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 
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  A WORK OF FICTION. ANY SIMILARITY TO ACTUAL PEOPLE, ORGANIZATIONS, PLACES, OR EVENTS IS PURELY 
  COINCIDENTAL. © 2005 WIZARDS OF THE COAST, INC AND THE ADVENTURE AUTHOR OR AUTHORS. 
  VISIT THE LIVING GREYHAWK WEBSITE AT WWW.RPGA.COM 
  For questions specific to this document and your region, visit the Verbobonc website at www.verbobonc.net and e-mail 
  your triad point of contact at poc@verbobonc.net. For LIVING GREYHAWK campaign questions email rpgahq@wizards.com 
   
   
  VER6-04 
   
   
   
   
   
  Sign of the Black Orchid 
   
  A One-Round D&D® Living Greyhawk™ 
  VERBOBONC REGIONAL ADVENTURE 
   
  by Darren Spurrier, with Rob Silva and Vernon L. Vincent 
  Circle Reviewer: Tim Sech 
  Triad Reviewer: Michael Maenza, Rob Silva, and Vernon L. Vincent 
  Playtesters: Tom Bohla, Shaun Burton, Mark Fischer, Michael Grimm, Ian Thomas Hardin, Larry Haskell, Thomas 
  Hendricks, Gregg Homerding, Mike Lundin, and Robyn Sanicki   
  Cartography: Russell Akred 
   
   
  Does the good of the many outweigh the justice of one? Are you willing to brave the murky depths of politics to service 
  the greater good? As sins of the past threaten to tear the Viscounty asunder, true heroes seek answers to questions that 
  are not always black and white.   A one-round Verbobonc Regional adventure for PCs level 1-10 (APLs 2-8). 
   
  Metaorganizational Focus: Council of Abbots (Church of Rao), Elven Clans of the Gnarley Forest, Verbobonc Town 
  Project (Twilight Falls). 
  
  VER6-04 Sign of the Black Orchid 
   
  Page 1 
  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 DM (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 PC. 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 PC 
  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 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. 
  Sidebars 
  contain 
  important 
  information for you, including special instruction on 
  running the adventure. Information on nonplayer PCs 
  (NPCs) and monsters appear in abbreviated form in the 
  adventure text. Full information on NPCs and monsters 
  are given in Appendix 1.  
  Along with this adventure you’ll find a RPGA Table 
  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 PCs to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average PC level of the PCs 
  participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  1. 
  Determine the PC 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 PC 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 PC’s 
  animals separately. A single PC may only bring four 
  or fewer animals of this type, and animals with 
  different CRs are added separately.  
  3. 
  Sum the results of step 1 and 2, and divide by the 
  number of PCs 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 PC is 
  three PC levels or more either higher or lower than the 
  APL at which this adventure is being played, that PC 
  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 PCs 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. 
  
  VER6-04 Sign of the Black Orchid 
   
  Page 2 
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1
  st-level PCs 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 PCs to buy riding dogs to help protect 
  them, and fight for them. 
   
  TIME UNITS AND UPKEEP 
  This is a standard one-round Verbobonc regional 
  adventure. All PCs native to Verbobonc pay 1 Time Units 
  per round; all others pay 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. PCs 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 PC that does not pay for at least Standard Upkeep 
  may also avoid the above-described penalties by living off 
  the wild. If the PC possesses four or more ranks in the 
  Survival skill and succeeds at a DC 20 Survival check, the 
  PC 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 PC 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. 
   
  VERBOBONC TOWN PROJECT 
  Portions of this adventure take place in the town of 
  Twilight Falls, which is part of the Verbobonc Town 
  Project. PCs with citizen certificates for this town receive 
  the benefits listed on that certificate.  
   
  For more background and information on Twilight Falls, 
  the Dungeon Master (DM) is encouraged to visit the 
  Yahoo discussion group for Twilight Falls at: 
  http://games.groups.yahoo.com/group/Twilightfalls 
   
  This discussion group has additional resources that may 
  prove helpful in detailing the portions of the town not 
  covered by this adventure. Additionally, the DM is 
  encouraged to review the entry for Twilight Falls in the 
  Walker’s Guide to Verbobonc. 
   
  ADVENTURE BACKGROUND 
  Several years ago, during the time of the Greyhawk wars, 
  a series of murders occurred throughout a number of the 
  smaller villages in the outlying reaches of the Viscounty 
  of Verbobonc. The victims, young women of elven and 
  human descent, appeared to be ritualistically slain in a 
  manner most gruesome. The killer, rumored at the time 
  to be a worshipper of Iuz, left as his calling card a single 
  black orchid cradled in the hands of his victim. The 
  killings went on for several months and then suddenly 
  stopped. No evidence was ever found linking any one in 
  particular to the killings, and slowly and gradually, a 
  sense of calm returned to the towns. But no one ever 
  forgot the killings – least of all grieving family members.  
   
  The killer, Malcolm, had been the child himself of 
  worshippers of Iuz and was stepped from an early age in 
  the horrific rites performed by the follower’s of the old 
  one. His heart grew up twisted with the pain of his 
  upbringing and, knowing only pain and suffering, 
  returned pain and suffering to those around him. He 
  would have likely continued alone this path were it not 
  for an unlikely intervention. 
   
  The town of Guildren is the home of an abandoned 
  cathedral of Rao called the Shrine of the Peacemaker. 
  Sealed for over a hundred years, the shrine was the site of 
  the transfer of spiritual authority from the priests of Rao 
  in Veluna to those of Saint Cuthbert in Verbobonc, and 
  had fallen into disrepair as the citizens of the town had 
  left for more plentiful pastures. The town was a perfect 
  place for Malcolm to vent his twisted hatred and rage. 
  However, as he was fleeing the rough worn streets one 
  evening after having tortured a young woman into 
  madness, the ground beneath him collapsed and he fell 
  into an abandoned mine shaft. When the dust settled, 
  Malcolm discovered that one of his legs was pinned 
  beneath a large boulder, and his foot was crushed. Blood 
  tricked down his head and from his crushed leg and, as 
  the rage gave way to shock, he discovered that he was 
  dying. Slowly the night continued. Though the collapse 
  had blocked the hole where he fell, somehow noises still 
  filtered down to him. As his lifeblood ebbed, the noises 
  turned to shouts and screams. At first, Malcolm believed 
  he was hearing the cries of those that found the woman 
  he tortured, but they grew more frenzied – more 
  terrifying. And Malcolm began to realize that these were 
  the screams of his victims.  
  Malcolm drifted in and out of awareness. Each time he 
  drifted away, the same face – twisted and mangled 
  beyond reason – shimmered before him. Finally, the 
  screams turned to that of the elven woman whom he had 
  
  VER6-04 Sign of the Black Orchid 
   
  Page 3 
  tortured that night and the murderer abruptly realized 
  that the face he witnessed was his own. The screams of 
  his victims became his screams and their pleas his own. 
  Shuddering, he tore himself into awareness and 
  screamed for forgiveness. The effort proved too much for 
  his already battered body and, as pain blocked his vision, 
  all around him turned to brilliant white light.  
   
  Slowly, warmth began to fill Malcolm’s body, and the 
  pain – both physical and emotional – subsided. The light 
  gently receded to reveal large, yet surprisingly simple 
  sanctuary. As he looks, a grandfatherly old man, his skin 
  the color of worn leather, shuffled over to him. The only 
  sound was the pock-pock shuffle of the old man’s staff – a 
  shepherd’s crook – as it clicked against the marble floor. 
  Gently, the old man reached Malcolm, and reached a 
  hand toward his face to touch him. As the old man drew 
  his hand away, Malcolm noticed a glistening bead of 
  liquid clinging to his fingers. His tears, Malcolm realized.  
   
  The old man looked at Malcolm and a warm voice 
  resonated from the void, “What do you want?” The horror 
  of his crimes had pierced his soul as never before. The 
  pain and anguish of those he had killed had stripped him 
  raw until all that was left was a numbing ache of guilt and 
  regret. He wants to leave his past, but the faces now 
  haunted him. Drawing a shuddering breath, Malcolm 
  replied. 
   
  “To forget.”  
   
  The old man nodded, satisfied with the answer, and 
  reached out again to gently brush Malcolm’s brow. A 
  wave of vertigo swept over him. When he came to, he 
  found himself lying on the street uninjured. Around his 
  neck was necklace with the face of an old man, peaceful 
  and serene. As he contemplated how he had come to be 
  there, he realized that he had no memory of who he was. 
  His only memory was of the old man, whose image was 
  born on the necklace he wore, and a desire to somehow 
  atone for the suffering in the world. 
   
  Taking the name Cadifel, he took up the life of a priest of 
  Rao, and worked to restore the shrine and bring peace to 
  the region. The folk discovered he had a way of helping 
  others resolve differences without rapprochement, and 
  soon he became known as a peacemaker. As restoration 
  of the Shrine continued, Cadifel leaned more of the ways 
  of Rao, and Rao’s blessing soon manifested itself on him 
  in the form of divine spells and insight.  
   
  A humble man, Cadifel received attention despite his 
  modesty, and soon Edaddon Brill, the Bishop of Rao in 
  Verbobonc City recognized the man’s abilities and named 
  Cadifel the spiritual caretaker for the Shrine. Since that 
  time, Father Cadifel has performed his office with 
  humility and compassion, bringing peace to dissention 
  and turning anger to accord. His most noteworthy 
  achievement was the brokering of the Reunification 
  Accords in late 594, with helped reunite the Gnomes of 
  the Kron Hills with the Viscounty.  
   
  In Late 595, Cadifel discovered that a dwarven sculptor in 
  Swan – Fredrique – was, in reality, the murderous 
  assassin known as Obmi, the Hammer of Iuz. Obmi had 
  come to Swan to steal a magical book from the Shrine 
  that would prevent the Viscounty from defeating the 
  forces of the Cowled Lady. Cadifel, strong with 
  conviction, fought for several minutes before the assassin 
  sundered the sanctuary covering the altar on the priest. 
  Though adventurers arrived to engage Obmi, having 
  followed a trail of destruction left by the assassin, As 
  Cadifel lay on the floor, pinned by the rubble, the 
  assassin’s voice hissed in his ear as he took the book “I 
  know who you are…”  
   
  Though he survived the encounter, Cadifel has been 
  plagued by visions and nightmares since that day. Voices, 
  familiar yet unknown, drift through his dreams, and 
  Cadifel has taken this as a sign that Rao wants him to 
  more active in his ministry of peace. As tensions arose 
  between the Church of Trithereon and Saint Cuthbert, 
  Cadifel at first thought this was his calling. However, 
  another, larger crisis resonated with him.  
   
  Word reached the Viscounty of a growing dissatisfaction 
  in the Elven Clans of the Gnarley Forest. Distant and 
  aloof before, the elves have increasingly grown hostile in 
  the past months – going to the extent of forbidding all of 
  their clansmen from residing in the town of Twilight 
  Falls, the largest of the Viscounty’s towns in the Gnarley. 
  The Elven clans have promised retribution against the 
  towns in the Gnarley for crimes against nature.  
   
  In an attempt to resolve differences, for the people of 
  Twilight Falls are bewildered as to why they were chosen 
  for the clan’s wrath, the town has invited the clans to a 
  summit during Tele’anoron (The Festival of Spring 
  Dawning) with hopes of ending the tension and ill-will 
  between them. 
   
  Eraisothon (Air-eye-soo-thonn), a powerful and high-
  ranking member of the elven court, isn’t certain 
  redrawing to Celene is in the best interest of the clans. 
  He has swayed the clan leadership into at least attending 
  the summit and hearing the humans out in hopes of 
  coming to some agreement so that all can live in peace.  
   
  
  VER6-04 Sign of the Black Orchid 
   
  Page 4 
  Not all members of the elven dignitaries agree and some 
  are actively seeking to worsen relationships to prove once 
  and for all that redrawing isn’t enough, the human 
  settlements in the Gnarley should be eradicated, for the 
  will continue to rape and murder the forest for their own 
  ends. This militant sect has, for the most part, been kept 
  in check due to Eraisothon’s temperance.   
   
  Eraisothon tolerance does have a limit though; 30 years 
  ago his adolescent daughter was violated and murdered. 
  He has spent years in search of his daughter’s killer. 
  Although he has spent a large amount of his personal 
  fortune seeking the one responsible for the girl’s death 
  he has not been successful until recently. 
    Two weeks ago a divination revealed a cryptic message 
  that he would find the one he seeks at the summit. 
  During the conference with Twilight Falls Eraisothon 
  has quietly made inquiries into the backgrounds of all 
  involved. Believing that the timing of Father Cadifel’s 
  “amnesia” and the death of Faravivan, his daughter, too 
  much of a coincidence Eraisothon had divinations cast. 
  The results revealed that the ‘one who brought peace’ was 
  responsible for the girl’s demise. As the time of the 
  festival drew closer, Eraisothon believed it to be the 
  mayor of Twilight Falls. However, he soon learned that a 
  priest of Rao would be arriving to help ease negotiations. 
  In his mind, a priest of Rao was a better fit as ‘one who 
  brought peace’ and came to believe that Cadifel was, in 
  fact, the one hinted at in the divinations. Years of rage 
  over the death of his daughter boiled over, and the elven 
  clansman hatched a plan for revenge. Eraisothon would 
  strip this Father Cadifel of that which he loved the most, 
  his relationship with his god. Once the charade was 
  stripped bare, Eraisothon meant to avenge the loss of his 
  only child. 
   
  ADVENTURE SUMMARY 
  Introduction 
  The PCs begin the adventure in the town of Twilight 
  Falls for the Festival of Spring Dawning, or – as it is 
  known in the elven tongue, Tele’anoron. This year the 
  festival is of great importance as it is to host a summit 
  between the town leaders and the Elven Clans of the 
  Gnarley in hopes of ending the tension and between the 
  two groups.  
   
  The small town is bursting at the seams. Every room at 
  the numerous Inns is full. Large pavilion tents, sponsored 
  by the Church of Pholtus, shelter those festival-goers not 
  lucky enough to secure other lodging. A plethora of carts 
  and booths are set up along the main streets enticing 
  attendees with all kinds of wares and food both exotic 
  and mundane.  
   
  Encounter One: Party On! 
  The PCs may wander around town speaking to locals, 
  enter the festivals contests, practicing trade crafts and 
  skills or watching one of the many free performances.  
  During this interaction, the PCs hear rumors and learn 
  about the current state of thing around the Viscounty. 
  Their day at the festival is otherwise uneventful.  
   
  Encounter 2: A Warm Bed 
  The PCs awake to find the Inn they are sleeping in ablaze. 
  They must escape before the falling victim to the heat 
  and smoke. Heroic PCs may attempt to save some of the 
  guests. In the aftermath the PCs are introduced to Father 
  Cadifel.  
   
  Encounter 3: Bunkmates 
  The PCs are relocated to a Pholtan Hospitality tent and 
  get a chance to meet each other and Father Cadifel.  
   
  Encounter 4: Harsh Reality 
  News of murdered women reaches revelers. The PCs are 
  asked to investigate the murder by Father Cadifel. 
   
  Encounter 5: Meeting with the Mayor  
  The party meets the elven delegation and the Mayor of 
  Twilight Falls.  
   
  Encounter 6: Investigating the Crime 
  The PCs investigation reveals that both women where 
  killed in the same fashion.  Rumors of a serial killer from 
  the past begin to circulate. The PCs investigate the 
  murder and find clues implicating Father Cadifel and 
  information of previous murders surface.  
   
  Encounter 7: The Embers of Guilt 
  Returning to the burned Inn the PCs have to deal with 
  hazards and search through the remains of Father 
  Cadifel’s room looking for clues.  
   
  Encounter 8: Don’t Look Back 
  Father Cadifel’s history comes to light. The rehashing of 
  long bury violence triggers a flood of unpleasant 
  memories and Father Cadifel confesses.  
   
  Encounter 9: Pulling off the Mask 
  The PCs confront Eraisothon about his involvement and 
  must decide what to do.  
   
  Conclusion 
  There are several possible outcomes based on the PCs 
  actions that can result from this adventure. 
  
