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. 
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  DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s Handbook, 
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  VEL6-01 
   
   
   
   
   
   
  Release the Hounds 
   
  A One-Round D&D® LIVING GREYHAWK™  
  Veluna Regional Adventure 
  by Tom McGrath 
  Triad Edit:  David Kerscher 
  Circle Edit:  Tim Sech 
   
   
  In the wake of the Herion’s invasion of northwestern Veluna, many human communities were overrun and 
  slaughtered. A few found a means to survive under the thumb of Herion’s forces. One group made some hard choices 
  and found a new path.  What repercussions these choices have is up to the PCs who find them.  A Veluna regional 
  adventure for character levels 1 to 10. (APLs 2 to 8).
  
  Vel6-01 Release the Hounds 
   
  Page 2 
  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 character. Second player and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2007.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com.  
   
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this adventure 
  as part of an RPGA-sanctioned event, reading beyond this 
  point makes you ineligible to do so.  
   
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D 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 
  characters (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 characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), other than 
  those brought by virtue of a class ability (such as 
  animal companions, familiars paladin’s mounts) or 
  the warhorse of a character with the Mounted 
  Combat feat, use the sidebar chart to determine the 
  number of levels you add to the sum of step one. Add 
  each character’s animals separately. A single PC may 
  only bring four or fewer animals of this type, and 
  animals with different CRs are added separately.  
  3. 
  Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round to the nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLS are given in even-
  numbered increments. If the APL of your group falls on 
  an odd number, ask them before the adventure begins 
  whether they would like to play a harder or easier 
  
  Vel6-01 Release the Hounds 
   
  Page 3 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. If a player 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character receives only one-half of the 
  experience points and gold for the adventure. This 
  simulates the fact that either the PC was not challenged 
  as much as normal or relied on help by higher-level 
  characters to reach the objectives. 
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may 
  not play the adventure. 
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1
  st-level characters may find the 
  challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them, and fight for them. 
  Time Units and Upkeep 
   
   
   
  This is a standard one-round Regional adventure, set in 
  Veluna.  PCs native to Veluna pay one Time Units per 
  round, all others pay two Time Units.   
   
  Adventurer’s Standard Upkeep costs 12gp per Time 
  Unit.  Rich Upkeep costs 50gp per Time Unit.  Luxury 
  Upkeep costs 100gp 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 who 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 Survival check (DC 20), 
  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 PC is allowed to Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 
  3 
  of 
  the 
  Living 
  Greyhawk 
  Campaign 
  Sourcebook. 
  Adventure Background 
   
  Shortly after Herion’s surprise attack on the diocese of 
  Whitehale, a small group of refugees, escaped the 
  devastation. With the help of a ranger familiar with the 
  region, they settled in secluded mountain valley 
  accessible only by a steep cliff. 
  Canith Truft, the leader of this group, was formerly an 
  uninspiring cleric of Rao. In the turmoil of Herion’s 
  attack, and after witnessing the devastation wrought 
  upon his friends and flock, Canith underwent a crisis of 
  faith.  He believes that Rao has forsaken his believers and 
  after receiving a powerful, suggestive dream has turned 
  to the worship of Trithereon the Summoner.  Now, he is 
  a commanding and charismatic leader that has inspired 
  and welded his followers into a strong community. 
  Unbeknownst to Canith, his uncle, Priffin Truft, is the 
  new Canon. Canith does not know that Hazen is dead, 
  nor that his uncle has been elevated. He did not have a 
  good relationship with his uncle, as he never measured 
  up to his uncle’s demands and was always less than 
  impressive as a cleric of Rao. 
  Recently, a host of undead, fleeing the destruction of 
  Herion’s army, has established a lair in an abandoned 
  mine in the valley. They have begun to prey upon 
  Canith’s followers. 
  Approximately two weeks ago, a scout named Two Sight 
  discovered a brooch near the secluded valley. The brooch 
  was lost by a merchant’s daughter, who was among 
  Canith’s followers, and eventually found its way into the 
  merchant’s hands. The merchant, Aerdan Kaerlad, is now 
  looking for a party of adventurers to discover if his 
  daughter is still alive. 
  Adventure Summary 
    
  In Mitrik, PCs will see a sign seeking adventurers to 
  rescue a merchant’s daughter.  After meeting with the 
  merchant, Aerdan Kaerlad, the party will be asked to seek 
  out his daughter and bring her back or information about 
  her.  He will point the party to a ranger named Two Sight 
  in Traveler’s Rest who found the brooch. 
  In Traveler’s Rest, the party can find Two Sight and learn 
  where he discovered the brooch and that he had heard 
  reports that humans were in the area, though he did find 
  anyone.  The PCs may also speak with representatives of 
  
  Vel6-01 Release the Hounds 
   
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  the Church and Army who are looking for information 
  about refugees and remaining enemy forces. 
  Along the way, the party may encounter hostile bands of 
  orc and goblin raiders who are fleeing the break up of 
  Herion’s army.  The party will also need to contend with 
  extreme cold weather.  After several days on the road, the 
  weather will turn even colder and unprepared parties will 
  be vulnerable to cold weather effects. 
  Using directions provided by Two Sight, the party will 
  find the cliff side that leads to the secluded valley.  Once 
  they ascend the cliff, they will discover the village that 
  Canith and his followers have built in their nearly two 
  years here.  The party may interact with Canith and the 
  villagers.  They will also find the merchant’s daughter, 
  Celinda, and her child.  They are not willing to leave the 
  valley. 
  The following morning, Canith will approach the party 
  and ask for their help.  Two villagers are missing and he 
  does not believe the town militia can deal with this 
  problem.  He will ask the party to investigate. 
  The PCs may either search out the ranger, Mucready, 
  who is out hunting and trapping, or take Canith’s 
  suggestion to investigate the mine.  If the party seeks out 
  Mucready, he will be found north of the village.  
  Mucready will also suggest that the party investigate the 
  mines while he returns to protect the village. 
  When the party goes to the mines, they will be attacked 
  by the undead that have established a lair.  After 
  defeating the undead, the party may clear the blockage 
  and discover a valuable sapphire deposit as well as some 
  magical equipment left behind by the original miners.  
  In the Conclusion, the party will need to decide who 
  they share their information with.  Based on the 
  information they relate, some members may hear a 
  disturbing rumor. 
  DM Note: This adventure includes lots of opportunities 
  to interact with NPCs.  It is up to the judge to manage the 
  time spent role-playing and the desire of the players to 
  talk through every encounter.  In a limited slot, it is 
  particularly important to watch the time spent 
  roleplaying.  For example, Encounter Five can be 
  shortened by simply relating the information that the 
  various NPCs have to offer. 
   
   
   
  Introduction: To Bite or Bail? 
   
  This adventure begins in the city of Mitrik during a very 
  cold winter. The snows have held off but there is an 
  uncharacteristically cold bite in the air. NPCs that are 
  encountered out of doors are heavily cloaked and their 
  faces are covered by thick scarves. They move quickly to 
  minimize time in the cold air.  PCs without magical 
  protection will require cold weather gear to avoid 
  damaging effects from the cold temperatures. For the 
  effects of cold weather, see the Dungeon Master’s Guide 
  pg 302.  
  The streets of Mitrik are unusually empty due to the 
  bitter cold snap.  Few workers are seen repairing 
  damaged buildings or clearing rubble.  The cold has 
  even slowed the efforts to rebuild those precincts of 
  the city that were damaged by the Heretic’s forces’ 
  siege of the city. 
  While wandering the city, you see the following 
  notice on sign boards and tavern door frames.  (Give 
  PCs Player’s Handout #1.) 
  Rescuers Needed 
  Intrepid adventurers need to track down and rescue my 
  daughter. Apply at the home of Merchant Aerdan 
  Kaerlad any evening an hour after sunset. 
  Assuming the adventurers take the bait, 
  It is a bitterly cold night as you make your way to the 
  home of the merchant.  Travelers passing along the 
  street scurry quickly home, hoping to minimize their 
  time spent out of doors in the uncharacteristically 
  frigid air.  Eventually, you find yourself in front of 
  the home of the merchant Aerdan Kaerlad at an hour 
  after sunset.  In addition, it seems several other 
  adventurers have come in answer to Merchant 
  Aerdan’s request.  
  Presuming someone knocks on the door. 
  An older, matronly woman in a maid’s garb greets 
  your party and ushers your group into a fine parlor.  
  In the parlor, seated in large overstuffed chair by a 
  roaring fire that struggles to hold back the cold 
  without and within this home, is an older gentleman 
  in his late 50s.  He is dressed in crisp white shirt, a 
  waistcoat and grey pants. He rises as you enter, and 
  seems genuinely glad to see you. 
  “Good evening.  Please come near the fire and warm 
  yourselves.  I know how bitterly cold it is out, and 
  appreciate your coming to see me.  If you would like 
  
  Vel6-01 Release the Hounds 
   
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  something to drink to fight the cold, please don’t 
  hesitate to help yourself at the bar.”  
  He waves towards a well-stocked bar in the corner of 
  the parlor, and pauses as you gather around the fire, 
  take a seat or help yourself to drinks before 
  continuing. 
  “I trust that your presence here indicates that you are 
  willing to rescue my daughter, Celinda.  I thought she 
  was lost to me two years ago after the fall of 
  Whitehale to the invasion of that abomination and 
  his hordes.  At the time, I believed she had been 
  killed when the invading army overran the north.  
  However, an item recently came into my possession 
  that leads me to believe that she is alive.” He removes 
  a palm-sized brooch from the pocket of his waistcoat 
  and opens it. 
  “I gave this brooch to my daughter upon her wedding 
  day – it is a traditional wedding gift in my family and 
  serves a sort of family record – as you can see, I had 
  her name and that of her husband, Bradomer, 
  beautifully engraved on the back of the brooch.  
  However, as you can also see, there is now an 
  additional name crudely etched between and below 
  their names.  The name is Bradomer Aerdan.  Another 
  family tradition is for the first male child’s middle 
  name to be that of his grandfather... “  
  He tails off a bit before regaining his focus. 
  “Clearly my daughter had a child, but she was not 
  pregnant before she moved to the north with her 
  husband.  I believe she survived the invasion, had a 
  child and may still be alive.  I want you to track her 
  down and rescue her.” 
  Some possible PC questions: 
  • 
  How did you find this brooch?  “I came across the 
  brooch four days ago in the market place in 
  Delkellet.  An old Rhennee woman was selling 
  various pieces that had been recovered in the north.  
  She told me that the piece came to her from a ranger 
  in Traveler’s Rest who had done some work for the 
  resistance.  She said he was a trustworthy sort.  I 
  tried to find him but he was out scouting at the time. 
   His name is Two Sight.” 
  • 
  Where should we start looking?  “I recommend 
  you travel to Traveler’s Rest and look there for Two 
  Sight.  He might be able to help or direct you to 
  where he found the brooch.” 
  • 
  Where can we find this Two Sight?  “I recommend 
  you search the town of Traveler’s Rest.  He 
  apparently operates in the area.” 
  • 
  What is it worth?  “My daughter is very precious to 
  me.  Please find her and I will reward you for you 
  efforts. I will pay you a more than fair price.  In 
  addition, you will have my gratitude and favor.”  
  If the party tries to press him, he will shift to a much 
  more business-like demeanor.  He will bargain hard and 
  set a single price for information regarding her status and 
  more for her return.  Note that he will not offer his favor 
  to any member of the party if anyone bargains 
  aggressively.  
  • 
  Can you give us horses?  “I am very sorry, but 
  horses are very precious these days. The army has 
  requisitioned all serviceable mounts to conduct 
  operations into the Heretic’s lands. Finding, let 
  alone purchasing or borrowing mounts, is currently 
  beyond my means.” 
  • 
  You realize she may be dead?  “That is true. I lost 
  her once and had finally reconciled myself to that 
  fate.  Now, I must know if she is alive and if I indeed 
  have a grandson.” 
  • 
  Who are you?  “I am a respected merchant with the 
  Silver Star Company.  My family has been a part of 
  the company for four generations and residents of 
  this city for many more.” 
  • 
  Who is Bradomer? What is his profession? 
  “Bradomer is a good man.  Honest and intelligent.  
  He worked for the Silver Star and was notable as an 
  up and comer.  I was pleased when my daughter 
  caught his eye and he asked to court her.  Before the 
  invasion, he had been assigned to work in the 
  Whitehale district, a very good promotion for one 
  relatively young.” 
  • 
  What are the lands formerly held by Herion like 
  now?  “I have heard that they are desolate and 
  dangerous.  The black cloud that darkened the 
  diocese was more than figurative.  Crops have been 
  blighted, animals and people starved.  Elements of 
  the abomination’s army continue to plague the land. 
   They have lost direction and organization, yet they 
  continue to wander the land and prey on the 
  innocent and weak.  I fear that my daughter may 
  have survived one horror only to be caught up in 
  another.” 
  Once the PCs are satisfied they have enough information, 
  they may proceed at their own pace.  The adventure picks 
  up again in Encounter One, when they arrive in 
  Traveler’s Rest.   
   
