TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any form without 
  permission of the author.  To learn more about the Open Gaming License and the d20 system license, please visit 
  www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast, Inc. 
  LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. This scenario is 
  intended for tournament use only and may not be reproduced without approval of the RPGA Network.  
   
  SHL3−06 
   
   
   
   
   
   
   
   
   
  A Chink in the Armor 
   
  A One-Round D&D LIVING GREYHAWK
  ®  
  Shield Lands Regional Adventure 
  Version 1.0 
   
   
  By Jeffery A. Dobberpuhl 
  Edited by Jason Buhlman 
    
   
   
   
  The opportunity to scout Southkeep has presented itself. Will the mission be compromised from within? This is an 
  adventure for heroes of levels 1 through 14 willing to travel undercover to the enemy, itself!  
  
  Introduction 
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A four-hour time block has been 
  allocated for each round of this scenario. The rest of the 
  time is spent in preparation before game play, and 
  scoring after the game. The following guidelines are here 
  to help you with both the preparation and voting 
  segment of the game. Read this page carefully so that you 
  know and can communicate to your players the special 
  aspects of playing an RPGA scenario.  
   
  Preparation 
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room along 
  the inside margin to bind the adventure, if you desire.  
   
  Read this entire adventure at least once before you run 
  your game. Be sure to familiarize yourself with any special 
  rules, spells, or equipment presented in the adventure. It 
  may help to highlight particularly important passages.  
   
  When you run an RPGA D&D adventure we assume 
  that you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the Monster 
  Manual. We also assume that you have a set of dice (at least 
  one d4, d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of fun. It is 
  also a good idea to have a way to track movement during 
  combat. This can be as simple as a pad of graph paper and a 
  pencil, as handy as a vinyl grid map and chits, or as 
  elaborate as resin dungeon walls and miniatures. 
   
  Instruct the players either to prepare their characters 
  now, or wait until you read the introduction, depending on 
  the requirements of the scenario as described in the 
  introduction.  
   
  Keep in mind that you must have at least three players 
  (not counting the DM), for the game session to be a 
  sanctioned RPGA event. As well, you cannot have more 
  than six players participating in the game. 
   
  Once you are ready to play, it is handy to instruct each 
  player to place a nametag in front of him or her. The tag 
  should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes it 
  easier for the players (and the DM) to keep track of who is 
  playing which character. 
   
  The players are free to use the game rules to learn 
  about equipment and weapons their characters are 
  carrying. That said, you as the DM can bar the use of even 
  core rulebooks during certain times of play. For example, 
  the players are not free to consult the Dungeon Master’s 
  Guide when confronted with a trap or hazard, or the 
  Monster Manual when confronted with a monster.  
   
  Some of the text in this scenario is written so that you 
  may present it as written to the players, while other text is 
  for your eyes only. Text for the players will be in gray 
  boxes. It’s strongly recommended that you paraphrase the 
  player text instead of reading it aloud. Some of this text is 
  general and must be adapted to the specific situation or to 
  actions of the player characters. 
   
  Scoring 
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and 
  DM score the game. Complete the RPGA scoring grid 
  with names and RPGA numbers only, and the event 
  information at the top. RPGA no longer uses voting for 
  any reported results. Give the Scoring Packet to your 
  event coordinator.  
   
  SHL3-06 A Chink in the Armor 
   
  Page 2 
  
  This is a LIVING GREYHAWK Adventure.  As a LIVING 
  adventure it is expected that players bring their own 
  characters with them.  If players do not have a LIVING 
  GREYHAWK character generated, get a copy of the 
  current LIVING GREYHAWK character generation 
  guidelines, and a character sheet from your convention 
  coordinator or the RPGA Web site, ant then have any 
  players without a character create on.  Once all players 
  have a LIVING GREYHAWK character, play can begin. 
   
  Along with the other materials that you are assumed 
  to have in order to run a D&D game, it is also 
  recommended that you have a copy of the LIVING 
  GREYHAWK Gazetteer. 
   
  Living Greyhawk Levels of Play 
   
   
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the Average 
  Party Level (APL): 
   
  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 being war horses, dogs trained 
  for war), other than those brought by virtue of a class 
  ability (i.e. animal companions, familiars paladin’s 
  mounts, etc) use the sidebar chart to determine the 
  number of levels you add to the sum above. Add each 
  character’s animals separately. A single PC may only 
  bring four or fewer animals of this type, and animals 
  with different CRs are added separately. 
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  3. 
  Sum the results of 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. 
   
  By following these four steps, you will have determined 
  the APL. Throughout this adventure, APLs categorize the 
  level of challenge the PCs will face. APLS are given in 
  even-numbered increments. If the APL of your group 
  falls on an odd number, ask them before the adventure 
  begins whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
   
  APL also affects the amount of experience you may 
  gain at the end of the adventure. If your character is three 
  character levels or more either higher or lower than the 
  APL this adventure is being played at, that character will 
  receive only half of the experience points awarded for the 
  adventure. This simulates the face that either your 
  character was not as challenged as normal, or relied on 
  help by higher-level characters to reach the objectives. 
   
  Note: 
  LIVING 
  GREYHAWK 
  adventures 
  are 
  designed for APL 2 and higher. Three or four, or 
  sometimes even five 1
  st-level characters may find 
  difficulty with the challenges in a LIVING GREYHAWK 
  adventure. If your group is APL 1 there are two things 
  that you can do to help even the score. 
   
  1. 
  Attempt to create a table of six 1
  st-level characters, or 
  try to enlist higher-level characters to play at that 
  table. 
  2. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. All riding dogs are 
  considered trained to attack. PCs who want their 
  dogs to attack must succeed at a Handle Animal or 
  Charisma check (DC 10). Failure indicates that the 
  animal will not attack that round. This is a free 
  action (spoken command) that may be attempted 
  each round. If an animal loses half or more hp in a 
  single round it flees, unless another check is 
  successful. 
   
  Time Units and Upkeep 
   
   
   
  This is a standard one-round Regional adventure, set in 
  the Shield Lands.  Characters native to the Shield Lands 
  pay one Time Unit per round, all others pay two Time 
  Units per round.  Adventurer’s Standard Upkeep costs 
  12gp per Time Unit.  Rich Upkeep costs 50gp per Time 
  Unit.  Luxury Upkeep costs 100gp per Time Unit. 
  SHL3-06 A Chink in the Armor 
   
  Page 3 
  
  Adventure Background 
  In the adventure SH01-03, “In the Name of the Father”, it 
  was learned that not all Shield Landers defended their 
  homeland when Iuz attacked. In fact, some turned traitor 
  and worked with Iuz to attack and kill their own country 
  folk, their own friends, and their own family.  
   
  Lord Burryne Arbas was such a man. He and his 
  older son turned traitor and as such were spared from 
  Iuz’s wrath. Instead, they were rewarded with the 
  continual governance of their ancestral lands of 
  Southkeep. The son was captured and killed as a traitor in 
  SH01-03. Since then, Lord Burryne Arbas duties requires 
  him to report directly to Vayne out of Law's Forge.  
   
  Vayne is currently in a fued with one of his 
  subcommanders, the wizard Waquonis. Waquonis has 
  installed his regional commander, General Rehmat, in 
  Southkeep. This feud has reached a fever pitch. Instead of 
  bolstering his troops for both the defense of Southkeep 
  (in case of an improbable attack by the Shield Lands) or 
  training them to fight (for a not-so-improbable attack on 
  the Shield Lands), Waquonis has ordered the forces at 
  Southkeep north to fight against some forces of Vayne. 
  Waquonis believes if he can show Vayne as weak, the 
  Iuzian High Priestess Althea will depose Vayne and make 
  Waquonis the commander of the entire front. 
   
  What Waquonis does not know is that he is acting 
  on bad information, information supplied by General 
  Rehmat for the purpose of making Waquonis look bad. 
  Rehmat is hoping to depose Waquonis, just as Waquonis 
  is hoping to depose Vayne.  
   
  Since the pathfinders investigated Southkeep two 
  years ago, Waquonis has been busy. He has rebuilt the 
  village and added walls. Further, he has built barracks for 
  his orc hordes. Most importantly, he has collected 
  significant data on the Pathfinders and is training 
  doppelgangers to replace certain Shield Landers… 
   
  Adventure Summary  
  INTRODUCTION. The party is gathered by Lady 
  Katarina herself with an unusual mission. With her is 
  Shelton Half-hand, a cleric of Heironious (“who 
  represents the council”).  On a personal level, Shelton 
  does not like Katarina, despite her devotion to 
  Heironious. He feels she is dangerous to the Shield 
  Lands because she puts concerns over the citizens of Tent 
  Town, the merchants, the laborers, the members of the 
  army and worst of all the Pathfinders above those 
  concerns over the Lords and their ancestral lands. He 
  absolutely adores Natan Enerik (despite his being a 
  Pholtite) because of his ‘top-down’ view that the Lords 
  should be taken care of first, and they will in turn take 
  care of the masses. 
   
  The adventurers will be told the Council has decided 
  to re-investigate Southkeep. There are a number of titled 
  lands that would produce a lot of resources if they could 
  be reclaimed. Greycloaks have reported a lot of troop 
  movements recently, but no substantiated knowledge of 
  Southkeep itself exists.  
   
  The party is warned that Iuz has many spies between 
  the border and Southkeep, and that it is suspected that 
  Southkeep itself will be dangerous for the forces of good 
  to move about in an open manner. They will be given the 
  same warning that many received last time: “Let nothing 
  follow you back. There is nothing worth risking an attack 
  on the Shield Lands at this time.” 
   
  The party will be able to look at a map which shows 
  three routes to Southkeep: A swampy set of marshes to 
  the north, an old trade road through the middle, or a 
  barren set of hills through the south. Further, they will 
  be allowed to question a rogue that was recently captured. 
  This is none other than Nevton Khurt, the rogue from 
  SHL01-03 In the Name of the Father. 
   
  ENCOUNTER ONE: AGAINST THE GNATS. The 
  trade route and the main road will each give clues the 
  party should not go this way: extremely thick insects will 
  bother the party mercilessly. If the party insists on going 
  by those routes, they will be extremely exhausted at the 
  end of their journey. In any event, any route chosen will 
  lead to a point where the party will face the ghost of a 
  long-dead soldier.  
   
  ENCOUNTER TWO: THE KEEP AND VILLAGE 
  ON THE BORDERLANDS. The party will eventually 
  arrive at Southkeep. Here they will discover that 
  Southkeep currently has trade underway. Various human 
  and demi-human traders of dubious nature bring supplies 
  in and leave with ill gotten Iuzian gold. As long as the 
  party keeps a low profile, they will be able to investigate 
  nearly any of the establishments in Southkeep. There are 
  ten important rumors and pieces of information the 
  pathfinders need to collect: 
   
  1. 
  The enemy is working on fortifying South Keep (See 
  Encounter Two A: The West Wall) 
  2. 
  Captain Zurek is currently manning South Keep. He 
  is an incompetent (See Encounter Two C: The 
  Splintered Mace, Two D: The Orc Barracks, Two E: 
  The Hobgoblin Barracks, Two G: The Auction Block 
  and Encounter Three, Room I). 
  3. 
  The number of troops here is greatly diminished. 
  (See Encounter Two C: The Splintered Mace) 
  4. 
  There is a great amount of merchant activity in 
  South Keep (Just about everywhere). 
  5. 
  There are strange visitors to South Keep. (See 
  Encounter Two G: The Auction Block, and Two K: 
  The Manor of South Keep). 
  SHL3-06 A Chink in the Armor 
   
  Page 4 
  
  6. 
  The Iuzians are planning on building siege 
  equipment. (See Encounter Two I: The Old Forest) 
  7. 
  Some 
  evil 
  Perrenlanders, 
  apparently 
  calling 
  themselves the Dark Wave, are looking at supplying 
  South Keep with three intelligent swords. (See 
  Encounter Two J2: The Tent of the Perrenlanders) 
  8. 
  The Iuzians are getting extremely good intelligence 
  on the Shield Lands, including the Pathfinders. (See 
  Encounter Three Room J, and Room O) 
  9. 
  Lord Arbas is concerned over a legend involving the 
  Shield Lands. See Encounter Three Room I) 
  10. Someone or something is training to impersonate 
  pathfinders. See Encounter Three Room O) 
   
  Additional rumors and information both true and false 
  are detailed in throughout the module.  
   
  ENCOUNTER 
  THREE: 
  THE 
  ROOM 
  OF 
  HORRORS. Eventually, the party will make their way 
  into the keep. Inside they will discover the subterranean 
  training ground for the doppelgangers and discover a 
  number of notes on various Shield Landers of note. 
  Further, they will discover the diary of Lord Burryne 
  Arbas describing some of his motivations for joining the 
  forces of Iuz. He also lists the curious note: He has been 
  recently troubled by an old legend he thought would 
  have died when the Shield Lands was destroyed, that “the 
  Throne would be restored and all power would thus 
  flow”. 
   