  VER6-04 Sign of the Black Orchid 
   
  Page 5 
   
  PREPARATION FOR PLAY 
  Please review the following items before starting play. 
  • 
  Citizen of Twilight Falls: PCs that are 
  residents of Twilight Falls receive the benefits 
  listed on their citizen certificate and their 
  residence certificate during this adventure. 
  Before 
  play 
  begins, 
  verify 
  that 
  the 
  documentation for residency has been properly 
  completed. 
  These PCs also receive Player Handout: 
  Resident of Twilight Falls 
  • 
  Elven Clans of the Gnarley Forest: PCs that 
  are members of the Elven Clans of the Gnarley 
  Forest 
  metaorganizations 
  receive 
  a 
  -1 
  circumstance penalty to all Charisma-based 
  skills with the common folk of Verbobonc and a 
  +1 circumstance bonus to all Charisma-based 
  skills with all members of the Elven Clans. 
  These PCs also receive Player Handout: 
  Members of the Elven Clans of the Gnarley 
  Forest 
  • 
  Church of Rao: PCs that are members of the 
  Church of Rao in Verbobonc receive Player 
  Handout: Church of Rao. 
  • 
  House Langmuir: PCs that are members of the 
  House Langmuir noble house metaorganization 
  receive a -1 circumstance penalty to all 
  Charisma-based skills with the common-folk of 
  Verbobonc during this adventure. 
  • 
  Benefits from Non-Adventuring Activity: 
  PCs that utilize this option from the LGCS 
  receive +50% more income due to the festival in 
  Twilight Falls. 
  • 
  Adventure Design: This adventure contains 
  absolutely no combat or melee encounters. It is 
  predominantly an adventure designed for role-
  playing and decision making. PCs are required 
  to make some hard choices during this 
  adventure. It is their allegiances and loyalties 
  that are being tested – not their skill at arms or 
  strength of magic. 
   
  INTRODUCTION 
  The PCs are in Twilight Falls for Tele’anoron, the Festival 
  of Dawn in the common tongue. The party is not 
  traveling together at this point unless they already know 
  each other.  
   
  Read or paraphrase the following: 
   
  The streets of Twilight Falls are packed with festival 
  attendees taking in the sights and sounds of 
  Tele’anoron, the Festival of Dawn. Carts and booths 
  line the streets as merchants ply their wares. It seems 
  that you can find almost anything to buy or eat, if 
  you’re willing to fight the crowds.  
   
  Allow the PCs to wander around and see the sights. There 
  are many venders selling all kind of food and snacks. 
  Everything from turkey legs and roasted lizard on a stick 
  to pastries and exotic chocolates are available for 
  purchase. Prices range from a few coppers to a gold piece 
  for the rare and exotic.  
   
  Besides the food, there are many merchants and 
  craftsmen selling wares of all types. The DM is 
  encouraged to create merchants and mundane products 
  that the PCs may wish to purchase. All items purchased 
  are for role-play purposes only and carry tangible no in-
  game benefits.  
   
  PC may interact with merchants or other attendees. All 
  may share rumors and bits of information listed in 
  Appendix Three: Legwork.  
  During conversation with the PCs, people will ask if they 
  are competing for the Mithral Pendent. If asked the 
  NPCs will explain that it is a very big deal and that the PC 
  should head on over to Graymantle Park to sign up.  
   
  When the done proceed to Encounter 1: Party On! 
   
  ENCOUNTER 1: PARTY ON! 
  There are several contests in which the PCs may 
  precipitate. Any PC may enter the contests but must 
  participate in all three events. Each event has a different 
  scoring system; the contestant with the highest total 
  score after three events wins the Twilight Falls Mithral 
  Pendent. Villagers are also signed up to compete in the 
  contests.  
   
  Read or paraphrase the following: 
  The large woodland grove in the center of town, 
  known as Greymantle Park, serves as the master 
  grandstand and performance area for the festival. 
  Near the stage, a large granite statue commemorates 
  the modern founder of the town – Valorek 
  Greymantle. 
   
  A hush falls over the assembled throng as a man in 
  grey robes and a purple-and-magenta cloak strides 
  purposefully on to the stage – his young features 
  appearing to be a mixture of Rhenee and Baklunish 
  lineage. Clearing his throat softly, he speaks: 
  
  VER6-04 Sign of the Black Orchid 
   
  Page 6 
   
  "My friends – my name is Sojan Nanthiz, major of 
  this great town. On behalf of our citizens and the 
  Viscounty, I welcome to Tele'anoron – the Festival of 
  Dawn!” At this announcement, a flock of doves erupt 
  from the nearby trees. As they soar into the air, a 
  shower of glittering motes trails their wake, 
  blanketing the crowd in a sparkling light. A shout of 
  excitement roars through the crowd. Gesturing 
  toward a large parchment tacked up on a nearby 
  signboard, the mayor continues. 
   
  “It is also my pleasure to announce that those wishing 
  to compete in the Tournament of Dawning may now 
  register for the competition, the winner of which will 
  receive the fabulous Mithral Pendant! In the spirit of 
  friendship and good will, I bid you all a merry time!” 
   
  Any PC wishing to compete in the Tournament may do 
  so. Those signing up are made aware of the following 
  rules: 
  1. 
  All contestants must compete in all three 
  contests. 
  2. 
  The use of magic is strictly forbidden during the 
  competition. 
  3. 
  Tournament officials will be policing the area to 
  enforce the rules. 
  4. 
  Anyone caught cheating will be disqualified and 
  ejected from the tournament. 
   
  THE BETS 
  If PCs specifically state that they are looking for 
  tournament officials, allow them a DC 20 Spot check. 
  Those that are successful may make a DC 15 Spellcraft 
  check to realize that, in fact, no particular official appears 
  to be detecting for magic or the use of magic. 
   
  Players not participating in the actual contest may place a 
  bet with one of the various bookies at the fairground. 
  Players may wager up to 100gp. They only payoff on the 
  winner and the payoff are based on the odds: 
  • 
  Giley  
  2 to 1 
  • 
  Esamy  
  4 to 1 
  • 
  Araya  
  3 to 1 
  • 
  Panin  
  5 to 1 
  • 
  All PCs have 4 to 1 odds of winning 
   
  Any winnings may not exceed the maximum gold piece 
  cap. Players who make bets should be encouraged to root 
  for their choice and heckle the opponents. 
   
  THE CONTESTANTS 
  There are four individuals competing in the tournament. 
   
  Giley 
  This male half-elf is competing with the hope of 
  impressing one of the performers at the Naughty 
  Nymph. He is very focused and doesn’t speak to the 
  other participants claiming that he is “in the zone”. 
   
  Note: Giley is in love with a woman who works at the 
  Naughty Nymph – Kaiesa. PCs that make a DC 20 Sense 
  Motive realize that he appears to be smitten for the 
  affections of a woman. If PCs somehow manage to strike 
  up a conversation with him, they learn that his main 
  reason for competing is to impress his lady love and that 
  he intends to give her the Mithral Pendant as a gift.  
   
  At no time does he mention her name. Giley is a jealous 
  man and he’s afraid that, given Kaiesa’s ‘work’, others 
  might seek to steal her from him. 
   
  Esamy 
  This male Halfling has bet a large sum of money on 
  himself and is cheating to ensure he wins. He has taken a 
  potion of heroism which he stole from an adventurer 
  yesterday and is wearing an amulet of fortune prevailing 
  which allows him to re-roll a failed save. He is friendly to 
  the other contestants and asks questions to try and gauge 
  who his biggest competition is. 
   
  PCs that specifically state they are watching Esamy 
  during the competition may make a DC 20 Spot check 
  during each phase of the competition to notice that he’s 
  fingering the amulet, which is pinned to his outfit. 
   
  Cheating: If Esamy is discovered by the PCs to be 
  cheating, they can do a number of things.  
   
  If they inform the mayor, Sojan flashes them a smile and 
  thanks them profusely for their diligence, expressing 
  surprise and shock. However, observant PCs will soon 
  notice that he doesn’t do anything about it. If they press 
  the issue with the mayor, Sojan sighs and has the cheater 
  disqualified. 
   
  If the PCs approach Esamy about the spells he is using he 
  will offer the PC 5xAPL gold to keep their mouth shut. 
  He can be pushed to cough up half as much as 10 x APL 
  with a successful DC 20 Diplomacy or Intimidate check. 
  If the PCs refuse to ‘play ball, or expose him – Esamy 
  resigns from the competition, but it’s obvious that the PC 
  hasn’t heard the last of it. 
   
  Araya 
  A young human woman, Araya is fifteen years old and 
  competing to impress her childhood idol, Molly 
  
  VER6-04 Sign of the Black Orchid 
   
  Page 7 
  Heartwell. She is very naïve and has never completed in 
  anything before. 
   
  Panin 
  A human male woodsman from Ketter’s hearth. His 
  clothing is worn and he looks tired. He is hoping to win 
  the pin so he can sell or trade it for needed medical 
  supplies for the refugees in his home town. Panin is 
  serious about his tournament but cordial with those that 
  are friendly to him. 
   
  If the PC succeeds at a DC 25 Diplomacy check, and if 
  Panin is convinced of his good will, he reveals that he 
  hopes to use the prize money to bring more prestige to 
  the town of Ketter’s Hearth, where he is from. The town 
  has fallen on hard times, with the early winter and the 
  starvation that ravaged the Viscounty earlier this year 
  taking a heavy toll on the population. The town is barely 
  a fraction of its former population, and Panin fears the 
  town is doomed. His hope is to use a win in this 
  tournament to rekindle the desire of the remaining 
  citizens to persevere and rebuild the town. 
   
  THE CONTEST 
  All three competitions award points based on place 
  finished. The maximum points possible each round is 
  equal to the number of competitors (4 + number of PCs 
  competing). Award the contestants points inversely to 
  the ranking of their finish. For example – if there are 
  seven contestants, 1
  st place receives 7 points; 2
  nd place 
  receives 6 points, etc. If there are four contestants, 1
  st 
  place receives 4
   points, 2
  nd place receives 3 points, and so 
  forth. 
   
  Part One: The Archery Competition 
  The contestants begin 75 feet from the target. Each 
  contestant will be provided a short bow or light 
  crossbow, as well as three arrows or bolts. The contestants 
  cannot use any of their personal bows or ammunition. 
  Contestants will make three (3) ranged attack rolls. The 
  AC hit indicates which area of the target has been hit and 
  the points earned.  Once finished tally total points and 
  award the contestant’s points based on their placement. 
   
  Scoring: 
  • 
  Missed the target – 0 points 
  • 
  Black Outer Rim (AC 12) – 1 point 
  • 
  Blue Ring (AC 15) – 2 points 
  • 
  Red Inner Ring (AC 18) – 3 points 
  • 
  Bulls-eye (AC 20) – 4 points 
   
  NPC Bonuses: 
  • 
  Giley +5 to hit 
  • 
  Esamy +8 to hit (+10 if heroism potion is active) 
  • 
  Araya +3 to hit 
  • 
  Panin +4 to hit 
   
  Part Two: The Performing Competition 
  The second contest is held on stage. There is a large box 
  with a variety of musical instruments and sheet music. 
  The contestants may select an instrument if they wish. 
  Have each contestant describe what he or she is doing in 
  PC. If a contestant does a good job role-playing his or her 
  performance, give the contestant a +2 circumstance 
  bonus to the skill check.  
   
  NPCs bonuses: 
  • 
  Giley  
  +8 to Perform (Sing) 
  • 
  Esamy  +6 to Perform (Comedy)(+8 if heroism 
  potion is active) 
  • 
  Araya  
  +10 to Perform (Interpretive Dance) 
  • 
  Panin 
  +4 to Perform (Oratory) 
   
  Part Three: The Pie-Eating Competition 
  The last event is the pie-eating contest. This contest is 
  sponsored by the Inn of the Two-Foot Traveler. There is 
  large table with several chairs on the stage. Each 
  contestant will have a stack of pies in front of him.  
   
  The object is to eat as many pies as possible. Each 
  contestant makes Fortitude saves per pie eaten. The DC 
  begins at 10 and increases by +2 for each previous check. 
   
  If a contestant fails a save, that person is considered full 
  and starting to become ill. If the PC wishes, he may 
  attempt to continue but the DCs are increased by an 
  additional +2 going forward. No player may continue 
  more than once.  
   
  Failing a second save indicates that the PC has eaten too 
  much and is sick. He is considered fatigued for a number 
  of hours equal to the number of pies he or she has eaten. 
   
  The contestant who eats the most pies wins. Award the 
  contestants points inversely to the ranking of their finish. 
   
  NPCs bonuses: 
  Giley  
  +4 Fortitude 
  Esamy  +4 Fortitude (+6 if heroism potion is active)  
  Araya  
  +3 Fortitude 
  Panin  
  +8 Fortitude 
   
  Winning the Tournament 
  The contestant with the highest overall score wins the 
  competition. All ties are resolved in favor of the player 
  PCs. If multiple player PCs have tied, a tie-breaker round 
  
  VER6-04 Sign of the Black Orchid 
   
  Page 8 
  is conducted. The tie-breaker round consists of 
  continuing the Pie Eating competition until one 
  contestant or the other fails a Fortitude save. The first 
  contestant to fail the saving throw loses the tie-breaker. 
   
  CONCLUSION 
  Read or paraphrase the following once the competition is 
  completed: 
   
  The crowd begins to murmur and gasp as the mayor 
  of Twilight Falls majestically descends from the sky, 
  landing lightly on to the stage. His purple-and-
  magenta robes gently fluttering in the breeze stirred 
  up by his arrival 
   
  "My friends please, the scores have been tallied, and it 
  is my great honor to announce the winner of the 
  Tournament of Dawn for 596! May I have a drum roll, 
  please?"  With the wave of his hand, and a drumless 
  drum roll begins. 
   
  "The prize of the coveted Mithral Pendant goes to 
  <winner’s name>!" 
    
  The parade grounds explode with cheers and 
  applause, more than swallowing up the jeers and 
  curses from a few unlucky gamblers, tearing their 
  wager vouchers as they stomp away in disgust. 
   
  If a PC has won allow him to make an acceptance speech 
  if they wish. Anyone who bet on the winner may collect 
  their winnings.  
   
  Esamy holds up his end of any deal he made with the PCs 
  and walks away counting his money.  
   
  Development: It is possible that one or more PCs either 
  drops out of throw the contest to allow Panin or another 
  NPC to win. Any PC who does this receives the Good 
  Karma award on the adventure record.  
   
  The PCs are free to wander the festival some more but 
  should eventually head off to catch some sleep. All PCs 
  paying standard lifestyle are staying at The Wayfarer's 
  Rest, a local Inn where the entire hostesses are “friendly”. 
  They have their own rooms unless they wish otherwise 
  (remember they still haven’t met yet in this adventure). 
   
  Proceed to Encounter 2: A Warm Bed 
   
  ENCOUNTER 2: A WARM BED 
   
  When the PCs decide to retire for the night they may 
  make their way to The Wayfarer's Rest. In the middle of 
  the night a fire will rage through the Inn. The PCs will 
  have to escape the inferno and may decide to be heroic 
  and attempt to save some of the trapped guest.  
   
  Read or paraphrase the following: 
   
  Your coin (or influence) garners a place for you at The 
  Wayfarer’s Rest, an Inn known far and wide for its 
  “friendly” staff and comfortable beds. As your eyes 
  adjust to the light levels inside, you see several other 
  adventurer-types and townsfolk seated around the 
  common room.  The clatter here is obviously a spill-
  over from the festival, and you have some degree of 
  difficulty getting the eye of one of the barmaids 
  during such a busy evening. Eventually, however, the 
  staff lives up to its reputation and all of your needs 
  are taken care of. After the owner’s son, “Young Tom” 
  checks you in; you make your way up to your room 
  for a good night in a comfortable bed. 
   
  PCs claiming Adventure Lifestyle [Standard] are lodged 
  on the second floor, while those claiming Adventure 
  Lifestyle [Rich] or [Luxury] are quartered on the third 
  floor which offers a better view of water fall for which 
  the town is named.  
   