  
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  Encounter One: To Inquire or 
  Incite? 
   
  The following assumes the party’s base travel speed is 30, 
  meaning they could make the 20 mile journey in a day.  If 
  the PCs are all well-armored gnomes (base speed 15) or 
  riding speedy horses (base speed 50), adjust the text 
  accordingly. 
  After a good day’s travel, you arrive at the town of 
  Traveler’s Rest.  Once a quiet little town situated on 
  the bank of the Fals River where it begins to turn 
  northeast towards Whitehale, it is now a sprawling 
  military encampment.   
  The original town, only a day’s walk outside of Mitrik, 
  had been merely a little-used waypoint for travelers 
  moving up and down the Fals River.  Where once a 
  small inn, a few shops and a couple of farms lay along 
  the main road, now a sea of tents, mounds of military 
  supplies and the debris of an army camp litter the 
  landscape. 
  Entering the old town reveals the center of attention 
  to be the Inn of the Cocked Hat.  Above the door is 
  the image of man tipping his hat as a pretty lady 
  passes in front of him. Inside, the bar room of the inn 
  is crowded by rough looking groups of individuals.  
  Many look haggard and thoroughly dirty.  
  At one central table are several half-orcs in a heated 
  conversation.   In one corner, there is  a table of four 
  halflings dressed in rough-cut hide armor, each with 
  his eyes just barely above the plane of the table.  
  Several knots of men stand around talking. 
  If the PCs ask people directly about Two Sight, the NPCs 
  will be very reticent about identifying him, since they 
  know he wishes to remain ‘incognito’, and don’t wish to 
  be on his bad side.  The bartender is a friend of Two 
  Sight’s and will refuse to identify him, though he will say 
  he will take a message to him for the party. 
  The PCs may attempt a direct Diplomacy check against 
  someone in the bar. This check (Diplomacy DC 20) 
  reflects Two Sight’s clear demands to remain ‘incognito’ 
  and his intimidation factor.  If the PC makes the check, 
  the person will quietly point out Two Sight.  If the PC 
  fails, the person will change the subject.  Otherwise, the 
  PCs may use Gather Information checks to learn about 
  the patrons of the bar, spending 1d4+1 hours and roll on 
  the results below. They can speed up the process by 
  buying drinks for the entire bar.  This latter effort will 
  result in a patron pointing out Two Sight in less than one 
  hour, but will also cost 20gp as this is a heavy drinking 
  crowd. 
  Gather Information check results: 
  • 
  DC 5 
  The lands of the Heretic are very 
  dangerous.  His army has collapsed but now is 
  marauding their way out of the country.  The army is 
  scattered, trying to deal with the largest pockets of 
  organized resistance. 
  The army is using this village as a base of operations 
  for missions in the southwest part of Whitehale and 
  into the hills west of the river. 
  • 
  DC 10 
  The army is paying for information 
  leading to information about resistance.  They are 
  also offering a bounty on dead enemies.  
  Some people played for both sides during the war.  
  The Church is also offering rewards for information 
  about those left behind or in need of help.  
  Those halflings over there are crazy.  Leave ‘em alone 
  if you know what’s best. 
  • 
  DC 15 
  Two Sight is a half-orc ranger.  He 
  spent a lot of time in the land of the Heretic.  He’s 
  either really lucky or had connections with the 
  enemy. 
  • 
  DC 20 
  Two Sight is identified as one of the 
  half-orcs at the table.  He is a very experienced 
  ranger who spent extensive time in the Heretic’s 
  territory.  
  • 
  DC 25 
  Two Sight is highly respected amongst 
  the military authorities.  He is considered the most 
  adept scout and is given all the toughest missions, 
  which he always succeeds at. 
  Approaching the half-orcs and Two Sight: 
  Seated at the middle table are three large, dirty half-
  orcs.  One of them stands out, however, as he only has 
  one eye – the right one.  His left eye socket is 
  uncovered.  As you approach, he fixes each of you in 
  turn with a steel-hard stare and rises from the table.  
  He stands at 6’10” and is heavily muscled under his 
  chain shirt.  He in a deep, slow voice, “Can I help 
  you?” 
  Two Sight is accomplished ranger.  He successfully 
  carried out many missions deep in the territory of the 
  Heretic.  He established a reputation among the orc host 
  of the Heretic and maintained an intact cover identity.   
  Two Sight is more than a simple ranger, however, he is 
  also an adept spy.  His answers are short and direct.  He 
  
  Vel6-01 Release the Hounds 
   
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  maintains the idea that he is slow and simple, especially 
  in front of so many new faces and in such a public place.  
  (Hence the short answers given below.) 
  He will not agree to go “somewhere more quiet” unless 
  he can be completely assured about the party’s credentials 
  and purpose. Diplomacy Check (DC 20, adjusted for the 
  following: +2 if openly wearing Raoan holy symbol, +2 if 
  PC reveals he/she is a member of Veluna military meta-
  org, +2 if PC is cleric or paladin of Rao, Heironeous or St 
  Cuthbert, +2 if they explain the purpose of their ‘mission’. 
  These bonuses stack.)  If successful, Two Sight will leave 
  with the party and go to a quieter place.  
  Two Sight found the brooch a few weeks ago in a remote 
  area northwest of here. He searched the immediate area 
  but did not find any sign of humans, though he had 
  heard rumors about humans sighted in the area. When 
  he eventually returned to Traveler’s Rest, he sold the item 
  to a local Rhenee woman who then sold it to Aerdan. 
  • 
  Are you Two Sight?  “Yes.” 
  • 
  What do you know about this brooch?  “I found 
  it.”  (If pressed for more information:  I found it at 
  the edge of a small lake under a waterfall about four 
  days north-northwest of here.) 
  • 
  Do you know how it got there?  “No.”  (If pressed 
  for more information:  The clasp was unbroken and 
  there were no signs of struggle.)  
  • 
  What do you know about that area?  “Not much.”  
  (If pressed:  Well, it is off the beaten track but I have 
  heard rumors of humans being seen in the area. I 
  never had a chance to investigate.) 
  • 
  Can you give us directions?  “Yes.”  (He will give 
  verbal directions to the location where he found the 
  brooch.) 
  • 
  Are there enemy forces in the area?  “Not when I 
  was there before….but things change.” 
  • 
  Why are you called Two Sight?  He only smiles 
  knowingly. 
  Approaching the halflings 
  These four halflings are brothers and barbarians.  They 
  hate half-orcs, and thus their attention is focused on the 
  table of half-orcs in the middle of the room.   
  If the party or members approach the halfling table, they 
  will see four sets of eyes and peering past them just above 
  the table.  (They are keeping their eyes on the half-orcs 
  and will not take action unless the party attacks them.) 
  They will not reply to any questions posed by the party 
  members.  If the party continues to question them or if a 
  party member is a half-orc, the table will begin to rumble 
  as the halflings attempt to control their rage.  If the party 
  continues to press them, let them know the halflings’ 
  faces are getting redder and the table is starting to 
  physically rumble and shake.   
  Only if the PCs attack them or try to otherwise use 
  physical means to make them talk will the halflings 
  attack them (non-lethally of course).  If the halflings “pin” 
  someone, or the PCs “surrender”, the brothers will preen 
  and pose and strut.  If the PCs do not attack them again 
  after this point, the brothers will consider themselves the 
  victors and return to their table.  No one else in the bar 
  will intervene in this fight. 
  APL 2 (EL 4 – reduced for non-lethal nature of 
  combat) 
  �Halfling clanbrothers (4):  Male Halfling Ftr1/Bbn1; 
  hp 20 each; See Appendix 1. 
  APL 4 (EL 6 – reduced for non-lethal nature of 
  combat) 
  �Halfling clanbrothers (4): Male Halfling Ftr1/Bbn2; 
  hp 30 each; See Appendix 1. 
  APL 6 (EL 8 – reduced for non-lethal nature of 
  combat) 
  �Halfling clanbrothers (4): Male Halfling Ftr2/Bbn3; 
  hp 49 each; See Appendix 1. 
  APL 8 (EL 10 – reduced for non-lethal nature of 
  combat) 
  �Halfling clanbrothers (4): Male Halfling Ftr3/Bbn4; 
  hp 72 each; See Appendix 1. 
  It should be obvious, but this is not expected to be an 
  important (or even probable) encounter, nor should it be 
  treated extremely seriously. 
  Other possible tracks to pursue in town: 
  Military   
  If the party looks into the military’s appeal for scouts, 
  they will be allowed to meet with the Commander of the 
  camp, Commander Havelock.  
  “Good day.  I understand you are willing to help us 
  locate some of the remnants of the Heretic’s rabble.  
  Understand me clearly, we are not looking for heroes. 
   Rao knows there are enough of them running around 
  already.  
  “What I need is information on where pockets of 
  significant resistance might be found.  The army is 
  committed to hunting down, or at the least driving 
  
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  out, every last one of the foul beasts that supported 
  the Heretic.  To do that, I need to know where they 
  are and in what strength.  If you locate them, bring 
  me the information.  Your reward will match its 
  value. 
  “If you run across smaller groups that you can handle, 
  be my guest and send them back to whatever foul pit 
  birthed ‘em.  Don’t bring me any more grisly trophies, 
  though.  Bring their weapons or armor as proof of the 
  kill.  Any questions?  Good, now get out there and 
  good hunting.” 
  If the party does insist on asking questions: 
  • 
  What happened to Herion’s Army?  “Most of the 
  army broke up after Herion and Gozrag were 
  defeated.  Some have fled, others have fought, some 
  have gone to ground to hide.” 
  • 
  What kinds of creatures are we talking about?  
  “All kinds of nasty beasts.  Undead, orcs, goblins, 
  human mercenaries, lesser fiends. A real fine 
  assortment of evil.”  
  • 
  Where should we start looking?  “Anywhere north 
  and west of here. We have to cleanse the whole area 
  to be sure.” 
  Church 
  If the party looks into the Church’s rewards for lost 
  citizens, they will be allowed to meet with the local 
  priest, Deacon Uriah. 
  “Welcome. I am Deacon Uriah.  I understand that you 
  are willing to help the church find her lost sheep?  
  This is indeed a noble cause.  Many were lost during 
  the invasion, but we hope that many may yet be 
  redeemed from those foul lands.  The church is 
  asking for volunteers to seek out those poor souls lost 
  out there and bring them back so that they may once 
  again know the peace of Rao. 
  We have heard such horrific stories of those who 
  were lost.  Some fled to remote places only to go mad 
  and roam endlessly with loneliness and loss.  Others 
  were forced to work under the boot of the invaders 
  and need to be redeemed.  
  If you find any survivors, render what aid you may, 
  and either escort them to safety or return with the 
  information so that we may send out someone to 
  protect them.  The church will compensate you for 
  your good efforts on its behalf.” 
  If the party has questions: 
  • 
  How much is it worth to you?  “The church has 
  suffered much and has many expenses. Yet, it will be 
  generous, but if all you seek is money, you may be in 
  the wrong place.” 
  • 
  Where should we start looking?  “We have heard 
  stories from rangers and scouts of some survivors in 
  out of the way places. Start there.” 
  Once the PCs have satisfied their curiosity in town, they 
  can proceed to the search, starting with Encounter Two. 
  Encounter Two: To Run or 
  Rumble? 
   
