two-thirds of the 
  party is down or paralyzed, have Osira arrive and 
  turn the tide for them. Have her make a Turn 
  check to start with, which will auto-succeed at 
  turning even the ghoul. Then she will then use 
  cure spells to bring the PCs back up. The PCs 
  should be able to finish the fight in ten rounds 
  when the undead return. 
   
  Otherwise, when the combat is over, Osira will 
  show up as soon as the PCs have finished 
  searching and healing and before they leave. The 
  Church of Osprem has taken responsibility for 
  overseeing the graveyard and she was simply out 
  patrolling when she saw their lights. She will start 
  by thanking them for destroying the undead and 
  then will listen to their story. 
   
  She will offer to give what aid she can, but 
  outside of some healing and telling them that she 
  will put in a good word for them with the temple, 
  she really won’t be of much use in this mod. She 
  can confirm for them that the Devil’s Pride is a 
  pirate ship, but she does not know whether it’s in 
  town or not. 
   
   
  Osira: LG female human cleric 4 (Osprem). 
   
  When the PCs have finished speaking with Osira, 
  ask them what they would like to do next. 
  Presumably they will want to look into the Devil’s 
  Pride, whether immediate or after some rest, but in 
  any event, go the Conclusion. 
   
  CONCLUSION 
  The PCs have one clue to go on, the name of the 
  pirate ship. Ask the PCs how they would like to 
  proceed. As long as they have a reasonable idea, 
  they will be able to successfully discover that that 
  the Devil’s Pride left Nessermouth two days before 
  the body was found, just enough time to have left 
  it in the state in which it was found. 
   
  Unfortunately for the PCs, this is where the 
  adventure ends for now. This should leave them 
  with a sense of incompleteness and perhaps even 
  frustration. Their friends were murdered, but the 
  trail is cold and vengeance will have to wait for 
  another day. 
   
  NYR6-S01 Making Your Marque 
   
  Page 14 
  
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up 
  the values for the objectives accomplished. Then 
  assign the experience award. Award the total 
  value (objectives plus roleplaying) to each 
  character. 
   
  Encounter 3: The Murder 
  Disable or Survive the Glyph of Warding Trap 
  APL 2  
  120 XP 
   
  Encounter 4: The Lustful Wench Tavern 
  Defeat Farley and his friends without killing any of 
  them 
  APL 2  
  120 XP 
   
  Encounter 5: The Graveyard 
  Defeat the ghoul and the zombies 
  APL 2  
  120 XP 
   
  Story Award 
  Discover the name of the pirate ship in the 
  corpse’s hand 
  APL 2  
  45 XP 
   
  Discretionary Roleplaying Award 
  APL 2  
  45 XP 
   
  Total possible experience 
  APL 2  
  450 XP 
   
  TREASURE SUMMARY 
  During 
  an 
  adventure, 
  characters 
  encounter 
  treasure, usually finding it in the possession of 
  their foes. Every encounter that features treasure 
  has a “treasure” section within the encounter 
  description, giving information about the loot, 
  coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces 
  each character gains if the foes are plundered of 
  all their earthly possessions. Looting the bodies 
  takes at least 10 minutes per every 5 enemies, 
  and if the characters cannot take the time to loot 
  the bodies, they do not gain this gold. If you feel it 
  is reasonable that characters can go back to loot 
  the bodies, and those bodies are there (i.e., not 
  carted off by dungeon scavengers, removed from 
  the scene by the local watch, and so on), 
  characters may return to retrieve loot. If the 
  characters do not loot the body, the gold piece 
  value for the loot is subtracted from the encounter 
  totals given below. 
   
  The coin total is the number of gold pieces 
  each character gains if they take the coin 
  available. A normal adventuring party can usually 
  gather this wealth in a round or so. If for some 
  reason, they pass up this treasure, the coin total is 
  subtracted from the encounter totals given below. 
   
  Next, the magic items are listed. Magic item 
  treasure is the hardest to adjudicate, because they 
  are varied and because characters may want to 
  use them during the adventure. Many times 
  characters must cast identify, analyze dweomer or 
  similar spell to determine what the item does and 
  how to activate it. Other times they may attempt to 
  use the item blindly. If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) 
  and the item is used before the end of the 
  adventure, its total is subtracted from the 
  adventure totals below. 
   