  In the wee hours of the morning a drunken guest knocks 
  over an oil lamp and starts a fire. Due to the noise and 
  festivities the fire is well on its way to consuming the 
  building before anyone notices. 
   
  DM note: make sure to note if any PCs sleep in armor, as 
  it will affect things during their early-morning escape. 
   
  When you are ready, proceed from here: 
   
  A loud piercing scream jars you awake. Bolting 
  upright your nose is assaulted an acidic smell, your 
  vision obscured by the haze of smoke. Another 
  piercing scream, followed by panicked yells for a 
  bucket brigade leave no doubt of the situation. The 
  building is on fire! 
   
  You can clearly hear foot-steps rush past your 
  door. A woman’s voice rises above the din “Crialdine 
  honey, 
  don’t 
  cry! 
  Mommy’s 
  coming 
  baby! 
  Momm…ahhh!!” The voice is cut off by the sounds of 
  snapping timber and the crackle of a healthy fire. 
   
  The PCs must escape the building before it is consumed 
  in the blaze or they succumb to the heat and smoke. The 
  fastest and easiest way to accomplish this is to simply 
  shatter the window and jump to the relative safety below. 
  
  VER6-04 Sign of the Black Orchid 
   
  Page 9 
  PCs may elect to simply jump through a window without 
  breaking it first. The PC must exceed the break DC of the 
  window to do so but will suffer 1d4 points of slashing 
  damage in addition to the regular falling damage.  
   
   
  Glass Windows: 1 in. thick; hardness 1; hp 1; AC 5; 
  Break DC 5. 
   
  There are a number of people trapped by the inferno. 
  Heroic PCs may attempt to save these trapped victims by 
  navigating the hazards and making Search checks per the 
  rules in Appendix Two: Burning Building Rules. It is 
  strongly recommended that the DM familiarize himself 
  with the new rules. This encounter is meant to be a tense, 
  scary situation where the lethality of the fire is ever-
  present and very dangerous. 
   
  The Setup 
  The amount of the building already on fire, the hazards 
  present, and other factors differ by APL. They are listed 
  below: 
   
  APL 2 (EL 2) 
  The fire has been burning for 4 rounds.  
   
   
  Conscious trapped victim (2): hp 3, 5;  
   
  Rounds 
  Search 
  check 
  Save 
  vs. 
  Smoke 
  Save 
  vs. 
  heat 
  Hazards 
  1-10 
  DC 15 
  NO 
  YES 
  NO 
  11-20 
  DC 15 
  NO 
  YES 
  NO 
  21-30 
  DC 15 
  NO 
  YES 
  10% 
  31-40 
  DC19 
  YES 
  YES 
  30% 
  Hazards – Collapsing Floor: 1d6 falling + 2d6 fire; Ref 
  DC 15 negates.  
   
  APL 4 (EL 6) 
  The fire has been burning for 6 rounds 
   
   
  Conscious trapped victim (4): hp 3, 5, 5, 5; 
   
  Rounds 
  Search 
  check 
  Save 
  vs. 
  Smoke 
  Save 
  vs. 
  heat 
  Hazards 
  1-10 
  DC 15 
  NO 
  YES 
  NO 
  11-20 
  DC 15 
  NO 
  YES 
  10% 
  21-30 
  DC 15 
  NO 
  YES 
  30% 
  31-40 
  DC19 
  YES 
  YES 
  50% 
  Hazards present – Collapsing Floor: 1d6 falling + 2d6 
  fire; Ref DC 15 negates. 
   
  APL 6 (EL 8) 
  The fire has been burning for 8 rounds 
   
   
  Unconscious trapped victim (2): hp 3, 5; 
   
  Rounds 
  Search 
  save 
  vs. 
  Save 
  vs. 
  Hazards 
  check 
  Smoke 
  heat 
  1-10 
  DC 20 
  NO 
  YES 
  NO 
  11-20 
  DC 20 
  NO 
  YES 
  10% 
  21-30 
  DC 24 
  YES 
  YES 
  30% 
  31-40 
  DC24 
  YES 
  YES 
  50% 
  Hazards present - Collapsing Floor: 1d6 falling + 2d6 
  fire; Ref DC 15 negates; Collapsing Ceiling: 2d6 
  bludgeoning + 2d6 fire + bury (1d6 nonlethal + 2d6 fire/ 
  round; Str Check DC 20); Ref DC 15 negates.  
   
  APL 8(EL 10) 
  The fire has been burning for 12 rounds 
   
   
  Unconscious trapped victim (4): hp 3, 5, 5, 5 
   
  Rounds 
  Search 
  check 
  Save 
  vs. 
  Smoke 
  Save 
  vs. 
  heat 
  Hazards 
  1-10 
  DC 20 
  NO 
  YES 
  10% 
  11-20 
  DC 24 
  YES 
  YES 
  30% 
  21-30 
  DC 24 
  YES 
  YES 
  50% 
  31-40 
  DC 24 
  YES 
  YES 
  50% 
  Hazards present: 
  Collapsing Floor: 1d6 falling + 2d6 fire; Ref DC 15 
  negates. 
  Collapsing Ceiling: 2d6 bludgeoning + 2d6 fire + bury 
  (1d6 nonlethal + 2d6 fire/ round; Str Check DC 20); Ref 
  DC 15 negates. 
  Backdraft: 8d6 fire, 20ft. burst; Ref DC 15 half 
   
  DM Note:  All guest rooms have windows and none of 
  the doors are locked. The DM is encouraged to remind 
  the PCs of this at the beginning of the encounter. 
   
  TROUBLESHOOTING 
  PCs may come up with strategies not accounted for in the 
  written rules. The DM is encouraged to apply whatever 
  modifiers he deems appropriate.  
   
  Below are a few examples: 
   
  • 
  Create water: One gallon of water will 
  extinguish 1sq. ft of fire.  
  • 
  Gust of wind: Clears smoke within the spells 
  range for 1d4 rounds.  
  • 
  Water Elementals: A water elemental can 
  extinguish an area equal to half its space per 
  round.  
  • 
  A bucket brigade/citizen’s fire brigade: See 
  below 
   
  The nearby river provides a non-magical means to 
  extinguish the fire. The PCs can form a bucket brigade 
  with the villagers to attempt to put out the flames. Each 
  bucket of water deals 1 point of damage to the fire. 
  However, rallying the panicked citizens requires a DC 30 
  
  VER6-04 Sign of the Black Orchid 
   
  Page 10 
  Charisma check. Alternately, PCs that with the 
  Leadership feat may make a Leadership check (1d20 + 
  Leadership score) 
   
  Developments: Eventually the mayor and other town-
  folk show up and extinguish the blaze. The Inn is unsafe 
  to use and the PCs, along with the other guests, are 
  relocated to one of the Pholtan hospitality tents.  
   
  Proceed to Encounter 3: Bunk Mates 
   
  ENCOUNTER 3: BUNK MATES 
   
  The PCs are gathered together and escorted to one of the 
  Pholtan hospitality tents located around town. Along the 
  way they are chatted-up by Father Cadifel, another guest 
  of the Inn who is being relocated. This may be a good 
  time to allow the PCs to introduce themselves.  
   
  DM note: This is a free-form roleplaying encounter. The 
  DM should roleplay Father Cadifel as a friendly and 
  polite man who is truly interested in helping others.  
   
  The information in the background and adventure 
  summary should be used to answer any question the PCs 
  ask. A few guidelines follow: 
   
  • 
  Father Cadifel was asleep when screams of fire 
  woke him.  
  • 
  He is here to help mediate the summit talks, but 
  will not go into great detail about his role in the 
  process, stating that he is morally obligated not 
  to speak about it. 
  • 
  He is interested, however, in the position of any 
  PCs that are members of the Elven Clans and is 
  willing to engage them in a discussion to better 
  understand their views. 
  • 
  As a priest of Rao, Father Cadifel offers to cast 
  healing spells or curative spells on a PC. Assume 
  that Father Cadifel has access to clerical spells of 
  4
  th level or lower. 
  • 
  This is Father Cadifel’s first visit to Twilight 
  Falls. Other than the two delegations, he does 
  not know anyone here (unless the PCs have met 
  him previously. 
  • 
  Father Cadifel was requested by Viscount 
  Langard to help coordinate the negotiations. 
  Father Cadifel was instrumental in helping 
  fashion the Reunification Accords of 594 (for 
  more information, see VER4-07 Reunification) 
  which resolved the differences between the 
  Gnomes of the Kron Hills and the Viscounty. 
   
  Once the party reaches the Pholtan hospitality Tents read 
  or paraphrase the following.  
   
  As you near the hospitality tent, is evident that the 
  mood has changed. Gone are the drunken revelers 
  and happy-go-lucky attendees. They are now replaced 
  by a long single file line.  Laughter and merriment is 
  supplanted by the various whispered conversations.  
  As you reach the front of the line, a stern woman 
  wearing a holy symbol of Pholtus asks your name and 
  hands you a pamphlet barking. “Welcome to the one 
  true path.” 
   
  The Pholtans are strict but cordial to the PCs. The 
  pamphlet lists the virtues of lawfulness and offers free 
  atonements to anyone wishing to convert to the one true 
  path. Once the PCs get settled, Father Cadifel thanks 
  them for their company and heads off to bed.  
   
  During the night, PCs that are awake between 2:00 AM 
  and 3:00 AM notice that Father Cadifel appears to be 
  having a nightmare or bad dream. If they do not 
  intervene, he suddenly sits up in bed, clutching his holy 
  symbol. After a few moments, during which his head is 
  bowed in prayer, he shakes his head and rises. After 
  mentioning a few words to one of the Pholtan priests, he 
  exits the tent. 
   
  If anyone follows Father Cadifel, they see him 
  ministering to the sick and wounded still outside the 
  tent. 
   
  If any PC mentions the nightmare to Father Cadifel in 
  the morning, the priest mentions that it’s a lingering 
  effect from his encounter with a dwarven assassin last 
  year (for more information, see VER5-07 Crown Fire) 
  and that it’s nothing to be concerned over. Nevertheless, 
  Father Cadifel does appreciate the concern and thanks 
  the PC for their compassion. 
   
  Proceed to Encounter 4: Harsh Reality 
   
   
   
  ENCOUNTER 4: HARSH 
  REALITY 
   
  The rest of the night passes uneventfully for the PCs. In 
  the morning they may enjoy a complimentary breakfast 
  sponsored by the church of Pholtus. As they are eating, a 
  buzz spreads through the crowd. Rumor has it that a 
  
  VER6-04 Sign of the Black Orchid 
   
  Page 11 
  performer from the Naughty Nymph and an elven 
  maiden from the delegation were found murdered. 
   
  Read or paraphrase the following: 
   
  Morning comes far too early after such a trying 
  evening as the one before. The light of day is made far 
  less bearable as the blistering sermon delivered by the 
  Pholtans sears your ears. However, the message of the 
  Blinding Light soon gives way to a fresh, if 
  particularly uninspired breakfast, and the local gossip 
  of the day.  
   
  Nearby, a Baklunish man complains that the Gnarley 
  road east of town is fraught with odd red-faced orcs. 
   
  A halfling woman, covered in dirt, complains loudly 
  about the fixed dice games at the Masquerade – a 
  local gambling establishment. 
   
  Of course, rumors and hearsay are nothing new, but 
  the story spreading with the greatest speed is that of a 
  double-murder which occurred last night. Several 
  versions of the story are making the rounds. Some say 
  it was a demon from beyond, while others state that, 
  without a doubt, it was your hosts who killed the 
  women because they would not convert. This last is 
  said outside of earshot of the strident priests serving 
  your morning gruel. 
   
  There is much information PCs can learn about the 
  murders. Refer to the Murder section in Appendix III: 
  Legwork for more information on what’s available. 
   
  Once the PCs are finished, or whenever you’re ready to 
  continue, choose a PC and proceed from here. 
   
  Your attention is drawn toward a young boy making 
  his way through the crowd in your direction. As he 
  arrives, he thrusts a note into <chosen PC’s> hand. 
  The boy hesitates for a minute looking for a tip. 
   
  Give the PC Player Handout Two: Message from Father 
  Cadifel 
   
  Once the party is ready to continue, proceed from here: 
   
  Approaching the Mayor’s home, you quickly noticed 
  several liveried guards stand at attention along with a 
  contingent of elven warriors. 
   
  A DC 15 Knowledge [Local-VTF] check identified the 
  liveried guards as members of the 3
  rd Company of the 
  Mounted Borderers, Verbobonc’s law enforcement arm. 
   
  Standing in front of the resident is Father Cadifel, 
  who has a look of relief as he sees you arrive. “I am so 
  glad you decided to come. We do not have much time 
  as I fear that the talks will fall apart unless this issue 
  must be resolved quickly. As you may have heard, two 
  women were found last night murdered. One was a 
  human woman. The other, an elven woman, was a 
  member of the delegation. The negotiations, already 
  tense to begin with, have threatened to break down 
  entirely and the elves are moving to leave because 
  they do not feel safe here. 
   
  I have managed to persuade the leader of the 
  delegation, Eraisothon, to allow us twenty-four hours 
  to conduct an investigation. However, the elves do 
  not feel that Mayor Nanthiz can conduct an impartial 
  investigation, nor do they feel that the local Mounted 
  Borderers can remain impartial as well. So they have 
  asked me to appoint an independent investigator. I 
  saw what you did last night and how you exhibited 
  great resourcefulness. Would you be willing to serve 
  in this capacity and help bring the murderer to 
  justice?” 
   
  Father Cadifel answers any questions the PCs pose to the 
  best of his ability. It is vitally important to remember that 
  Father Cadifel has absolutely no knowledge of the 
  murders or their connection to the past he has forgotten. 
  He is being completely honest in all his statements. 
    
  Below are some questions that the PCs may ask. The DM 
  should use the background and adventure summary to 
  answer anything not covered; 
   
  Is there any connection between the victims? 
   
  Not that I know of. The human woman, Kaiesa, 
  worked as a performer at the Naughty Nymph, a 
  dance hall of ill-repute. The Elven woman, Féwen, 
  was a member of the elven delegation. As far as I 
  know the only thing they had in common was their 
  deaths and the flowers found on the bodies. 
   
  What do we know of the flowers? 
   
  A single black orchid was cradled in the victim’s 
  hands. I have no idea as to any significance it might 
  possess, or any inherent properties it is supposed to 
  possess. But I am no botanist or florist. 
   
  May we see the murder scene? 
   
  
  VER6-04 Sign of the Black Orchid 
   
  Page 12 
  I have been authorized to give you full access to the 
  crime scene after you meet with Mayor Nanthiz and 
  the Elven Delegation. The bodies have been moved to 
  the Radiant Glow, the local temple of Pelor. 
   
  How does this impact the summit? 
   
  The fate of the summit has been greatly jeopardized 
  by these events. If the summit collapses, then 
  everyone loses. The Viscounty owes a great deal to the 
  Elven Clans. My understanding from the Mayor is 
  that they contributed greatly to the defense of the 
  Viscounty last year during the giant war. We owe 
  them a great deal. 
   
  Who is Eraisothon? 
   
  Eraisothon is the leader of the Elven Delegation and, 
  from my limited time with him, one of the voices of 
  reason and temperance within the elven clans. My 
  understanding is that he has worked very hard within 
  his own clan to make this summit a reality. 
   
  Where did you go last night? 
   
  I was unable to sleep, so I rose and went to the help of 
  the less fortunate victims of last night’s fire. I spent 
  the rest of the night administering aid to displaced 
  and wounded. I tried to get my things from the Inn, 
  but the rubble prevented me from getting in. 
   
  Are there any suspects at this point? 
   
  Only two that I am aware of, however the evidence is 
  scant at best. From what I know, Kaiesa is an 
  acquaintance of the mayor’s. That, in and of itself 
  doesn’t mean a thing beyond the fact he knew her. 
  The other is a half-elven man who was supposedly 
  infatuated with her. I don’t have a name, however. 
  Both suspects only relate to Kaiesa. There are none 
  for the elven woman, Fewen. 
   