  The following assumes the party’s base travel speed is 30, 
  and they have traveled about 26 miles over the rough-
  tracked foothills in almost two days.  If the PCs are all 
  well-armored gnomes (base speed 15) or riding speedy 
  horses (base speed 50), adjust the text accordingly. 
  You have been traveling for two days in lands 
  formerly held by Herion’s forces.  The air is cold and 
  the wind nips at any exposed skin, and no snow coats 
  the ground to take away the taint of evil upon it.  The 
  land is dead and gray, as if the touch of Herion has 
  drained the life from the land itself.  It is as if the 
  land itself has submitted to Herion’s influence. 
  Along the way, you have seen no living animals, not 
  even birds.  You have seen the bones of various 
  animals and even a few humans who had evidently 
  fallen in their journey, or been cut down while 
  fleeing the initial invasion.  You know, however, that 
  these were the lucky ones.  They were not reanimated 
  and turned upon their countrymen under the foul 
  influence of Herion and his Nerullite minions.  
  In the distance, you see a small farmer’s cart being 
  variously pushed and pulled by several well-bundled 
  figures.  There are no draft animals and the farmers 
  are doing their best at the laborious task of moving 
  the cart.  The cart is piled with an indescribable 
  jumble of household furnishings and assorted junk.  
  Assume the party first spots the wagon at about 200 feet.  
  As the party approaches closer, give them Spot (DC 8, +1 
  per 10’ distance) and Listen checks (see below) to discern 
  the nature of the “farmers”.  They are in fact a party of 
  orcs, recently defeated and looking to find a way out of 
  Veluna.  However, they are not in so great a hurry as to 
  relinquish their cart of “treasure”.  The orcs are wearing 
  heavy cloaks and hoods pulled over their head to keep 
  out the cold.  This should not seem abnormal to the party, 
  
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  which should be dressed similarly.  They are also wearing 
  sun lenses to protect them from the glare of the sun and 
  thus do not suffer a penalty for fighting in the sunlight. 
  Depending on the Listen checks and what languages the 
  PCs speak, the party will either hear muttering grunts as 
  the farmers labor to push/pull the cart (DC 0, +1 per 10’ 
  distance), or hear orcish commands to “push harder”, “put 
  your back into it”, etc (DC10, +1 per 10’ distance).  
  The orcs are busy struggling with their load, so they are 
  distracted.  Give them Listen checks for the party’s 
  approach at –5 (remember the –1 per 10’ distance).  Once 
  they spy the party, they will try to remain calm, and draw 
  in the party.  They can speak common, though poorly, 
  and will ask for help.  Make a Bluff check, opposed by the 
  party’s best Sense Motive (no assisting).  A party member 
  might be able to get a hunch that something is wrong.  
  They carry their weapons under their heavy cloaks or 
  within reach on the cart. 
  The “treasure” is just a bunch of junk, looted by the orcs 
  while in Veluna.  Describe the various pieces of bedding, 
  assorted farm tools, furniture, broken chairs, etc.  
  Everything but the proverbial kitchen sink.  It has no real 
  value to the party. 
  APL 2 (EL 4) 
  �Orc salvage crew (4):  hp 7 each, see Appendix 1. 
  �Orc salvage leader:  Male Orc War3; hp 21, see 
  Appendix 1. 
  APL 4 (EL 6) 
  �Orc salvage crew (5):  hp 7 each, see Appendix 1. 
  �Orc salvage leader:  Male Orc War6; hp 40, see 
  Appendix 1. 
  APL 6 (EL 8) 
  �Orc salvage crew (5):  Male Orc War3; hp 21 each, see 
  Appendix 1. 
  �Orc salvage leader:  Male Orc War7; hp 47, see 
  Appendix 1. 
  APL 8 (EL 10) 
  �Orc salvage crew (5):  Male Orc War4; hp 27 each, see 
  Appendix 1. 
  �Orc salvage leader:  Male Orc War7/Ftr2; hp 70, see 
  Appendix 1. 
  If any of the orcs are captured, they know nothing of the 
  village that the party seeks.  They came with the initial 
  army and are now trying to leave: “Fun’s over.  No more 
  easy killing, time to go.” It is up to the party what to do 
  with the orcs.  The nearest ‘authorities’ are back whence 
  the party came.  The orcs could be released (though they 
  will ask for their ‘treasure’ cart back), and will promise to 
  leave the country if that opportunity is granted.   
  Slaughtering them in cold blood is an option, though this 
  should pose a moral problem for some good aligned PCs.  
  The party may also decide to bring them along as 
  prisoners, though it will make for a very long trip.  If they 
  do, consider the orcs’ (and thus the party’s) top speed to 
  be 15, and they will try to escape at every chance that 
  doesn’t pose them great physical risk. 
  Treasure: 
  APL 2: L: 5 x sun lenses (4 gp per character), 4 x studded 
  leather armor (each 2 gp per character), masterwork 
  breastplate (29 gp per character), 4 x battleaxes (each 1 gp 
  per character), 10 x javelins (each .1 gp per character), 1 x 
  halberd (1 gp per character); C: (0 gp); M: (0 gp). 
  APL 4: L: 6 x sun lenses (5 gp per character), 4 x 
  breastplates (each 17 gp per character), 4 x battleaxes 
  (each 1 gp per character), 10 x javelins (each .1 gp per 
  character), 1 x masterwork halberd (26 gp per character); 
  C: (0 gp); M: breastplate +1 (113 gp per character). 
  APL 6: L: 6 x sun lenses (5 gp per character), 4 x 
  masterwork breastplates (each 29 gp per character), 4 x 
  masterwork battleaxes (each 26 gp per character), 10 x 
  javelins (each .1 gp per character); C: (0 gp); M: 
  breastplate +1 (113 gp per character), halberd +1 (192 gp 
  per character). 
  APL 8: L: 6 x sun lenses (5 gp per character), 4 x 
  masterwork battleaxes (each 26 gp per character), 10 x 
  javelins (each .1 gp per character); C: (0 gp); M: 4 x 
  breastplates +1 (each 113 gp per character), breastplate +2 
  (359 gp per character), halberd +1 (192 gp per character). 
   
  Encounter Three: To Fight or 
  Freeze? 
   
  The day after the encounter with the orc salvage crew 
  there will a severe cold snap. PCs with cold weather 
  clothing will not be affected during the day, but the 
  temperature will drop below 0 degrees F at night. If the 
  party does not have large fire or magical protections to 
  keep warm, they will need to make Survival checks. Even 
  those wearing cold weather clothing will need to make a 
  Fortitude save (DC 15, +1 per previous check) every hour 
  or take 1d6 of nonlethal damage. A character who takes 
  nonlethal damage from cold or exposure is beset by 
  frostbite or hypothermia. Treat the PC as fatigued until 
  the damage is recovered. For more information on cold 
  effects, see Dungeon Master’s Guide pg. 302. 
  
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  If the party risks freezing by not lighting a fire, go to 
  Encounter Four the next morning. 
  If the party does light a fire to keep warm, it will attract a 
  party of goblin raiders.  
  APL 2 (EL 4) 
  �Goblin warriors (3):  hp 7 each, Monster Manual pg 
  133. 
  �Wolves (3): hp 15 each, see Monster Manual pg 283. 
  APL 4 (EL 6) 
  �Goblin Raiders (3):  Male Goblin Ftr1; hp 8 each, see 
  Appendix 1. 
  �Wolves (3): hp 15 each, see Monster Manual pg 283. 
  APL 6 (EL 8) 
  �Goblin Raiders (4):  Male Goblin Ftr2; hp 17 each, see 
  Appendix 1. 
  �Worgs (4):  36 hp each, see Monster Manual pg 256. 
  APL 8 (EL 10) 
  �Goblin Raiders (4):  Male Goblin Rgr3/Ftr2; hp 37 
  each, see Appendix 1. 
  �Dire Wolves (4): hp 50 each, see Monster Manual, pg 
  65. 
  Tactics: At APLs 2 and 4, the goblins will use their 
  ranged weapons to snipe at the party. The goblins will be 
  able to clearly see the party around a large fire, but the 
  PCs should have difficultly seeing the goblins, who will 
  shoot and move. Remember that shadowy conditions 
  provide concealment. 
  At APLs 6 and 8, the goblins will use their mounted feats 
  to charge through the party. 
  Treasure: 
  APL 2:  L: 3 x small leather armor (each 1 gp per 
  character), 3 x small light wooden shield (each .25 gp per 
  character), 3 x small morningstar (each 1 gp per 
  character), 3 x small javelin (each .1 gp per character) ; C: 
  (0 gp); M: (0 gp). 
  APL 4:  L: 3 x small masterwork studded leather armor 
  (each 15 gp per character), 3 x small buckler (each 1 gp 
  per character), 3 x small morningstar (each 1 gp per 
  character), 3 x small shortbow (each 2.5 gp per character), 
  36 x arrows (each .05 gp per character) ; C: (0 gp); M: (0 
  gp). 
  APL 6:  L: 3 x small masterwork chain shirt (each 21 gp 
  per character), 3 x small masterwork lance (each 26 gp 
  per character), 3 x small morningstar (each 1 gp per 
  character), 3 x small shortbow (each 2.5 gp per character), 
  48 x arrows (each .05 gp per character) ; C: (0 gp); M: 3 x 
  small buckler +1 (each 97 gp per character). 
  APL 8:  L: 3 x small masterwork lance (each 26 gp per 
  character), 3 x small morningstar (each 1 gp per 
  character), 3 x small shortbow (each 2.5 gp per character), 
  48 x arrows (each .05 gp per character); C: (0 gp); M: 3 x 
  small mithral chain shirt +1 (each 175 gp per character), 3 
  x small buckler +1 (each 97 gp per character). 
  After dealing with the goblins, the party will have a 
  restful rest of the night.  Proceed to Encounter Four the 
  next day. 
   
  Encounter Four: To Scale or 
  Sink? 
   
  You have followed Two Sight’s directions and have 
  found the small lake where he discovered the brooch. 
   The lake is currently frozen over and is normally fed 
  by a waterfall dropping over a sheer cliff.  The 
  waterfall is 80 feet high but is currently dry, though 
  numerous icicles hang from the cliff face to denote 
  where the fall once ran. 
  The lake near the base of the cliff is approximately forty 
  feet across and stretches fifty feet from the base of the 
  cliff before it turns into a small creek flowing south. 
  Currently, the lake and creek are frozen over. 
  If the party searches the area, they will find nothing on 
  the ground.  The cliff face is nearly sheer, in particular 
  near the bottom, but someone can climb up the face 
  (Climb check DC 25) or fly.  Near the line of the 
  waterfall, the cliff is less sheer and easier to climb (Climb 
  check DC 15).  A PC will need to walk out onto the 
  frozen lake near the edge of the cliff in order to find this 
  easier path, but they will not fall through the ice.  If a PC 
  climbs up 30 feet and searches, a Search check (DC 12) 
  will find scratches and scoring on the rock that is not 
  natural.  If a PC climbs up to 60 feet and searches, Search 
  check (DC 10) will find a piece of torn red fabric in a 
  crevice.  
  Once a PC reaches the top of the cliff face, either by 
  flying, levitating or climbing, they will find a 100ft coil of 
  rope and basket-like sling.  The rope is not knotted as the 
  villagers did not have enough rope with them at the time 
  to do so.  (Compare a hoisting PC’s maximum lift to a 
  basket-rider’s total weight including equipment.)  When 
  the villagers got to this point, Mucready climbed the cliff 
  and lowered down the rope.  Once a few able men arrived 
  at the top, they improvised a basket to hoist up the weak 
  and older members. 
  
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  Once the party has negotiated the cliff face, they will be 
  able to see the small valley floor.  Go to Encounter Five. 
   