  Once you have subtracted the value for 
  unclaimed treasure from each encounter add it up 
  and that is the number of gold pieces a characters 
  total and coin value increase at the end of the 
  adventure. Write the total in the GP Gained field of 
  the adventure certificate. 
   
  Loot = Looted gear from enemy; Coin = Coin, 
  Gems, Jewelry, and other valuables; Magic = 
  Magic Items. 
   
  Encounter 2: Chasing the Songbird 
   
  APL 2: Loot: 0 gp; Coin: 250 gp; Magic: 0 gp 
   
  Encounter 4: The Lustful Wench Tavern 
   
  APL 2: Loot: 4 gp; Coin: 2 gp; Magic: 0 gp 
   
  Encounter 5: The Graveyard 
   
  APL 2: Loot: 125 gp; Coin: 0 gp; Magic: 0 gp 
   
  Or 
   
   
  APL 2: Loot: 0 gp; Coin: 250 gp; Magic: 0 gp 
   
  Total Possible Treasure 
   
  APL 2: Loot: 4 gp; Coin: 502 gp; Magic: 0 gp; 
  Total: 506 gp 
   
  Special 
   
  Favor of the Church of Osprem: For destroying 
  the undead in the graveyard, Osira has promised 
  to arrange something special for you the next time 
  you make it to Nessermouth. This favor will come 
  into play later in the series. 
  NYR6-S01 Making Your Marque 
   
  Page 15 
  
  Urchin: You have successfully managed to 
  befriend Cassandra’s cat, Urchin. Perhaps her 
  eyewitness view of the murders will come in handy 
  at a later date. Only one PC at the table can have 
  Urchin, and it must be a PC that succeeded at the 
  Handle Animal check to befriend her. 
   
  Wanted in Nessermouth: While Nessermouth is 
  not the most lawful of towns, looting someone 
  after a tavern brawl is still illegal. Unfortunately for 
  the PCs, one of the locals apparently turned them 
  in when they decided to loot Farley and/or his 
  friends. In addition to counting as a criminal record 
  in Nyrond, this wanted status will also most likely 
  have repercussions the next time this PC is played 
  in Nessermouth, or perhaps even in Eventide. 
   
  NYR6-S01 Making Your Marque 
   
  Page 16 
  
  APPENDIX 1: APL 2
  ENCOUNTER 4: THE LUSTFUL 
  WENCH TAVERN 
  Farley: male human barbarian 2; CR 2; Medium 
  Humanoid (Human); HD 2d12+4; hp 22; Init +1; 
  Spd 40 ft.; AC 13 (+1 Dex, +2 armor), touch 11, 
  flat-footed 13; Base Atk +2; Grp +4; 
   
  Atk +4 melee (1d3+2, unarmed strike) or +4 
  melee (1d8+2, morningstar) or +4 melee (1d4+2, 
  dagger); 
   
  Full Atk +4 melee (1d3+2, unarmed strike) 
  or +4 melee (1d8+2, morningstar) or +4 melee 
  (1d4+2, dagger); 
   
  SA Rage 1/day; SQ Fast movement, 
  illiteracy, uncanny dodge; 
   
  AL CN; SV Fort +5, Ref +1, Will +0; Str 14, 
  Dex 13, Con 15, Int 8, Wis 10, Cha 12; 
   
  Skills and Feats: Intimidate +6, Jump +11, 
  Listen +5, Swim +7; Improved Unarmed Strike, 
  Power Attack. 
   
  Languages: Common. 
   
  Possessions: Dagger, morningstar, leather 
  armor, 20 sp, 6 gp. 
   
  Power-Up Suite: (Status – Rage); HD 
  2d12+8; hp 26; Init +1; Spd 40 ft.; AC 11 (+1 
  Dex, +2 armor, -2 rage), touch 9, flat-footed 11; 
  Grp +6; 
   
  Atk +6 melee (1d3+4, unarmed strike) or +4 
  melee (1d8+4, morningstar) or +4 melee (1d4+4, 
  dagger); 
   
  Full Atk +6 melee (1d3+4, unarmed strike) 
  or +4 melee (1d8+4, morningstar) or +4 melee 
  (1d4+4, dagger); 
   
  SV Fort +7, Ref +1, Will +2; Str 18, Dex 13, 
  Con 19, Int 8, Wis 10, Cha 12; 
   
  Skills and Feats: Intimidate +6, Jump +13, 
  Listen +5, Swim +9; Improved Unarmed Strike, 
  Power Attack. 
   