  Development: When the PCs are ready, proceed to 
  Encounter 5: Meeting with the Mayor 
   
  ENCOUNTER 5: MEETING 
  WITH THE MAYOR 
   
  After concluding their talk with Father Savariel, the PCs 
  are escorted by a Mounted Borderer into a large meeting 
  room. The mayor, along with the Elven Delegation, is 
  seated around a conference table.  
   
  Read or paraphrase the following: 
   
  The mayor of Twilight Falls rises to great you, extending 
  his hand to each of you in turn.  
   
  “Thank you for coming on such short notice. May I 
  present the members of the delegation. 
   
  Gesturing toward an elven man wearing a grey robe 
  with a dark green cloak, the mayor continues. “This is 
  Lord Eraisothon of Clan Enlanefel”. The elven lord 
  smiles and nods toward you. 
   
  “His chief attaché, Maenynia,” a beautiful elven 
  woman with chestnut hair in a light brown robe, “and 
  Lord Eraisothon’s military advisor, Rygor.” 
   
  Allow the PCs an opportunity to introduce themselves. 
  Once the introductions have been made, Mayor Nanthiz 
  continues.  
   
  “I take it Father Cadifel has filled you in on most of the 
  unpleasantness that has occurred?” At this, Rygor snorts, 
  “Unpleasantness?  Féwen’s death is an act of war and will 
  be treated as such!” Quieting his advisor with a glance, 
  Eraisothon turns toward you. 
   
  “I apologize for Rygor’s outburst. Fewen was close to 
  our hearts and her death has left a void which has not 
  yet healed. We are all upset by the loss of life – 
  whether human or elven. Father Cadifel has stated 
  that he finds you to be brave souls that had no part in 
  this tragedy. Resolving this matter is of great 
  importance to me. I personally lost my own daughter, 
  Faravivan, to a violent crime some years back. Her 
  death has made me yearn for murderers like the one 
  who took her from me to be found and brought to 
  justice at any cost.”  
   
  Eraisothon sighs softly before continuing, “I would 
  ask that you bring back any information you uncover 
  on the murders. Both the Mayor and I will urgently 
  want to hear from you as soon as you have discovered 
  any pertinent information. Do you have any questions 
  before you go about your task?” 
   
  Both the mayor and Eraisothon answer the PC’s 
  questions to the best of their ability. Eraisothon, is a 
  highly skilled diplomat and steers the conversation away 
  from any involvement he may have had. If asked about 
  the circumstance surrounding his daughter’s death 
  Eraisothon deflects the question stating that is simply too 
  personal and painful to talk about. 
  
  VER6-04 Sign of the Black Orchid 
   
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  All members of the Elven Delegation, as well as Mayor 
  Nanthiz, have the effects of a mind blank spell active, 
  preventing any attempt to read their thoughts or the like. 
  If asked about it, Eraisothon mentioned that it is standard 
  protocol when conducting negotiations.  
   
  LORD ERAISOTHON 
   
  In Eraisothon’s current mindset, he sees the killing of the 
  two women ultimately as Father Cadifel’s responsibility. 
  He was forced to commit these vile, hateful acts to expose 
  the evil that is Father Cadifel. Eraisothon believes 
  himself a martyr for the cause of righteousness doing 
  what is needed to bring closure to the families of Father 
  Cadifel’s victims. 
   
  At this point in the adventure, Eraisothon is steadfast 
  under scrutiny and encourages PCs to investigate fully, 
  offering any help he or his delegation may provide. If the 
  PCs push the topic of his or any elf’s possible 
  involvement, Sojan and Father Cadifel will note that 
  although everyone is a suspect, the elvish delegation is 
  here at Eraisothon’s urging.  Also since both a human and 
  an elf were killed, there must be some other explanation 
  and the murderer is still at large. 
   
  MAYOR SOJAN NANTHIZ 
  If asked specifically about his relationship with Kaiesa, 
  Sojan will admit knowing her as he knows many 
  unattached young ladies through the land . Above all else 
  he hates to disappoint people and loathe denying any 
  woman the attention she deserves. A successful DC 5 
  Sense Motive check reveals that he is sincere.  
   
  A successful DC 15 Knowledge (Local – VTF) check 
  reveals that the Mayor has a reputation as a ladies man. 
  Beating the check by +10 (DC 25) reveals that his 
  reputation is well-deserved. 
   
  Sojan did not know Féwen before a few days ago, but she 
  was a lovely woman he wished he could have known 
  more intimately.  
   
  When the party is ready to investigate the bodies, the 
  scene, the black orchids and any immediate leads, 
  proceed to Encounter 6: Investigating The Crime. 
   
  ENCOUNTER 6: 
  INVESTIGATING THE CRIME 
   
  The investigation should be a free-form and fluid event. 
  The DM should use the information below, as well as the 
  Adventure Background to provide clues and leads to the 
  party.  
   
  WHAT REALLY HAPPENED 
   
  Eraisothon killed Kaiesa to frame Father Cadifel and 
  expose his past. To disguise his features, he pulled the 
  hood of his cloak over his head. As Kaiesa left the 
  Naughty Nymph, Eraisothon viciously attacked and slew 
  her, but – as he was finishing the deed – Féwen arrived. 
   
  Féwen was aware of the ancient soul trees of Twilight 
  Falls, known as the Quarlanilath. Rumored to be a place 
  of wisdom and power, she had sought them out for 
  mediation in the hopes that any revelation’s gleaned 
  would help in the peace process. As Fewen headed to the 
  Quarlanilath she heard the struggle between Kaiesa and 
  Eraisothon. Concerned, she stepped into the alley and 
  witnessed the most horrific scene. Eraisothon, a man she 
  had respected and looked up to her entire life, pushed 
  himself off the prone woman and sadistically slashed her 
  throat.  
   
  Startled by her arrival, Eraisoithin tried to explain the 
  righteousness of his actions and persuade Fewen not to 
  say anything. With tears running down her checks she 
  forced out a shaky response damning the man and his 
  actions for the evil that they were. Left with no choice, 
  Eraisothon slew Féwen as well, Surprised at her mentor’s 
  actions, Féwen could not even defend herself  
   
  ABOUT KAIESA 
  Kaisea was not a nice woman. She was a manipulator and 
  seductress. Using her position at the Naughty Nymph, 
  she would select her mark and bilk every wheatsheaf 
  possible from him. Her most successful ploy was to extort 
  married men by threatening to expose the affair to their 
  families. Kaiesa has no family and no real friends.  
   
  ABOUT FÉWEN 
  Fewen was a smart, energetic woman. Her sharp wit and 
  keen mind had propelled her to a position of leadership 
  within the elven clans. She worked for the betterment of 
  all and longed for the days of yore when all inhabitants of 
  the great forest lived in peace and harmony.  
   
  SCENE OF THE CRIME 
  The crime occurred in the alley behind the Naughty 
  Nymph. Since the revelation of the murders, the area has 
  seen a large amount of traffic. Mounted Borderers, 
  members of the Elven clans, and the morbidly curious 
  
  VER6-04 Sign of the Black Orchid 
   
  Page 14 
  have all made their way through the alley since the 
  murders. Because of this, it is impossible to identify or 
  track any one set of prints. 
   
  Searching the alley: 
  A successful DC 20 Search check finds a crumpled 
  parchment behind some empty crates. Give the PCs 
  Player Handout Three: Ode to Kaiesa. 
   
  Any PC making a DC 5 Perform [Singing] check (or a DC 
  5 Charisma check) can identify this as some pretty 
  amateurish music. More to the point, any PC that 
  participated in the Tournament of Dawn recognizes this 
  as the piece played by Giley, the half-elven competitor.  
   
  THE NAUGHTY NYMPH 
  The PCs may speak to the manager of the Naughty 
  Nymph or to a number of performers if they wish. None 
  of them heard or saw anything. If asked about their 
  clientele, the manager, an elven bard, states that the 
  Naughty Nymph prides itself on its discretion and will 
  not divulge any names. 
   
  PCs making a DC 20 Diplomacy check or a DC 15 
  Intimidate check gets him to admit that he doesn’t want 
  get involved but that a half elf named Giley was 
  infatuated with Kaiesa. He was verbally assaulting 
  customers about “Looking at his woman” and the 
  manager barred him from the club. He was often seen 
  lurking around in the alley outside.  
   
  If they wish to talk to some of the performers they are 
  directed to Dressing room in the back of the club. The 
  performers, all young attractive women of mixed races, 
  are concerned that they might be the next victim. Some 
  will openly call Kaeisa a golddigger while others state 
  that she was a wonderful talented woman. Others will see 
  only gold pieces in the adventures and ask if they would 
  like a “private dance”. 
   
  EXAMINING THE BODIES 
  Once the bodies were discovered, the Mounted 
  Borderers had them moved to the local temple of Pelor, 
  known as the Radiant Glow. The head priest, Dulane 
  Ringwood, is cordial and kind and greets PCs with his 
  traditional welcome “His light is on us always”. (See 
  Appendix 
  5: 
  Twilight 
  Falls 
  Glossary 
  for 
  more 
  information). 
   
  Dulane shows the PCs to the bodies, having heard of 
  their involvement in the investigation, and is very 
  discrete, leaving them alone if asked. He has just finished 
  casting a gentle repose on each of the bodies and is 
  awaiting the investigation to be completed before 
  informing Kaiesa’s family of the death. Dulane assumes 
  that the Elven delegation will take possession of Féwen’s 
  body when they leave. 
   
  Dulane has placed the black orchid’s found on the bodies 
  on a table nearby.  
   
  PC’s examining the bodies and making Heal checks can 
  learn the following information. 
   
  DC 5: 
  Both women were assaulted and had their 
  throat’s slit. Their cloths are torn as if from a 
  struggle. 
  DC 15: The slits around the throat have a discoloration 
  indicative of a poison. 
  DC 20: The wound on Kaiesa’s throat is more jagged, 
  which is suggestive of a more violent attack. 
  DC 25: Féwen has another wound – a small piercing on 
  the left side near her heart.  
  DC 30: Féwen has no defensive bruises, while Kaiesa 
  does, which indicates that Féwen did not put up 
  a fight and is suggestive that she knew her 
  attacker. Furthermore, her clothing was not 
  torn – it was cut. 
  DC 35: Fewen’s body was made to appear as if it were 
  assaulted and was performed after she was dead. 
   
  THE BLACK ORCHIDS 
  The Black Orchids were found cradled in the hands of 
  each victim. 
   
  A DC 10 Knowledge [Nature] reveals that black orchids 
  are extremely rare in Verbobonc, but are more common 
  in Veluna, growing wild in certain remote parts of that 
  country. 
   
  A DC 20 Knowledge [History or Local – IUZ] check (or 
  DC 25 Bardic Knowledge check) indicates that a 
  murderous cult of the Old One’s worshippers used black 
  orchids as their ‘calling card’ around the time of the 
  Greyhawk Wars, about twelve years ago. 
   
  Researching Black Orchids 
  There are numerous institutions of learning in Twilight 
  Falls. While Dulane knows nothing of the Black Orchids 
  themselves, he can direct PCs to some of these 
  institutions. 
   
  A PC that succeeds in a DC 20 Gather Information, 
  Knowledge [History, Knowledge [Local – Iuz Border 
  States], or Knowledge [Local – VTF] manages to compile 
  a list of victims that were slain previously by the Black 
  
  VER6-04 Sign of the Black Orchid 
   
  Page 15 
  Orchid killer. Give the players Player Handout Four: 
  Black Orchid Research. 
   
  THE UNREQUITED LOVER 
  Giley, is a young and naive half-elf who fell in love with 
  the wrong woman. On his first trip to the Naughty 
  Nymph, he was showered with attention by one of the 
  beautiful dancers – Kaiesa. She promised to make his 
  dreams come true. What is a half elf boy to do? Flush 
  with money from his parents, he spent all his free time 
  and all his family’s money with Kaiesa. After all – she 
  loved him – right up to the moment he told her that the 
  coffers were dry. 
   
  Out of money and out of the family business, Giley found 
  Kaiesa more and more distant. She wouldn’t speak to him 
  and had him barred from the club. Still, he watched her 
  from the shadows just make sure she was okay.  
   
  So it was that night he was watching Kaiesa from the 
  shadows. Hidden behind some crates he was working on 
  his song when Kaiesa came walked by. Giley was about to 
  surprise her with his song when a heavy cloaked man 
  stepped out and grabbed Kaiesa. Terrified, Giley watched 
  as the man viciously slashed Kaiesa’s throat, then kill the 
  elven woman that appeared from the alley. Paralyzed 
  with fear, all he could do was huddle there in the 
  shadows behind the crates – too far away to hear any 
  conversation or identify anyone.  
   
  It did appear to him that the elven girl knew the man 
  because they talked for a few seconds before he stabbed 
  her. After that, he blacked out. When he came too, he 
  heard the sounds of fire. Staggering out of the alley, he 
  noticed a small object on the ground near Kaiesa’s body – 
  a holy symbol of Rao. 
   
  Locating Giley: 
  A successful DC 20 Gather Information check reveals 
  that Giley frequents the Dwarven Alebearer, a local 
  watering hole that sells the strongest spirits in town. By 
  the time the PCs arrive, Giley is very, very drunk. 
   
  Questioning Giley: 
  If questioned about Kaiesa he will become angry, wobbly, 
  pushing himself away from the bar (knocking over his 
  barstool and his ale) and take a wild swing at the biggest 
  PC while yelling “You ain’t got no right! Don’t ever speak 
  her name again!! She loved me!!” Giley then collapses to 
  the floor in a sobbing heap of drunkenness.  
   
  Rurik Arunson, the bars brewer, asks the PCs to settle 
  Giley’s bar tab and leave.  
   
  Once outside Giley may be calmed and spoken to with a 
  successful DC 25 Diplomacy check. Due to his state of 
  mind, Intimidate will not work on him. Any PC that 
  competed against him in the Tournament of Dawning 
  receives a -2 to this check. Once calmed Giley will tell his 
  story and hand over the holy symbol of Rao. 
   
  DEVELOPMENT:  
   
  At this point, there should be evidence suggestive that a 
  priest of Rao was involved in the killings. If the party 
  wishes to search the remains of Father Cadifel’s room for 
  more evidence proceed to Encounter 7: The Embers of 
  Guilt. 
   
  If they wish to speak directly to Father Cadifel proceed to 
  Encounter 8: Don’t Look Back. 
   
  ENCOUNTER 7: THE EMBERS 
  OF GUILT 
   
  The PCs return to the smoldering remains of The 
  Wayfarer's Rest. The building was severely weakened by 
  the fire and is filled with many dangers. Allow the PCs a 
  Knowledge (architecture and engineering) check (+5 to 
  the trap Search check) to detect the hazards (treat as a 
  Search check). 
   
  Read or paraphrase the following: 
   
  Smoke and steam still rises from the remains of The 
  Wayfarer's Rest. Broken glass and charred splinters 
  litter the streets around the burned out husk of the 
  building. Even at this distance heat still radiates from 
  the Inn. A human man stands staring at the building.  
   
  Allow the PCs to make any preparations they wish. They 
  recognize the man as Tom “Young Tom” Bigilsfort, the 
  Innkeeper who checked them in yesterday. Tom is in 
  disbelief at the destruction of his family’s inn. They will 
  be out of work until the Wayfarer’s is rebuilt. He can 
  direct the party to Father Cadifel’s room but warns 
  against going into the building stating that it is unsafe. 
   
  If the PCs question “young Tom” he truthfully states that 
  he hasn’t seen anyone else enter the Inn this morning.  
   
  As the party moves up the stairs the charred timbers 
  creak and moan under their weight. The stairs are 
  severely weakened and break when 250lbs passes the 
  halfway point.  
  
  VER6-04 Sign of the Black Orchid 
   
  Page 16 
   
  ALL APLS (EL 2) 
   
  � Collapsing stairs: CR 2; mechanical; touch 
  trigger; no reset; DC 20 reflex save avoids; 2d6 damage + 
  bury; Search DC 20; Disable Device none. 
   