  Encounter Five: To Follow or 
  Fault? 
   
  In this encounter, the party will find the new home of 
  the villagers late in the afternoon after scaling the cliff.  
  This encounter is very open-ended with the party able to 
  talk to various persons in the village.  Only a portion of 
  the villagers are described below.  In the course of talking 
  to the villagers, the party can learn the following: 
  • 
  Canith was formerly a rather mild, even timid 
  cleric of Rao.  During the flight from the 
  invading army, he seemed to change. He 
  became a believer in Trithereon and has been 
  almost a different person since, charismatic, 
  decisive. 
  • 
  Two villagers are missing and some people are 
  worried.  Different people have theories on 
  what happened.  See Encounter Six for details 
  on the missing villagers. 
  • 
  The villagers are not interested in leaving the 
  valley.  They feel safer here than out there. 
  • 
  Most of the refugees, approximately 40 in total, 
  are from the village of Curtain Hill. They all 
  witnessed the death of friends and family and 
  do not wish to return to their old home.  
  Standing at the cliff’s edge, you see small valley open 
  up before you.  In the distance, you can see a small 
  village near a frozen lake.  The village has several 
  small buildings and one larger central structure.  
  There also appears to be a wooden stockade in the 
  process of construction. 
  As you move closer to the village, you can see various 
  clusters of people engaged in activity. On the frozen 
  lake, there are four people ice fishing. In the center of 
  the village, five young men are doing some kind of 
  military drill with staves.  Another group of villagers 
  are working on the stockade, applying some kind of 
  mortar between the wooden stakes.  
  If the party continues to approach, the town militia will 
  notice them and move to interpose themselves between 
  the party and the village.  
  Rushing forward, the leader of the militia shouts out, 
  “Who are you? What are you doing here?”  The militia 
  fans out behind the leader with staves at the ready. 
  If the party still has weapons out, Ivar will ignore 
  whatever they may have replied and demand they put 
  their weapons away.  If the party fails to comply, he will 
  order the youngest militiaman to disarm someone.  If the 
  party member resists, then Ivar will order the militia, 
  “Subdue them.” 
  Ivar is looking for a chance to prove to Canith that the 
  militia is competent.  If the party is aggressive, or 
  threatening, he will order the militia to disarm and/or 
  subdue the party. 
  If a fight breaks out, the militia will use their staves to do 
  subdual damage.  If a party member uses lethal damage, 
  they will defend themselves with lethal damage.  Two 
  rounds after the fighting begins, Canith will emerge from 
  the communal hall and order the militia to stop fighting.  
  The militia will immediately halt fighting.  If the party 
  continues to fight/use spells/subdue the militia, Canith 
  will order the other villagers to flee, and then will join 
  with the militia to hold off the party.  
  ALL APLs (EL 2 – adjusted due to non-lethal 
  nature) 
  �Ivar; Human War1; hp 7; see Appendix 1. 
  �Militia (4); Human War1; hp 6 each; see Appendix 1. 
  Canith is in his early 30s.  He has blond hair and blue 
  eyes.  He is well-built and wears a blue tunic emblazoned 
  with the rune of pursuit.  He answers questions directly 
  and honestly.  
  “Hello, my name is Canith Truft. What brings you 
  here?” 
  • 
  Who are you?  “I am the leader of this community 
  and servant of the Summoner.” [Knowledge: 
  Religion DC 5 to know that the Summoner refers to 
  Trithereon.] 
  • 
  Truft? As in Canon Truft? “I’m not sure what you 
  mean.  My family name is Truft, but Canon Hazen is 
  not a Truft. [Canith does not know that Hazen died 
  and his uncle Priffin Truft is the current Canon of 
  Veluna.] 
  • 
  Are you related to Priffin Truft? “He is my uncle. 
  In fact, he was the one that urged my parents to send 
  me to become a priest of Rao. Now I realize that I 
  was never quite suited to that calling.” 
  • 
  Do you have a message for your uncle or family?  
  “Please tell them that I am well and happy.” 
  
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  • 
  How did you get here?  “Ah, that is a long story.  
  Come with me and I will tell you the whole story.”  
  [Canith will lead the party to one of several huts 
  established around the Great Hall.  He will invite 
  them in and tell them his story.] 
  “Most of the people here were once from the village 
  of Curtain Hill, but fled the invasion of the evil 
  canon’s forces.  Many watched helplessly or fled in 
  panic as their family members, neighbors, and 
  friends die horrible deaths when the canon’s 
  minions descended upon them.  I was able to 
  organize only a handful and we fled from the 
  carnage.  Luckily, we were not initially pursued – 
  undoubtedly, there was easier prey.  We were led 
  here by a ranger named Mucready.  He had been 
  here before.  We have been here ever since.” 
  • 
  Why do you follow Trithereon?  “Because on that 
  day, Rao forsook his people.  I had dedicated my life 
  to serving the Wizened One, but after seeing such 
  slaughter, I could no longer bear it.  That night, I had 
  a dream of being relentlessly hunted, but then I 
  found the strength to turn on the hunters and I 
  killed them instead.  In that moment, I dedicated my 
  life and efforts to Trithereon.” 
  • 
  Why do you blame Rao?  “Who else?  Why didn’t 
  he help his people?  Where was the Church?  Hadn’t 
  one canon promised us he had driven the fiends 
  from this land?  Wasn’t it another ex-canon that now 
  brought them back to plague us?” 
  “Too many secrets and too many lies.  The Church 
  deceived us all and Rao taught us to lay down and 
  die.  I will not allow that to happen to these people. 
  Now, we will stand up for what is right, for what is 
  ours.  Do I make myself clear?” 
  • 
  Do you know of a woman named Celinda? “Yes, 
  Celinda lives here with her husband, Bradomer and 
  their child.” 
  • 
  Can we see them?  “Of course, the community 
  offered their family one of the first separate 
  dwellings we built.  It is right over there.” [Canith 
  points to one of the huts.] 
  • 
  How did you survive here?  “We were blessed by 
  Trithereon.  Everyone pitched in to help one another 
  and our true skills blossomed.  The first year was 
  very difficult, but we persevered.  We were also 
  lucky to find some hidden equipment.  It seems that 
  there was once a small mining operation on the 
  eastern edge of the valley.  On this site, they also had 
  a small encampment.  We found some of tools, rope, 
  etc. that they left behind here and in their mine 
  shaft.  It looked like they intended to return, but 
  never did.” 
  • 
  When was the mining operation here?  “I really 
  can’t say.  Many of the tools were used but still in 
  good condition. I suspect the miners left the 
  equipment here with the intention of returning to 
  continue mining.  Some of us used the mine as 
  temporary shelter - until we put up the communal 
  hall. Since then, we have worked tirelessly to build a 
  real home in this valley and hope to investigate the 
  mine and reopen it at the first opportunity.” 
  • 
  Do you claim the mine?  “Trithereon guided us to 
  this haven away from the destruction of the 
  Heretic’s forces.  No one lives here.  So, yes, I do 
  claim this valley, including the mine, for our 
  community.” 
  • 
  How are you able to build?  “Well, there are 
  abundant timber resources not far from the edge of 
  the settlement and we have some of the equipment 
  recovered from the mining operation.  After that, it 
  is up to each of us to do our share.” 
  When the party is done asking questions, Canith will say: 
  “You are free to enjoy what little we have here. All I 
  ask is that you do not interrupt the work that people 
  are doing.  There is much that needs doing and time 
  is always short.  Return to the Great Hall in the 
  evening, and join our evening meal.  It will not be 
  much, but we hope you will join us.” 
  After leaving Canith, the party can talk to various groups 
  at work on different projects around the community.  
  The party may spend the rest of the day talking to 
  villagers, but should not be able to talk to all the groups 
  before evening.  They can then join the whole village in 
  the Great Hall.  If time permits and the party is interested 
  in role-playing the encounter, they may speak with those 
  people outlined above that the party didn’t meet before. 
  After the meal, the party will be asked to share stories of 
  what is going on in the outside world. The community 
  will listen politely and congratulate individual PCs who 
  share stories of personal bravery or heroism. When the 
  party has shared their stories, the party will then be 
  shown to one of the few separate huts and told that they 
  may use it for the night. At that point, you can proceed to 
  Encounter Six. 
  Groups that the party can interact with: 
  Celinda and Bradomer 
  The party is shown to one of the small separate 
  dwellings. Inside, Celinda is singing softly and gently 
  
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  rocking a small child while Bradomer looks on. “Can 
  we help you?” 
  Celinda is indeed Aerdan’s daughter. She and Bradomer 
  were traveling with a caravan when they were attacked 
  by orc and goblin raiders. In the confusion they escaped, 
  but were horribly lost. Canith found them and brought 
  them here.  
  After the birth of the child, Celinda was bathing the child 
  by the lake. She lost her brooch. It must have been 
  carried over the falls. 
  Celinda’s answers to possible questions: 
  • 
  What do you think of Canith?  “He is a brilliant 
  man. He has an inner fire. I trust him with all our 
  lives.” [She will hold her child more snuggly upon 
  saying this.] 
  • 
  Do you want to go home?  “No, it isn’t safe to leave 
  the valley. We feel safer here. This is our home now 
  and I want to stay here with my baby.” 
  • 
  What about the disappearances?  “I don’t know 
  anything about those matters. Some people think 
  they left. I just know it isn’t safe out there.” 
  • 
  Who told you it isn’t safe “out there”?  “Well…” 
  [she looks around the room and her eyes lock on 
  Bradomer] “my husband has always told me so.” 
  Bradomer’s answers to possible questions: 
  • 
  What do you think of Canith?  “Without him, we 
  would have been slaughtered like the rest. When the 
  invasion began, he took charge. He saved many of 
  his villagers and then saved Celinda and myself. 
  When everyone else failed us, like the church and 
  the army, he alone found a refuge and we survived.” 
  • 
  Do you follow Rao/Trithereon?  “Canith is our 
  leader and I support him. Rao turned his back on us. 
  I believe that Trithereon teaches strength and not 
  blindly following others. We did too much of that 
  before. Not anymore.” 
  • 
  Do you want to go home?  “NO! We are safer here. 
  We can trust Canith. He has never let us down.” (A 
  Sense Motive check (DC 15) says Bradomer is fearful 
  of leaving the valley and a bit in awe of Canith.) 
  • 
  What about leaving the valley?  “Why should we 
  leave? We are getting by quite well here. Trithereon 
  has blessed us here. You want us to go back and be 
  the good little Raoan sheep we were before. Never. 
  Rao failed us. We will never be left to the slaughter 
  like that again.”   
  Celinda and Bradomer will not willingly leave the valley. 
   She will, however, write a letter to her father assuring 
  him of her safety and telling of the birth of his 
  grandchild.   
  Icefishing group 
  On the lake, a small group of people are tending half a 
  dozen fishing lines that drop into holes cut in the ice. 
  The group includes two men and two women.  
  Saajan (m) 
  Fisherman, age 58, Faith: Rao 
  Backstory: 
  Not originally a fisherman, but rather a miller, hard to 
  learn a new trade but people need to eat 
  What he knows/is willing to tell: 
  • 
  “I still follow Rao. Canith is polite to me, but I feel 
  pressure to convert.” [A Sense Motive check (DC 12) 
  will reveal pressure comes from others, not Canith, 
  who is respectful of Saajan’s beliefs] 
  • 
  “I’d be careful around Ivar. He rubs me the wrong 
  way.” (He will only tell this to an obviously good-
  aligned, lawful PC) 
  • 
  “Two people have gone missing lately. Janar was one 
  of the fishermen but he disappeared. Now Murtha. 
  I’ve heard that they were all still followers of Rao, 
  like me.” 
  Ajanta (m) 
  Fisherman, age 38, Faith: Trithereon 
  Backstory 
  Wife and children killed during invasion, Fled with two 
  sisters (Dela and Wela) 
  Came from same village as Canith 
  What he knows/is willing to tell: 
  • 
  “Canith used to be a little timid, and I can admit I 
  didn’t have much respect for him.  Now, he is a good 
  leader. The tragedy changed him.” 
  • 
  “When we first arrived, Canith told me to go fishing. 
  I had never done it before, I was a farmer—but that 
  first day, I caught enough fish for everyone to have 
  their first satisfying meal since we fled. Canith 
  knew. He is touched by Trithereon.” 
  • 
  “What is causing the disappearances must be 
  something left behind by that foul canon.” 
  Dela and Wela (f,f) 
  
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  Mending fishing nets/making lines, twins age 30, Faith: 
  Trithereon 
  Backstory 
  Sisters of Ajanta, fled with him and rest of town during 
  invasion, witnessed the destruction of their homes, 
  slaughter of friends 
  What they know/are willing to tell: 
  • 
  “Canith has done a remarkable job of leading us here 
  and holding the community together. It was difficult 
  at first, some didn’t make it. But were happy here. 
  Trithereon protects us now.” 
  • 
  Dela: “It is curious, whenever someone disappears, 
  the ranger is not around.” 
   