  Bibbo & Croog: male human warrior 2; CR 2; 
  Medium Humanoid (Human); HD 2d8+7; hp 19; 
  Init +1; Spd 30 ft.; AC 13 (+1 Dex, +2 armor), 
  touch 11, flat-footed 12; Base Atk +2; Grp +4; 
   
  Atk +4 melee (1d3+2, unarmed strike), +4 
  melee (1d8+2, morningstar), +4 melee (1d4+2, 
  dagger); 
   
  Full Atk +4 melee (1d3+2 nonlethal, 
  unarmed strike), +4 melee (1d6+2, club); 
   
  AL CN; SV Fort +5, Ref +1, Will +1; Str 15, 
  Dex 13, Con 14, Int 10, Wis 12, Cha 8; 
   
  Skills and Feats: Intimidate +4, Jump +7, 
  Swim +7; Power Attack, Toughness. 
   
  Languages: Common. 
   
  Possessions: Club, leather armor, 20 sp. 
   
  ENCOUNTER 5: THE GRAVEYARD 
  Ghoul, Corpsecrafted Elite: CR 3; Medium 
  Undead; HD 2d12+4; hp 22; Init +3; Spd 30 ft.; 
  AC 15 (+3 Dex, +2 natural), touch 13, flat-footed 
  12; Base Atk +1; Grp +5; 
   
  Atk +5 melee (1d6+4 plus paralysis, bite); 
   
  Full Atk +5 melee (1d6+4 plus paralysis, 
  bite) and +3 melee (1d3+2 plus paralysis, 2 
  claws); 
   
  SA Ghoul fever, paralysis; SQ Bolstered 
  resistance, darkvision 60 ft., undead traits, +6 
  turn resistance; 
   
  AL CE; SV Fort +0, Ref +3, Will +7; Str 19, 
  Dex 16, Con —, Int 12, Wis 19, Cha +16. 
   
  Skills and Feats: Balance +7, Climb +8, Hide 
  +7, Jump +6, Move Silently +7, Spot +8; 
  Multiattack. 
   
  Bolstered Resistance (Su): Undead raised 
  with the Bolster Resistance feat gain a +4 turn 
  resistance. 
   
  Ghoul Fever (Su): Disease—bite, Fortitude 
  DC 14, incubation period 1 day, damage 1d3 
  Con and 1d3 Dex. The save DC is Charisma-
  based. 
   
  An afflicted humanoid who dies of ghoul 
  fever rises as a ghoul at the next midnight. A 
  humanoid who becomes a ghoul in this way 
  retains none of the abilities it possessed in life. It 
  is not under the control of any other ghouls, but 
  it hungers for the flesh of the living and behaves 
  like a normal ghoul in all respects. A humanoid 
  of 4 Hit Dice or more rises as a ghast, not a 
  ghoul. 
   
  Paralysis (Ex): Those hit by a ghoul’s bite 
  or claw attack must succeed on a DC 14 
  Fortitude save or be paralyzed for 1d4+1 
  rounds. Elves have immunity to this paralysis. 
  The save DC is Charisma-based. 
   
  Zombie, Human Commoner: CR 1; Medium 
  Undead; HD 2d12+7; hp 25; Init -1; Spd 30 ft.; 
  AC 11 (-1 Dex, +2 natural), touch 9, flat-footed 
  11; Base Atk +1; Grp +4; 
   
  Atk +4 melee (1d6+3, slam); 
   
  Full Atk +4 melee (1d6+3, slam); 
   
  SQ Bolstered resistance, damage reduction 
  5/slashing, darkvision 60 ft., single actions only, 
  undead traits, +4 turn resistance; 
   
  AL NE; SV Fort +0, Ref -1, Will +3; Str +16, 
  Dex +8, Con —, Int —, Wis +10, Cha +1. 
   
  Skills and Feats: —; Toughness. 
   
  Bolstered Resistance (Su): Undead raised 
  with the Bolster Resistance feat gain a +4 turn 
  resistance. 
  NYR6-S01 Making Your Marque 
   
  Page 17 
  
   
  Single Actions Only (Ex): Zombies have 
  poor reflexes and can perform only a single 
  move action or attack action each round. A 
  zombie can move up to its speed and attack in 
  the same round, but only if it attempts a charge. 
   