  Father Cadifel’s Room 
   
  Once the party navigates the stairs they can make their 
  way to Father Cadifel’s room. Partially hidden under 
  some smoldering debris is a charred wooden chest. The 
  chest is locked and trapped. Any PC that successfully 
  disables the lock may make a second DC 20 Disable 
  Device check to identify the lock as being of elven 
  manufacturer. 
   
  APL 2 (EL 3) 
   
  Poisoned needle Trap: CR 3; mechanical; touch 
  trigger; repair reset; lock bypass (Open lock DC 20); Atk 
  +17 ranged (1 plus poison, needle); poison (Nitharit, DC 
  13 Fortitude save resists, 0/ 3d6 Con); Search DC 19; 
  Disable Device DC 15;  
   
  APL 4 (EL 5) 
   
  Phantasmal Killer Trap: CR 5; magical device; 
  proximity trigger(alarm; opening chest); automatic 
  reset(5 rds); magical affect (Phantasmal killer; 7
  th level 
  wizard; DC 16 will save for disbelief and DC 16 fortitude 
  save for partial effect); Search DC 29; Disable Device DC 
  29;  
   
  APL 6 (EL 7) 
   
  Burnt Othur Vapor Trap: CR 7; mechanical; 
  location trigger (chest); repair reset; gas; multiple targets 
  (all targets in a 10ft x10ft area); never misses; onset delay 
  (3 rounds); poison (burnt Othur fumes, DC 18 fort save 
  resists, 1 con drain/ 3d6 con); Search DC 29; Disable 
  Device DC 29;  
   
  APL 8 (EL 9) 
   
  Chest lid with Contact Poison: CR 9; mechanical; 
  touch trigger (attached); manual reset; poison (black lotus 
  extract, DC 20 Fortitude save resists, 3d6 Con/3d6 Con); 
  Search DC 29; Disable Device DC 26.  
   
  The chest contains a change of clothes, a Raoan prayer 
  book, vials of holy water, correspondence with Father 
  Cadifel and other personal effects. Of interest to the party 
  are several black orchids in a burlap sack.  
   
  A DC 10 Knowledge [Nature] or Profession [Apothecary 
  or Herbalist] check reveals that the black orchids are not 
  wilted despite the extreme heat of last night’s fire.  
   
  A PC possessing the Track feat may make a DC 30 
  Survival check to discover footprints from near a broken 
  window that lead to the chest. Making the check by +5 
  (DC 25) identifies them as elven in size. 
   
  DEVELOPMENT 
  It should be obvious by now that there is some 
  connection between Father Cadifel and what has 
  happened. Based on the PCs moral attitude or their meta-
  organizational affiliations they may want to go “off mod”. 
  The DM is encouraged to do so, time permitting. 
  Whatever the party decides to do, all avenues should lead 
  back to a confrontation with either Father Cadifel or 
  Eraisothon.  
   
  If they go to Father Cadifel privately proceed to 
  Encounter 8: Don’t Look Back.  
   
  If they wish to speak to the Mayor they are informed that 
  he teleported to Verbobonc City to fill apprise the 
  Viscount of the situation and is currently unreachable.  
   
  If the party wishes to speak to the Elven Delegation 
  proceed to Encounter 9: Unlikely Ally  
   
  ENCOUNTER 8: DON’T LOOK 
  BACK 
   
  The party can either view Father Cadifel as the killer 
  himself or as a pawn in someone else’s scheme. Either 
  way, Father Cadifel is at the Mayor’s mansion, nervous as 
  a cat, waiting for the PC’s findings. He greets the PCs 
  warmly and eagerly asks what they have found.  
   
  If the party accuses him of the crimes go to the You Did 
  It section of the encounter.  
   
  If they party reveals that he is being framed go to the 
  You’re a Patsy section of the encounter.  
   
  You Did It 
  When initially confronted Father Cadifel will be 
  confused and hurt that someone could even think he is 
  capable of such things. As the party presses him he will 
  continue to deny any participation in the crimes until the 
  party is able to trigger his memories.  
   
  Father Cadifel may be triggered in one of two ways: 
   
  Handle an orchid: 
   
  
  VER6-04 Sign of the Black Orchid 
   
  Page 17 
  If he handles one of the black orchids (from the bodies 
  NOT the chest) he immediately experiences a flashback 
  as all of his crimes, previously and mercifully blunted by 
  Rao’s grace, come flooding back into his awareness. He 
  collapses to the floor, overwhelmed by the regression, 
  and convulses there for several moments before 
  regaining awareness of the present day. He does not 
  revert back to the killer he was but instead possess the 
  shocking sense of guilt of one that realizes he has 
  committed crimes he never thought possible. 
   
  Father Cadifel declines any offer to handle the orchids on 
  instinct. He is polite in his refusal citing that he doesn’t 
  want to touch something used in such a vile act. The PCs 
  may attempt a diplomacy check DC 35, to convince him 
  to handle the orchids. Worshippers of Rao receive a +5 
  bonus.  
   
  Badger or Berate Him! 
   
  If the party berates and pushes Father Cadifel far enough 
  his serene and peaceful shell will crack allowing the flood 
  gates to open. He will immediately relive each of his 
  crimes and fall to the floor overwhelmed by the 
  regression, as above. 
   
  This requires the PC to verbally assault the priest with 
  accusations 
  and 
  descriptions 
  of 
  the 
  vile 
  acts 
  (Intimidation DC 25). Father Cadifel will attempt remain 
  calm, not understanding where the PC is coming from. 
  Give the Intimidating PC a +2 bonus for using each of the 
  names of the victims.  Award an additional +2 if they use 
  the black orchid in their tirade.  
   
  Regardless of the method used Father Cadifel will 
  immediately relive each of his crimes and fall to the floor 
  overwhelmed by the regression. There is nothing the PCs 
  can do the shake him from this condition.  
   
  Revelation: 
  If the PCs force Father Cadifel into reliving his crimes, 
  read the following once the regression is over. 
   
  After several moments, Father Cadifel’s eyes slowly 
  open and he rises unsteadily to his feet. Where before 
  was the peaceful gaze of a priest of Rao, now instead 
  is the face of one haunted by the past. The normally 
  serene voice now sounds ragged and torn. 
   
  “I am … a monster.  So many dead.  Rao forgive me.  
  You all have come to find a killer… and so you have.  
  I have tortured the breath out of girls, stripped them 
  of their skin and left a black orchid in each of their 
  cold, dead hands… a parting gift for their pain…  and 
  mine. 
   
  My parents taught me about pain and suffering. They 
  beat the worship of Iuz into me, it crawled around my 
  mind and flowed in my very veins.  I was more 
  worthy than any of them, worthy of Iuz’s notice, 
  worthy of his scorn.  Murder was the blanket my 
  parents wrapped about me, keeping out the cold, 
  cruel world. In the darkness, these things protected 
  me, made me strong. 
   
  Then I came into the light… the glorious, warm, 
  most beautiful light of Rao.  Rao granted me a 
  reprieve, blissful ignorance of my past, so that I could 
  become the man I was born to be, the man I am in the 
  present… the man who has a future. 
   
  “But now I see that my sins are not fully atoned. In 
  my past life, I wronged many, and while I believe Rao 
  has forgiven me – that does not purge the past.” 
   
  Kneeling on the ground before you, the priest 
  extends his wrists and arms. “I submit myself for 
  judgment.” 
   
  Development: It is entirely possible that the party will 
  either not realize that Father Cadifel’s is innocent, not 
  care that he is innocent, or just want to get this Raoan 
  menace off the streets for good. If this is the case, Father 
  Cadifel willingly accepts his arrest and incarceration. 
  Father Cadifel has no knowledge of the current murders, 
  but will accept punishment for the crimes he committed 
  in the past. 
   
  Proceed to Encounter 8: Unlikely Ally. 
   
  You’re a Patsy 
   
  If the party approaches Father Cadifel with the news that 
  he is being framed by someone (they may or may not 
  have guesses), He is shocked that he would garner that 
  much attention.  
   
  Read or paraphrase the following: 
  “I am at a loss for words.  I can think of no reason why 
  anyone would want to frame me for murder… much 
  less two murders.  Do you have any suspicion as to 
  the identity of the real murderer?” 
   
  Regardless of the answer Father Cadifel insists that the 
  news be brought to the attention of the Mayor and the 
  Elven delegation. 
  
  VER6-04 Sign of the Black Orchid 
   
  Page 18 
   
  We must alert the Mayor and the Elven delegation.  
  This information will have great impact on the 
  summit meeting.  I only hope that we can find the 
  true murderer before anyone else has to suffer and 
  die. 
   
  If necessary, a successful DC 15 Diplomacy check 
  persuades Father Cadifel to wait until the PCs have an 
  opportunity to dig around a little more to find the true 
  culprit.  Followers of Rao receive a +5 to this check. 
   
  If they wish to speak to the Mayor they are informed that 
  he teleported to Verbobonc City to apprise the Viscount 
  of the current situation. He is currently unreachable.  
   
  If the party wishes to search the remains of Father 
  Cadifel’s room for more evidence, proceed to Encounter 
  7: The embers of guilt.  
   
  If the party wishes to speak to the Elven delegation 
  proceed to Encounter 9: Pulling off the Mask. 
   
  ENCOUNTER 9: PULLING OFF 
  THE MASK 
   
  Eraisothon welcomes the PCs into his large pavilion tent, 
  offering refreshments and probing them for answers. 
   
  Before entering the Elven pavilion Sojan will remind the 
  party that the delegation is very upset and that they must 
  tread carefully as the summit is in danger of failing. Read 
  or paraphrase the following: 
   
  “The Mayor, His Honorable Worship Sojan Nanthiz, 
  turns to your group flashing his legendary smile 
  “There are very concerned with their people’s safety, 
  we must reassure them that they are in no danger and 
  that the Viscounty is doing everything possible to 
  ensure their well being.” He motions to a group of 
  elven guards standing with a number of Mounted 
  Borderers. “To this end no one may enter with arms 
  or armor including spell components. As a former 
  adventure I know how naked you feel without your 
  tools but do not worry there we are in good hands.”  
   
  The party is searched by mundane and magical means by 
  the Mounted Borderers and the elves before being 
  allowed to enter. Any PC attempting to smuggle in a 
  weapon must succeed at a DC 35 sleight of hand check to 
  do so.  The party will be asked to dismiss any active spell. 
  If a spell is not dismissible it will be dispelled.  
   
  DM Note: To be clear no PC will be allowed to enter or 
  remain near the tent with weapons, armor, spell 
  components, magic items and/or active spells. The may 
  refuse but are then escorted 500ft away by the Mounted 
  Borderers.  
   
  Read or paraphrase the following: 
   
  Rygor leads you into a large pavilion tent where 
  Eraisothon sits behind a handsomely craved desk 
  speaking to Mayor Nanthiz, here several members of 
  the elven delegation sit at tables around the perimeter 
  of the tent sorting through dispatches and other 
  papers. Eraisothon quickly walks over to you asking. 
  “Have you found the killer?”  
   
  There are several ways the PCs may approach this 
  situation. They may accuse Eraisothon of the murders 
  (The Elf did it!), condemn Father Cadifel as the killer (It 
  was Father Cadifel!), or they may present what they 
  have learned without a suspect (No ideas here!). Due to 
  the open nature of this encounter the DM is encourage to 
  roll with the inclination of the party and use the 
  information below as a guideline to the elves reactions.  
   
  NO IDEAS HERE 
  If the PCs have not uncovered any evidence to implicate 
  Father Cadifel or Eraisothon, then anything else they’ve 
  discovered will be circumstantial evidence at best and 
  they will be thanked for their meager efforts and sent on 
  their way. 
   
  IT WAS FATHER CADIFEL 
  If the PCs implicate Father Cadifel as the murderer, 
  Eraisothon feigns surprise at this revelation. PCs making 
  a DC 15 Sense Motive check notice this. 
   
  The Mayor exclaims of the horror of “a priest of Rao 
  committing such acts of depravity.” 
   
  Read or paraphrase the following: 
   
  Eraisothon nods as you share your findings. “The 
  crimes are made more heinous by his villainess 
  charade. I’m just glad the victim’s families will finally 
  have some closure, they have waited for too many 
  years.”   Eraisothon turns to address Mayor Nanthiz 
  taking a sip of his wine to clear his throat and calm 
  himself before going on… 
   
  Eraisothon slipped up here and acknowledged the fact 
  that he was aware of the past murders, a fact he did not 
  
  VER6-04 Sign of the Black Orchid 
   
  Page 19 
  reveal to the party before. He will deny this knowledge if 
  pressed and simply say that he “misspoke himself.” 
   
  A successful DC 17 Sense Motive check at this time 
  shows that Eraisothon is not surprised by the news that 
  Father Cadifel is the killer.  Beating the DC by 5 (DC 22) 
  reveals that he a relieved at the news, exceeding the DC 
  by 10 or more (DC 32+) shows that he very is pleased 
  with the party’s findings.  
   
  Eraisothon continues “Honorable Worship, this man 
  must be executed for his crimes. Anything less will be 
  taken as an insult by my people.” Sojan sits, stunned 
  by the news for a long second before replying. “Of 
  course Eraisothon, he will prosecuted to the fullest 
  extent of the law. We do not tolerate such vile 
  animals in Verbobonc.”   
   
  If the PCs suspect that something is amiss and wish to 
  push the issue with Eraisothon use the information in 
  the The Elf did it! Section of this encounter as a guide to 
  his reactions.   
   
  If the PCs do not suspect Eraisothon, but argue against 
  the execution of Father Cadifel, allow them to do so.  
   
  THE ELF DID IT 
  If the PCs accuse Eraisothon of the killings he will at first 
  claim innocence.  
   
  “How dare you!  I lost my own to this demon, and you 
  accuse me of complicity?!  He is the criminal here, 
  and we are, all of us, the victim!” 
   
  If pushed hard enough and given an account of Giley’s 
  eyewitness testimony, he will confess his involvement, 
  stating that he had no other choice. His demeanor 
  abruptly changes from the compassion negotiator to one 
  of almost cold calculation. 
   
  “Kaiesa brought her death upon her by her wanton 
  living.  Her life was an evil one, but her death served 
  a higher purpose, the ending of one evil to bring 
  another evil to justice.  And poor Fewen, even as evil 
  lay dying it reached up to take another innocent life.  
  Her death, a righteous life demanded by dying evil, 
  was also used for the greater good to shed light on a 
  more malign, older evil. 
   
  Both women died, but it was the only way to stop the 
  evil that is masquerading as Father Cadifel!  His crime 
  is unpunished, forgotten for all these years!  He was 
  the Black Orchid killer those many years ago!  He 
  feigns innocence now and hides behind another 
  name!  He must be pulled out of hiding!  He must be 
  brought to justice!  He must suffer!  He must die!”    
   
  It is important to remember that Eraisothon truly 
  believes that he is bringing justice to the world. In his 
  grief-stricken mind he and the current victims are all 
  martyrs, doing what is necessary to bring closure to the 
  families of the victims. 
   
  Mayor Nanthiz shakes his head in sadness.  “Ah, my 
  friends, now we come to a dilemma.  Two murderers.  
  One a changed man, a faithful priest of Rao for these 
  past thirty years.  The other a leader of a delegation to 
  restore peace to the Gnarley Woods—without whom 
  this summit will surely fail.”  Sojan purses his lips, 
  putting his fingertips together in a meditative pose.  
  “What wisdom do you have to share with me at this 
  late hour?  How do you think I should proceed.” 
   
  Mayor Nanthiz knows that both men are guilty, and he 
  also knows there are circumstances that may necessitate 
  absolving each man from his crimes.  As the Lord Mayor, 
  Sojan does have that ability.  (Especially since there is no 
  concept of “diplomatic immunity” at this time.)  Sojan 
  would like the PC’s input before he makes his decision. 
   
  Developments: The party is without arms and armor so 
  combat should be very unlikely but in the rare case 
  where a PC threats to attack any of the delegation Father 
  Cadifel intervenes. He will physically place himself 
  between the party and the delegation and beg that no 
  more blood be spilled due to his past. During his plea the 
  Mounted Borderers step in and restrain any hostile PCs.   
   
  If this still isn’t enough to dissuade a PC from violence 
  the delegation teleports away (via a contingence spell 
  active on all present) before any blow is struck.  
   