  Wela: “He is off hunting or trapping.” 
  Dela: “So he says, but he brings back less meat and 
  fewer furs every trip.” 
  Training Militiamen 
  The leader is once again engaged in drilling the 
  militia in front of the Great Hall.  Ivar, the leader of 
  the militia is shouting marching orders to the men, 
  who look decidedly tired of marching about the 
  training square. 
  Ivar (m) 
  Militia leader, age 34, Faith: Trithereon 
  Backstory 
  Had been a shopkeeper before the invasion. Now, sees 
  himself as the local constable and leader of the militia. 
  Takes himself very seriously, and the training of his men 
  What they know/are willing to tell 
  • 
  “It isn’t easy getting these farm boys to learn proper 
  discipline, but I’m making them better men, even if 
  they don’t realize it, yet.” 
  • 
  “Of course, I know that some people are missing. 
  Just nature’s way of culling the weak from the herd. 
  If something is out there, my boys and I will take 
  care it.” 
  • 
  “Remember, you stay out of trouble. I have my eye 
  on you.” 
  Militia 
  Four young men (Neden 20, Melka 17, Samno 16, Kerris 
  14), Faith: Trithereon (all) 
  Backstory 
  All four are young men who worked on farms. They 
  escaped and survived because they are young and strong. 
  What they know/are willing to tell 
  • 
  Neden: “I am so sick of drilling, but Canith told us to 
  learn from Ivar.” 
   
  Samno: “All I am learning is that my feet hurt” 
  Melka: “Yeah, I heard that the last man to disappear 
  had argued with Canith then left the camp. No one 
  ever saw him again.” 
  Samno: “Nah, I heard he got drunk and wandered off 
  the cliff.” 
   
  Neden: “Shut up both of you!” 
  At that point, all three begin to argue, ignoring the 
  party. The last boy will stand apart, looking sad. If 
  asked, he replies: 
  “That man was my father, Murtha.  He did argue 
  with Canith, I heard them.  My father was a strong 
  believer in Canith and his teachings, but he had a 
  temper and would shout a lot.  Can you find him?” 
  Stockade crew 
  There are several villagers working on the stockade. 
  Several are digging post holes, others are setting tree 
  trunks into the holes and third group is applying a 
  thick paste with flat rocks to hold the trunks 
  together. There is raised platform at the corner 
  junction of the wall that serves as a lookout post and 
  fighting platform. 
  Bando (m) 
  Setting trunks, age 59, Faith: Rao, but wavering. 
  Backstory 
  Had been a cooper in the town. Now helps with building 
  the separate residences and the stockade 
  What he knows/is willing to tell 
  • 
  “The stockade is coming along. I could use a few 
  more strong backs, but Canith says that the militia 
  needs to train. They could train less if the wall was 
  up.” 
  • 
  “I knew Janar and Murtha. Both were good men, 
  though Murtha was a bit hotheaded. They wouldn’t 
  just leave. They believed in what we are doing here.” 
  Po Vagara (f) 
  Applying paste, age 55, Faith:Trithereon 
  Backstory 
  
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  Husband killed while fleeing. Had to be left behind. 
  What she knows/is willing to tell 
  • 
  “Canith is blessed by Trithereon. I believed in Rao all 
  my life, but only a short time with Canith and I 
  became a believer.” 
  • 
  “This paste is great for holding the timbers together”  
   
  Encounter Six: To Hunt or be 
  Hunted? 
   
  The next morning, Canith will ask to meet with the party 
  privately in his hut.  
  “I realize that you have come here on your own 
  mission, but my prayers to Trithereon tell me that 
  you are also here to help us in our time of need.” 
  “Recently, two people have disappeared.  At first, I 
  thought that it might be an accident but this was my 
  own wishful thinking.  Something is preying upon us 
  and I do not believe our militia, as much as they 
  believe that they are prepared to defend us, is capable 
  of dealing with this threat.  Will you be willing to 
  help us?” 
  He will answer any questions the party may have: 
  • 
  When did they go missing?  “The first one 
  occurred two weeks ago. Janar said that he was going 
  to go fishing early one morning.  When he did not 
  return by midday, we searched for him.  We found a 
  net and his clothes, but nothing else.  Some thought 
  he might have gone swimming before the lake froze 
  and drowned.”  
  “Two nights ago, Murtha disappeared..  We had had 
  an argument over the pace of the stockade’s 
  construction.  Murtha believed that we should direct 
  more manpower to getting the stockade up in light 
  of the disappearances.” 
  “I argued that we had to keep people working on 
  basic necessities or the stockade would do no good.  
  Maybe he was right.  He left in a rage and no one has 
  seen him since.” 
  • 
  What happened to the missing people?  “I 
  honestly do not know.  There has been no trace of 
  them.  I even went to check to see if maybe Murtha 
  had left and lowered himself down the cliff face, but 
  could find no evidence of anyone having used the 
  ropes and sling.” 
  • 
  Who do think might be behind this?  “Again, I 
  fear that I am not much help. I trust everyone in the 
  encampment with my life.  Maybe someone is trying 
  to destroy us from the inside, or maybe something 
  malevolent has found its way to this valley.” 
  • 
  Where should we start looking?  “You might try to 
  find Mucready, the ranger.  He might know. Or, you 
  might try the mine.  We stayed there when we first 
  arrived in the valley.  It is only two hours to the east 
  and it is possible something has made its lair there.” 
  • 
  What about the ranger?  “Mucready?  Yes, he might 
  be of help.  He has explored much of this valley 
  since we arrived and originally brought us here.  But, 
  he has been out hunting and trapping for the last 
  few days.  You might try to find him along the edge 
  of the lake to the north of the village.” 
   
  Encounter Seven: To Meander 
  or Menace? 
   
  This encounter will only occur if the party goes in search 
  of Mucready rather than going directly to the mine. 
  Have the party make a Spot check.  Read this text to 
  whomever rolls the highest. 
  After traveling half of day north of the village along 
  the edge of the lake, you notice a thin tendril of 
  smoke rising above the trees.  You believe the smoke 
  is coming from further north, less than half an hour 
  away. 
  Presuming the party continues on, 
  After traveling further north, you see a clearing.  In 
  the clearing a small fire burning and there is a tall 
  thin man wearing animal skins hunched over a deer 
  carcass.  He seems to be skinning the animal.  Around 
  the camp site are other animal skins and furs as well 
  as joints of meat. 
  If the party approaches cautiously, compare their Move 
  Silently rolls to Mucready’s Listen checks (he has a +8 
  Listen).  If he hears them, Mucready will allow them to 
  reach the perimeter of the clearing before calling out 
  while continuing to work on the skin, 
  “Welcome to you all.  Make no threats and I greet you 
  as friend.” 
  
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  [Though unlikely, it is possible that a PC has met 
  Mucready before.  He appeared in VEL1-02 Under the 
  Streets and VEL3-04 Shrouded in Mists.] 
  Mucready has been hunting and trapping for several 
  days.  He smokes the meats as soon as he makes a kill and 
  then works on skinning the hides.  He is just about to 
  head back to the village with his current haul. 
  If the party asks questions: 
  • 
  Who are you?  “My name is Mucready. Who are you 
  and what can I do for you?” 
  • 
  Do you know about the missing villagers? “I knew 
  that Janar went missing but everyone assumed he 
  drowned. If someone else went missing, this can’t be 
  a coincidence. I will need to get back to Canith 
  immediately.” 
  • 
  Are you involved in the disappearances?  “You 
  don’t know me, so I won’t take offense to your 
  question. No, I had nothing to do with either 
  disappearance.” 
  • 
  Do you know where someone or something 
  might be hiding?  “Well, the forest has been pretty 
  clear and I’ve been all over it for the last few days 
  with no sign of anyone else. You should definitely go 
  check out the mines. When we first got here, we 
  lived there. Something else might have moved in.” 
  • 
  Is there anyone in the community that you don’t 
  trust?  “No, I’ve come to know all of them and trust 
  them all. They are good people and may well be 
  chosen by their god to be here.”  
  After a few questions, Mucready will insist that he must 
  return to the village. He will recommend that the party 
  head straight to the mine. If they hurry, they can reach 
  there before nightfall. He will collect the skins, furs, and 
  meat, and place them on a sled that he drags behind him. 
   
  Encounter Eight: To Slay or 
  Spawn? 
   
  The PCs can get to this encounter from several 
  directions.  They can come straight here after talking to 
  Canith about missing villagers, they can be directed here 
  by Mucready, or they may simply be investigating the old 
  mining shaft.  Their reason for being here may influence 
  how they approach the shaft.   
  Your travels bring you to the southeastern corner of 
  the valley.  In the distance, you can see what looks to 
  be the opening of a mine shaft.   
  If the party investigates, 
  The opening of the mine is approximately ten feet by 
  ten feet.  It extends thirty feet straight back then and 
  bends to the left. 
  The shaft continues for another 50 feet after making the 
  bend, then comes to a dead end. The miners intentionally 
  collapsed the shaft before they left.  They intended to 
  return to the mine after the fighting ended.  The party 
  can determine that the shaft was intentionally collapsed 
  with a Craft (Stonemasonry) check (DC 10) or 
  Knowledge (Architecture and Engineering) (DC 10).  The 
  blockage only extends 10 feet, though there is now way 
  to know this from this side. 
  To clear the blockage, a PC, using only her hands, can 
  clear rocks and debris equal to five times her heavy load 
  limit in one minute.  The two 5 x 5 squares of blockage is 
  equal to 4,000lbs.  Only two PCs at a time may work on 
  the blockage.  
  A couple of weeks ago, a creature of death and darkness, 
  fleeing with the remnants of Herion’s army, found a 
  “home” of sorts in the mine.  The undead creature killed 
  Janar and Murtha, and they too are now undead.  (If there 
  are only two undead here, it is because the original 
  creature has moved on, leaving the two “new” monsters 
  here to haunt their former friends.)   
  The undead will attack the party if they linger in the area 
  or begin to interact with mine or blockage, i.e. search or 
  begin to clear the blockage. 
  APL 2 (EL 3) 
  Shadow: hp 24; see Monster Manual p. 221. 
  APL 4 (EL 5) 
  Shadows (3): hp 24 each; see Monster Manual p. 221. 
  APL 6 (EL 8) 
  Wraiths (3): hp 45 each; see Monster Manual p. 258 
  APL 8 (EL 10) 
  Greater Shadow (2): hp 81 each; see Monster Manual p. 
  221. 
  Tactics: 
  If the PCs flee out of the cave, into the sunlight, the 
  undead will not follow. 
  If the party turns the undead but do not destroy them, 
  the creatures will return and attack if the party resumes 
  clearing the blockage or otherwise remains in the mine. 
  