  There will also be notes from General Rehmat 
  explaining that he has gone at the orders of Waquonis to 
  fight the forces of Vayne. The notes are suggestive that 
  General Rehmat planned this all along.  
   
  The party can leave at any time. However, if in the 
  keep, they will find a secret door in the doppelganger 
  training room that leads to old smuggler caves on the 
  coast of the Nyr Dyv. The caves, are, of course, occupied.  
   
  CONCLUSION. The Conclusion takes place after 
  they arrive back in Critwall, where, rather than being 
  thanked for their information, they will be chastised 
  before the Council of Lords, mostly by Shelton Half-
  hand. This is because the border guards were attacked a 
  day after the party crossed, and “only through divine 
  intervention” was the battle won. He will remind the 
  party they were to bring NOTHING back, a task in 
  which they failed… 
   
  Lady Katarina will personally intervene, and thank 
  them for their service to the realm. This gets her an 
  obvious dirty set of glances from the Council who bite 
  their tongues rather than look bad in front of mere 
  Pathfinders. That is until Lord Natan Enerik leaps up and 
  with a hearty grin thanks everyone for their service. 
   
  This module is an investigatory adventure. There is 
  very little combat intended except for an encounter at the 
  beginning and two at the end. Party members who are 
  careful can travel through out Southkeep (although they 
  should not know that) with little difficulty. There is no 
  order to the places they can visit in town. If the party acts 
  truly stupid (Attacks the garrisoned troops, merchants, 
  etc.) they get what they deserve. Because it should be 
  made VERY obvious that overt actions are going to be 
  costly, they will have to watch themselves or face some 
  clearly overwhelming odds. 
   
  Note that most of the parties named in Encounter 
  Two are intended on being non-combatants. It would be 
  impractical at best to note each and every detail at every 
  APL for each and every merchant, bartender, soldier, etc. 
  More details are shown in Encounter Two. 
   
  Introduction 
  The past three years have been turbulent for the 
  Shield Lands. There have been major victories, such 
  as restoring the Bridge, retaking Torkeep and Gensal, 
  and even giving the Iuzian army a bloody nose in that 
  whole matter with the Sidhee. However there have 
  been setbacks as well: the mysterious obelisks that 
  have shown up around the region, the assassinations 
  in Bright Sentry and the breach of the borders of 
  Ringla… -oh- best not even to think about that one… 
   
  You have been summoned to appear in the 
  chamber of the Council of Lords. You do not 
  remember ever being asked to show here in the past. 
  You make your way through Critwall, and after 
  arriving, are ushered in, along with some other 
  pathfinders. 
   
  t
  i
   i
   
   
  The party should take the opportunity to introduce 
  themselves. 
   
  The Council chambers are in stark contrast to the 
  streets of Critwall. Critwall is in constan  rebuilding 
  and repair. The Council room is, well, fin shed. Rich 
  wood floors, excellent stonework and opulent wall 
  hangings make you wonder just how many people n 
  Tent Town could be fed and clothed with the wealth 
  in this room. Even the Council’s table is made with 
  ivory inlay! Your thoughts are interrupted with the 
  approach of footsteps.  
  You turn to see Lady Katarina as well as a cleric of 
  Heironious! 
  Ask the party their actions. Knowledge Local or 
  Knowledge Nobility and Royalty (DC 10) will reveal the 
  proper response to meeting any of the council of lords, 
  especially the Lady, is to bow deeply from the waste with 
  hands outstretched, palms forward (probably to reveal 
  there are no weapons in hand).  
  SHL3-06 A Chink in the Armor 
   
  Page 5 
  
   
  This encounter should be filled with a great amount 
  of subtlety and innuendo. The cleric is Shelton Half-
  hand, and he is not a fan of Lady Katarina’s view points 
  on how the region should be run. He believes, along with 
  the very influential Natan Enerick, that the needs of the 
  Nobles should be taken care of first. This will allow the 
  Nobles the freedom to take care of their servants and 
  associates well, and the servants and associates will take 
  care of their servants and associates better and so forth, 
  enriching all the Shield Lands. They call this the Flowing 
  Stream theory of governance. Lady Katarina believes the 
  needs of the populace should be taken care of first, and 
  this will benefit everyone. 
   
  She is extremely uncomfortable with the wealth in 
  the room, but as Shelton Half-hand will state, the nobles 
  feel the need to have a powerful statement of the success 
  and viability of the Shield Lands when meeting with 
  foreign dignitaries “No one want to parley with a beggar” 
  he will snort… 
   
  Lady Katarina is beautiful in plain sort of way. She is 
  about 5 ½ feet tall with long straw colored hair. Her blue 
  eyes match the blue trim of her otherwise white dress 
  and blouse. An intricate gold holy symbol of Heironious 
  attached to an impossibly thin gold band holds her hair 
  place (It is a Phylactery of Faithfulness). Over her blouse 
  she wears a draping cloth of red emblazoned with the 
  black keep symbol of the Shield Lands. Hers has a gold 
  stick border symbolic of her noble house. 
   
  Shelton Half-hand is a rugged, not unhandsome, 
  looking man about 5’10” tall. He is wearing white clerical 
  garb with heavy blue trim and emblazoned with the 
  emblem of Heironious. His hair is a muddy brown and 
  he has a neatly trimmed, close-cropped beard (but no 
  mustache). At his waist are a number of parchment tubes 
  and he is never anywhere with out his ‘board’. His board 
  is a portable writing desk he can balance on his left arm 
  while writing on it with his right. It has an inkwell which 
  can be securely closed while traveling as well as a quill 
  made from, of all things, the pintail feather of a roc! He is 
  constantly writing down notes. His official job is 
  secretary to the Council of Lords.  
   
  Shelton HATES Pathfinders and will have open, 
  unabashed contempt for them. Lady Katarina has 
  nothing but love and admiration for the pathfinders, but 
  is infinitely kind and patient, even in the face of Shelton’s 
  open hostilities.  
   
  Read or paraphrase the following to the pathfinders: 
   
  “I 
  wish 
  to 
  thank you for your attendance, 
  pathfinders”, says Lady Katarina with an impossibly 
  friendly smile. “There is too little we know about the 
  enemy’s movements, and I and the council believe it 
  is time to act. Are you interested in assisting?” 
   
  Lady Katarina will explain that she has a mission for the 
  pathfinders, if they will accept. It is one of such danger, 
  that she decided she needed to ask personally. If the 
  party agrees, she will reveal the following: 
   
  � She was going over the rosters and decided the 
  actions of these particular pathfinders led her to 
  believe they were her best choice. 
  � The area known as Southkeep is an unknown. 
  Recent attempts to scry on the area have been 
  unsuccessful.  
  � The land is rich farmland and has access to the Nyr 
  Dyv. Further, a couple of noble families have claim 
  to the area, most notably House Lardon. 
  � She wants the pathfinders to go to Southkeep and 
  scout it as thoroughly as possible and with great 
  haste. They are to report on their return directly to 
  her.  
  � They are not to meet with any other Shield Land 
  forces, including the outpost ten miles out of 
  Critwall. Secrecy is paramount. 
   
  Shelton Half-hand will not keep quiet during all of this. 
  He will reveal the following: 
   
  � It is important to know troop strengths if the nobles 
  are to ever reclaim their lands.  
  � The lives of the pathfinders are insignificant 
  compared to the rest of the Shield Lands. Their 
  actions must not bring any attention to the Shield 
  Lands.  
  � They must not bring anything –or anyone- back with 
  them across the border. 
  � This mission is supported by the council and was 
  initiated by Lord Natan Enerick (He will add “A 
  decent man for a Pholtite”). 
  � Frankly, he does not like pathfinders.  
   
  After the meeting, the pathfinders will be told there is 
  prisoner they may wish to talk to. Ushered in between 
  two guards is a ratty looking woman. She has a very 
  prominent nose and overbite, as well as tiny beady black 
  eyes. Her hair is short, coarse and black as midnight. She 
  is Nevton Khurt. She was a slave during SHL01-03 In the 
  Name of the Father and may have been rescued by the 
  pathfinders. Shelton Halfhand will inform the party she 
  was arrested recently on horse theft charges. It turns out 
  she has been living in the wilds between Southkeep and 
  the border and may have information for the party. 
   
  Unless the party has some method of tricking her or 
  mind reading, she will not reveal anything unless she is 
  pardoned for her information. This will be extremely 
  tricky. The horse (of course) belonged to the Knights of 
  the Holy Shielding and the penalty is supposed to be 
  SHL3-06 A Chink in the Armor 
   
  Page 6 
  
  death by hanging. However, a Diplomacy Check (DC 16 
  + APL) will allow the party to pay the damages on her 
  behalf (100 gp as it was a war pony). Followers of 
  Heironeous will receive a +2 circumstance bonus to the 
  check. Additionally, party members who have influence 
  points with any Lords or Ladies of the Shield Lands, or 
  with the Council of Lords, receive an +2 inherent bonus 
  to the check. Finally, if a character has at least five ranks 
  in Knowledge Local they will receive a +2 synergy bonus 
  to this check.   
   
  If successful in pardoning her release, Nevton will 
  reveal that the hunter killer groups Iuz uses have been 
  EXTREMELY active in the hills and on the old road, but 
  have avoided the swampy marsh lands to the north. In 
  fact she overheard a patrol say “…got ter get ridda one 
  last night.” (It was actually “Got to get rid of one last 
  knight” meaning the ghost of the old knight haunting 
  the swamps). Also, she does not know anything about the 
  current layout of Southkeep and only recalls being stored 
  in a cellar beneath the kitchen when she was a slave. 
   
  The party is given an opportunity to look at a map of 
  the area. It shows Southkeep about three days walk from 
  Critwall (about 50 miles). If they go straight along the 
  South Road, they will be able to make it in 2 ½ days but 
  this route is likely to be heavily guarded. The south hills 
  are promising and they run along the Nyr Dyv. On the 
  north side is marsh land. It will probably be slower going 
  (maybe four days).  
   
  Encounter One:  
  Against the Gnats 
  If the party has insisted on going through the hills, or 
  along the road, read the following: 
   
  Your journey away from Critwall was initially 
  uneventful. There were no patrols and no workers in 
  the field. It seems likely the power of the Council has 
  given you a diversion for a few hours. However, as 
  you reach the borders of the Shield Lands you note 
  the air becomes thicker with small stinging insects. 
  Without suitable protection, traveling forward (along
  the road/through the hills) would be madden ng at 
  best, and threatening at worst. 
   
  i
   
  l
   
  A Survival check (DC 10) will reveal the insects are a 
  nasty form of Nyr Dyv mosquito. It is rare for them to be 
  this far east. If the party insists on traveling through the 
  cloud, advise them that after 1 hour of travel, they 
  become fatigued (See DMG page 301). After another two 
  hours of travel, they become exhausted (See DMG page 
  300). The clouds of insects last for two days. Further, if 
  they traveled along the road, they will believe they are 
  constantly being watched.  
   
  If/when the party decides to move through the 
  marsh, ask them for a marching order and read to them 
  the following: 
   
  Your journey away from Critwall was initially 
  uneventful. There were no patrols and no workers in 
  the field. It seems likely the power of the Council has 
  given you a diversion for a few hours. However, as 
  you reach the borders of the Shield Lands you note 
  the air becomes thicker with humidity. Ahead of you 
  lies the marsh land. While there are vast stretches of 
  dry land, the number of rushes and cattails tells you 
  there will hidden poo s of water, soft ground, and the 
  possibility of bogs.  
  The party can move forward as normal. Except for 
  fighting against the marsh itself, the journey is peaceful. 
  The journey through the marsh takes four full days of 
  travel. At the end of each day, ask the party how they are 
  setting up camp, and for watches.  
   
  At the end of the second day, regardless of the route, 
  the party will have an encounter late during the first 
  watch of the night. Mayana, a knight from the wars died 
  near here, shot in the back with an arrow from a 
  hobgoblin. She still haunts the area, desiring to get home 
  to her husband Relene. 
   
  She travels the area looking for a body to possess so 
  she can go to Critwall and look for her husband. She has 
  possessed a number of orcs and hobgoblins and the like, 
  but when she gets near the Shield Land borders, she 
  keeps getting killed by the Shield Landers (who just 
  think she is an orc or hobgoblin or the like).  
   
  If she detects a body with no life-source (such as the 
  body of a mage using a magic jar spell) she will try to 
  possess that body first. Otherwise, she always chooses 
  females to possess and if none will go for as fighter-type 
  of a person as possible, settling on a wizard only if forced 
  to.  
   
  If seen, she will appear striding over the marshes. 
  However, she prefers to move in ethereally, then use her 
  skill in move silently to attack her (perhaps sleeping) 
  victim. If successful, she will try to escape towards 
  Critwall. If forced to fight, she will use all of her abilities 
  to destroy the party as she sees this as one of her last 
  chances to get home.  
   
  Note that at higher levels, she can be extremely 
  deadly as she has the feats Improved Critical, as well as 
  Weapon Focus (battleaxe), Greater Weapon Focus 
  (battleaxe, Improved Disarm, and Improved Sunder.  
   