  Rygor leaves the party with a final comment. “Filthy 
  human scum.”    
   
  Mayor Nanthiz exclaims “What have you done! You 
  have plunged all of Verbobonc into darkness this day! 
  It will be a long time before this fence can be 
  mended.”  
   
    
  CONCLUSION 
   
  The following morning, every ear in Twilight Falls is 
  ringing with the news of the results of the 
  investigation. 
  
  VER6-04 Sign of the Black Orchid 
   
  Page 20 
   
  The conclusion to this adventure is very complicated and, 
  as a result, very modular. Read aloud the section that 
  follows a TRUE bold and underlined statement and 
  then read the Ending 
   
  Father Cadifel is revealed as the Black Orchid 
  murderer and Eraisothon is not formally accused 
   
  The following morning every ear in Twilight Falls 
  rings with the news that the priest of Rao, Father 
  Cadifel, has been revealed as the original Black 
  Orchid murderer. As a young man Father Cadifel 
  killed eight young women before hiding as a priest 
  for decades.  Apparently, having the leader of the 
  Elven delegation (also the father of one of his 
  previous victims) so close, drove Father Cadifel to kill 
  again. 
   
  The turn of events has irrevocably scarred any chance 
  of a peaceful accord with the Elven Clans. Issuing a 
  scathing rebuke to Mayor Sojan Nanthiz, the elven 
  delegation laid blame for these events at his feet and 
  that of Twilight Falls – for it was at the mayor’s 
  request that Viscount Langard requested Father 
  Cadifel’s assistance. Abandoning the festival, the 
  Elven Delegation departed in the middle of the night,  
   
  You can only hope that Eraisothon will persuade the 
  elven clans to seek a peaceful resolution with the 
  humans who share the Gnarley and pray that it will 
  be enough to wash the stain upon you soul.     
   
   
  Father Cadifel is not implicated and Eraisothon is 
  revealed as the murderer 
   
  The following morning every ear in Twilight Falls 
  rings with the news that the leader of the elven 
  delegation, Lord Eraisionthonm was revealed as the 
  killer. Eraisionthon’s own daughter was killed several 
  years ago in a similar manner, and her body was 
  found on the road east of here, before Twilight Falls 
  was founded. Some believe the shock of returning to 
  the areas where his daughter was violently slain 
  caused the fit of rage that possessed him to frame 
  Father Cadifel for the decades-old crime! 
   
  The turn of events has irrevocably scarred any chance 
  of a peaceful accord with the Elven Clans. Issuing a 
  scathing rebuke to Mayor Sojan Nanthiz, the elven 
  delegation laid blame for these events at his feet and 
  that of Twilight Falls – for what else if not the 
  corrupting influence of the town and its disregard for 
  nature could twist the honorable Eraisothon into a 
  defiler of life. Abandoning the festival, the Elven 
  Delegation departed in the middle of the night, but 
  not before pledging to remove the infestation that has 
  plagued the great forest.  
   
  Both Father Cadifel and Eraisothon are arrested for 
  murder. 
   
  The following morning every ear in Twilight Falls 
  rings with the news that both Father Cadifel and the 
  elven delegation leader Eraisionthon have been 
  revealed as murderers. Eraisionthon’s own daughter 
  was killed by Father Cadifel over thirty years ago, and 
  Eraisionthon killed the two women (one of his own!) 
  in order to frame Father Cadifel. 
   
  The turn of events has irrevocably scarred any chance 
  of a peaceful accord with the Elven Clans. Issuing a 
  scathing rebuke to Mayor Sojan Nanthiz, the elven 
  delegation laid blame for these events at his feet and 
  that of Twilight Falls – for it was at the mayor’s 
  request that Viscount Langard requested Father 
  Cadifel’s assistance. Surely his corrupting influence 
  was 
  responsible 
  for 
  twisting 
  the 
  honorable 
  Eraisothon into a defiler of life. Abandoning the 
  festival, the Elven Delegation departed in the middle 
  of the night, but not before pledging to remove the 
  infestation that has plagued the great forest.  
   
  No one is arrested for the murder 
  The following morning every ear in Twilight Falls 
  rings with the news that no murderer was identified.  
   
  The turn of events has irrevocably scarred any chance 
  of a peaceful accord with the Elven Clans. Issuing a 
  scathing rebuke to Mayor Sojan Nanthiz, the elven 
  delegation laid blame for these events at his feet and 
  that of Twilight Falls – for what else should the elves 
  expect of Twilight Falls. As the town and its residents 
  have defiled the forest, so too do they defile the elves 
  and let the perpetrators run free. Abandoning the 
  festival, the Elven Delegation departed in the middle 
  of the night, but not before pledging to remove the 
  infestation that has plagued the great forest.  
   
  In the midst of the collapse of the summit meeting, 
  you learn of the death of Father Cadifel, whose body 
  was found dead west of town. He had been stabbed 
  several times and a single Black Orchid was jammed 
  into his mouth. His holy symbol was found discarded 
  carelessly in the bushes nearby. Carved into his chest 
  was the word “murderer” – written in elvish. Most 
  
  VER6-04 Sign of the Black Orchid 
   
  Page 21 
  significant of all – the dagger that delivered the blows 
  was plunged deep into his throat. 
   
  Ending 
   
  The joy and hope engendered by the Festival of 
  Dawning has given way to despair and grief. Only 
  time will tell what comes of this as summer’s pale 
  gleaming fades into twilight. 
   
  The End 
   
  
  VER6-04 Sign of the Black Orchid 
   
  Page 22 
  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 PC. 
   
  Encounter 1 
  Participate in or watch the Contests 
  APL 2  
   30 XP 
  APL 4  
   30 XP 
  APL 6  
   30 XP 
  APL 8                   
   30 XP 
   
  Encounter 2 
  Escape the fire 
  APL 2  
   30 XP 
  APL 4  
   30 XP 
  APL 6  
   30 XP 
  APL 8                   
   30 XP 
   
   
  Rescue the guests 
  APL 2  
    90 XP 
  APL 4  
  150 XP 
  APL 6  
  210 XP 
  APL 8   
  270 XP 
   
  Encounter 6 
  Survive the building hazards 
  APL 2  
    60 XP 
  APL 4  
    60 XP 
  APL 6  
    60 XP 
  APL 8                    
    60 XP   
   
  Survive trapped chest 
  APL 2  
    90 XP 
  APL 4  
  120 XP 
  APL 6  
  160 XP 
  APL 8                                 
         
               200 XP 
   
  Story Award 
  Investigate the murder & make a choice of guilt  
  APL 2  
   100 XP 
  APL 4  
   200 XP 
  APL 6  
   300 XP 
  APL 8  
   400 XP 
   
  Discretionary roleplaying award 
  APL 2  
    50 XP 
  APL 4  
    85 XP 
  APL 6  
  110 XP 
  APL 8  
  135 XP 
    
  Total possible experience: 
  APL 2  
    450 XP 
  APL 4  
    675 XP 
  APL 6  
    900 XP 
  APL 8  
  1125 XP 
   
  TREASURE SUMMARY 
  During an adventure, PCs 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 PC 
  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 PCs cannot take the time 
  to loot the bodies, they do not gain this gold. If you feel it 
  is reasonable that PCs 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), PCs may return to retrieve loot. If the PCs 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 PC 
  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 PCs may want to use them during the adventure. 
  Many times PCs 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 PCs 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.  
  ALL APLs: 
   
  GP Reward:  Lord Mayor Nanthiz offers a reward equal 
  to (200 gp x APL) to each player. 
   
  
  VER6-04 Sign of the Black Orchid 
   
  Page 23 
  Special 
  Friend of the Elven Clans: You have supported the 
  Elven Clans of the Gnarley Forest in their actions. In 
  return, you may spend one (1) Influence Point with the 
  Elven Clans of the Gnarley Forest after any adventure set 
  in Verbobonc to any of the following: 
  Armor: †+2 feycrafted mithral chainshirt [DMG2], armor 
  of the unending hunt [CW], forestwarden shroud [RW] 
  Ring: Ring of nullification [TM] 
  Weapons: †+1 elven courtblade [RW], burrowing arrows 
  [CW], enhancement (†bane [human], subjugating [HB]), 
  †Binding Dagger (see below) 
  Wondrous Items: philosopher’s wool [HB] 
  Friend of the Church of Rao: You supported Father 
  Cadifel during the crisis of the Black Orchid. In return, 
  you may spend one (1) influence point with the Church 
  of Rao after any adventure set in Verbobonc to purchase 
  or learn any of the following: 
  Armor: enhancement (focused [CV]) 
  Feats: ‡Divine Armor (PH2) 
  Spells: ‡awaken sin (SC), faith healing (SC)  
  Wondrous Items: blessed bandage [HB], healing salve 
  [HB], ‡sacred scabbard [CW] 
  Friend of Twilight Falls: The mayor of Twilight Falls is 
  grateful for your assistance in the investigation. In 
  return, you may spend 1 TU after any adventure set in 
  Verbobonc to travel to Twilight Falls, where you may 
  purchase any of the following 
  Armor: +1 gnomish twist cloth (RS), +1 shadow silk 
  leather armor [TM], •+1 shadow silk padded armor [TM], 
  enhancement (upgrade by +1) 
  Weapon: enhancement (frost) 
  Wondrous Items: camouflage paint [HB], •ring of 
  counterspell 
  Residents of Twilight Falls do not need to spend the time 
  unit. 
  Mithral 
  Pendant: 
  For 
  winning 
  the 
  Festival 
  Championship you have earned the coveted Mithral 
  Pendant, which grants you free Adventure Lifestyle 
  [Luxury] in any adventure set in Verbobonc. This benefit 
  lasts for one (1) calendar year from the date of this AR. 
  This item may have additional uses in the future. 
  Metaorganizational Access: Items marked with the 
  following symbols are only available to current members 
  of the metaorg. 
  † - Elven Clans of the Gnarley Forest, ‡ - Church of Rao 
  • - Verbobonc Town Project (Twilight Falls.) 
  Binding Dagger: This +1 dagger is itched with images of 
  Ipp Wood leaves and appears tarnished. Three times per 
  day the wielder can activate a paralysis effect (as hold 
  person DC 13) as an immediate action upon a creature 
  struck by the weapon. Faint enchantment; CL 5th; Craft 
  Magic Arms and Armor, hold person; Price 8,302 gp; 
  cannot not crafted. 
  Good Karma: Karma has chosen to reward you 
  selflessness. The next natural 1 rolled on a saving throw is 
  treated as a natural 20. Cross off when used.  
  Heroic Actions: Your heroic actions during the burning 
  of the Wayfarer’s Inn have caught the attention of the 
  headmaster of the Academy of Combat Mastery in 
  Twilight Falls, and he offers to train you in the tactics of 
  teamwork. To learn these teamwork benefits, you must 
  be a member of the Twilight Falls Academy of Combat 
  Mastery metaorganization. Once you are a member, you 
  may form a team with other members of the metaorg and 
  learn one of the following Teamwork Benefits from 
  Player’s Handbook II 
  �Circle of Blades, �Massed Charge, 
  �Team Melee Tactics, or �Wall of Steel 
   
   
  REWARD NOTES: 
   
  Good Karma: This reward goes to those PCs that 
  compete in the Tournament of Dawning, but choose to 
  ‘throw’ the competition so that one of the non-player PCs 
  can win. 
   
  Heroic Actions: This entry is awarded to PCs that 
  perform heroic actions during Encounter 2: A Warm 
  Bed. These PCs also receive a Twilight Falls Team Roster 
  certificate. 
   
  Friend of the Elven Clans: This reward is only awarded 
  if Father Cadifel is convicted of murder and if Eraisothon 
  is not convicted of murder. 
   
  Friend of the Church of Rao: This entry is awarded if 
  Eraisoithon is convicted of murder. 
   
  Friend of Twilight Falls: This entry is awarded to PCs 
  that participate in the investigation. However, it is not 
  awarded if the PCs attack the Elven Delegation. 
   
  Mithral Pendent: This entry is awarded to the PC that 
  wins the Festival Championship. If no PC won, this entry 
  is not awarded. Only one PC per table, at most, can 
  receive this award. 
   
  REGIONAL CERTIFICATE 
  Influence with the Elven Clans: This entry is awarded 
  to PCs that receive Friend of the Elven Clans. 
   
  Influence with the Church of Rao: This entry is 
  awarded to PCs that received Friend of the Church of 
  Rao. 
   
  
  VER6-04 Sign of the Black Orchid 
   
  Page 24 
  Lle holma ve' edani (Human Sympathizer): This entry 
  is only given to PCs that are members of the Even Clans 
  of the Gnarley Forest but do not support the Elven 
  Delegation in their decisions.  
   
  (Note – PCs cannot receive both Influence with the 
  Elven Clans and Lle holma ve' edani (Human 
  Sympathizer). They only receive one or the other. 
   
   
  
  VER6-04 Sign of the Black Orchid 
   
  Page 25 
  APPENDIX 2: NEW RULES ITEMS 
  BURNING BUILDINGS [NEW RULE] 
  (AS PRESENTED IN DUNGEON 
  MASTER’S GUIDE II) 
   
  Smoke 
  As described on page 304 of the Dungeon Master’s 
  Guide, a creature that breathes heavy smoke must 
  make a Fortitude save (DC 15, + 1 per previous check) 
  or spend a round choking and coughing. A creature 
  that chokes for 2 consecutive rounds takes 1d6 points 
  of 
  nonlethal 
  damage. 
  Smoke 
  also 
  provides 
  concealment to any creatures within it. Finally, it 
  makes Search checks (such as those made to find 
  unconscious civilians or companions) difficult. Search 
  checks in smoke are made at a –4 penalty. See Rescue, 
  below, for Search DCs for finding unconscious victims 
  of fires. 
   
  Heat 
  As stated on page 303 of the Dungeon Master’s Guide, 
  extreme heat (such as in a fire) deals lethal damage. 
  Creatures breathing the air in these conditions take 
  1d6 points of lethal damage per minute. A PC must also 
  make a Fortitude save every 5 minutes (DC 15, + 1 per 
  previous check) or take an additional 1d4 points of 
  nonlethal damage. Wearing armor or heavy clothing 
  imposes a –4 penalty on the save, and those wearing 
  metal armor or who come into contact with hot metal 
  are affected as if by a heat metal spell. Finally, 
  remember that a creature that takes any nonlethal 
  damage from heat exposure suffers from heatstroke 
  and is fatigued. The PC suffers from this fatigue until 
  healed of the nonlethal damage. 
   
  Hazards 
  A burning building holds further hazards than fire and 
  smoke. Building structures grow weak as fire eats away 
  at their supports, and floors and ceilings can collapse 
  around the unwary. Some buildings also contain 
  hazardous chemicals or explosive materials (granaries, 
  for instance, are notorious firetraps due to the grain 
  dust filling the air), and every building with little 
  ventilation might hold a deadly backdraft. In areas of a 
  building that are on fire, a PC has a 10% chance of 
  encountering one of the hazards described below. This 
  chance increases by 10% for each minute a room has 
  been on fire, to a maximum hazard encounter chance 
  of 50%. If a hazard is present, roll d20 and consult the 
  following table. 
   
  Hazard  
  1–5: Collapsing floor  
  6–13: 
  Collapsing ceiling  
  14–16: 
  Explosion 
  17–20: 
  Backdraft 
   
  Collapsing Floor: Collapsing floors can be resolved 
  like a pit trap. Allow a PC in a room with a collapsing 
  floor a DC 15 Reflex save to leap clear. Failure indicates 
  the PC falls to the story below, taking 1d6 points of 
  falling damage per 10 feet that he falls, along with 2d6 
  points of fire damage. He is liable to take further fire 
  damage in ensuing rounds, as described in Heat, above, 
  unless he finds a way out of the new chamber, which 
  might or might not be in flames itself.  
   