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  If the party clears the blockage after defeating the 
  undead, they will find the shaft opens into a large cavern. 
  The miners discovered a significant deposit of sapphires 
  in the cavern and intended to return and fully develop 
  the mine.  In their haste to flee the area, they left some 
  valuables behind including a field provisions box and a 
  magic sleeping bag. 
  Treasure: 
  APL 2: L: (0gp); C (0gp); M: field provisions box (167gp 
  per character), magic sleeping bag (83 gp per character) 
  APL 4: L: (0gp); C (0gp); M: field provisions box (167gp 
  per character), magic sleeping bag (83 gp per character) 
  APL 6: L: (0gp); C (0gp); M: field provisions box (167gp 
  per character), magic sleeping bag (83 gp per character) 
  APL 8: L: (0gp); C (0gp); M: field provisions box (167gp 
  per character), magic sleeping bag (83 gp per character) 
   
  Conclusion  
   
  When the party returns to Canith, he will ask them if 
  they figured out what happened to the missing villagers.  
  If the party tells him of the sapphire deposit, he promises 
  to reward the party for their help and honesty in telling 
  him what they found (see Treasure Summary). 
  As you begin your trek out of the mountains, a heavy 
  snow begins to fall, as if drawing a curtain on the 
  events of the past few days. 
  The journey back to Traveler’s Rest is uneventful, but 
  long.  Once across the Fals River, the snows stop, and 
  you are unhindered in the completion of your 
  mission – whatever you feel that to be. 
  When the party returns to Traveler’s Rest from the 
  mountains, they will need to decide what they will report 
  and to whom.  It is perfectly acceptable to report to all 
  three – they need not pick only one, and they need not 
  report to any.  It is up to them. 
  1. The Merchant 
  • 
  If the PCs report that his daughter and her family are 
  alive and well: 
  Aerdan is extremely pleased that you have found 
  his daughter. He will make immediate plans to 
  join her and his grandson.  
  In addition to the promised payment (see Treasure 
  Summary), Aerdan offers to acquire magical rings for 
  the PCs. 
  • 
  If the PCs do not report his daughter and family are 
  a live and well: 
  Aerdan is despondent at your news. He had 
  hoped that Celinda still lived. He pays the agreed 
  amount for your services. 
  Aerdan does not offer his Favor in this case. 
  2. The Army 
  • 
  If the PCs return with proof of defeating the orcs: 
  Though your efforts did not reveal any major 
  enemy concentrations, Commander Havelock is 
  pleased to know that you have dispatched orc and 
  goblinoid raiders. 
  The army pays a bounty for the orcs killed by the 
  party (see Treasure Summary). 
  • 
  If the PCs do not return with proof of defeating the 
  orcs: 
  Commander Havelock is dismayed that you were 
  unsuccessful in discovering or defeating any 
  enemy forces. He quickly dismisses you. 
  The army does not pay the bounty in this case. 
  3. The Church 
  • 
  If the PCs report the discovery of Canith’s 
  community and/or the mine (they can report either, 
  neither or both): 
  After an initial meeting with Deacon Uriah in 
  Traveler’s Rest, Uriah whisks the party to Mitrik 
  to meet with more senior church officials.  A 
  Church Inquisitor is called to meet with your 
  group and he is very curious about Canith and his 
  followers.   
  The Inquisitor asks many questions about the 
  numbers, location and long-term plans of the 
  Trithereonite community.  The Church is also 
  curious about the potential value of the mine.  
  The church offers a monetary reward for revealing 
  the location of the survivors and/or the mine (see 
  Treasure Summary). 
  • 
  If the party does not reveal or discover the location 
  of the Trithereonite community or the mine: 
  Deacon Uriah appreciates your efforts to discover 
  the lost Raoan sheep. He offers the blessing of 
  Rao as he hurries you out. 
  
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  The church does not offer any rewards in this case. 
  Epilogue 
   
  If the PCs reported their findings to Church authorities, 
  PC members of the Church of Rao or Cuthbert, the 
  Knights of Salvation or Whitehale, the Mitrik Temple 
  Guard or the Pack will hear the following rumor: 
  A Church Inquisitor, escorted by a Knight of 
  Salvation and a contingent of Mitrik Temple 
  Guardsmen, left Mitrik and headed north with all due 
  speed. It was obvious they were looking for 
  something, but no one is sure for what or for whom. 
  The End 
  Official critical events results:  Any player interested in 
  downloading an official summary of events of this mod 
  that reflects the critical events of the first run of this 
  event should be given the following password.  The DM 
  should give this password to the players at the conclusion 
  of play.  They can then download the critical summary 
  and use the password to open the file: 
  Password:   
  beginnings 
   
  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 
  story awards) to each character. 
  Note that there is enough experience presented to exceed 
  the total experience, so do not just subtract missed xp 
  from the total. 
  Encounter One: 
  To Inquire or Incite? 
  Defeat the halfling barbarians without killing them. 
  APL 2  
   
   
   
   
  120 xp  
  APL 4  
   
   
   
   
  180 xp 
  APL 6  
   
   
   
   
  240 xp 
  APL 8  
   
   
   
   
  300 xp 
  Encounter Two:  
  To Run or Rumble? 
  Defeat the orc salvage crew. 
  APL 2  
   
   
   
   
  120 xp  
  APL 4  
   
   
   
   
  180 xp 
  APL 6  
   
   
   
   
  240 xp 
  APL 8  
   
   
   
   
  300 xp 
  Encounter Three:  
  To Fight or Freeze? 
  Defeat the goblin raiders, or avoid the fight by not 
  attracting them. 
  APL 2  
   
   
   
   
  120 xp  
  APL 4  
   
   
   
   
  180 xp 
  APL 6  
   
   
   
   
  240 xp 
  APL 8  
   
   
   
   
  300 xp 
  Encounter Five:   
  To Follow or Fault? 
  Defeating the militia without killing them, or defusing 
  the situation using Diplomacy or other means (i.e. being 
  nice). 
  APL 2  
   
   
   
   
  60 xp  
  APL 4  
   
   
   
   
  60 xp 
  APL 6  
   
   
   
   
  60 xp 
  APL 8  
   
   
   
   
  60 xp 
  Roleplaying Award 
   
  Roleplaying the interaction with the townsfolk in order 
  to get information. 
  APL 2 
   
   
   
   
  30 xp  
  APL 4    
   
   
   
  43 xp 
  APL 6  
   
   
   
   
  60 xp 
  APL 8   
   
   
   
  73 xp 
  Encounter Eight:  To Slay or Spawn? 
  Defeating the undead. 
  APL 2  
   
   
   
   
  90 xp  
  APL 4  
   
   
   
   
  150 xp 
  APL 6  
   
   
   
   
  240 xp 
  APL 8  
   
   
   
   
  300 xp 
  Story Award 
   
  Returning news of his daughter to Aerdan Kaerlad. 
  APL 2 
   
   
   
   
  60 xp  
  APL 4    
   
   
   
  92 xp 
  APL 6  
   
   
   
   
  120 xp 
  APL 8 
    
   
   
   
  152 xp 
  
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  Page 19 
  Total possible experience:  
   
  APL 2 
   
   
   
   
  450 xp 
  APL 4 
   
   
   
   
  675 xp 
  APL 6   
   
   
   
  900 xp 
  APL 8   
   
   
   
  1,125 xp 
   
  Treasure Summary 
   
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
  The loot total is the number of gold pieces each character 
  gains if the foes are plundered of all their earthly 
  possessions.  Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold.  If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot.  If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
  The coin total is the number of gold pieces each character 
  gains if they take the coin available.  A normal adventuring 
  party can usually gather this wealth in a round or so.  If for 
  some reason, they pass up this treasure, the coin total is 
  subtracted from the encounter totals given below. 
  Next, the magic items are listed.  Magic item treasure is the 
  hardest to adjudicate, because they are varied and because 
  characters may want to use them during the adventure.  
  Many times characters must cast identify, analyze 
  dweomer or similar spell to determine what the item does 
  and how to activate it.  Other times they may attempt to 
  use the item blindly.  If the magic item is consumable (a 
  potion, scroll, magic bolts, etc.) and the item is used before 
  the end of the adventure, its total is subtracted from the 
  adventure totals below. 
  Once you have subtracted the value for unclaimed treasure 
  from each encounter add it up and that is the number of 
  gold pieces a characters total and coin value increase at the 
  end of the adventure.  Write the total in the GP Gained 
  field of the adventure certificate.  Because this is a Regional 
  scenario, characters may spend additional Time Units to 
  practice professions or create items immediately after the 
  adventure so this total may be modified by other 
  circumstances. 
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, and 
  other valuables; M = Magic Items. 
  L:  Looted gear from enemy  
  C:  Coin, Gems, Jewelry, and other valuables 
  M:  Magic Items (sell value)  
  Encounter Two: 
  To Run or Rumble? 
  APL 2: L: 5 x sun lenses (4 gp per character), 4 x studded 
  leather armor (each 2 gp per character), masterwork 
  breastplate (29 gp per character), 4 x battleaxes (each 1 gp 
  per character), 10 x javelins (each .1 gp per character), 1 x 
  halberd (1 gp per character); C: (0 gp); M: (0 gp). 
  APL 4: L: 6 x sun lenses (5 gp per character), 4 x 
  breastplates (each 17 gp per character), 4 x battleaxes 
  (each 1 gp per character), 10 x javelins (each .1 gp per 
  character), 1 x masterwork halberd (26 gp per character); 
  C: (0 gp); M: breastplate +1 (113 gp per character). 
  APL 6: L: 6 x sun lenses (5 gp per character), 4 x 
  masterwork breastplates (each 29 gp per character), 4 x 
  masterwork battleaxes (each 26 gp per character), 10 x 
  javelins (each .1 gp per character); C: (0 gp); M: 
  breastplate +1 (113 gp per character), halberd +1 (192 gp 
  per character). 
  APL 8: L: 6 x sun lenses (5 gp per character), 4 x 
  masterwork battleaxes (each 26 gp per character), 10 x 
  javelins (each .1 gp per character); C: (0 gp); M: 4 x 
  breastplates +1 (each 113 gp per character), breastplate +2 
  (359 gp per character), halberd +1 (192 gp per character). 
  Encounter Three:    
  To Fight or Freeze? 
  APL 2:  L: 3 x small leather armor (each 1 gp per 
  character), 3 x small light wooden shield (each .25 gp per 
  character), 3 x small morningstar (each 1 gp per 
  character), 3 x small javelin (each .1 gp per character) ; C: 
  (0 gp); M: (0 gp). 
  APL 4:  L: 3 x small masterwork studded leather armor 
  (each 15 gp per character), 3 x small buckler (each 1 gp 
  per character), 3 x small morningstar (each 1 gp per 
  character), 3 x small shortbow (each 2.5 gp per character), 
  36 x arrows (each .05 gp per character) ; C: (0 gp); M: (0 
  gp). 
  APL 6:  L: 3 x small masterwork chain shirt (each 21 gp 
  per character), 3 x small masterwork lance (each 26 gp 
  per character), 3 x small morningstar (each 1 gp per 
  character), 3 x small shortbow (each 2.5 gp per character), 
  
  Vel6-01 Release the Hounds 
   
  Page 20 
  48 x arrows (each .05 gp per character) ; C: (0 gp); M: 3 x 
  small buckler +1 (each 97 gp per character). 
  APL 8:  L: 3 x small masterwork lance (each 26 gp per 
  character), 3 x small morningstar (each 1 gp per 
  character), 3 x small shortbow (each 2.5 gp per character), 
  48 x arrows (each .05 gp per character); C: (0 gp); M: 3 x 
  small mithral chain shirt +1 (each 175 gp per character), 3 
  x small buckler +1 (each 97 gp per character). 
  Encounter Eight:    
  To Slay or Spawn? 
  APL 2: L: (0gp); C (0gp); M: field provisions box (167gp 
  per character), magic sleeping bag (83 gp per character) 
  APL 4: L: (0gp); C (0gp); M: field provisions box (167gp 
  per character), magic sleeping bag (83 gp per character) 
  APL 6: L: (0gp); C (0gp); M: field provisions box (167gp 
  per character), magic sleeping bag (83 gp per character) 
  APL 8: L: (0gp); C (0gp); M: field provisions box (167gp 
  per character), magic sleeping bag (83 gp per character) 
  Conclusion: 
  Bounty from Army for killing orcs: 
  All APLs:  L (0 gp); C: (2gp per character per orc [5 orc 
  maximum]);  M: (0gp) 
  Reward from Aerdan for finding his daughter: 
  All APLs:  L (0 gp); C: (60gp per character);  M: (0gp)  
  Reward from the Church for finding survivors: 
  All APLs:  L (0 gp); C: (80gp per character);  M: (0gp) 
  Reward from Church for reporting mine: 
  All APLs:  L (0 gp); C: (50gp per character);  M: (0gp) 
  Total Possible Treasure 
  APL 2 
   
   
   
  450 gp 
  APL 4 
   
   
   
  650 gp 
  APL 6  
   
   
   
  900 gp 
  APL 8  
   
   
   
  1,300 gp 
  
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  Page 21 
  Appendix 1:  NPCs 
  ALL APLs 
  Canith: Male Human Clr6 of Trithereon: CR 5; 
  Medium humanoid; HD 5d8+5; hp 33; Init +1; Spd 
  30ft; AC  (touch , flat-footed ); Base Atk +4; Grp +4; 
  Atk +4 melee (1d8+1 Spear); Full Atk +4 melee 
  (1d8+1 Spear); SA turn undead; AL CG ; SV Fort 
  +5; Ref +2; Will +7; Str 12, Dex 12, Con 12, Int 12, 
  Wis 16, Cha 12. 
   