  While she fights she will continually let out an 
  unearthly moan “Rrrreeeelllleeeennnnnneee”. If a player 
  thinks to ask to use a skill, only a Knowledge Local check 
  SHL3-06 A Chink in the Armor 
   
  Page 7 
  
   
   
  (DC 16 + APL) or Bardic Knowledge check (DC 16 + APL) 
  will allow a character to remember there is a cart maker 
  in Tent Town named Relene who lost his knighted wife 
  in battle about 10 years ago.  Using this knowledge could 
  allow the party the opportunity to peacefully resolve this 
  conflict if they can change her demeanor from 
  “unfriendly” to “friendly” with a Diplomacy skill check 
  (DC 25) (by telling her Relene lives and they will bring 
  him stories of her undying love, that sort of thing).  
   
  APL 2 (EL 4) 
  � Mayana:  hp 18, see Appendix 1. 
   
  APL 4 (EL 5) 
  � Mayana:  hp 27, see Appendix 1. 
   
  APL 6 (EL 7) 
  � Mayana:  hp 45, see Appendix 1. 
   
  APL 8 (EL 10) 
  � Mayana:  hp 72, see Appendix 1. 
   
  APL 10 (EL 12) 
  � Mayana:  hp 90, see Appendix 1. 
   
  APL 12 (EL 14) 
  � Mayana:  hp 108, see Appendix 1. 
   
  Tactics: She will try to possess a character (as described 
  above) and make her way back to Critwall. She is not 
  adverse to using all of her ghostly as well as physical 
  abilities to defend herself.  
   
  After she is defeated, all that is left is her armor, 
  shield and battleaxe.  
   
  Treasure:  
  APLs 2, 4, 6 and 8; Loot (13 gp) 
  APLs 10 and 12; Loot (152 gp) 
   
  The remaining travel time is uneventful, although 
  the DM should intersperse the travel by requiring the 
  party to roll listen and spot checks from time to time. 
   
  Encounter Two: 
  The Keep and Village on the 
  Borderlands 
  When the party gets within a quarter mile of the village, 
  there is a hill on the road over looking the village. Tailor 
  the description below based on whether the party arrives 
  during the day or the night. Weather each day in 
  Southkeep starts with a sunny morning followed by a 
  cloudy afternoon and then a clear evening. 
  The village of Southkeep lies before you. It is 
  immediately apparent that much has changed since 
  the prior scouting report. Over looking the village 
  from a hill, you see that what you believed would be a 
  few burned out buildings and a poorly guarded keep 
  are in fact a bustling center of new growth with what 
  appears to be a well staffed keep! 
   
  The road leading into the village is in terrible 
  shape. From your position on hill, you can determine 
  the village is bordered on the south by vast farm 
  lands, perhaps stretching away behind it. North of the 
  village you espy an area that appears to be a freshly 
  logged forest. What lies beyond the village is only 
  speculation at this point. 
  Directly ahead of you is a stone wall blocking off 
  the road. On it you can see a few troops, metal 
  glinting off their weapons. 
    
   
  IT IS CRITICAL THE DM READ THIS SECTION 
  CAREFULLY: Rules for travel and investigations about 
  Southkeep. 
   
  Southkeep is a newly thriving out post for the forces 
  of Iuz. Since it was scouted in SH01-03, the decision was 
  made to bolster it with troops. This quickly led to supply 
  line issues and the need for trade. The region, after all, is 
  rich farm land, so food could be harvested by slave troops 
  and the excess shipped or traded out. There are 
  unscrupulous sorts who will trade even with the forces of 
  evil. Most of these ‘merchants’ are nothing more than 
  successful bandits who are pawning their stolen goods 
  for more easily tradable items. None-the-less, it means a 
  steady supply of other raw materials enters Southkeep. 
   
  That said, in addition to the primarily orc forces 
  residing here, there are some hobgoblins, humans, half-
  orcs, goblins and some giant types (ogres, trolls, etc.).  
   
  Disguise: Party members may use any of a number of 
  various methods of disguise, including the disguise skill. 
  As long as a passable method of concealing elves, half-
  elves, dwarves and halflings is made, nobody will 
  question it. Further, elves, half-elves, dwarfs and halflings 
  are, while uncommon, not unheard of as slaves for the 
  other ‘merchants’ visiting Southkeep. Thus, party 
  members that keep their cool and act any reasonable part 
  will be dealt with accordingly. Party members flashing 
  about magic swords, armor, shields, etc. will be looked at 
  as either extremely lucky and successful looters or a 
  threat, again depending on the demeanor of the party.  
   
  As a general rule, use the following modifiers to any 
  sense motive checks used against the party. All modifiers 
  are cumulative: 
   
  -5: No elves, half-elves, dwarves or halflings in the party 
  (includes disguises or the like): 
  SHL3-06 A Chink in the Armor 
   
  Page 8 
  
  +5: Holy symbols of good deities openly worn. 
  +5: Each fight the party gets into (Open fighting is 
  actually common amongst such evil and chaotic forces, 
  but even so, continued brawling by the same group 
  quickly becomes suspicious). 
   
  Travel in Southkeep 
  There are three levels of activity: “Daytime” consisting of 
  approximately noon until 8:00 p.m., “Evening” consisting 
  of approximately 8:00 p.m. until 4:00 a.m., and “Morning” 
  consisting of approximately 4:00 a.m. until noon. During 
  daytime hours, the streets will have modest activity, 
  mostly the slave gangs being marched out to work the 
  fields, etc., or some of the merchants bartering back and 
  forth or trading with some of the locals. Evening is very 
  busy with troop patrols being common as well as all 
  levels of commerce. Morning is very quiet with almost 
  no level of activity except for guards.  
   
  At any time during the daytime and evening, there is 
  constant activity. A squad of orcs may march up and 
  down the streets, a goblin runner with news may be 
  jogging across the village, a merchant with cart of goods 
  may be rolling down the road, and so on. During the 
  morning hours, there is almost no activity except for the 
  guards on the wall, and an additional set of guards (see 
  the statistics for the guards on the wall: Encounter 2 A, 
  below) patrolling the perimeter of the village.  
   
  The village is trusting to the hunter killer groups 
  patrolling the area between the Shield Lands and 
  Southkeep for its real protection. It’s just a fluke the party 
  managed to avoid such patrols on the way in! 
   
  Note that the inhabitants of the village do not take 
  care of their buildings or possessions. They are generally 
  Chaotic Evil, after all. Feel free to describe the buildings 
  as being poorly maintained, with trash everywhere. The 
  tavern, for example, is filthy, while the auction block area 
  is a muddy mess. 
   
  Almost all of the NPCs being presented in this 
  section of the module are not intended for the party to 
  fight. It is always possible for the party to get into 
  unintended brawls, although the party may not know 
  that.  
   
  It is important to emphasize the feeling of constantly 
  being watched, regardless of where the party is, or what 
  the party is doing, to discourage random fights. This is 
  because: if the party begins running about mindlessly 
  slaughtering orcs and hobgoblins, or is caught stealing 
  and looting, or is revealed as pathfinders, the inhabitants 
  of the Keep will be immediately roused. This could spell 
  the doom of the pathfinders and as such they need to be 
  able to understand they are in a dangerous situation. Rash 
  decisions will be dealt with harshly. See K, below, for the 
  reactions of the inhabitants of the keep. To further 
  emphasize the dangers, any NPC will be able to tell the 
  party the Keep is not safe, even to loyal subjects of Iuz, at 
  least not while the captain is in there. 
   
  Finally, unless specifically mentioned, EVERYONE 
  detects as evil.  
   
  Unnamed Buildings 
  There are a number of buildings that are not named on 
  the map. These are burned out hulks that have yet to be 
  renovated. Approximately 25% of them are inhabited by 
  2d6 orcs or 1D10 hobgoblins. The party is free to use any 
  unoccupied houses as they see fit. 
   
  A. The West Wall 
  It is quickly obvious that new construction has started on 
  walling in the bulk of Southkeep. So far, only three 
  stretches of wall have been completed. Knowledge 
  Architecture and Engineering (DC 20) will reveal the 
  work has the distinct feel of the sort of stone work used 
  in Critwall’s reconstruction and repair projects.  
   
  The wall itself is currently three 50’ spans of stone, 
  15’ high. The middle span has a pair of iron gates that 
  opens outward set into it. These gates are ALWAYS 
  closed. Anyone familiar with travel in the area would 
  automatically know that no travel is to occur in or out of 
  this gate. Further,  Survival (DC 15) will reveal for a 
  character with Tracking that no recent travel has 
  occurred in the area west of the gate and there are no 
  drag marks to indicated the gates have opened. 
   
  Each span is capped with a small turreted area. At the 
  outermost ends, a five foot pile of stones has been 
  gathered (the first delivery of stone for further work). On 
  the inside of the wall, on either side of the gate, are 
  wooden ladders leading up to the wall top.  
   
  The wall is manned, Morning, Daytime, or Evening 
  by 12 orcs armed with heavy crossbows. There are 4 for 
  each section, and in each section, one will have a horn to 
  use in case of danger. One long blast will rouse most of 
  Southkeep. Party members approaching from this side 
  will definitely be challenged.  
   
  A clever party may learn the following: The guards 
  think guarding this wall is pretty stupid because the 
  scouts should report any serious troop movements and 
  the hunter-killer groups should catch any spies. 
    
  � Orcs (12): hps 6 each. See Monster Manual pg 203. 
   
  B. The Fields of Pain 
  This area is five parcels of land being worked by slaves. 
  There are approximately 50 slaves here during Evening 
  hours. They are accompanied by five orc guards and are 
  divided up 10 slaves and one guard per parcel of land. To 
  do their work, the slaves carry simple farm implements 
  SHL3-06 A Chink in the Armor 
   
  Page 9 
  
  (hoes, etc.) and have access to four oxen with plows. The 
  guards carry whips, a horn to use in case of danger, light 
  crossbows, and each has a ‘war dog’ (essential a riding dog 
  that is war trained. See Monster Manual page 272.). The 
  type of crops they are raising varies from field to field. All 
  are used for grain.   
   
  The slaves are used where needed. Currently, there 
  is work to be done in the fields. However, they are also 
  used working on the wall, repairing roads, building new 
  structures, etc. See E. Slave Barns for more information. 
   
  The slaves will not speak if approached. The guards 
  will be very suspicious of anyone coming near them but 
  will be receptive if the party seems impressed by the 
  work they are able to get out of their charges. 
   
  A clever party will get the orc guards to reveal one 
  bit of useful information: The new hobgoblin war cry is 
  “Victory for Vayne”. They over heard it while walking the 
  slaves past a squad of training hobgoblins. They think its 
  pretty stupid because all victories are ultimately for the 
  glory of Iuz.  
   
  � Orcs (5): hps 6 each. See Monster Manual pg 203. 
  � War Dogs (Riding Dogs) (5): hps 13 each. See 
  Monster Manual pg 272. 
   
  C. The Splintered Mace 
  The Splintered Mace is a squat wooden building, 
  approximately 25’ wide by 35’ deep. It rests on the old 
  masonry foundations of the old homestead that used to 
  be here (before the war). The exterior is washed with an 
  almost black stain. A new, but still ramshackle looking, 
  chimney sprouts out of the rear of the building and 
  belches smoke into the sky. 
   
  The building has a single wooden door in the front 
  flanked by two windows, and single window on the east 
  and west sides. Inside the door are four tables and 13 
  chairs (plus standing room for four more at the bar). A 
  massive (5’ x 10’) iron stove sits in the north-west corner 
  of the room. In the north-east corner stands the bar. A 
  door leading out of the tavern is directly behind the bar. 
  Further, there is a cellar door to the basement also behind 
  the bar. The basement only contains miscellaneous food 
  stuffs and some casks of drink (mostly ale). 
   
  The food menu is pretty limited, usually a sturdy 
  stew and some hard bread. The ale is surprisingly 
  passable and is served out of leather mugs. 
   
  On the wall behind the bar, at the point marked A, is 
  the reason for the name of the tavern. The skull of a 
  human hangs on the wall. Beneath it, resting on a ledge is 
  a heavy-looking mace, the handle busted in three places. 
  This is the skull and mace of the cleric Olesguard. 
  Olesguard was a cleric of St. Cuthbert who was visiting 
  Southkeep at the time of the invasion. He bravely fought, 
  buying time for the refugees to flee, before his mace was 
  sundered by non other than Count Burryne Arbas 
  himself. If the skull is somehow retrieved and returned 
  to a church of St. Cuthbert, the character doing so will 
  receive the effects of an Atonement spell. Further, the 
  shattered mace is described in the treasure summary. At 
  any given time there is no more than 20 gold pieces on 
  the premises (kept in an old boot behind the bar). 
  Treasure: 
  APL All: old skull and a splintered mace. 
   
  The bar is tended by its owner, Rankel Snapbite, an 
  orc and patrons are waited on by two goblins, Spit and 
  Grizzle. Rankle will claim he will not part with the skull 
  or mace at any price, but for 500 gold in cash or trade he 
  will give up the skull, and for 1000 gold in cash or trade 
  he will give up the mace.  
   