   
  NYR6-S01 Making Your Marque 
   
  Page 18 
  
  APPENDIX 2: NESSERMOUTH 
  Nessermouth (Large Town): Conventional; AL 
  CN; 3,000 gp; Assets 615,000 gp; Population 
  4,100; Mixed (Humans 79% [Oeridian 35%, Suel 
  25%, mixed 40%], Halfling 8% [lightfoot 90%, 
  tallfellow 5%, deep 5%], Half-Elf 5%, Half-Orc 4%, 
  Gnome 2%, Elf 1.5% [high 60%, wood 30%, sea 
  10%], Dwarf .5%). 
   
  Authority Figures: Mayor Leemund Andresen 
  (CN male human Rogue 3/Expert 10); Royal 
  Admiral (in absentia) Gassondian Mantus, 1st 
  Fleet (LG male human [Oeridian] Aristocrat 
  3/Fighter 7); Sheriff Lindiir Carrack (N female 
  human Rogue 3/Ranger 5); Militia Leftenant Innis 
  Dalaigh (LN male human warrior 7); Commander 
  Kallast Cranden, 1st Fleet (LN female human 
  [Oeridian] Aristocrat 1/Expert 3/Fighter 3). 
   
  Important Characters: Dubh, old storyteller, 
  age 50 (N male human commoner 11); Farrak 
  Benzedren, head of most lucrative smuggling 
  operation (CE female human [Oeridian] rogue 9); 
  Reyvor Morrdarn, Warrior of Renown (LG male 
  human [Oeridian] fighter 8); Finna Ernstrand, High 
  Priestess of the Temple of Zilchus (LN female 
  human cleric 7); Jazia-Pyr, High Priestess of the 
  Temple of Osprem (LN female human cleric 6); 
  Jireen Aerian, High Priest of the Temple of Procan 
  (CN male human cleric 5); Kozin Shotanmi, High 
  Priest of the Church of Norebo (CN male human 
  [Suel] cleric 5); Merinia Leagallow, High Priestess 
  of the Hostel of Yondalla (LG female halfling cleric 
  5); Chekesh, Ex-Red Brigade veteran (CN male 
  human [Suel] barbarian 5); Temil Mazar, High 
  Priest of the Chapel of Xerbo (LN male human 
  [Suel] cleric 4); Zokesh Hesma, High Priest of the 
  Chapel of Jascar (LG human male [Suel] cleric 4); 
  Hlin Dankil, High Priestess of the Chapel of 
  Fortubo (LG female dwarf cleric 4); Osira, 
  priestess of Osprem (LG female human cleric 4).; 
  Father Atlan, High Priest of the Shrine of Pelor 
  (NG male human cleric 3); Alanna Ghriogair, High 
  Priestess of the Shrine of Beory (NG female 
  human [Flan] cleric 2). 
   
  Others: Bbn3 (x2), Bbn1 (x4), Brd5 (x1), Brd3 
  (x2), Brd1 (x4), Clr2 (x2), Clr1 (x8), Drd4 (x1), 
  Drd2 (x2), Drd1 (x4), Ftr4 (x1), Ftr2 (x4), Ftr1 (x8), 
  Mnk4 (x1), Mnk2 (x2), Mnk1 (x4), Pal4 (x1), Pal2 
  (x2), Pal1 (x4), Rgr2 (x2), Rgr1 (x4), Rog5 (x2), 
  Rog3 (x4), Rog1 (x8), Sor4 (x1), Sor2 (x2), Sor1 
  (x4), Wiz4 (x1), Wiz2 (x2), Wiz1 (x4), Adp4 (x1), 
  Adp2 (x2), Adp1 (x20), Ari5 (x2), Ari3 (x4), Ari1 
  (x20), Com6 (x2), Com3 (x4), Com1 (x3606), Exp5 
  (x2), Exp3 (x4), Exp1 (x119), War4 (x2), War2 
  (x4), War1 (x198). 
   
  This naval base of 4,100 people protects the 
  mouth of the Nesser and used to be a major port 
  of call for vessels from Scant, trading Iron League 
  products with Nyrond across the safety of the 
  strait. 
   