  Collapsing Ceiling: Collapsing ceilings also allow a 
  PC a DC 15 Reflex save to leap free, but the results of 
  failure are even more terrifying. Failure means the PC 
  takes 2d6 points of damage and 2d6 points of fire 
  damage from the falling debris. He is also buried 
  beneath the ceiling debris. A buried creature takes 1d6 
  points of nonlethal damage and 2d6 points of fire 
  damage per round. Getting free requires a DC 20 
  Strength check (the DC might be higher if you decide 
  that something particularly heavy fell on the PC from 
  above)   
   
  Explosion: Many buildings, even normal homes, hold 
  substances that don’t mix well with fire. An oil supply 
  or a cloud of grain dust might catch fire, or maybe an 
  alchemical formula is exposed to too much heat. 
  Explosions vary in severity based on their cause. At 
  minimum, an explosion deals 3d6 points of fire damage 
  in a 20-foot-radius burst. More severe explosions mimic 
  the effects of fireball spells, dealing 5d6 points of fire 
  damage or more. A good rule of thumb is to set the 
  number of damage dice of the explosion equal to the 
  level of the party (maximum of 10d6 for a group of 
  10th level or higher). Explosions might deal more than 
  fire damage. If a room holds items that can be turned 
  into shrapnel, consider adding another 2d6 points of 
  damage to the burst. Such shrapnel might include 
  pieces of metal (jewelry), glass (from windows or 
  display cases), or wood (from multiple small pieces of 
  furniture).  
   
  Backdraft: A backdraft occurs when a fire burns very 
  hot, but has little or no oxygen. When a source of 
  oxygen is suddenly introduced into the area, fire erupts 
  from the source of heat, engulfing the unwary and 
  causing terrible burns. A backdraft works like an 
  explosion, but careful PCs can check for its presence 
  
  VER6-04 Sign of the Black Orchid 
   
  Page 26 
  (unlike with an explosion). A DC 20 Search check on a 
  door or wall near a potential backdraft can warn a PC 
  that entering the room is not a good idea until it is 
  ventilated first. Likewise, a DC 25 Spot check near a 
  potential backdraft site results in a PC noticing small 
  wisps of smoke being sucked beneath a door or into 
  cracks in the walls, floor, or ceiling as the backdraft 
  prepares to ignite if given an appropriate amount of 
  oxygen A backdraft explosion deals 5d6 points of fire 
  damage in a 30-foot-radius spread (Reflex DC 15 half) 
  Other Hazards: Unique environments might contain 
  unusual hazards. At a wizards’ laboratory, all manner of 
  odd creatures might be trying to flee the fire. Glass 
  equipment would be exploding, dangerous materials 
  melting, and toxic clouds of gas forming as a result of 
  certain substances melting or mixing together. 
  Depending on the nature of a particular burning 
  building, add one or more hazards of your own to the 
  table above. 
   
  Rescue 
  A burning building is most effective as a dramatic 
  element if innocent townsfolk are at risk inside. 
  Entering the building to rescue the citizens lets the 
  PCs feel heroic and gives them opportunities to receive 
  civic awards for bravery. To find a conscious citizen 
  inside a burning building, a PC can make a DC 15 
  Search check (taking 10 and taking 20 are not allowed). 
  Success means a civilian has been located. Remember 
  to apply the –4 penalty on Search checks for smoke, if 
  it’s a factor at the time. This check takes at least 5 
  rounds to perform, unlike normal Search checks, since 
  it represents a PC combing through multiple rooms, 
  trying to pinpoint the source of a faint noise or locate 
  rooms likely to hold people. For each increment of 5 by 
  which the check result exceeds 15, reduce the number 
  of rounds by 1. A successful DC 15 Listen check also 
  reduces the number of rounds spent searching by 1, as 
  coughing citizens inadvertently lead the PCs to their 
  location. Finally, a DC 20 Knowledge [Architecture 
  and Engineering] can reduce the search time by 1 
  round, as the PC realizes from the building’s layout 
  where bedrooms and likely congregation areas can be 
  found.  
   
  Finding unconscious townsfolk is more difficult. The 
  Search check DC begins at 20, with the same modifiers 
  and time constraints as described above. Although 
  D&D has specific rules for carrying capacity, it’s 
  difficult to imagine a human-sized individual carrying 
  more than one or two creatures of his own size. To 
  simulate this (and to prevent stronger PCs from 
  walking out with piles of unconscious townsfolk), 
  assume a PC can carry only one creature one size 
  category larger than he is, two creatures of his size 
  category, or four creatures one or more size categories 
  smaller than he is. 
  
  VER6-04 Sign of the Black Orchid 
   
  Page 27 
  APPENDIX 3: LEGWORK 
   
  At various points throughout this adventure, the PCs will want to find out more information about certain topics. Have 
  them make the appropriate skill checks, with higher checks resulting in more information. Other knowledge skills may 
  be used, in addition to the ones listed, at the DM’s discretion. 
  The DC is increased by +5 for Bardic Knowledge checks. The DM is reminded that each Gather Information check 
  takes 1d4+1 hours.  
   
  GENERAL INFORMATION 
   
  Twilight Falls (Bardic Knowledge, Gather Information, Knowledge [Local: VTF]). Residents of Twilight Falls receive a 
  +5 circumstance bonus on this check. 
   
  DC 5: 
  The Mayor promised that no woman shall leave the festival unsatisfied. *Wink, wink* 
  DC 10: 
  Twilight Falls was founded on the site on an ancient elven city. It was resettled around three hundred 
  years ago by a few families, but saw an increase in population after a cleric of Olidammara, Valorek 
  Greymantle moved to the area and made it his home. Since that time, the population has exploded 
  and now boasts several temples and churches, a thriving economy, and the Falls Keep – the 
  easternmost outpost of the Mounted Borderers in the Gnarley Forest.  Lord Greymantle disappeared 
  under mysterious circumstances a few years back.  
  DC 12:  
  An adventuring group known as the Brothers of Shield has retired recently due to the fact that they 
  could no longer “bring it”.  
  DC 15:  
  Many towns in the Gnarley have struggled with the harsh winter and the lack of Mounted Borderers. 
  Twilight Falls has been especially hit hard, not only due to the winter but because of the ravaging of 
  Falls Keep – the local Mounted Borderer outpost – last year during the Giant war. 
  DC 17:   
  Several of the Gnarley druids and followers of the Old Faith have been more “stand-offish” lately as if 
  they don’t care about what happens to “townsfolk” here. 
  DC 20: 
  The Elven Clans of the Gnarley Forest have, until recently, rebuffed any correspondence with 
  Twilight Falls. Many believe it is do to the rampant deforestation of the Ipp Wood trees that grow in 
  the Gnarley and an ‘urbanization’ of the great forest. Once a place of elven antiquity and beauty, the 
  elves now view Twilight Falls as a blight on the land and a cyst that must be excised. 
  DC 23:  
  A powerful wizard and friend of the Mayor, Andrell, has kidnapped a half-dragon child from Lord 
  Shannus and hidden her on another plane.  
   
   
  The Viscounty of Verbobonc (Bardic Knowledge, Gather Information, Knowledge [Local: VTF]). PCs that are 
  residents of Verbobonc receive a +5 circumstance bonus on this check. 
  DC 0: 
  Verbobonc is suffering from the effects of an unusually harsh winter, which begin in early Patchwall. 
  The early winter destroyed much of the Viscounty’s food crop, before the farmers could complete 
  their harvest. Earlier this year, a man by the name of Estival sponsored several food shipments out of 
  his own pocket to help alleviate the starvation. Though the first shipment ran afoul, many others 
  have reached their destinations. 
   
  DC 5: 
  Lord Saflynd has announced that his eldest son, Daffyd, is to marry. They are searching for the right 
  lady for him. 
   
  DC 6: 
  The Mounted Borderers have been revising their standards for active members, and have even 
  recalled several retired members back to duty.  
   
  DC 7:  
  The town of Tristane, located in the southwestern part of the Viscounty, was recent found completely 
  abandoned. There is no word on what happened to the citizens, but some rumors say that one of the 
  citizens awoke an ancient spirit. Other rumors say they were captured by slavers in league with the 
  orcs of the Black Spike, which have been in evidence in the Gnarley Forest and other places. 
   
  DC 10:  
  Early this year, a food riot erupted in Verbobonc City as commoners, tired of the nobilities apparent 
  lack of concern, stormed the capitol of Verbobonc. The Gentlemen of the Watch, the Mounted 
  Borderers, and even the noble house guards were called in force to suppress the uprising. 
  
  VER6-04 Sign of the Black Orchid 
   
  Page 28 
   
  DC 11: 
  Viscount Langard has not been seen in public for several months. I hear he has been infected with 
  some rare disease that slow turns you into a mummy. It is said that House Vaswell infected him in an 
  attempt to seize leadership of the Viscounty.  
   
  DC 12:  
  A large group of travelers where discovered murdered recently on Lord Avgustin’s lands. The crime is 
  commonly referred to as the Brewfest Massacre of Humming’s End. Rumor has it a former paladin in 
  the service of Lord Shannus is responsible. 
   
  DC 15:  
  During the war last year, a group of brave adventurers journeyed to a plane of evil and recovered the 
  missing Revnash Splinter, a holy artifact of Saint Cuthbert. 
   
  DC 17: 
  Emissaries have been sent looking for the druids of the Old Faith to aid in abating the harshness of 
  winter’s effects. So far, all requests for assistance has fallen on deaf ears.  Likewise with the Elven 
  clans of the Gnarley, who have began taking a more militant stance against the perceived incursions 
  by the towns that have sprung up in the great forest. The Elven Clans have gone so far as to forbid 
  their members from residing in the town of Twilight Falls. 
   
  DC 20:  
  Rumor has it the Elven Clans of the Gnarley have received ambassadors from the isolationist 
  Kingdom of Celene, which lies south of the Viscounty.  
   
  DC 22:  
  Someone has been buying up all the silver in Verbobonc. Accusations by Shannus have been made 
  against the lycanthropes of the Ironwood, who – it is said – are buying it so that it will not be used 
  against them when they launch their attack. 
   
  DC 23:  
  A secret sect of Cuthbertine’s has been working in the shadows to unseat Bishop Haufren.  
   
  DC 25:   
  Someone is making a power play for leadership of the Verbobonc underworld. 
   
  THE MURDERS 
  The following information is only available when specifically researching it in relation to the murders. 
   
  The Murders - General (Gather Information): Residents of Twilight Falls, members of the Mounted Borderers, the 
  Family, and the Alliance receive a +5 circumstance bonus to this check. 
   
   
  DC 5: 
  Two women were found murdered behind Naughty Nymph last night.  
   
  DC7:  
  They killed each other fighting over the love of Sojan Nanthiz. 
   
  DC 10: 
  The Naughy Nymph, a dance hall of ill repute, is rumored to have ties with crime. 
   
  DC 15:  
  Both women were found holding some kind of odd flower. 
   
  DC 17: 
  One of the women, Kaiesa, was a dancer at the Naughty Nymph. The other woman, an elf, was a 
  member of the delegation from the Elven Clans 
   
  DC 20: 
  The mayor is known to give private magical instruction to some of the young ladies of in Twilight 
  Falls. Some have not been seen in a while, such as a strange ‘dragon-elf’ girl. 
   
  Kaiesa (Gather Information). Residents of Twilight Falls receive a +5 circumstance bonus to this check. 
   
  DC 5: 
  Kaiesa was one of the featured performers at the Naughty Nymph 
   
  DC 10: 
  She was a witch for it is said that for the right price she could make any dream come true.  
   
  DC 12: 
  She’s been linked with several influential residents, including Mayor Sojan Nanthiz. 
   
  DC 15: 
  Several of the more ‘proper’ ladies call her a home-wrecker and feel she got what she deserved. 
   
  DC 20: 
  A half-elven man has been frequenting the Naughty Nymph watching Kaiesa, or stalking her. 
   
  Féwen (Gather Information). Members of the Elven Clans of the Gnarley Forest receive a +5 circumstance bonus to this 
  check 
   
  DC 10: 
  Féwen was a member of the delegation from the Elven Clans. 
   
  DC 12:  
  Those citizens that spoke with her found her to be very pleasant and genuinely interested in 
  resolving the disputes that have arisen. 
   
  DC 15: 
  Féwen had a keen mind and sharp wit. Because of her intelligence, she was one of the two negotiators 
  sent to resolve the issues. 
   
  DC 25: 
  A chance conversation overheard from a distance mentioned that Féwen was the cousin of Viscount 
  Langard’s mother 
   
  
  VER6-04 Sign of the Black Orchid 
   
  Page 29 
  Father Cadifel (Gather Information, Knowledge [Religion]. Residents of Swan and members of the Church of Rao 
  receive a +5 bonus to this check. 
   
   
  DC 10: 
  Father Cadifel is the resident priest of Swan and caretaker of the Shrine of the Peacemaker in that 
  town. 
   
  DC 15: 
  The priest has an impressive record of mediating disputes and resolving conflict, and he is known to 
  advise the mayor of Swan on occasion. 
   
  DC 17:  
  Perhaps his most famous accomplishment is the negotiation of the Reunification Accords of 594, 
  which successfully helped reunite the gnomes of the Free Assembly of the Kron Hills with the 
  Viscounty. 
   
  DC 20: 
  During the Giant Wars last year, Father Cadifel was wounded when a dwarven assassin broke into the 
  Shrine to steal a magical book that had been secured there. The assassin almost killed Cadifel by 
  collapsing part of the temple on him. Had it not been for the timely intervention of a band of heroes 
  tracking the assassin, the priest would have died. 
   
  DC 27: 
  Since that time, a few people have noticed that the priest has been plagued intermittently by dreams 
  and nightmares.  
   
  
  VER6-04 Sign of the Black Orchid 
   
  Page 30 
  APPENDIX 4: TWILIGHT FALLS GLOSSARY 
   
  This appendix serves as a brief and superficial summary of the places and people that reside in Twilight Falls. 
   
  Bait and Switch: A tall rambling building, the Bait and Switch is a second-hand store and looks like one, with most of 
  the areas given over to cluttered storage and display of the surplus goods. The store displays a sign out front that shows 
  an empty fish hook and a stubborn donkey.  The proprietor, Winton Bustamore is a very friendly and outgoing person 
  with the soul and zeal of a natural salesman.  He always make sure that his customers leave with what they were looking 
  for, and a little more.  
   
  Blue Memorial College of Wizardly Perception:  This school, which teaches the nuances of spellcasting and arcane 
  pursuits, was founded by Sojan Nanchiz in the memory of an enigmatic young warrior mage named Blue, whose 
  promising career was cut short during a courageous foray into the Temple of Elemental Evil. 
   
  Brooke, Tripps and Falz: A group of lawyers, the offices of Brooke, Tripps, and Falz is a plain wooden office with three 
  desks and filled mostly with legal reference materials and files 
   
  Burning Page – Scribing and Bookbinding Services. A small two story building with an elegant front, the Burning 
  Page is home to books and scrolls of the common kind, as well as the more rare tomes. The store also sells a variety of 
  writing implements, inks, blank books, blotters, parchment, vellum and paper.  
   
  Cathedral of Blessed Confusion:  This large and bizarre structure pokes out of the surrounding shops and homes, an 
  eyesore of non-linear geometry and seemingly impossible angles.  If one looks at the freakish conglomeration just right, 
  one can discern a rune of insanity from the merging of the various angles. 
   
  Cathedral of the One True Path: White stone walls shine out amid the din and dirt that surround it, almost as a beacon 
  of safety.  The top spires of the Cathedral glow nearly as bright as the sun, and magical light makes the area around the 
  Cathedral’s entrance almost unbearable.  No weapons or shoes may be worn inside and no lie may be spoken within its 
  walls.  The spacious interior is constructed of pure white marble and translucent crystal, pointing to the transcendent.  
  Mother Gwyth has a room in the back that is used for counseling and administration.  While one might expect to find a 
  luxurious office, it is actually quite plain.  There is a simple holy symbol of the Light Bringer on the wall behind her 
  desk.  The remaining walls are adorned with maps of the surrounding area.  While most are of the Twilight Falls region, 
  those who look carefully notice a number of detailed maps of the area surrounding the village of Hommlet, a place of 
  great concern to the Church.  
   