  � Rankel Snapbite: Male orc Ftr 4. 
  � Spit: Female goblin Rog 2. 
  � Grizzle: Male gobin Rog 1. 
   
  During Morning hours, the bar will be unoccupied 
  although the doors are locked. Open Locks (DC 30).  
   
  During Daytime hours, Rankel, Spit and Grizzle will 
  be here, working, along with six customers: two orcs, a 
  hobgoblin, and three humans. 
   
  During Evening hours, Rankel, Spit and Grizzle will 
  be here, working, along with 12 customers: four orcs, two 
  hobgoblins, and six humans. 
   
  There are plenty of rumors to learn in the tavern.  
   
  The orcs know the following rumors:  
   
  � Vayne and Waquonis hate each other. 
  � The ogre guard at the keep loves the stew and ale 
  from The Splintered Mace. 
  � The slaves are getting over-worked. The concern is 
  that some may just drop dead; meaning that new 
  raids and trades for fresh workers will be necessary. 
  � Captain Zurek is a notoriously incompetent 
  commander. No one can figure out why he was left 
  in charge although he is one of the most dangerous 
  fighters in the army.  
   
  The hobgoblins know the following rumors: 
   
  � Some weird looking (even for humans) visited the 
  keep recently. 
  � High Priestess Althea, who is pretty powerful, is 
  extremely angry at both Vayne and Waquonis. (This 
  rumor is ONLY available if the party has learned the 
  hobgoblin war cry “Victory for Vayne!”) 
  � Anyone caught in the keep would be surely 
  slaughtered.  
  SHL3-06 A Chink in the Armor 
   
  Page 10 
  
  � Captain Zurek is a notoriously incompetent 
  commander. No one can figure out why he was left 
  in charge although he is rumored to have personally 
  assisted in the capture of a Gold Dragon (Gildor 
  Arkanix) about six months ago.  
   
  The humans know the following rumors: 
   
  � The number of troops at Southkeep is very small 
  compared to what they would normally see. (This 
  rumor is ONLY available if the party has learned that 
  Iuz is using troops to guard caravans of unnamed 
  supplies to Dorakka).  
  � If you can trade in slaves, you can make a huge profit 
  with Iuz, right now. 
  � The City of Greyhawk is a great place to trade goods 
  received here. 
  � Critwall is tough to trade at both because of all the 
  laws the Shield Landers have, as well as the danger of 
  getting past the Iuzian patrols.  
   
  D. Orc Barracks 
  There are five long buildings. Each is made of wood and 
  stands 25’ wide by 50’ long. Inside of each is a number of 
  floor mats, as well as some equipment pegs. Inside of 
  each is room for 60 orcs. These are the rank and file 
  troops.   
  During the daytime, the orcs will have to work on the 
  drills. They will be seen outside working on sword play, 
  axe work, shield training, etc. During the evening, they 
  have limited free time, and up to a third will go into the 
  village to walk around, visit the auction, etc.  
   
  While here, the party will have a hard time getting 
  much information out of the orcs. It will take a 
  Diplomacy Check (DC 10 + APL) to make the orcs 
  comfortable enough to talk. 
   
  � Tomorrow evening, probably at 4:00, there will be a 
  big inspection. EVERYONE from the keep will 
  come down to inspect the Orcs and Hobgoblins. 
  That is why they are training so hard. 
  � The ogre Hefter really likes stew.  
   
  E. Slave Barns 
  These are two squat buildings, 25’ wide by 30’ long. Inside 
  of each is held, chained to posts, 25 slaves (a total of 50). 
  The slaves break down as being 40 humans, 5 dwarves, 3 
  halflings and 2 elves. The slaves have been so beaten 
  down and have been used so many times for magical 
  experiments that they have almost no ability to 
  effectively communicate. There lot in life is now to labor 
  and to suffer. There are five slaves each alignment except 
  5 extra humans are neutral.   
   
  Next to the Slave Barns is a 10’ wide by 15’ long 
  house containing 5 Orc guards (See Field of Pain, above). 
   
  The slaves have no apparent useful information. 
  They are definitely not interested in escaping because 
  they truly believe they will be caught and punished. 
  However, if treated with actual kindness, they will reveal 
  that one of their numbers was taken from them to the 
  merchant’s quarters (for what purpose they do not know). 
  He was a dwarf who claimed he was of noble blood. They 
  only knew his name as Ruddy. 
   
  F. Stables 
  The stables look to be cobbled together from whatever 
  bits could be salvaged from the burned out wreckage of 
  the village. The stables have three walls: two 15’ walls and 
  one back wall 40’ long. Inside are kept the guard dogs 
  (See Fields of Pain, above) as well 10 dire wolves trained 
  as riding mounts. The animals are penned in and fed 
  scraps by the orcs. It is clear that any serious cavalry 
  would not be housed here. 
   
  G. Auction Block 
  This area consists of a 60’ x 60’ square section of earth 
  with a small wood building on the north, west and east 
  sides. The road in and out of town runs along the south 
  side.  During the morning, there is no activity from any 
  of the buildings or the square. During the daytime, there 
  will be a half-dozen orcs and another half-dozen 
  merchants milling about. Further, the three buildings 
  will be open. During the evening, there will be a dozen 
  orcs, half a dozen hobgoblins, and a dozen merchants 
  milling about. Further, the three buildings will be open 
  and an auction of goods will be underway… 
   
  The three buildings are actually trade houses. In the 
  west building, an orc scribe will write down the nature of 
  goods to be placed on that night’s auction while his 
  assistants will run the bills of lading over to the north 
  building. The north building is dedicated to the auction 
  staff and bookkeeping, while the east building handles 
  post-auction transactions (making sure goods are paid for, 
  etc.). Each building will 2 orc guards in addition to 3-4 
  orcs performing their duties described above. The 
  auctioneer is a one-eyed orc named Grask. Grask is 
  known for his quip that he has a ‘good eye’ for a bargain 
  during auctions. 
   
  The auctions that occur while the party is here will 
  be for standard items of less than 500 gold value out of 
  the PHB Tables 7-3, 7-5, 7-6, and 7-8 (except for 
  spellcasting). Players can bid, but will find the items are 
  PHB values. 
   
  Chatting with the other merchants during the 
  daytime will reveal: 
   
  SHL3-06 A Chink in the Armor 
   
  Page 11 
  
  � There is always a need for slaves by the Iuzians.  
  � Iuz is using troops to guard caravans of unnamed 
  supplies to Dorakaa 
   
  Chatting with the other merchants during the evening 
  hours will reveal: 
   
  � Sometimes a member of a merchant troop will go 
  missing for a day or two, then return.  
  � Further, there are strangers going in and out of the 
  keep, recently, strangers who only travel when they 
  are heavily robed. 
  � General Rehmat typically commands South Keep, as 
  Lord Arbas is away on ‘other duties’.  
  � Finally, anyone caught in the keep would surely be 
  slaughtered. 
   
  � Grask: Male orc Rog 6 
   
  H. Hobgoblin Barracks 
  There are three long buildings. Each is made of wood and 
  stands 25’ wide by 50’ long. Inside of each are a number of 
  floor mats, as well as some equipment pegs. Inside of 
  each is room for 60 hobgoblins. 
   
  During the daytime, the hobgoblins will have to 
  work on the drills. They will be seen outside working on 
  sword play, axe work, shield training, etc. During the 
  evening, they have limited free time, and up to a third 
  will go into the village to walk around, visit the auction, 
  etc.  
   
  While here, the party will have a hard time getting 
  much information out of the hobgoblins. It will take a 
  Diplomacy Check (DC 14 + APL) to make the hobgoblins 
  comfortable enough to talk. 
   
  � Tomorrow evening there will be a big inspection. It 
  will probably be around 4:00. EVERYONE from the 
  keep will come down to inspect the Orcs and 
  Hobgoblins. That is why they are training so hard. 
  � There is a password that is needed to get in and out 
  of the keep.  
  � Waquonis and Vayne are now openly fighting. This 
  is bad for morale as it is keeping the army from 
  doing what they were born and raised to do: 
  Conquer! 
  � Lord Arbas and General Remat are both away from 
  South Keep at the moment, leaving the troops under 
  the command of Captain Zurek. 
  � Anyone caught in the keep would surely be 
  slaughtered. 
   
  I. The Old Forest 
  This hilly region North West of town is filled with great 
  old oaks, birch and pine. It is in the process of being 
  logged, as needed. Currently, about an acre of the land 
  has been cut down. 
   
  Living in the forest is a young wood elf druid, Ging, 
  and his animal companion, Scoots, a squirrel. Ging is 
  Neutral Good and feels absolutely terrible that he has 
  almost no ability to save the forest. Still, he does what he 
  can to slow down the logging and to give healing to trees 
  as best he can. 
   
  If convinced the party means no ill, Ging will give 
  the party what shelter and aid he can. He knows the 
  following rumors:  
   
  � The current plan is to harvest as much lumber as 
  possible for siege equipment. 
  � Stone is being brought in from the north. It is a lot 
  of work and expensive, but apparently the orders are 
  to wall in the entire town. 
  � There are MANY hunter killer groups of iuzians 
  searching for Shield Landers between here and 
  Critwall. It must be a miracle if the party made it 
  here this far. 
   
  � Ging: Male wood elf Drd 5 
  � Scoots: Female squirrel animal companion (use Rat 
  statistics) 
   
  J. Merchants Camping Area 
  This area is a jumble of activity. If chaos has a definition, 
  this merchant area is it. Tents of varying shapes and sizes 
  dot the entire region. There are 30 of them here at this 
  time. Scattered among the tents are over 60 wagons, each 
  with a varying amount of guards. 
   
  The ground is pounded hard, with grooves leading 
  on and off the road where numerous wagons have moved 
  incredible amounts of cargo. Almost no vegetation is 
  available, and apparently water and food for the animals 
  must be brought in. There are three roads out: One to the 
  west (which leads into town), one to the east (which leads 
  to parts unknown), and one to the south, which leads to 
  the Nyr Dyv. 
   
  In the center of the eastern side of the merchant area 
  is a large pen walled in with three-foot high timbers. This 
  is the arena, and during the daytime, the merchants will 
  pit all manners of beasts and humanoids against each 
  other with a wide variety of wagers being available. See J 
  3, below. 
   
  While here, the party can purchase any of the items 
  shown for the Auction, above. Further, the party will 
  have an easy time getting all sorts of information out of 
  SHL3-06 A Chink in the Armor 
   
  Page 12 
  
  the merchants. Polite conversation will quickly reveal the 
  following: 
   
  � There is typically a brisk trade in slaves here. 
  Although right now, there are none for sale, either 
  by the Iuzians or by the merchants. 
  � There is a lot of profit in unusual items of power. 
  However, these items come up rarely and go for 
  large sums when offered. 
  � The Iuzians are stockpiling food. Some of the 
  merchants have made a good sum of coin by selling 
  food stuffs.  
  � The Iuzians are hauling dirt around the country side 
  for no apparent reason. However, anyone asking too 
  much about it tends to disappear.  
  � The arena is a lot of fun! The merchants will bring in 
  all manner of beasts to fight, and sometimes some 
  slaves get tossed in, as well. 
  � The merchants are from all over: There are traders 
  from the Bandit Kingdoms, Furyondy, the Free City 
  of Greyhawk, even Critwall, peddling their wares 
  here. 
  � There are a couple of merchants actively buying or 
  selling right now: There are a couple of shady sorts 
  from Dyvers, as well as some nasty looking sorts 
  from Perrenland. 
  � No one gets into the keep without an appointment. 
  Anyone caught in the keep unauthorized would 
  surely be slaughtered. 
   
  J 1. The Tents of the Dyvers. 
  There are two sturdy, clean tents, each about 5’ by 10’, 
  with no apparent wagons or other cargo nearby. These 
  tents are occupied by a pair of merchants from the Free 
  City of Dyvers. Their names are Kalix and Mogok and 
  they are looking for unusual tomes to purchase. They 
  have a number of clients that will pay nearly any price for 
  unusual books, scrolls, tomes, and the like. Kalix is a 
  weedy looking human of indeterminate origin. She has 
  very tangled corn silk hair and has a perpetual grin 
  attached to her face. When she speaks, it is always with a 
  bit of a whisper. Mogok is a dour looking half-elf with 
  thick bales of red hair on his head, and his beard and 
  moustache are unkempt as well. He always seems to talk 
  with a nervous tick, as if he is expecting something to 
  jump out at him. Kalix is Neutral while Mogok is Chaotic 
  Neutral. 
   
  Both are very interested in purchasing old tomes. 
  Any party member can sell to the two of them any books 
  they have on them at 75% of the full gold piece value. 
  Any books sold must be ones that were obtained in a 
  previous adventure and not ones created through any 
  magic item creation or purchased from a meta-
  organization.  
   