  That trade is long gone. Scarlet Brotherhood 
  vessels have tried to trade here, but fully forty 
  percent of the town population are exiled 
  Onnwalese and have made it plain that they will 
  sink any vessel that approaches bearing the 
  scarlet flag. Despite many ups and downs of late, 
  life in Nessermouth is returning to normal thanks 
  to the very good fishing in the broad estuaries and 
  the hunting and trapping of many large seabirds. 
  The small saline marshes around the estuary 
  likewise yield many game animals. Of course, its 
  strategic position as a vital port has also helped to 
  keep it desirable. 
   
  Under Archbold’s rule, a Bailiff administered 
  the town, the King not having trusted any local 
  landowner to control such a vital and strategic 
  port. Fully supported by his townspeople, this man 
  courageously refused to give any taxes to the King 
  above pre war levels. He dealt with the possibility 
  of the navy taking control of the town in the King's 
  name quite easily. He paid them directly from the 
  taxes he collected. Since the King wasn’t paying 
  the navy reliably, there was no doubt whose side 
  they were on. And Nessermouth was simply too 
  far from Mithat or Oldred for Archbold to use force 
  to overtake it. 
   
  For a while then, Nessermouth was virtually a 
  free town, and while trade declined, living was 
  good and the navy there had much better morale 
  than elsewhere. The four caravels and one galley 
  based there at the time kept Brotherhood ships 
  well away from the coastline, and of course were 
  seen as protectors by ordinary people, which was 
  very different from other ports along the coast. 
   
  The town grew insular, increasingly wishing 
  not to hear news from elsewhere. But those times 
  only lasted for the duration of Archbold’s rule. 
   
  When Lynwerd took the throne, he made 
  sweeping changes across the Kingdom of Nyrond, 
  but one of his first moves was to make sure that 
  the military of Nyrond was paid anything owed 
  them and that their loyalty was fully secured once 
  again. 
  Any 
  commanders 
  that 
  had 
  openly 
  disobeyed Archbold were relieved of duty and 
  replaced those more loyal to the throne. 
   
  During 
  the 
  reorganization 
  of 
  Nyrond’s 
  provinces, Eventide, the “least of Nyrond’s 
  regions,” was created. 
  NYR6-S01 Making Your Marque 
   
  Page 19 
  
   
  Lynwerd appointed Estward Ventrose, a minor 
  noble, to the seat of power as Viscount, largely on 
  the grounds that nobody wanted the job and 
  nobody in the right circles had anything negative to 
  say about him. It might well have been wise to 
  consult the wrong circles as well, but the King 
  probably would not have listened to lowlifes telling 
  him that his choice was one of the most skilled 
  rogues in the Kingdom. Furthermore, this may just 
  be drunken rumor anyway. 
   
  While most of the regions' mercantile activity 
  moved through Nessermouth, the King placed the 
  new regional capital at Shantadern, desiring a 
  more centralized and less troublesome seat of 
  local power. 
   
  Still, Nessermouth was not overlooked entirely 
  as Nyrond stationed the navy’s First fleet there, 
  under the command of Admiral Gassondian 
  Mantus. The fleet was commissioned to patrol the 
  waterways and nearby coastal waters of Nyrond. 
   
  Viscount Ventrose, later Count Ventrose, 
  personally appointed a new Bailiff, Eomund Vetter 
  and made sure to keep much closer tabs on this 
  ruler. 
  Things 
  were 
  good 
  once 
  again 
  in 
  Nessermouth with the new situation, but seed of 
  discontent started to grow as it became apparent 
  that Ventrose was not very quick to attack Scarlet 
  Brotherhood ships from trading in Eventide. 
  Although even he was not unwise enough to 
  suggest they put to port in Nessermouth, with its 
  large number of Onnwalese expatriates. 
   
  And so, it came as no surprise when Count 
  Ventrose chose to side with Sewarndt when the 
  Black Prince completed his second coup attempt. 
  Sewarndt of course wanted his own men in key 
  strategic locations, so Vetter was recalled to 
  Shantadern and was replaced a lesser-known 
  lieutenant of Sewarndt’s, Mafisadi. Under orders 
  from the traitor, Mafisadi blockaded river traffic for 
  months, keeping vital supplies away from the 
  Duchess of Woodwych and beyond. The blockade 
  even began to drive up prices in the meta-region. 
   