  Skills 
  and 
  Feats: 
  Concentration 
  +9, 
  Diplomacy +9, Heal +7, Knowledge (Arcana) +1, 
  Knowledge (History) +3, Knowledge (Religion) 
  +9, Spellcraft +1; Augment Summoning, Skill 
  Focus (Concentration), Spell Focus (Conjuration).  
   
   Possessions: Holy symbol of Trithereon, 
  Spear, Chain Shirt, light mace (Weapons are not 
  on him when he first meets party) 
   
  Spells Prepared (5/4/3/2; base DC = 13 + spell 
  level):  0
  th create water(x2), detect poison, 
  guidance, purify food and drink,  ; 1
  st bless water, 
  endure elements, obscuring mist, summon 
  monster I*; 2
  nd lesser restoration, make whole, 
  summon monster II*; 3
  rd create food and water, 
  summon monster III*. . 
  *Domain Spell. Domains: Summoning. Add +2 to 
  your caster level for all Conjuration(summoning) 
  or Conjuration(calling) spells. Protection. You can 
  generate a protective ward once per day, granting 
  the person you touch a +5 resistance bonus to 
  their next saving throw, if it is made within an 
  hour. 
   
  Description:  Canith is in his early 30s.  He 
  has blond hair and blue eyes.  He is well-built and 
  wears a blue tunic emblazoned with the rune of 
  pursuit.  He answers questions directly and 
  honestly.  
  Mucready: Male Human Ftr2/Rgr3/Rog2; CR 7; 
  Medium humanoid; HD 2d10+3d8+2d6+14; hp 51; 
  Init +3; Spd 30ft; AC 18 (Touch 14, Flat-footed 15); 
  Base Atk +9/+4; Grp +9; Atk +11 melee (1d8+3 
  masterwork longsword); Full Atk +9/+4 melee 
  (1d8+3 masterwork longsword) and +8 melee 
  (1d6+1 masterwork shortsword) or +9/+4 (1d8+3 
  Mighty composite longbow); SA sneak attack 
  +1d6, evasion, trapfinding, wild empathy, favored 
  enemy (shapechangers) +2; AL N; SV Fort +8, Ref 
  +9, Will +4; Str 16, Dex 17, Con 14, Int 15, Wis 12, 
  Cha 14. 
   
  Skills and Feats: Bluff +7, Climb +10, 
  Diplomacy +8, Disable Device +6, Disguise +3, 
  Escape Artist +7, Handle Animal +7, Hide +10, 
  Jump +9, Listen +8, Move Silently +9, Open Locks 
  +8, Search +8, Sense Motive +6, Spot +8, Survival 
  +9, Tumble +9; Blind-Fight, Dodge, Endurance, 
  Iron Will, Mobility, Spring Attack, Track, Two-
  Weapon Fighting, Weapon Focus (Longsword) 
   
  Equipment: mighty composite longbow +3, 
  masterwork white runed longsword, masterwork 
  shortsword, masterwork chain shirt, ring of 
  protection +1. 
  Description: Mucready is a very lean and tall 
  human with long stringy hair and unshaven face. 
  Though his appearance is wild and unkempt, his 
  manner is patient and almost hesitant. He speaks 
  with a refined vocabulary and is careful to choose 
  the right word. When agitated, he can be highly 
  aggressive and demand direct action.
  
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  Page 22 
  APL 2
  Encounter 1 
  Halfling Clanbrothers (4):  Male Halfling 
  Ftr1/Bbn1: CR 2; HD 1d12+1d10+4; hp 20 each; 
  Init +3; Spd 20 ft; AC 16 (touch 13, flat-footed 14) 
  [+2 Dex, +1 size, +3 armor]; Base Atk +2; Grp +4; 
  Atk +5 melee (1d2+2, unarmed) or +3 ranged 
  (1d2+2, mug); Full Atk +5 melee (1d2+2, unarmed) 
  or +3 ranged (1d2+2, mug); SQ +2 save vs fear, Fast 
  movement, Rage 1/day; AL CN; SV Fort +7; Ref 
  +4; Will +0; Str 15, Dex 14, Con 14, Int 8, Wis 8, 
  Cha 11. 
   
  Skills and Feats: Climb +5, Hide +4, 
  Intimidate +2, Jump +5, Move Silently +1, Survival 
  +1; Improved Unarmed Strike, Swarmfighting* 
  * see Appendix 2: New Rules Items 
   
  Equipment: Hide armor, dagger, pouch with 
  3 silver pieces 
  Encounter 2 
  Orc Salvage Crew:  CR 1/2; Medium Humanoid 
  (Orc); HD 1d8+1; hp 7; Init +0; Spd 30 ft; AC 13 
  (touch 10, flat-footed 13) [+3 armor]; Base Atk +1; 
  Grp +4; Atk +4 melee (1d8+4, battleaxe) or +1 
  ranged (1d6+3, javelin); Full Atk +4 melee (1d8+4, 
  battleaxe) or +1 ranged (1d6+3, javelin); SQ 
  Darkvision 60', Light sensitivity; AL NE; SV Fort 
  +3; Ref +0; Will -2; Str 17, Dex 11, Con 12, Int 8, 
  Wis 7, Cha 6. 
   
  Skills and Feats: Listen +1, Spot +1; Alertness 
   
  Equipment: Studded leather armor, battleaxe, 
  2 javelins, cold weather gear, sun lenses  
  Orc Salvage Leader:  Male Orc War3: CR 2; HD 
  3d8+3; hp 21; Init +0; Spd 30 ft; AC 15 (touch 10, 
  flat-footed 15) [+5 armor]; Base Atk +3; Grp +7; Atk 
  +7 melee (1d10+6, halberd) or +3 ranged (1d6+3, 
  javelin); Full Atk +7 melee (1d10+6, halberd) or +3 
  ranged (1d6+3, javelin); SQ Darkvision 60', Light 
  sensitivity; AL NE; SV Fort +4; Ref +1; Will -1; Str 
  18, Dex 11, Con 12, Int 8, Wis 7, Cha 6. 
   
  Skills and Feats: Listen +3, Spot +3; Alertness, 
  Power Attack 
   
  Equipment: Masterwork breastplate, halberd, 
  2 javelins, cold weather gear, sun lenses
  
  Vel6-01 Release the Hounds 
   
  Page 23 
  APL 4
  Encounter 1 
  Halfling Clanbrothers (4):  Male Halfling 
  Ftr1/Bbn2; CR 3; HD 2d12+1d10+6; hp 30 each; 
  Init +3; Spd 20 ft; AC 16 (touch 13, flat-footed 14) 
  [+2 Dex, +1 size]; Base Atk +3; Grp +5; Atk +6 
  melee (1d2+2, unarmed) or +4 ranged (1d2+2, 
  mug); Full Atk +6 melee (1d2+2, unarmed) or +4 
  ranged (1d2+2, mug); SQ +2 save vs fear, Fast 
  movement, Rage 1/day, Uncanny dodge; AL CN; 
  SV Fort +8; Ref +4; Will +0; Str 15, Dex 14, Con 14, 
  Int 8, Wis 8, Cha 11. 
   
  Skills and Feats: Climb +6, Hide +4, 
  Intimidate +2, Jump +6, Move Silently +1, Survival 
  +2; Improved Grapple, Improved Unarmed Strike, 
  Swarmfighting* 
  * see Appendix 2: New Rules Items 
   
  Equipment: Hide armor, dagger, pouch with 
  3 silver pieces 
  Encounter 2 
  Orc Salvage Crew:  CR 1/2; Medium Humanoid 
  (Orc); HD 1d8+1; hp 7; Init +0; Spd 30 ft; AC 13 
  (touch 10, flat-footed 13) [+3 armor]; Base Atk +1; 
  Grp +4; Atk +4 melee (1d8+4, battleaxe) or +1 
  ranged (1d6+3, javelin); Full Atk +4 melee (1d8+4, 
  battleaxe) or +1 ranged (1d6+3, javelin); SQ 
  Darkvision 60', Light sensitivity*; AL NE; SV Fort 
  +3; Ref +0; Will -2; Str 17, Dex 11, Con 12, Int 8, 
  Wis 7, Cha 6. 
   
  Skills and Feats: Listen +1, Spot +1; Alertness 
   
  Equipment: Breastplate, battleaxe, 2 javelins, 
  cold weather gear, sun lenses 
   
  Light Sensitivity* (Ex): Normally orcs are 
  dazzled in bright sunlight or within the radius of a 
  daylight spell.  These orcs are wearing sun lenses 
  that eliminate that penalty.    
  Orc Salvage Leader:  Male Orc War6: CR 5; HD 
  6d8+6; hp 40; Init +0; Spd 30 ft; AC 16 (touch 10, 
  flat-footed 16) [+6 armor]; Base Atk +6; Grp +10; 
  Atk +10 melee (1d10+6, halberd) or +7 ranged 
  (1d6+3, javelin); Full Atk +10/+5 melee (1d10+6, 
  halberd) or +7 ranged (1d6+3, javelin); SQ 
  Darkvision 60', Light sensitivity*; AL NE; SV Fort 
  +6; Ref +2; Will +1; Str 18, Dex 11, Con 12, Int 8, 
  Wis 8, Cha 6. 
   
  Skills and Feats: Intimidate +0, Listen +7, Spot 
  +7; Alertness, Cleave, Power Attack 
   
  Equipment: 
  Breastplate 
  +1, 
  masterwork 
  halberd, 2 javelins, cold weather gear, sun lenses 
  Encounter 3 
  Goblin Raider:  Male Goblin Ftr1; CR 1; HD 
  1d10+1; hp 8; Init +1; Spd 20 ft; AC 16 (touch 12, 
  flat-footed 15) [+1 size, +1 Dex, +3 armor, +1 
  shield]; Base Atk +1; Grp -3; Atk +4 melee (1d6+2, 
  morningstar) or +2 ranged (1d4, shortbow); Full 
  Atk +4 melee (1d6+2, morningstar) or +2 ranged 
  (1d4, shortbow); SA ; SQ Darkvision 60'; AL NE; 
  SV Fort +3; Ref +1; Will +0; Str 14, Dex 13, Con 12, 
  Int 10, Wis 10, Cha 6. 
   
  Skills and Feats: Handle Animal -1, Hide +5, 
  Listen +2, Move Silently +5, Ride +4, Spot +2; 
  Mounted Combat 
   
  Equipment: 2 goodberries, small masterwork 
  studded leather armor, small buckler, small 
  morningstar, small shortbow, 12 arrows.              
                  