  If pressed with a successful Diplomacy Check (DC 
  18), they will reveal they do have one duplicate scroll 
  available for sale. The spell and cost varies based on the 
  party’s APL: 
   
  APL 2, 4 or 6: Familiar Pocket (Tome and Blood) 150 
  gold,  
   
  APL 8, 10 or 12: Bottle of Smoke (Masters of the 
  Wild) 700 gold,  
   
  Since they do not read magical script (a blatant lie), 
  the party will just have to chance as to what it is. The 
  scroll is old and heavily water stained. It is legible, but 
  only barely so. They will NOT allow the party to examine 
  it so closely as that the actual spell can be revealed 
  although who could use the type of scroll (Sorcerer or 
  Wizard for familiar pocket, and druid or ranger for bottle 
  of smoke) will be discernable. This will allow characters 
  possessing this scroll to have access to the spell in 
  question. 
   
  If the party has learned that if you can trade in 
  slaves, you can make a huge profit with Iuz, right now, 
  they will also learn there are even darker trades available 
  here. If interested, the party should seek out the 
  Perrenlanders… 
   
  J 2. The Tent of the Perrenlanders 
  This is a massive 15’ by 15’ tent, died to nearly a midnight 
  black. Careful inspection of the tent will reveal a clever 
  stitching pattern: All the stitching looks like the waves of 
  the sea. Inside are 5 humans. All of them are dressed in 
  simple black-dyed cotton shirts and pants. All of them 
  have shaved their heads bald and have an intricate tattoo 
  of seemingly random symbols inked in dark blue on their 
  scalps.  
   
  Shipper Quickwater is a jumpy man about 26 years 
  old. He is a touch over weight and stands about six feet 
  tall. His eyes are always searching his environment. 
   
  Angeni Tinker is a quiet, observant woman about 30 
  years old. Her black eyebrows are very narrow and 
  pinched over her round nose. She almost looks owl-like. 
   
  Krasen is a woman, standing about five feet tall, and 
  a very stern negotiator. She is quick to point out flaws in 
  the arguments of others and absolutely has to be right. 
  Her hands constantly shake as she talks (possibly a sign 
  of inward nervousness). 
   
  Zepper Brassring is a low speaking man. He seems 
  much taller than his actual 5’11”. This is probably because 
  he is thin as a rail. He is the most rational of the group. 
  Even Krasen will listen to him.  
   
  Delver is a squat man who must have a bit of orc 
  somewhere in his family genes. He has incredibly bad 
  SHL3-06 A Chink in the Armor 
   
  Page 13 
  
  breath and typically has a bit of vegetables in a pouch to 
  gnaw on. He does not like dogs but will not say why. 
   
  The Perrenlanders are actually members of the Dark 
  Wave, a trading group. They are all lawful evil and are 
  trained to work in a group. They will instinctively work 
  to surround anyone they are trading with. Each of them 
  talks with just a slight mumble, as if they are chewing on 
  something.  
   
  In actuality, the ‘something’ is a packet containing a 
  poison called “Blackwing”. Blackwing is made from the 
  blood of an outsider and must be ingested to work. It 
  carries a Fort save of DC 20 for 3D6 initial Intelligence 
  damage and 3D6 secondary Intelligence damage. Anyone 
  who’s intelligence is reduced to zero from this poison 
  goes into convulsions and dies 3D6 rounds later. 
  Blackwing is useless as an additive to food or drink as it 
  has a thick oily odor that cannot be masked by any 
  known culinary techniques. If captured, a member of the 
  Dark Wave will instantly bite down on the poison packet, 
  bursting it. They do not carry extra packets and will not 
  sell their packets at any price. 
   
  However, chatting with them will reveal the 
  following: 
   
  � They are specifically looking to trade in evil aligned 
  magical items.  
  � Currently, they are looking at supplying the Iuzian 
  forces at South Keep with three intelligent evil 
  swords they located on the borders of the Sea of 
  Dust. However, they need to strike up a good deal 
  with the leaders in the keep before they are willing 
  to transport the swords here.  
  � The swords are named Anger, Fury and Hate and 
  have special powers against cavalry, devotees of good 
  gods, and arcane casters. 
  � They will buy just about any magic item the party 
  wants to sell them (at ½ of book value).  
  � They =do= happen to have one magic item they can 
  sell for 500 gold. It is an ivory ring intricately carved 
  with thousands of itty bitty sparrows. The ring 
  radiates strong transmutation magic. For the 
  remainder of the adventure, it will act as a Ring of 
  Featherfall. However, it is, in fact a cursed Ring of 
  Clumsiness. Once placed on a finger, it can only be 
  removed with a remove curse cast by an arcane spell 
  caster of at least 16
  th level (640 gold if such a caster 
  can be found). 
  � They are not crazy enough to go into the keep 
  without an invitation. To do so would surely mean 
  being slaughtered. 
   
  � Shipper Quickwater: Male human Mnk/Wiz 3/3 
  � Angeni Tinker: Female human Rog/Wiz 2/2 
  � Krasen: Female human Mnk/Wiz 2/5 
  � Zepper Brassring: Male human Rog/Wiz 6/5 
  � Delver: Male human Rog/Wiz 1/1 
   
  J 3 The Arena 
  The arena is a low (three foot high) fence of thick logs 
  built in a thirty foot wide circle. Looking over the edge 
  will reveal a fifteen foot deep crater in the earth. On the 
  north side of the crater is a ten foot tall cave, shrouded in 
  darkness. On the south side of the arena (outside of the 
  crater) is a coiled up rope ladder, apparently for going in 
  and out. 
   
  There is usually little, if any activity near here. 
  However, during the daytime, just before evening on the 
  first day the party is in town, a crowd will gather to watch 
  some fights and place some bets. Read the following to 
  the party: 
   
  You can feel an excitement building in the air. Many 
  of the merchants are now moving over to the fenced 
  in area, and leaning over the edge to look within. As 
  you get nearer, you overhear the merchants placing 
  bets with each other. One merchant, in particular, 
  seems to be in charge. 
   
  The merchant ‘in charge’ is Zepper Brassring (see J 2, 
  above). He and his group captured a pair of hideous 
  monsters, which are now secured within the cave. They 
  are going to bet on whether the monsters will win, or 
  lose. Part of the fun is no one else knows what the 
  monsters are! For the first round, a scrawny fellow from 
  the Bandit Kingdoms named Ygbi will volunteer to go 
  fight. The odds are 1:1 (For every gold bet, the winner 
  will get one gold) and the maximum bet limit is (50 x 
  APL). He will scramble down the rope ladder, and then, 
  after a bell rings, a monster will come rushing out of the 
  cave. It is an immense gray wolf, as big as a horse! Even 
  though the wolf gets in a few good bites, Ygbi manages to 
  get a cruel looking saber under its throat and kills it.  
   
  For the second fight, two orcs come forward with a 
  thoroughly beat up dwarf. His hair and beard looks as 
  though it has been yanked out of his face in clumps. 
  Bruises and cuts cover his entire body, and he is naked 
  except for some filthy rags. However, there are two 
  distinguishing marks: First, his eyes reveal a real fire in 
  them. It is clear he has not been broken. Second, he has a 
  tattoo on his forearm. Any party member who makes a 
  Knowledge History, Local, or Nobility and Royalty (DC 8 
  + APL) or a Bardic Knowledge Check (Common – DC 10) 
  will recognize the tattoo as belonging to House 
  Bladehone. In fact, this is none other than Anvil 
  Bladehone, oldest son of Count Garridon Bladehone. It is 
  believed that Anvil was lost to the enemy at Law’s Forge. 
  SHL3-06 A Chink in the Armor 
   
  Page 14 
  
  In fact he was captured and used as a slave until he ended 
  up here. 
   
  If asked Zepper Brassring will allow the party to try 
  to ‘win’ the dwarf’s freedom by fighting whatever the 
  mystery monster is remaining in the pit. No preparatory 
  spells are allowed, but the entire party can fight. If they 
  win, the dwarf is theirs. If they lose they will be dead, and 
  their possessions will become the property of the Black 
  Wave. 
   
  The party descends on the rope ladder (or by other 
  means) and must stay on the south side of the pit.  
  Zepper will blow a whistle and the hideous beast will 
  emerge. When it does, it is initiative! The beasts that 
  Zepper and his band captured are truly disgusting oozes. 
  The oozes will seep forward to attack to the cheers of the 
  crowd above! NOTE: Party members CANNOT bet on 
  themselves or their companions. If pressed, Zepper will 
  merely say it is an ancient rule of arena battles called the 
  “Rule of Petrose”. 
   
  Party members that escape or flee will be ridiculed 
  and word will spread they are “soft”. This will make the 
  DC for any charisma based skills increase by 4 for the 
  duration of the characters’ time in the village. 
   
  APL 2 (EL 4) 
  Grey Ooze: Hp 31. See Monster Manual page 202. 
   
  APL 4 (EL 6) 
  Grey Ooze (2): Hp 31, 31. See Monster Manual page 202. 
   
  APL 6 (EL 8) 
  Ochre Jelly (1): Hp 69. See Monster Manual page 202. 
  Black Pudding (1): hp 130. See Monster Manual page 
  201. 
   
  APL 8 (EL 10) 
  Black Pudding (3): hp 120, 115, 110. See Monster 
  Manual page 201.  
   
  APL 10 (EL 12) 
  Elder Black Pudding: hp 290. See Monster Manual page 
  201. 
   
  APL 12 (EL 14) 
  Elder Black Pudding (2): hp 290, 290. See Monster 
  Manual page 201. 
   
  Tactics: These oozes will sludge forward to mindlessly 
  attack anything they can. If the party fights too close to 
  the edge of the walls, a random spectator or two might 
  get dragged in to their doom (for flavor in the battle).  
   
  Treasure: None. They are oozes. 
   
  � Anvil Bladehome: Male dwarf ftr 3 
   
  Anvil will be completely mute, by choice. He has taken a 
  vow of silence that he will only break when he sees his 
  family (or their graves) again. He will follow the party 
  faithfully during the rest of the adventure. 
   
  K. The Manor of Southkeep (Outside) 
  Southkeep was originally used by the Iuzians as a watch 
  point over the South Road. Because of its height, it was 
  an excellent choice for a lookout for both movements 
  near the road or along the shores of the Nyr Dyv. 
  However, since it was scouted by Pathfinders two years 
  ago, it has changed in function. It is now a fully 
  functioning military center training an armed force 
  capable of containing just about anything the Shield 
  Lands may want to throw at it. 
   
  The manor stands approximately 40’ tall, and is 50’ 
  wide by 50’ deep. Its stones are a deep rose color, which, 
  when catching the rising or setting sun, take on a blood 
  red look. The front entrance to the manor is a pair of 5’ 
  wide double-doors. Each is made of thick black iron. The 
  doors themselves have been cast to look like the giant 
  teeth of some beast. There are no windows on the ground 
  level, but set into the second story are rectangular 
  windows: three to a side and covered with iron bars. 
   
  � Iron Doors: 2 in. thick; hardness 10; hp 60; AC 5; 
  Break DC 28; Locked DC 28. 
  � Iron Bars (on windows): 1 in. thick; hardness 10, hp 
  45, AC 5: Break DC 26. 
   
  At the start of Daytime, the Master of Spells (See Below) 
  casts an Alarm spell on the doors. The spell’s password is 
  “Iuz Eternal” spoken in orc.  
   
  There is always a guard present. During daytime and 
  evening, it is Hefter, an ogre. During morning hours, 
  specters haunt the gate, fading away with the morning 
  sun. It is not intended the party attack either guard 
  although anything is possible. Hefter is extremely bored 
  and is willing to talk (in fact he is a complete gossip), 
  while the Specters have been ordered only to ‘scare off’ 
  anyone tampering with the door while the keep sleeps. 
   
  Hefter is not at the top of his game. He is extremely 
  bored, and, as long as none of his masters are watching, 
  will be a bit too happy to chat about all manner of useless 
  things: the nature of a good broadsword, shoes, the lack 
  of suitable ogresses in the area, etc.  If he is brought a 
  mug of ale and a bowl of stew from the Splintered Mace 
  (see above), and is treated respectfully as shown by a 
  Diplomacy check (DC 12 + APL), he will reveal even 
  more: 
   
  SHL3-06 A Chink in the Armor 
   
  Page 15 
  
  � There have been strange visitors to the keep 
  recently, visitors that make even Hefter a bit afraid. 
  � The password to the doors is “Iuz Eternal” spoken in 
  orc. He is proud of it because “The Master of Spells 
  asked me what I thought would be a good’un”. 
  � Going into the keep without being asked is complete 
  suicide. Nobody is supposed to be in there without 
  express permission, and the inhabitants are truly 
  powerful.  
   
  � Hefter: Male ogre Barb 4  
  � Specters (2): hp 45, 45 
   
  L. The Storage Yards. 
  There are two piles here. One is a massive pile of lumber, 
  obviously being logged from the forest. The other is piles 
  and piles of crates of food. Attached to one of the piles is a 
  note stating: “Build me a Silo before I get back. G.R.” 
  Note this location is very near to the barracks and anyone 
  messing with these stock piles will undoubtedly be 
  spotted.  
   