  In keeping with the Imperium's policy of 
  increased military strength, the Imperial fleet 
  underwent a major retrofit at the docks at 
  Nessermouth. Ships were upgraded and fully 
  stocked with all the latest in military modifications, 
  in one of the largest military expenditures in 
  Nyrond's recent history. But while this kept the 
  locals somewhat pacified, life in Nessermouth had 
  become 
  hard 
  under 
  Mafisadi. 
  Those 
  who 
  supported Sewarndt prospered, while those who 
  openly supported Lynwerd often went missing. 
   
  But things were to reverse course yet again. 
  The Duchess of Woodwych, Verin Talnith, 
  eventually led a large contingent of troops and 
  adventurers into both Brackenmoor and Eventide, 
  freeing both Counties from the yoke of the 
  Imperium while killing the count of Brackenmoor 
  and capturing Ventrose in the process.  
   
  Still though, Nessermouth had not been freed, 
  as the troops never reached that far south before 
  turning north and joining Lynwerd’s other forces at 
  the Battle of Rel Mord. 
   
  Fortunately, only a few short months after the 
  return of Lynwerd to the throne, a group of 
  merchants from the Duchy of Urnst contracted 
  with some adventurers to clear the blockade. The 
  adventurers succeeded in far grander style than 
  expected. They not only broke the blockade, but 
  also killed Mafisadi and helped to remove his 
  troops. Nessermouth was finally under the control 
  of the Kingdom of Nyrond once again. 
   
  With Mafisadi dead, and with neither the King 
  nor the Duchess of Woodwych having appointed 
  an official ruler as yet, the local merchants 
  appointed Leemund Andresen, a somewhat 
  notorious 
  local 
  merchant, 
  as 
  Mayor 
  of 
  Nessermouth. Andresen has proven to be just the 
  man for the job and shipping has gotten back 
  underway in full swing. Still, Leemund is not a 
  stupid man an knows that it’s only a matter of time 
  until the King appoints a new Count of Eventide, 
  who will, in turn, be looking for someone to rule in 
  Nessermouth. Leemund hopes to appeal to 
  whomever the King appoints by keeping as many 
  people happy as possible. 
   
  Admiral Gassondian Mantus has not returned 
  to Nessermouth yet to reclaim direct command of 
  the First Fleet, but he has sent Commander 
  Kallast Crandon to run the fleet until his return. 
  She would currently be the closest thing to a royal 
  representative in Nessermouth and is said to be a 
  member of the Crandon house from Almor. 
   
  Another interesting aspect of Nessermouth is 
  its religion. While home to many of the normal 
  faiths one would expect to find in a coastal Nyrond 
  city, the refugee population from Onnwal has 
  brought with it a number of faiths more commonly 
  found across the bay. In addition to the Temple of 
  Zilchus, the Temple of Procan, the Church of 
  Norebo, the Hostel of Yondalla, the Shrine of 
  Pelor, and the Shrine of Beory, you can also find a 
  prominent Temple of Osprem, a Chapel of Xerbo, 
  a Chapel of Jascar, and a Chapel of Fortubo. 
   
   
   
  NYR6-S01 Making Your Marque 
   
  Page 20 
  
  APPENDIX 3: LICENSED ADVENTURER 
  Licensed Adventurer  
  Licensed Adventurers are those explorers and 
  fortune hunters who have elected to register with 
  the Kingdom. In return for registering, a Licensed 
  Adventurer is given certain rights above those 
  granted to the average citizen of Nyrond.  
   
  In 591 CY, the crown of Nyrond instituted the 
  program of licensing the many adventurers left 
  over from the wars in order to recoup the debts in 
  the Kingdom’s treasury. This program became a 
  great success, with hundreds of adventurers gladly 
  turning over 20% of their income in order to 
  support their home and country.  
   
  In 593 CY, with the restructuring of the tax 
  code, the Licensed Adventurer program was also 
  restructured to require an initial and annual cost in 
  lieu of the 20% tax.  
   
  In 594 CY, the King instituted Professional 
  Adventuring Companies. These affiliated bands of 
  adventurers gained additional benefits by filing a 
  charter with the Kingdom. The King offered these 
  benefits to see some of the more powerful 
  collections of adventurers in Nyrond more closely 
  aligned with the throne, and also easier to keep 
  tabs on.  
   