  
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  APL 6
  Encounter 1 
  Halfling Clanbrothers (4):  Male Halfling 
  Ftr2/Bbn3; CR 5; HD 3d12+2d10+10; hp 49 each; 
  Init +3; Spd 20 ft; AC 16 (touch 13, flat-footed 14) 
  [+2 Dex, +1 size]; Base Atk +5; Grp +12; Atk +9 
  melee (1d2+3, unarmed) or +6 ranged (1d2+3, 
  mug); Full Atk +9 melee (1d2+3, unarmed) or +6 
  ranged (1d2+3, mug); SQ +2 save vs fear, Fast 
  movement, Rage 1/day, Uncanny dodge, Trap 
  sense +1; AL CN; SV Fort +8; Ref +6; Will +4; Str 
  16, Dex 14, Con 14, Int 8, Wis 8, Cha 11. 
   
  Skills and Feats: Climb +8, Hide +4, 
  Intimidate +2, Jump +8, Move Silently +1, Survival 
  +4; Improved Grapple, Improved Unarmed Strike, 
  Iron Will, Swarmfighting* 
  * see Appendix 2: New Rules Items 
   
  Equipment: Hide armor, dagger, pouch with 
  3 silver pieces  
  Encounter 2 
  Orc Salvage Crew:  Male Orc War3: CR 2; HD 
  3d8+3; hp 21; Init +0; Spd 30 ft; AC 15 (touch 10, 
  flat-footed 15) [+5 armor]; Base Atk +3; Grp +7; Atk 
  +8 melee (1d8+6, battleaxe) or +3 ranged (1d6+3, 
  javelin); Full Atk +8 melee (1d8+6, battleaxe) or +3 
  ranged (1d6+3, javelin); SQ Darkvision 60', Light 
  sensitivity*; AL NE; SV Fort +4; Ref +1; Will -1; Str 
  18, Dex 11, Con 12, Int 8, Wis 7, Cha 6. 
   
  Skills and Feats: Listen +3, Spot +3; Alertness, 
  Power Attack 
   
  Equipment: 
  Masterwork 
  breastplate, 
  masterwork battleaxe, 2 javelins, cold weather 
  gear, sun lenses 
   
  Light Sensitivity* (Ex): Normally orcs are 
  dazzled in bright sunlight or within the radius of a 
  daylight spell.  These orcs are wearing sun lenses 
  that eliminate that penalty.    
  Orc Salvage Leader:  Male Orc War7: CR 6; HD 
  7d8+7; hp 47; Init +1; Spd 30 ft; AC 17 (touch 11, 
  flat-footed 16) [+1 Dex, +6 armor]; Base Atk +7; 
  Grp +11; Atk +12 melee (1d10+7, halberd) or +8 
  ranged (1d6+3, javelin); Full Atk +12/+7 melee 
  (1d10+7, halberd) or +8 ranged (1d6+3, javelin); SQ 
  Darkvision 60', Light sensitivity*; AL NE; SV Fort 
  +6; Ref +3; Will +1; Str 18, Dex 12, Con 12, Int 8, 
  Wis 8, Cha 6. 
   
  Skills and Feats: Listen +5, Spot +5; Alertness, 
  Cleave, Power Attack, Weapon Focus (Halberd) 
   
  Equipment: Breastplate +1, halberd +1, 2 
  javelins, cold weather gear, sun lenses 
   
  Light Sensitivity* (Ex): Normally orcs are 
  dazzled in bright sunlight or within the radius of a 
  daylight spell.  This orc is wearing sun lenses that 
  eliminate that penalty. 
  Encounter 3 
  Goblin Raider:  Male Goblin Ftr2: CR 2; HD 
  2d10+2; hp 17; Init +1; Spd 20 ft; AC 18 (touch 12, 
  flat-footed 17) [+1 size, +1 Dex, +4 armor, +2 
  shield]; Base Atk +2; Grp +-2; Atk +6 melee (1d6+2, 
  lance) or +3 ranged (1d4, shortbow); Full Atk +6 
  melee (1d6+2, lance) or +3 ranged (1d4, shortbow); 
  SA ; SQ Darkvision 60'; AL NE; SV Fort +4; Ref +1; 
  Will +0; Str 14, Dex 13, Con 12, Int 10, Wis 10, 
  Cha 6. 
   
  Skills and Feats: Handle Animal +0, Hide +5, 
  Listen +2, Move Silently +5, Ride +5, Spot +2; 
  Mounted Combat, Ride-By Attack 
   
  Equipment: 2 goodberries, small masterwork 
  chain shirt, small buckler +1, small masterwork 
  lance, small shortbow, 12 arrows. 
  
  Vel6-01 Release the Hounds 
   
  Page 25 
  APL 8 
  Encounter 1 
  Halfling Clanbrothers (4):  Male Halfling 
  Ftr3/Bbn4; CR 7; HD 4d12+3d10+14; hp 72 each; 
  Init +3; Spd 20 ft; AC 16 (touch 13, flat-footed 14) 
  [+2 Dex, +1 size]; Base Atk +7; Grp +14; Atk +11/+6 
  melee (1d2+3, unarmed) or +8 ranged (1d2+3, 
  mug); Full Atk +11/+6 melee (1d2+3, unarmed) or 
  +8 ranged (1d2+3, mug); SQ +2 save vs fear, Fast 
  movement, Rage 2/day, Uncanny dodge, Trap 
  sense +1; AL CN; SV Fort +10; Ref +8; Will +4; Str 
  16, Dex 14, Con 14, Int 8, Wis 8, Cha 11. 
   
  Skills and Feats: Climb +10, Hide +4, 
  Intimidate +2, Jump +10, Move Silently +1, 
  Survival 
  +5; 
  Improved 
  Grapple, 
  Improved 
  Unarmed Strike, Iron Will, Lightning Reflexes, 
  Swarmfighting* 
  * see Appendix 2: New Rules Items 
   
  Equipment: Hide armor, dagger, pouch with 
  3 silver pieces 
  Encounter 2 
  Orc Salvage Crew:  Male Orc War4: CR 3; HD 
  4d8+4; hp 27; Init +0; Spd 30 ft; AC 16 (touch 10, 
  flat-footed 16) [+6 armor]; Base Atk +4; Grp +8; Atk 
  +9 melee (1d8+6, battleaxe) or +4 ranged (1d6+3, 
  javelin); Full Atk +9 melee (1d8+6, battleaxe) or +4 
  ranged (1d6+3, javelin); SQ Darkvision 60', Light 
  sensitivity*; AL NE; SV Fort +5; Ref +1; Will -1; Str 
  18, Dex 11, Con 12, Int 8, Wis 7, Cha 6. 
   
  Skills and Feats: Listen +2, Spot +2; Cleave, 
  Power Attack 
   
  Equipment: 
  Breastplate 
  +1, 
  masterwork 
  battleaxe, 2 javelins, cold weather gear, sun lenses 
   
  Light Sensitivity* (Ex): Normally orcs are 
  dazzled in bright sunlight or within the radius of a 
  daylight spell.  These orcs are wearing sun lenses 
  that eliminate that penalty.    
  Orc Salvage Leader:  Male Orc War7/Ftr2: CR 8; 
  HD 7d8+2d10+18; hp 70; Init +1; Spd 30 ft; AC 17 
  (touch 11, flat-footed 16) [+1 Dex, +6 armor]; Base 
  Atk +9; Grp +13; Atk +14 melee (1d10+7, halberd) 
  or +10 ranged (1d6+3, javelin); Full Atk +14/+9 
  melee (1d10+7, halberd) or +10 ranged (1d6+3, 
  javelin); SQ Darkvision 60', Light sensitivity*; AL 
  NE; SV Fort +9; Ref +3; Will +1; Str 18, Dex 12, 
  Con 13, Int 8, Wis 8, Cha 6. 
   
  Skills and Feats: Listen +8, Spot +8; Alertness, 
  Cleave, Great Cleave, Improved Toughness, Power 
  Attack, Weapon Focus (Halberd) 
   
  Equipment: Breastplate +2, halberd +1, 2 
  javelins, cold weather gear, sun lenses 
   
  Light Sensitivity* (Ex): Normally orcs are 
  dazzled in bright sunlight or within the radius of a 
  daylight spell.  This orc is wearing sun lenses that 
  eliminate that penalty. 
  Encounter 3 
  Goblin Raider:  Male Goblin Ftr2/Rgr3; CR 5; 
  HD 2d10+3d8+5; hp 37; Init +2; Spd 20 ft; AC 20 
  (touch 13, flat-footed 18) [+1 size, +2 Dex, +5 
  armor, +2 shield]; Base Atk +5; Grp +3; Atk +7 
  melee (1d6+2, lance) or +5 ranged (1d4, shortbow); 
  Full Atk +7 melee (1d6+2, lance) or +3/+3 ranged 
  (1d4, shortbow) or +5 ranged (1d4, shortbow); SA 
  Favored Enemy (human), Wild Empathy; SQ 
  Darkvision 60'; AL NE; SV Fort +7; Ref +5; Will +1; 
  Str 14, Dex 14, Con 12, Int 10, Wis 10, Cha 6. 
   
  Skills and Feats: Handle Animal +3, Hide +5, 
  Listen +2, Move Silently +5, Ride +8, Spot +2; 
  Endurance, Mounted Archery, Mounted Combat, 
  Ride-By Attack, Spirited Charge, Track 
   
  Equipment: 2 goodberries, small mithral 
  chain shirt +1, small buckler +1, small masterwork 
  lance, 
  small 
  shortbow, 
  12 
  arrows.
  
  Vel6-01 Release the Hounds 
   
  Page 26 
  Appendix 2: New Rules Items
   
  Feats 
   
  Swarmfighting (as presented in Complete 
  Warrior) 
  You and allies with this feat can coordinate melee 
  attacks against a single target and are adept at 
  fighting side by side in close quarters. 
  Prerequisites:  Small size, Dex 13, base attack 
  bonus +1. 
  Benefit:  You can occupy the same 5-foot square in 
  combat with any other allied Small creature that 
  also possesses the Swarmfighting feat at no 
  penalty.  When you engage a Medium or larger 
  creature in melee, and at least one other ally with 
  the Swarmfighting feat threatens the target, you 
  gain a +1 morale bonus on the attack roll.  This 
  bonus increases by +1 for each additional ally 
  beyond the first with the Swarmfighting feat that 
  threatens the same target.  The total morale bonus 
  imparted to your attack roll cannot exceed your 
  Dexterity bonus. 
   
   
  
  Vel6-01 Release the Hounds 
   
  Page 27 
   
   Appendix 3:  Player’s Handouts 
   
   
  Player’s Handout #1 
   
   
   
  Rescuers Needed 
   
  Intrepid adventurers need to track down and rescue my daughter.  
  Apply at the home of Merchant Aerdan Kaerlad any evening an 
  hour after sunset. 
   
   
  
  Vel6-01 Release the Hounds 
   
  Page 28 
   
  Appendix 4:  Critical Events Summary 
   
  Did the Party reveal to Canith that Priffin Truft is the new canon? 
   
   
  NO 
   
  YES 
   
  Did the PCs tell Canith about the existence of the sapphire mine? 
   
   
  NO 
   
  YES 
   
  In the following questions, references to “the authorities” include any of the Churches (Rao, Cuthbert, Heironeous, 
  Pelor, Mordinsammen, Seldarine or Golden Hills), the Knights (Salvation or Whitehale), the Mitrik Temple Guard, the 
  Brotherhood of the Vale or Monastery of the Unseen, Champions of Luna’s Vale or Defenders of Veluna. 
  Did the PCs respect the wishes of the villagers (especially Celinda) to remain in the valley? 
   
   
  NO 
   
  YES 
   
  Did the PCs tell the authorities about Canith and his conversion?  
   
   
  NO 
   
  YES 
   
  Did the PCs tell the authorities about the enclave of Trithereonites? 
   
   
  NO 
   
  YES   
   
  Did the Party reveal to the authorities that Canith Truft claims to be the nephew of Canon Truft? 
   
   
  NO 
   
  YES 
   
  Did the PCs tell the authorities about the existence of the sapphire mine? 
   
   
  NO 
   
  YES 
   
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Veluna/596/Normal Scenarios/VEL6-01 - Release Hounds (APL 2-8)/VEL6-01 - Release Hounds.pdf