  Encounter Three: 
  The Room of Horrors 
  Any of the inhabitants of the keep are trained to instantly 
  raise the alarm if they detect anyone who does not belong 
  here. Therefore, except as detailed below, there is no 
  practical way to get into the keep.   
   
  If the party (or a party member) is detected within 
  the keep and an alarm is raised, give the party (or party 
  member) exactly 1 minute to act (10 rounds). If they are 
  still spotted, read the following box text (which can be 
  adapted to the exact situation): 
   
  You bravely attempted to penetrate the secrets of the 
  keep. Unfortunately, your best efforts were for 
  naught as the Old One’s followers have detected your 
  presence. The inhabitants of the keep are now 
  determined to bring you down… 
   
  In such a situation, throw everything in the module 
  against the party, layering on more and more of the 
  inhabitants of the village and keep as news of the 
  invaders spreads. If the party can make it out of town, 
  pursuit will stop after the party has fled two miles 
  (because the inhabitants won’t know exactly what is 
  going on and will fear a trick). At that point, it should be 
  obvious that re-scouting will be futile.   
   
  The party does have an opportunity to scout the keep 
  for exactly one hour and ten minutes. On the second day 
  they are in South Keep, at precisely 4:00 p.m., the 
  inhabitants of the keep will leave and go to inspect the 
  orc and hobgoblin troops.  The procession will begin 
  with the six hobgoblin guards, then follow up with the 
   
  Captain and the Master of Spells. At the rear will be 
  the Spy Master and the High Priest followed closely by 
  the remaining hobgoblin guards. At this point in time, 
  Hefter will actually step away from his spot as guard to 
  watch the procession go down the hill. This will give the 
  party the chance to break in. They can go through any of 
  the windows (but they will have to get through the iron 
  bars) or they can go through the front door (in which 
  case they will probably need the password). 
   
  To be perfectly clear: During the inspection, each 
  and every one of the following inhabitants of the keep 
  leaves as part of the above described procession. 
   
  The rooms of the keep are immaculate compared to 
  the areas outside. Even so, everything is still unkempt. 
  Mud has been tracked in, and the walls show random 
  signs of damage.  
   
  A. The Guard Room. 
  This room contains a round table, a keg of Iuzian ale, and 
  three bunk beds. At the foot of each bunk bed is a chest 
  (unlocked) containing two different sets of guard 
  uniforms. This room typically contains six hobgoblin 
  elite fighters. Their job is to march visiting dignitaries in 
  and out of the keep and to the various rooms. They are 
  dressed in rusty black studded leathers and carry glaives 
  in addition to a morning star and a small iron shield. 
  Each of them carries a horn at their side which they are 
  to blow at the first sign of danger. 
   
  � Hobgoblin Guards (6): Male hobgoblins Ftr 6 
   
  B. Store Room. 
  This store room is for most of the general essentials 
  needed in the keep. There are shelves filled with bed rolls 
  and pillows, cloaks and boots. There are numerous boxes 
  and crates containing Iuzian religions icons, blank 
  scrolls, inks, ropes, backpacks. Also crammed in here are 
  extra chairs and wedged in over everything is a dining 
  room table. If magic is detected, there will be the 
  emanation of magic from the back corner of the room. 
  Otherwise, a Search check (DC 18 + APL) is required to 
  find a crumpled up sack.  
   
  At APLs 2 and 4, inside will be a potion of cure light 
  wounds. At APLs 6 and 8, inside will be a potion of 
  Tounges. At APLs 10 and 12, inside will be an Elemental 
  Gem ( water).  
   
  Treasure 
  APL 2 to 4 Potion of Cure Light Wounds (4 gp) 
  APL 6 to 8 Potion of Tongues (54 gp) 
  APL 10 to 12 Elemental Gem (Water) (187 gp) 
   
  SHL3-06 A Chink in the Armor 
   
  Page 16 
  
  C. Armory. 
  This room is stacked with all kinds of swords and armor. 
  There are 30 sets of long swords, 30 sets of short swords, 
  30 morning stars and 45 daggers. There are also 6 sets of 
  chainmail, and 12 chain shirts. Also included are 24 suits 
  of studded leather armor. All the weapons and armor are 
  medium sized, but worthless in the Shield Lands because 
  of their prominently being stamped with the mark of Iuz.  
   
  D. Guest Weapons. 
  When visitors are admitted, the guards will strip them of 
  their weapons and deposit them in this room during 
  their stay. The room is currently empty, although there 
  are six weapon racks in here. 
   
  E. Kitchen. 
  This room has a large preparation table, and stacks of 
  pots, pans and utensils. There is a large cast iron wood 
  stove against the north wall. Bags of vegetables hang 
  from the ceiling, easily in reach. There is no kitchen staff. 
  Usually the Master of Spells just summons some Unseen 
  Servants to make some meals, or the inhabitants will just 
  make what they want. If special guests are coming, slaves 
  will be brought in to run the kitchen under the eyes of 
  the Spy Master (who happens to be a world-class chef!).  
   
  There is a trap door in the floor beneath the table. It 
  is not hidden, so it is easily noticeable on a Search check 
  (DC 10). Note that elves and half-elves may automatically 
  detect it just being near it. 
   
  F. Pantry. 
  This area contains all sorts of food stuffs. Salted meats are 
  carefully stored inhere, as are all manner of standard 
  cooking needs (flour, etc.). 
   
  G. War Room. 
  This used to be a dining room. Some of the cheerful 
  colors from before the war are still on the walls. Now, 
  though, the beautiful dining room table has been hacked 
  and cut hundreds of times. The walls are covered with 
  numerous maps and orders of battle. The table itself has a 
  4’ by 6’ map of the Shield Lands, as it now stands. Rolled 
  up, it would weigh about fifty pounds. It includes 
  Critwall, Torkeep, and Gensal. It does NOT include 
  Ringland or the Sidhee forest. The map is on the tanned 
  hide of some fell beast (a successful Knowledge Planar 
  Check (DC 15) will reveal it to be the hide of a 
  Nalfashnee). The map has a number of pieces on it, 
  apparently armies. The scary thing is just how accurate 
  the armies for the Shield Lands are. 
   
  H. Master of Spells. 
  The Master of Spells has no name. He has accepted his 
  title as his only identification. He appears as a scarecrow 
  of a man, with black beady eyes and the thinnest wisp of a 
  beard bristling from his chin. His eyebrows are thick and 
  white while his head is long since bald. His skin is a road 
  map of veins and liver warts. He dresses in rust red robes 
  and carries a dagger at his belt. He is incredibly paranoid 
  of anyone discovering his secrets, so he keeps all of his 
  spell books and scrolls in his Heward’s Handy Haversack. 
  His familiar was an imp named Greely, but Greely died a 
  few years ago. Now Greely remains his master’s loyal 
  familiar, but as a ghost. Finally, the Master of Spells 
  carries a wand of Summon Monster VII (his favorite 
  possession).   
   
  This room is filled with all sorts of alchemical 
  geegaws and widgets. Taken as a whole, it is a masterwork 
  Alchemist Lab. Currently, the master of Spells is 
  experimenting with making weapons out of new 
  substances. He has found a lump of unrefined iron which 
  sits on one of his tables. It weighs fifteen pounds. It could 
  be used to manufacture one hand weapon or fifty arrows 
  out of cold iron.  
   
  There is simple cot against one wall. It has filthy bed 
  sheets on it.  
   
  � The Master of Spells: Human male Wiz 14. 
   
  I. Captain’s Room. 
  This is the room of Captain Zurek. It is Spartan and 
  empty of any signs of personality. There is a heavy four 
  poster bed in the room, and at the foot of it is a simple 
  chest containing some changes of clothes and toiletries.  
  There two books resting on the bed:  
   
  The first is the notebook of General Remat (Zurek 
  isn’t supposed to have it, but while the General is away, 
  decided to read it) sitting on the bed. It mostly described 
  Remat’s desire to rise in the ranks of the Iuzian army, 
  even if it means sowing dissent between Waquonis and 
  Vayne. The most recent note is General Rehmat 
  explaining that he has gone, at the orders of Waquonis, to 
  fight the forces of Vayne. The notes are written to suggest 
  General Rehmat is playing one party off against the 
  other. 
   
  The second is the diary of Lord Arbas. He describes 
  his family as weak. Notes from nearly 15 years ago show 
  his impatience and utter hatred for Holmer Walworth, 
  former Knight Commander of the Shield Lands. He 
  suggests he might never have joined Iuz had Holmer 
  sided with him on a dispute with some neighboring 
  nobles.. He also lists the curious note: He has been 
  recently troubled by an old legend he thought would 
  have died when the Shield Lands was destroyed, that “the 
  SHL3-06 A Chink in the Armor 
   
  Page 17 
  
  Throne would be restored and all power would thus 
  flow”. 
   
  Captain Zurek is a bull of a human being. He stands 
  nearly 7 feet tall and weighs almost 300 pounds, all of it 
  solid muscle. He wears rust colored field plate and can 
  wield a great sword with only one hand! His thick brown 
  hair hangs like a lion’s mane around his head and his 
  equally thick beard and mustache billow out from his 
  face. His eyes are tiny observant specks of cruelty buried 
  deep beneath his brow.  
   
  � Captain Zurek: Human male Ftr/Brb 11/3 
   
  J. Spy Master’s Room. 
  This room is dark. No candles sit in here nor does light 
  come in from the window (which is covered with thick 
  canvas curtains). This room is very different from all 
  others in that it is immaculately clean and tidy. The cot in 
  the corner is precisely made and there is a 10’ long 
  bookshelf mysteriously empty except for four thick 
  books (each about 10 pounds). On the desk is another 
  book, closed, with ink nearby. The books are bound in 
  heavy oak with thick leather bindings and are crammed 
  with details on various members of the Shield Lands. The 
  four books are entitled: Clergy, Administration, Trade, 
  and Order of Battle. The open book is entitled 
  Pathfinders and contains detailed information about 
  members of the pathfinders. Any given character has a 
  (50% +4% per level of the character) chance of being 
  included. The notations will include major actions, 
  mannerisms, as well as a fairly detailed sketch of the 
  character.  The final notation will be based on the 
  character’s level: 
   
  Level 1-3: Mostly Harmless 
  Level 4-6: Promising 
  Level 7-9: Potential Threat 
  Level 10-12: Threat 
  Level 13+: Dangerous 
   
  The ink in the books contains a contact poison (Theogren 
  adds the poison to the inkwell as needed, and keeps the 
  poison powder on her person). Anyone reading one of 
  these books (such as flipping through to see if they are 
  listed) will be subject to the trap unless specific 
  precautions are taken. 
   
  � Contact poison trap: CR 1; mechanical; touch trigger; 
  automatic reset; special bypass (wear gloves, use 
  something to turn the pages, etc.); Atk N/A; poison (Pixie 
  Sleep Arrow Poison; Fort Save [DC 13] resists, sleep for 1 
  hour); Search (DC 15); Disable Device (automatic).    
   
  The Spy Master’s name is Theogren Blackraven. He is 
  really a She. She dresses as a man to fool everyone and is a 
  master – er – mistress of disguise. Typically, she appears 
  with thinning black hair, pulled back in a tight ponytail. 
  Her thin lips are quick to smile and her eyes flash with 
  darkly with great intelligence. Just looking at her makes 
  one think “This is a quick, dangerous person.” She 
  typically wears shiny black studded leather armor. 
   
  � Theogren Blackraven: Spy Master: Female Human 
  Rog/Asn 11/5 
   
  K. Upper Guard Room. 
  This room contains a round table, a keg of Iuzian ale, and 
  three bunk beds. At the foot of each bunk bed is a chest 
  (unlocked) containing two different sets of guard 
  uniforms. This room typically contains six hobgoblin 
  elite fighters. Their job is to be ready to assist against any 
  trouble that might arise. They are dressed in rusty black 
  studded leathers and carry glaives in addition to a 
  morning star and a small iron shield. Each of them carries 
  a horn at their side which they are to blow at the first 
  sign of danger. 
   
  � Hobgoblin Guards (6): Male hobgoblins Ftr 6 
   
  L. Upper Guard Room. 
  This room contains a round table, a keg of Iuzian ale, and 
  three bunk beds. At the foot of each bunk bed is a chest 
  (unlocked) containing two different sets of guard 
  uniforms. This room typically contains six hobgoblin 
  elite fighters. Their job is to be ready to assist against any 
  trouble that might arise. They are dressed in rusty black 
  studded leathers and carry glaives in addition to a 
  morning star and a small iron shield. Each of them carries 
  a horn at their side which they are to blow at the first 
  sign of danger. 
   
  � Hobgoblin Guards (6): Male hobgoblins Ftr 6 
   
  M. Room of the High Cleric of Iuz. 
  This room is filled with all sorts of weird looking 
  trinkets: bits of bone, shattered skulls, odd looking rocks, 
  etc. However the main feature is giant mural of the 
  Iuzian unholy symbol painted on the ceiling. There is a 
  sturdy cot in the room with well used but clean bedding. 
   