  In 595 CY, against insurmountable opposition 
  and threat to life, adventures answered their 
  Country’s need. Therefore, in 596 CY, to 
  recognize 
  those 
  adventurers, 
  King 
  Lynwerd 
  instituted an Adventuring Company for each of the 
  respective medals and orders. The annual 
  Licensed Adventurer cost is waived if the 
  adventurer joins their applicable Adventuring 
  Company Order.  
   
  LICENSED ADVENTURER  
  To register, all a prospective adventurer need do is 
  visit their local magistrate, pay a small registration 
  fee, and take an oath of loyalty to King and 
  Country.  
   
  REQUIREMENTS  
  • 
  Must be a citizen of Nyrond.  
  • 
  No criminal record.  
  • 
  Take an oath of loyalty.  
  • 
  Alignment: Any non-evil  
   
  Oath of a Licensed Adventurer:  
  I, 
  ___________________, 
  do 
  solemnly 
  and 
  sincerely swear that I will abide by the laws, rules 
  and regulations of the Kingdom of Nyrond. I will 
  help, aide and obey those lawful authorities 
  appointed by the King and his representatives. I 
  will support and sustain King Lynwerd and the 
  Kingdom of Nyrond.  
   
  COSTS  
  Initial  
  • 
  1 TU for initiation.  
  • 
  200 gp for registration.  
   
  Annual  
  • 
  200 gp for licensing  
  • 
  1 TU for licensing (or pay an additional 500 gp 
  to have a courier deal with the paperwork).  
   
  BENEFITS  
  • 
  Can claim King’s Justice (i.e. Can request 
  formal trial in Rel Mord).  
  • 
  Has the right to keep and bear arms within the 
  Kingdom.  
  • 
  50% discount on many fees throughout the 
  Kingdom.  
   
   
  NYR6-S01 Making Your Marque 
   
  Page 21 
  
  DM MAP: FATHER ATLAN’S HOME 
   
  NYR6-S01 Making Your Marque 
   
  Page 22 
  
  DM MAP: LUSTFUL WENCH TAVERN 
   
   
   
  NYR6-S01 Making Your Marque 
   
  Page 23 
  
  DM MAP: THE GRAVEYARD 
   
  NYR6-S01 Making Your Marque 
   
  Page 24 
  
  PLAYER HANDOUT 1 
   
   
   
  Father Atlan, 
   
  I have gotten a report of a body that washed up on shore near Nessermouth. I want you to personally 
  investigate the situation. The man was apparently killed by a bladed instrument but the body is 
  decomposed and has been partially eaten by a sea creature so it will be difficult to tell. Do whatever you 
  can to investigate this strange corpse. I know the mayor has been giving you trouble lately and he may 
  want to brush this under the rug, but do what you can in spite of his meddling. 
   
  Father Archibald 
   
   
  NYR6-S01 Making Your Marque 
   
  Page 25 
  
  PLAYER HANDOUT 2 
   
   
   
  Atlan’s Journal 
   
  The journal clearly shows that Atlan is a priest of Pelor. He moved to Nessermouth two years ago 
  under orders from the church. Since then he has done various small things for them including some 
  investigations of unusual happenings in the area. His recent entries in the journal are related to his 
  current investigation. 
   
  “Mayor Andresen has not been supportive of my current investigation. He has never liked me and I 
  fear some of my harsh words in the past have come back to hurt me now. When I asked if I could 
  examine the body before it was laid to rest, he flat out refused. Fortunately I was able to assert my right to 
  provide last rites for the body before it was buried. I was able to secretly cast gentle repose on the body 
  before it was buried. That should keep the evidence intact for the next few days” 
   
  “The old gravedigger took the body out to bury it right after I gave my blessing. I feel certain I’ll be 
  able to convince him to tell me where it is. It will be a messy business, but I have to search that body. I’m 
  sure I’ll find him at the Lustful Wench. He’s there nearly every night. I’ll go tonight and have a word with 
  him…” 
   
   
   
  NYR6-S01 Making Your Marque 
   
  Page 26 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Nyrond/596/Intro mods/NYR6-S01 - Making Your Marque/NYR6-S01 - Making Your Marque.pdf