  Dane's Mark Academy:  Founded by a half-orc warmaster, who was later disgraced as a coward during the Giant War of 
  595, Dane’s Mark Academy is a orphanage, a school to teach knowledge of religion, and a messenger service which 
  employs the resident orphans, teaching them a skill on which to build an honest life. 
   
  Falls Keep: The Mounted Borderer Keep in Twilight Falls, Falls Keep was ravaged last year as part of the prelude to 
  invasion by the Cowled Lady’s forces. Under the jurisdiction of the 3
  rd Company, Falls Keep has been woefully 
  undermanned since the massacre of the 3
  rd Company during the beginning of the invasion. 
   
  Flaming Anvil Forge: The armory of Twilight Falls, the Flaming Anvil sells all types of weapons and armor can be 
  found here. Cago Storm, the blacksmith, is a gruff no-nonsense dwarf who doesn’t trade in rumors and is quickly 
  annoyed to be taken away from his work. He is a staunch supported of the Viscount and the Mounted Borderers. 
   
  Greymantle Park: This monument is a commemoration of the first Lord Mayor of Twilight Falls, Valorek Greymantle. 
  Throughout the park, various frescoes – intertwined among the ceremonial Ipp Wood trees, tell Lord Greymantle's 
  story from the rediscovery of Twilight Falls in the western Gnarley Forest to the siege of the Town in late 593 by the 
  Cowled Lady's armies to Lord Greymantle's disappearance in the northern lands of Highfolk fighting against the forces 
  of the Old One. In addition, the park has several secluded places for contemplation and communion with the nature 
  and has a breathtaking view of the Falls, from which Twilight Falls gets its name. 
  
  VER6-04 Sign of the Black Orchid 
   
  Page 31 
   
  Academy of Arcane Knowledge: Built by some of the most powerful mages in Verbobonc, A stately structure. This 
  wood and stone building speaks of quiet academia. The Academy welcomes all who with to increase their knowledge of 
  the arcane arts. The headmaster of the academy, Master Librarian Mor'thaneth Fealefel of Ilaira ath Erekon, is among 
  the oldest of elves still living in the forest. Though his face is lined deeply with the signs of age and his hair has yielded 
  to a silvery-gray, his eyes, still shine bright green. A normally mild individual, Mor'thaneth’s voice takes on an edge if 
  anyone asks what he thinks of the current situation with the elves. He will not, under any circumstances, speak ill of his 
  clan. 
   
  Healing Hospital:  A small classroom devoted to the teaching arts which can be attained by common folk who lack the 
  skills in divine magic. 
   
  Horn of Light: The atmosphere is pleasant and relaxed as you enter and a small bell chimes overhead. There are 
  instruments on hooks and pegs on the walls for anyone to pull off and play. The sales items are tucked safely in the back 
  room along w/ the sleeping area for Julia, the shop keep and established performer. There is a stage in the corner w/ 
  fluffy couches and chairs for everyone to sit and listen to the music throughout the shop. Lessons are taught in the main 
  room so all can listen to the aspiring bards of tomorrow.   
   
  Masquerade: Masquerade is an impressive building, housing a full tavern, a gambling hall, and an auditorium for 
  impromptu performances by the many bards and troubadours that frequent Twilight Falls. The gambling hall is well 
  managed and there is a constant presence of well-armed guardsmen to discourage cheating or other foul play. It is 
  rumored that the whole structure is monitored by scrying devices. There are offices and a wine cellar secreted beneath 
  the main floor, and some suspect a connection between the Masquerade and the Shrine of the Twilight Mask 
   
  Minister to The Watchful Protector: Lovingly crafted and attached to the gnomish Moothall and living warrens, this 
  large cathedral to Garl Glittergold provides gnomish residents and refugees alike a safe place to worship their patron. 
  The gnomish priest, Topsy Tripletongue has the slender but sturdy frame of a healthy adult gnome, and is his voice 
  rings with the effervescence and laughter of his deity. 
   
  Pelor’s Radiant Glow:  Standing on the opposite side of town from it’s mate, this large cathedral to the Shining One, 
  Pelor, seems to rival the sun itself for brightness.  However, it closes its doors at dusk to all but the initiated. 
   
  Sanctuary of Her Love:  A small, almost demure church to the goddess Myriss stands tucked into a small grove, 
  warmly beckoning those who wish to indulge in the secrets of this earthy goddess. The priestess of this sultry shrine, 
  Ana Scarlette, is a striking girl of Rhenee descent. Rumors claim that she was drawn to Twilight Falls because of Sojan 
  Nanthiz. 
   
  Shrine of the Twilight Mask:  This shrine to Olidammara seems to have always been here as none know of when it 
  was founded. The young priestess, Jerranelle Felows, is of suloise heritage and has the physique of a lithe dancer with 
  seductive curves. Some have commented that there is a rivalry between Jerranelle and Ana Scarlette, the priest of 
  Myriss, and it’s true that few – if any- have ever seen them together. 
   
  Twilight Falls Academy of Combat Mastery: An combat training school focusing on agility and mobility, the 
  Academy of Combat Mastery was founded by the gnomish warrior, Seebo Beren. Born an orphan, his early life was a 
  constant struggle for survival in the Kron.  His struggle for survival served him well during his early life when he was 
  accepted into the gnomish army as a scout and skirmish fighter.  Later, as part of the famous adventuring company, the 
  Magnificent Bastards, a group of humanoids with similar upbringing as his own, Seebo and company made an assault 
  on the Temple of Elemental Evil, an adventure that led most of his companions to their graves.  Despite such 
  adversities, Seebo always managed to survive, a fact he credits in his ability to be in the right place at the right time or as 
  he puts it ‘Enemies can’t kill, what they can’t hit!’  
   
  Twilight Falls School of Mental Discipline and Sober Discourse: Another college founded by powerful arcane 
  casters, this school teaches its students the necessary mental control to maintain their composure enough to cast spells 
  effectively during combat situations. 
  
  VER6-04 Sign of the Black Orchid 
   
  Page 32 
   
  Wayfarer's Rest: The first floor is divided into three sections. The main door lets into the main registration hall where 
  you can rent rooms above or move through the side arch into the tavern. The Tavern is broken up into several rooms 
  which can be sealed off for private diners or gatherings. The back area holds the kitchens and the family living areas. 
  The Inn take up the second and third floors. The second floor is divided into two sections. One large common area takes 
  up about a third of the room and the rest is divided into several rooms. The third floor is divided into four suites of 
  rooms. All beds and areas are clean and comfortable. All food, and service are very good. The Tavern and Inn provide a 
  wayward traveler a  safe and comfortable place to rest from the tiring road. 
  
  VER6-04 Sign of the Black Orchid 
   
  Page 33 
  DM AID 1: MAPS 
   
  VISCOUNTY OF VERBOBONC REGIONAL MAP 
  
  VER6-04 Sign of the Black Orchid 
   
  Page 34 
  ENCOUNTER TWO: A WARM BED 
  
  VER6-04 Sign of the Black Orchid 
   
  Page 35 
  DM AID 2 
  TOURNAMENT OF DAWN SCORING WORKSHEET 
   
  Table APL: _______ Number of PCs competing: _____ 
   
  PART ONE: ARCHERY COMPETITION 
  Name of 
  Contestant 
  Modifier 
  Attempt 1 
  Attempt 2 
  Attempt 3 
  Total Score 
  Place/Points 
  Earned 
  Giley 
  +5 
   
   
   
   
   
  Esamy 
  +8 [+10] 
   
   
   
   
   
  Araya 
  +3 
   
   
   
   
   
  Panin 
  +4 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  AC 20 => 4 pts., AC 18 => 3 pts., AC 15 => 2 pts., AC 12 => 1 pt. 
   
  PART TWO: PERFORMING COMPETITION 
  Name of 
  Contestant 
  Modifier 
  Performance 
  Check 
  Place/Points 
  Earned 
  Total Points 
  Giley 
  +8 
   
   
   
  Esamy 
  +6 [+8] 
   
   
   
  Araya 
  +10 
   
   
   
  Panin 
  +4 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  PART THREE: PIE EATING COMPETITION 
  Pie 
  1 
  Pie 
  2 
  Pie 
  3  
  Pie 
  4 
  Pie 
  5 
  Pie 
  6 
  Pie 
  7 
  Pie 
  8 
  Pie 
  9 
  Pie 
  10 
  Name of 
  Contestant 
  Modifier 
  DC 
  10 
  DC 
  12 
  DC 
  14 
  DC 
  16 
  DC 
  18 
  DC 
  20 
  DC 
  22 
  DC 
  24 
  DC 
  26 
  DC 
  28 
  Place/Points 
  Earned 
  Final 
  Score 
  Giley 
  +4 
   
   
   
   
   
   
   
   
   
   
   
   
  Esamy 
  +4 [+6] 
   
   
   
   
   
   
   
   
   
   
   
   
  Araya 
  +3 
   
   
   
   
   
   
   
   
   
   
   
   
  Panin 
  +8 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  VER6-04 Sign of the Black Orchid 
   
  Page 36 
  After failing one save any contestant has a one time chance to continue on at the cost of +2 to all further DCs. After 
  failing a second time the contestant is too sick and fatigued to continue. 
  
  VER6-04 Sign of the Black Orchid 
   
  Page 37 
  PLAYER HANDOUT 
  MEMBERS OF THE ELVEN CLANS OF THE GNARLEY FOREST 
   
  To our brother/sister of the Great Forest, 
   The encroachment of the humans into the Great Forest has 
  reached epidemic proportions in but the blink of Corellon’s eye. 
  No where has this infestation spread greater than from the 
  town of Twilight Falls. 
   Because of their sprawling blight upon the bounty of the 
  forest, and their utter disregard for the balance of nature, the 
  clan elders levied an interdiction upon Twilight Falls, 
  forbidding any of our blood that claim kinship with the Elven 
  Clans of the Gnarley Forest from residing in that town.  
   Claiming surprise at our outrage, the mayor of Twilight 
  Falls, has begged for the chance to make amends with our 
  clans. 
  Leading 
  this 
  delegation 
  is 
  Lord 
  Eraisoithon 
  na’Enlanefel, whose daughter was slain – we believe by 
  human hands – very near this town some twelve years ago. 
   The mayor of Twilight Falls, one Sojan Nanthiz, has 
  assured us of safe conduct while our delegation treats with the 
  human vermin, however we would be fools to rely upon their 
  word. Accordingly, Rygor Quenesion na’Enlanefel, an 
  advisor to Lord Eraisoithon, has requested that you travel to 
  Twilight Falls as well to serve as an extra watchward against 
  human treachery. You serve to the clan elders will be 
  remembered and honored. 
  
  VER6-04 Sign of the Black Orchid 
   
  Page 38 
  PLAYER HANDOUT 
  MEMBERS OF THE CHURCH OF RAO 
   
  Grace and serenity from the Peacemaker! 
   The Viscounty of Verbobonc is in need of your wisdom and 
  guidance during these dark times.  
   Three 
  years 
  ago, 
  Viscount 
  Langard 
  approved 
  the 
  establishment of new towns and villages in the Viscounty 
  with the thought of fostering a sense of unity and to establish 
  a forewarning should the depredations of the giants grow to 
  threaten the central lands as they had the Kron Hills. While 
  this foresight proved to be accurate, it has had an unfortunate 
  consequence.  
   Blessed with a bounty of nature, the town of Twilight Falls 
  – one of the most populous of the Viscount’s new towns – 
  embarked upon a program of industry to support the 
  Viscount’s need. This industry took the form of logging and 
  mining operations which, while profitable for both Viscount 
  and town, has resulted in a deforestation of much of the land 
  surrounding the town.  
   When the giants attacked again last year, the Elves agreed 
  to lend their support to the Viscounty on the condition that no 
  further expansion occur in Twilight Falls. This has not been 
  heeded, and as a result – the Elven Clans have withdrawn their 
  support for the Viscounty. Indeed, they have banned their 
  kinsmen from residing in the town.  
  
  VER6-04 Sign of the Black Orchid 
   
  Page 39 
  At the request of Mayor Sojan Nanthiz of Twilight Falls, 
  Viscount Langard has requested that Father Cadidel of Swan 
  serve as mediator to help resolve the disputes. As you may be 
  aware, Father Cadifel was instrumental in mending the rift 
  between the gnomes of the Kron Hills and the Viscounty in 
  late 594. It is his hope that Father Cadifel can again serve to 
  heal the wounds that have been torn open in Twilight Falls. 
   While I am more than certain of Father Cadifel’s 
  capabilities, I am also desirous of your eyes and ears in the 
  town. Should Father Cadifel require assistance, I would you to 
  make yourself available to him. However, unless he requests 
  it, do not interfere.  
   Thank you for your service to the faith. The blessings of 
  Rao be with you. 
   
   Ebaddon Brill 
   Bishop of Rao, Verbobonc City 
  
  VER6-04 Sign of the Black Orchid 
   
  Page 40 
  PLAYER HANDOUT 
  RESIDENT OF TWILIGHT FALLS 
   
  The Festival of Dawn! 
   
  His honorable worship, the Mayor of Twilight Falls, has called 
  for a time of celebration and community to commemorate the 
  occasion of Elven Clans of the Gnarley Forest visiting the 
  great town of Twilight Falls. In the spirit of renewed 
  friendship and unity, all residents of Twilight Falls and 
  citizens of the Viscounty are invited to attend this great event 
  and participate in the great Tournament of Dawn to compete 
  for the coveted Mithral Pendant.  
  Come and show your support for friendship and enjoy the 
  hospitality of Twilight Falls! 
   
   
  
  VER6-04 Sign of the Black Orchid 
   
  Page 41 
  PLAYER HANDOUT 
  MESSAGE FROM FATHER CADIFEL 
   
  Good adventurer,  
   
  I must apologize for imposing but I fear the summit will fail 
  without your help. Please meet me at The Mayor’s residence 
  with all due haste.  
   
  Peace and serenity, 
   
  Father Cadifel 
  
  VER6-04 Sign of the Black Orchid 
   
  Page 42 
  PLAYER HANDOUT 
  ODE TO KAIESA 
   
  The street 
  filled with tomatoes, 
  midday, 
  summer, 
  light is 
  halved 
  like 
  a 
  tomato, 
  its juice 
  runs 
  through the streets. 
  Reminding me of you 
  Kaiesa 
  Tomato of my heart 
  Juice 
  of my life 
  Seed 
  of my love 
  No thorns or leaves 
  No pits or husk 
  Just your love 
  
  VER6-04 Sign of the Black Orchid 
   
  Page 43 
  PLAYER HANDOUT 
  BLACK ORCHID RESEARCH 
   
  Your research into the Black Orchid slayings has uncovered the 
  following information: 
   
  Frichast Brandenburg, Human woman, 13 yrs old. Assaulted and 
  stabbed multiple times. Found in alley in Loren’s Ford. 
  Undjasksda Longwinter, Human woman, 12 yrs old, Beaten, throat 
  slit. Found in valley near eastern edge Kron Hills. 
  Marim Tencum, Half elven woman, 18 yrs old. Assaulted, throat slit. 
  Found in alley in Hommlet. 
  Faravivan Enlanefel, Elven woman, 30 yrs old. Assaulted, throat slit. 
  Found in Gnarley Forest between Sobanwych and Hommlet. 
  Chanjask Ahato, Human woman, 10 yrs old. Assaulted, throat slit. 
  Found at family farm near Guildren 
  Iskaststa Tiach, Half elven female, 9 yrs old. Assaulted, throat slit. 
  Found in alley in Guildren 
  Chadassa Rodq, Human woman, 15 yrs old. Assaulted, throat slit. 
  Found near Guildren 
  Ililsan Ard, Elven woman, 21 yrs old, violated, throat slit, black 
  orchid, found in Guildren 
   
  All victims were found with a black orchid in their hands and 
  exhibited signs of poisoning. The poison is a natural extract contained 
  in the roots of the killer’s calling card. The murders are becoming 
  “cleaner” as the killer refines his methods. 
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Verbobonc/596/Normal Scenarios/VER6-04 - Sign of the Black Orchid (APL 2-8)/VER6-04 - Sign of the Black Orchid.pdf