  The High Cleric of Iuz is named Zizziz. He is a bald, 
  overweight, bent over old man who could be a double for 
  his patron deity’s avatar. He has a deep evil presence and 
  his eyes burn with a perpetual hatred for everything. His 
  only goal in life is to serve his master. He wears heavy 
  robes which cover his breastplate. 
   
  SHL3-06 A Chink in the Armor 
   
  Page 18 
  
  � Zizziz: Human male Clr 14. 
   
  N. Chapel to Iuz. 
  Zizziz has converted this room to a temporary chapel to 
  Iuz. An altar sits on the far side of the room and is caked 
  with the blood of sacrifices. There is also a rolled up scroll 
  leaning against the wall. It is a map of the village with a 
  black circle covering a number of the current hovels. In 
  the center of the circle it reads “church goes here”.  
   
  O. Doppleganger Training Room. 
  The trap door in the kitchen leads to this room. There is a 
  sturdy wooden ladder leading down to here. Players of 
  SHL01-03 will remember this as the room the slaves were 
  originally stored in. 
   
  This room is 30’ x 30’. The walls are rough hewn 
  stone. It original purpose was probably a root cellar or a 
  wine cellar. The floor is covered with compacted dirt.  
   
  There are torch sconces on each wall, none of which 
  is currently lit. There is also a wide table on the east wall, 
  covered with notes. These notes appear nearly identical 
  to the ones in the book entitled “Pathfinders” in the Spy 
  Master’s room (See Encounter Three, Room J, above).  
   
  A lucky or persistent character will find with a 
  successful Search check (DC 22 + APL) a sheet of paper 
  written in common mixed in with the notes on 
  pathfinders. It reads: “Thank you for undertaking this 
  mission on behalf of Iuz the Evil, our Master. Use your 
  abilities as best you can to remain a productive member 
  of the Shield Lands until you are called upon. Send any 
  information you receive along the usual lines.”  The note 
  is unsigned, but there are hand written notes in the 
  margins reading “SH – Definitely. CoL – Not Likely. LT – 
  Difficult. Pathfinder list to be worked out.” 
   
  On the floor is a wide (15’ across) circle drawn into 
  the dirt. This is a training ground for doppelgangers 
  employed by the Iuzians for infiltration. Each day, the 
  Master of Spells cast 5 programmed illusion spells down 
  here. Currently, there are 6 spells left waiting to be 
  triggered.  If a character walks into the circle with one of 
  the note sheets detailing a pathfinder, a programmed 
  illusion will start of that particular pathfinder. The 
  pathfinder will speak “My name is [Fill in name of the 
  pathfinder]. I serve the Shield Lands of my own will.” 
  After that, the image will last for 16 more rounds stating 
  phrases like “May the Axe grow great!”, “Lord Torkeep, 
  may I suggest we send out a scouting party.”, “Arvid, 
  these sausages are so spicy.”, and “I would like to see Lady 
  Katarina, please.” After that the image will fade away. 
   
  There are numerous footprints on the floor. It is 
  difficult to tell so many different footprints apart. Yet, a 
  successful Survival check (DC 20 + APL) by someone 
  with tracking will reveal that in addition to the various 
  booted and sandaled feet that have been down here, some 
  of the footprints seem ‘in flux’. Specifically, some of the 
  tracks appear to be partly barefoot and partly booted, etc. 
  If such tracks are pointed out, a character may make a 
  Knowledge Nature check (DC 18 + APL) to determine 
  these may be the tracks of doppelgangers.  
   
  There is a secret door on the south passage that will 
  automatically be found by an elf, half-elf, dwarf, rogue or 
  ranger. Otherwise, it will requires a Search check (DC 10) 
  to discover. Amazingly, none of the Iuzians know it 
  exists. It leads to the smuggler tunnels detailed in the 
  Conclusion. 
   
  After the party has spent time investigating the 
  room, have the party make listen checks. Regardless of 
  what they roll, have the highest two or three characters 
  hear some activity from up above. After they make a 
  successful Listen check (DC 10), read the party the 
  following: 
   
  From above, you hear heavy footsteps and a  deep 
  booming voice say “Master of Spells, are you SURE 
  we have intruders? Why didn’t any of your wards go 
  off?” After a brief pause, there is a hacking response 
  “Well *cough-wheeze* I don’t know for sure, but I 
  have a feeling. *cough* I am never wrong in my 
  feelings.” There is another voice, almost kind, saying 
  “Well, let’s lock the entrance and have the guard start 
  a full search of the keep. We will know soon enough ”
  Ano her, cranky voice, speaks “I will prepare some 
  divinations. I’m sure Mighty Iuz will let me soon see 
  the truth of this!” Clearly the inhabitants of the keep 
  have come back early. How you will get out of here is 
  clear: If you go back up to the kitchen, they will be 
  hauling your bodies away. There must be another 
  solution…  
   
  !  
  t
   
  Again, it is undoubtedly the doom of the party if they 
  emerge back into the kitchen, or are caught outside the 
  kitchen. It is impossible to guess at every action every 
  party will undertake. However, in order to trigger this 
  encounter, the party should be given every opportunity 
  to make it into the Doppelganger training room and then 
  find the secret door. 
   
  Conclusion: 
  Escape from Them 
  There are really only two ways out of South Keep. If the 
  party is somehow outside and wants to leave, they will 
  have to trek back through the marsh lands to Critwall. 
  The trip will be uneventful, but they will definitely 
  believe they are being followed. 
   
  The other route is through the old smuggler’s 
  tunnels leading out of the doppelganger training room 
  SHL3-06 A Chink in the Armor 
   
  Page 19 
  
  (See Encounter Three, Room O, above). If the party goes 
  through this secret door, read the following to them: 
   
  The tunnels you find yourself in are pitch black and 
  cramped being only five foot wide and about 8 feet 
  tall. However, they are of worked stone, making you 
  wonder who created these passages and why. As you 
  travel along the main route, you pass by a number of 
  off shoots, but decide not to explore them – both 
  because the air seems stale in those directions, and 
  also because your are unsure if you are being followed 
  from the keep. After a couple of hours, you find 
  yourself hearing the pounding of the surf. Also, the 
  tunnel begins to get light. Ahead of you is a cave, 
  approximately 40’ across. On the other side, 
  overgrown by shrubbery, is an exit. Through it you 
  can see glimpses of the Nyr Dyv. 
   
  The cave is about 15’ tall and roughly circular. There are a 
  number of rotting chests against one wall. This was an 
  old smuggler’s den before the war. Smugglers used this to 
  trade with Lord Arbas (who has since decided to keep it 
  secret 
  from 
  his 
  new 
  masters 
  “just 
  in 
  case”).  
  Unfortunately for the pathfinders, some of the smugglers 
  died here, and as Iuz exerted his influence on the land, 
  his very evil (albeit unintentionally) raised them as 
  undead. They now will exert their undead revenge on 
  anyone who disturbs their treasure.  
   
  If the party comes within five feet of the rotted 
  treasure chests, the undead will seep from the walls of 
  the cave (or force their way out of the dirt of the cave 
  floor in the case of the three skeletons) to attack. Spells 
  such as detect undead or detect evil will reveal them. 
  They will not be silent, but will instead prattle on in a 
  spooky, raspy voice “Give us gold, goooollllllddddd for 
  our gooooodssss… We wants our gooolllldddddd……”  
   
  APL 2 (EL 4) 
  � Skeleton (Human Warrior) (3): hp 6 each. See 
  Monster Manual page 226. 
  � Wight: hp 30. See Monster Manual page 255. 
   
  APL 4 (EL 6)  
  � Wight: hp 30. See Monster Manual page 255. 
  � Wraith: hp 32. See Monster Manual page 258. 
   
  APL 6 (EL 8) 
  � Wraiths (3): hp 34, 32, 30. See Monster Manual page 
  258. 
   
  APL 8 (EL 10) 
  � Wraith (2): hp 32 each. See Monster Manual page 258. 
  � Spectre (2): hp 45 each. See Monster Manual page 
  232. 
   
  APL 10 (EL 12) 
  � Specters (6): hp 49, 47, 45, 45, 43, 41. See Monster 
  Manual page 232. 
   
  APL 12 (EL 14) 
  � Dread Wraiths (3): hp 108, 104, 100. See Monster 
  Manual page 258. 
   
  Tactics: The undead are truly out to protect their 
  treasure. They will attack with great hatred for the living 
  as long as any of the party is in the cave, targeting those 
  characters closest to their treasure. 
   
  Note that depending on the time of day, removing 
  the shrubbery in front of the cave may force the undead 
  to the periphery of the room (as daylight streams in). 
  Also, the undead will not pursue fleeing party members 
  more than 30’ outside of the cave (which is a rocky beach 
  area up and down the shore) but will instead seep back 
  into the walls of the cave. 
   
  The rotted treasure chests contain some empty worn 
  leather bags, as well as an intricately carved golden harp 
  and a mummified hand.  
   
  At APL 2 and higher, the mummified hand is a Hand 
  of the Mage (See DMG page 258). At APL 8 and higher, 
  the harp is a Harp of Charming (See DMG page 258). At 
  lower APLs the harp is worthless gold painted wood. 
   
  Treasure:  
   
  APL All Hand of the Mage (15 gp) 
   
  APL 8 to 10: Harp of Charming (104 gp) 
   
  After defeating the undead, or if the party escapes 
  back through the marshlands, read the following: 
   
  Your trip back to Critwall was uneventful, although 
  you were certain you were being watched. Upon your 
  return, you were met again in the chamber of the 
  Counci  of Lords by Shelton Halfhand who 
  demanded your report. Any attempts to speak with 
  the Lady Katarina were denied. After you gave your 
  report, Shelton advises you “You were warned not to 
  bring anyone, or thing, back with you, or to reveal 
  your presence in South Keep. Despite this, you gave 
  yourself away! Only yesterday, our border was 
  attacked by troops from South Keep. It was only 
  through the bravery of the army and divine 
  intervention brought down by yours truly that the 
  enemy was defeated. I place this blame squarely on 
  your shoulders!” 
  l
   
  Allow the party a chance to react and defend themselves 
  (verbally). After they have done so, continue on: 
  SHL3-06 A Chink in the Armor 
   
  Page 20 
  
   
  Shelton Hal hand listens to your arguments and then, 
  raises his hand to speak: “I’m afraid your arguments 
  fall on deaf ears. Your actions cannot be justif ed, not 
  this time. The Council will hear of this, and if I have 
  my way, you will ALL be spending time in the jail.” 
  f
  i
  l
  ,
  l
   
   
  At that point the door to the chamber opens and 
  Lady Katarina enters. She is followed by a sturdy 
  dwarf wearing immaculately clean mithral chainmail. 
  With a smile, Lady Katarina offers “Well, then, I 
  suppose we will have to offer a differing point of 
  view, Honored Halfhand.” Shelton fumes at the sight 
  of her, barely able to keep his calm. She goes on “I 
  will, of course, enjoy hearing your full report, but 
  may I introduce to you Count Garridan Bladehome of 
  Law’s Forge. He would like to sit in and hear of your 
  findings as well.” 
   
  The dwarf looks gruffly at Shelton Halfhand, 
  staring at him stern y until the cleric looks as nervous 
  as a human could get. “Uh  I will wait outside”, 
  mutters Shelton and leaves. 
   
  If the party has any word of the dwarf’s son, he will be 
  delighted to hear it. If they return with his son, he will 
  actually shake with joy and embrace his son with a 
  mighty bear hug. He will then not be able to stop shaking 
  the pathfinder’s hands. Other wise, he will merely listen 
  to their report with Lady Katarina. 
   
  After the final report, read the following: 
   
  The Lady stands and says “I cannot thank you enough. 
  We, the Shield Lands, are in your eternal debt. Based 
  on your information, I believe the time has come to 
  regain South Keep. Thank you. For your efforts, I 
  would like to give you a gift.” With that, she removes 
  the holy symbo  of Heironious from her hair. “Here is 
  a token of my thanks. May it always help you to find 
  your path.” With that, she and Bladehome take their 
  leave. As you leave the building, you cannot help but 
  feel there will be real changes in the Shield Land. 
  Changes you will help to make.  
  Treasure 
  APL All Phylactery of Faithfulness (83 gp) 
   
  The End 
   
  The author would like to thank Matt Maddy of the 
  Dyvers Triad for information on matters concerning that 
  region, and would like to also thank Bruce Paris of the 
  Perrenland Triad for an overwhelming amount of 
  information on both matters concerning that region, as 
  well as the excellent background information on the 
  Dark Wave.  
   
  Experience Point Summary 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award.  Award the total value (objectives plus 
  roleplaying) to each character. 
   
  Encounter One 
  Defeating Mayana  
  APL2 90 xp 
  APL4 150 xp 
  APL6 210 xp  
  APL8 300 xp 
  APL10 360 xp 
  APL12 420 xp 
   
  Encounter Two 
  Defeating the monster in the pit (J3) 
  APL2 120 xp 
  APL4 180 xp 
  APL6 240 xp 
  APL8 300 xp 
  APL10 360 xp 
  APL12 420 xp 
   
  Conclusion 
  Defeating the undead smugglers 
  APL2 120 xp 
  APL4 180 xp 
  APL6 240 xp 
  APL8 300 xp 
  APL10 360 xp 
  APL12 420 xp 
   
  Story Award and Roleplaying 
  Objective(s) met: For each of the ten rumors recovered 
  (see the Adventure Summary), the party gets 1/10
  th of the 
  experience listed below. 
  APL2 90 xp 
  APL4 135 xp 
  APL6 180 xp 
  APL8 225 xp 
  APL10 270 
  APL12 315 
   
  Total Possible Experience:  
   
  APL2 420 xp 
  APL4 645 xp 
  APL6 870 xp 
  APL8 1125 xp 
  APL10 1350 xp 
  APL 12 1575 xp 
  SHL3-06 A Chink in the Armor 
   
  Page 21 
  
   
  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 One: 
   
  APL 2 to 8: L: 13 gp;  
   
  APL 10 to 12: L 152 gp. 
   
  Encounter Two:  J3 
  APL 2: C: 100 gp; 
  APL 4: C: 200 gp; 
  APL 6: C: 300 gp; 
  APL 8: C: 400 gp; 
  APL 10: C: 500 gp; 
  APL 12: C: 600 gp; 
   
  Encounter Three:  B 
   
  APL 2 to 4: M: 4 
   
  APL 6 to 8: M: 54 
   
  APL 10 to 12: M 187 
   
  Conclusion:  Smuggler’s Cave 
   
  APL 2 to 6: M 15 
   
  APL 8 to 12: M 119 
   
  Conclusion:  Lady Katarina 
  APL All: 83 
   
  Total Possible Treasure 
  APL 2: L: 13 gp; C: 100 gp; M: 102 gp  - Total: 215 gp 
  APL 4: L: 13 gp; C: 200 gp; M: 102 gp  - Total: 315 gp 
  APL 6: L: 13 gp; C: 300 gp; M: 152 gp  - Total: 465 gp 
  APL 8: L: 13 gp; C: 400 gp; M: 256 gp  - Total: 669 gp 
  APL 10: L: 152 gp; C: 500 gp; M: 389 gp  - Total: 1041 
  gp 
  APL 12: L: 152 gp; C: 600 gp; M: 389 gp  - Total: 1141 
  gp 
   
  Special 
  � The Skull of Cleric Olesguard: If a cleric or paladin 
  of St. Cuthbert returns this to the church at Critwall, they 
  will receive the benefits of an Atonement spell. Write 
  across this text when the benefit is redeemed. 
   
  � The Splintered Mace: The Splintered Mace is the 
  mace of the Cleric Olesguard. It was shattered in a battle 
  with Lord Arbas. If taken to the temple of St. Cuthbert in 
  Critwall, it can be repaired and returned to the 
  adventurer who brought it to them. It will have no 
  further powers. However, if the adventurer is a cleric or 
  paladin of St. Cuthbert, and promises to always tithe 20% 
  of the gold they receive each adventure, the weapon 
  becomes a +1 Axiomatic medium sized heavy mace. The 
  character must continue tithing even if the mace is no 
  longer desired or is lost, until the sum of 18,312 gold 
  pieces has been tithed. If the character ceases tithing 
  before then, they lose their ability to be a paladin or cleric 
  of St. Cuthbert. The Splintered Mace can not be sold. 
   
  SHL3-06 A Chink in the Armor 
   
  Page 22 
  
  � Ring of Clumsiness – Cursed: You have purchased 
  an ivory ring intricately carved with thousands of itty 
  bitty sparrows.It is, in fact a cursed Ring of Clumsiness. 
  Once placed on a finger, it can only be removed with a 
  remove curse cast by an arcane spell caster of at least 16
  th 
  level (who will charge 640 gold) if such a caster can be 
  found. There is no cost for this item. Instead, if you 
  bought it, show the 500 gp you spent as “coin spent”. 
   
  Items for the Adventure 
  Record 
   
  Item Access 
  APL 2-4:  
  Hand of the Mage (Adventure, DMG) 
  Phylactery of Faithfulness (Adventure, DMG)  
  Ring of Clumsiness (Cursed, DMG) 
  Scroll of Familiar Pocket (Adventure, Tome and Blood) 
  Splintered Mace (Adventure, See Above) 
   
  APL 6: (All of APLs 2-4 plus the following) 
  Potion of Tongues (Adventure, DMG) 
   
  APL 8: (All of APLs 2-6 plus the following) 
  Harp of Charming (Adventure, DMG) 
  Scroll of Bottle of Smoke (Adventure, Masters of the 
  Wild)  
   
  APL 10-12: (All of APLs 2-8 plus the following) 
  Elemental Gem (Water) (Adventure, DMG) 
  SHL3-06 A Chink in the Armor 
   
  Page 23 
  
  Appendix 1: NPC & Monster Stats 
  APL 2 (EL 4) 
  � Mayana: Female ghost Ftr 2; CR 4, Medium undead 
  (Incorporeal); HD 2D12; Hps 18; Init + 2; Spd fly 30 ft. 
  (perfect); AC 20 (touch 14, flat footed 16) [[+2 dex, +5 
  chainmail, +1 light wooden shield, +2 deflection]]; 
  BA/G +2/+4; Full Atk +4 melee (no damage, 
  incorporeal touch) +5 melee (1d8 +2, battle axe); 
  Special Attacks Malevolence (Will DC 17) (Su), 
  Manifestation (Su),  SQ Darkvision 60’, incorporeal 
  traits, rejuvenation, +4 turn resistance, undead traits; 
  AL N; SV Fort +3, Ref +2, Will +1; Str 15, Dex 14, Con -, 
  Int 13, Wis 12, Cha 14.  
   
  Skills and Feats: Handle Animal +7, Knowledge 
  Local +3, Move Silent +1, Ride +7, Spot +3. Cleave, 
  Power Attack, Skill Focus (move silent), Weapon focus 
  (battleaxe). 
   
  APL 4 (EL5) 
  � Mayana: Female ghost Ftr 3; CR 5, Medium undead 
  (Incorporeal); HD 3D12; Hps 27; Init + 2; Spd fly 30 ft. 
  (perfect); AC 20 (touch 14, flat footed 16) [[+2 dex, +5 
  chainmail, +1 light wooden shield, +2 deflection]]; 
  BA/G +3/+5; Full Atk +5 melee (no damage, 
  incorporeal touch) +6 melee (1d8 +2, battle axe); 
  Special Attacks Malevolence (Will DC 17) (Su), 
  Manifestation (Su), Telekinesis (Su),  SQ Darkvision 
  60’, incorporeal traits, rejuvenation, +4 turn resistance, 
  undead traits; AL N; SV Fort +3, Ref +3, Will +2; Str 15, 
  Dex 14, Con -, Int 13, Wis 12, Cha 14.  
   
  Skills and Feats: Handle Animal +8, Knowledge 
  Local +3, Move Silent +4, Ride +8, Spot +3. Cleave, 
  Power Attack, Skill Focus (move silent), Stealthy, 
  Weapon focus (battleaxe). 
   
  APL 6 (EL 7) 
  � Mayana: Female ghost Ftr 5; CR 7, Medium undead 
  (Incorporeal); HD 5D12; Hps 45; Init + 2; Spd fly 30 ft. 
  (perfect); AC 20 (touch 14, flat footed 16) [[+2 dex, +5 
  chainmail, +1 light wooden shield, +2 deflection]]; 
  BA/G +5/+7; Full Atk +7 melee (no damage, 
  incorporeal touch) +9 melee (1d8 +3, battle axe); 
  Special Attacks Horrific Appearance (Fort DC 14)(Su), 
  Malevolence 
  (Will 
  DC 
  17)(Su), 
  Manifestation, 
  Telekinesis (Su),  SQ Darkvision 60’, incorporeal traits, 
  rejuvenation, +4 turn resistance, undead traits; AL N; 
  SV Fort +5 Ref +4 Will +3 Str 16, Dex 14, Con -, Int 13, 
  Wis 12, Cha 14.  
   
  Skills and Feats: Handle Animal +10, Knowledge 
  Local +3, Move Silent +5, Ride +10, Spot +4. Cleave, 
  Combat Expertise, Power Attack, Skill Focus (move 
  silent), Stealthy, Weapon focus (battleaxe). 
   
  APL 8 (EL 10) 
  � Mayana: Female ghost Ftr 8; CR 10, Medium 
  undead (Incorporeal); HD 8D12; Hps 72; Init + 2; Spd 
  fly 30 ft. (perfect); AC 20 (touch 14, flat footed 16) [[+2 
  dex, +5 chainmail, +1 light wooden shield, +2 
  deflection]]; BA/G +8/+10; Full Atk +11/+6 melee (no 
  damage, incorporeal touch) +12/+7 melee (1d8 +5, 
  battle axe); Special Attacks Horrific Appearance (Fort 
  DC 
  16)(Su), 
  Malevolence 
  (Will 
  DC 
  17)(Su), 
  Manifestation, Telekinesis (Su),  SQ Darkvision 60’, 
  incorporeal traits, rejuvenation, +4 turn resistance, 
  undead traits; AL N; SV Fort +6 Ref +4 Will +3 Str 16, 
  Dex 14, Con -, Int 13, Wis 12, Cha 15.  
   
  Skills and Feats: Handle Animal +13, Knowledge 
  Local +3, Move Silent +6, Ride +13, Spot +6. Cleave, 
  Combat Expertise, Improved Disarm, Power Attack, 
  Skill Focus (move silent), Stealthy, Weapon focus 
  (battleaxe), Weapon Specialization (battleaxe). 
   
  APL 10 (EL 12) 
  � Mayana: Female ghost Ftr 10; CR 12, Medium 
  undead (Incorporeal); HD 10D12; Hps 90; Init + 2; Spd 
  fly 30 ft. (perfect); AC 23 (touch 14, flat footed 16) [[+1 
  dex, +8 masterwork full plate, +2 masterwork heavy 
  steel shield, +2 deflection]]; BA/G +10/+13; Full Atk 
  +13/+8 melee (no damage, incorporeal touch) +14/+9 
  melee (1d8 +5, battle axe); Special Attacks Horrific 
  Appearance (Fort DC 17)(Su), Malevolence (Will DC 
  17)(Su), 
  Manifestation, 
  Telekinesis 
  (Su), 
   
  SQ 
  Darkvision 60’, incorporeal traits, rejuvenation, +4 turn 
  resistance, undead traits; AL N; SV Fort +7 Ref +5 Will 
  +4 Str 16, Dex 14, Con -, Int 13, Wis 12, Cha 15.  
   
  Skills and Feats: Handle Animal +15, Knowledge 
  Local +3, Move Silent +7, Ride +15, Spot +7. Cleave, 
  Combat Expertise, Improved Critical, Improved 
  Disarm, Improved Sunder, Power Attack, Skill Focus 
  (move silent), Stealthy, Weapon focus (battleaxe), 
  Weapon Specialization (battleaxe). 
   
  APL 12 (EL 14) 
  � Mayana: Female ghost Ftr 12; CR 14, Medium 
  undead (Incorporeal); HD 12D12; Hps 108; Init + 2; 
  Spd fly 30 ft. (perfect); AC 23 (touch 14, flat footed 16) 
  [[+1 dex, +8 masterwork full plate, +2 masterwork 
  heavy steel shield, +2 deflection]]; BA/G +12/+15; Full 
  Atk +15/+10/+5 melee (no damage, incorporeal touch) 
  +16/+10/+5 melee (1d8 +7, battle axe); Special Attacks 
  Horrific Appearance (Fort DC 19)(Su), Malevolence 
  (Will DC 18)(Su), Manifestation, Telekinesis (Su),  SQ 
  Darkvision 60’, incorporeal traits, rejuvenation, +4 turn 
  resistance, undead traits; AL N; SV Fort +7 Ref +5 Will 
  +4 Str 16, Dex 14, Con -, Int 13, Wis 12, Cha 16.  
  SHL3-06 A Chink in the Armor 
   
  Page 24 
  
   
  Skills and Feats: Handle Animal +17, Knowledge 
  Local +3, Move Silent +8, Ride +17, Spot +8. Cleave, 
  Combat Expertise, Greater Weapon focus (battleaxe), 
  Improved Critical, Improved Disarm, Improved 
  Sunder, Power Attack, Skill Focus (move silent), 
  Stealthy, 
  Weapon 
  focus 
  (battleaxe), 
  Weapon 
  Specialization (battleaxe). 
  SHL3-06 A Chink in the Armor 
   
  Page 25 
  
  DM Aid 
  Maps 1 and 3 (Area map and map of the Keep) 
   
   
   
   
   
   
   
   
   
  SHL3-06 A Chink in the Armor 
   
  Page 26 
   
  
  Map 2 (South Keep) 
   
  SHL3-06 A Chink in the Armor 
   
  Page 27 
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Shield Lands/593/Normal Scenarios/SHL3-06 - A Chink in the Armor (APL 2-12)/SHL3-06 - A Chink in the Armor (1-14).pdf