TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of Wizards of the 
  Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit www.wizards.com/d20 
  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can sanction and run DUNGEONS & 
  DRAGONS game events of all sizes, visit our website at www.rpga.com. 
  DUNGEONS & DRAGONS, D&D, GREYHAWK, Living Greyhawk, D&D Rewards, RPGA, Player’s Handbook, Dungeon Master’s 
  Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This material is protected 
  under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork 
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  Visit the LIVING GREYHAWK website at www.rpga.com. 
   
   
  COR6-10 
   
   
   
  MURDER IN ELMSHIRE 
   
  A One-Round Dungeons & Dragons® Living 
  Greyhawk™  
  Core Adventure 
  Version 1.0 
   
   
  by Michael McKeown and Steve Yee 
  Circle Reviewer: Creighton Broadhurst  
  Reviewer: Sam Weiss 
  Editor: Eric Cagle 
  Playtesters: Phillip Tchou, Nathan Sparks, Scott Reid, Mindy Reid, Katherine Stinde, Kevin Stinde 
  Special Thanks: The players and judges of the Furyondy Region, and Theron Martin 
   
   
  An embattled plea from a halfling village leads to dark secrets. What has happened to the poor citizens of this quiet 
  community along the Lake of Unknown Depths? A one-round Core adventure set in the Domain of Greyhawk for 
  characters level 1-11 (APLs 2-8). 
  Sources: Book of Vile Darkness [Monte Cook], COR4-12 Key to the Grave [Jason Bulmahn], COR5-02 Voice of Reason 
  [Pierre van Rooden], COR5-09 Gateway to the Bright Sands [Theron Martin], “Elmshire” presented in Dragon Magazine 
  262 [Roger E. Moore], The City of Greyhawk, From the Ashes [Carl Sargent], The Adventure Begins [Roger E. Moore], 
  and Iuz the Evil [Carl Sargent]. 
   
  
  COR6-10 Murder in Elmshire 
   
  Page 2 
   
  RPGA SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a worldwide, 
  ongoing D&D® campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL™ gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the table Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have to be a 
  HERALD-LEVEL GM to run this adventure if you are not 
  the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second player and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2007.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com.  
   
  Players Read No Farther 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than this 
  section, you’ll know too much about its challenges, which 
  kills the fun. Also, if you’re playing this adventure as part 
  of an RPGA-sanctioned event, reading beyond this point 
  makes you ineligible to do so.  
   
  Preparing for Play 
  To get the most out of this adventure, you need copies of 
  the following D&D rule books: Player’s Handbook, 
  Dungeon Master’s Guide, and the Monster Manual.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Sidebars contain important 
  information for you, including special instruction on 
  running the adventure. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Full information on NPCs 
  and monsters are given in Appendix 1. For your 
  convenience, that appendix is split by APL 
   
  Along with this adventure you’ll find a RPGA 
  Session Tracking sheet. If you’re playing this adventure as 
  part of an RPGA-sanctioned event, complete and turn in 
  this sheet to your senior GM directly after play. You’ll also 
  find a LIVING GREYHAWK Adventure Record (AR).  
   
   Living Greyhawk LEVELS 
  OF PLAY 
   Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  1. Determine the character level for each of the PCs 
  participating in the adventure. 
  2. If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), other than 
  those brought by virtue of a class ability (such as 
  animal companions, familiars paladin’s mounts) or 
  the warhorse of a character with the Mounted 
  Combat feat, use the sidebar chart to determine the 
  number of levels you add to the sum of step one. Add 
  each character’s animals separately. A single PC may 
  only bring four or fewer animals of this type, and 
  animals with different CRs are added separately.  
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & ½ 
  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 step 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round to the nearest whole number. 
  4. If you are running a table of six PCs, add one to that 
  average. 
   
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLs are given in even-numbered 
  increments. If the APL of your group falls on an odd 
  number, ask them before the adventure begins whether 
  they would like to play a harder or easier adventure. 
  Based on their choice, use either the higher or the lower 
  adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. If a player 
  
  COR6-10 Murder in Elmshire 
   
  Page 3 
   
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character receives only one-half of the 
  experience points and gold for the adventure. This 
  simulates the fact that either the PC was not challenged 
  as much as normal or relied on help by higher-level 
  characters to reach the objectives. 
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may 
  not play the adventure. 
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1st-level characters may find 
  the challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them and fight for them. 
   
  TIME UNITS AND UPKEEP 
  This is a standard one-round Core adventure, set in the 
  Domain of Greyhawk. All characters pay 2 Time Units 
  per round. 
   
  Adventurer’s Standard Upkeep costs 12 gp per Time 
  Unit. Rich Upkeep costs 50 gp per Time Unit. Luxury 
  Upkeep costs 100 gp per Time Unit. Characters that fail 
  to pay at least Standard Upkeep will retain temporary 
  ability damage until the next adventure, must buy new 
  spell component pouches and healer’s kits, and may 
  suffer other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this scenario. 
   
  A character that does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild. If the character possesses four or more 
  ranks in the Survival skill and succeeds at a DC 20 
  Survival check, the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, may 
  refill spell component pouches and healer’s kits, and may 
  restock up to 20 arrows or bolts if the character has at 
  least four ranks in Craft (bowmaking). The player is 
  allowed to Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of Chapter 
  3 of the LIVING GREYHAWK Campaign Sourcebook. 
   
  ADVENTURE 
  BACKGROUND  
  As a young halfling, Milton Merrifoot took over his uncle 
  Darvin’s tailor business in the village of Elmshire. Milton 
  shared similar interests as his late uncle, including a 
  genuine love for tailoring…and the worship of Iuz. 
  Unlike his uncle, however, Milton was more ambitious. 
  He quickly established a shrine to Iuz at the outskirts of 
  the village, gathered a few fellow worshippers and 
  conducted ceremonies. Permen Merrifoot, Darvin’s 
  brother, also a follower of Old Wicked, aided and 
  encouraged Milton. 
   
  As Milton matured, he grew in power and arrogance. 
  One day, instead of sacrificing an innocent, unwary 
  traveler to Iuz, he sacrificed two of his neighbors; a nosy 
  halfling goat herder and his wife. This proved to be his 
  undoing. Several villagers were already suspicious of his 
  personal activities and immediately suspected his 
  involvement in their disappearance. A group of halfling 
  adventurers were recruited to investigate and they 
  quickly determined Milton’s guilt and found the shrine 
  to Iuz. Later, several villagers confronted the worshippers 
  at their shrine. In the subsequent fight, Milton managed 
  to escape but all his followers were slain and the shrine 
  was destroyed. It was a very humbling experience. 
   
  Milton wandered the Flanaess before settling in the 
  Kingdom of Furyondy. With the encouragement of 
  Griswald Hairhand, a fellow halfling and one of Iuz’s 
  spies, Milton secretly aided the forces of Iuz. Over the 
  next few decades (including during both the Greyhawk 
  Wars and the Great Northern Crusade), Milton assisted 
  Iuz in sowing as much dissension as possible in the 
  central Flanaess and became an accomplished cleric of 
  Iuz.   
   
  Late in 594 CY, the Cult of Iuz in Greyhawk City set 
  up a necromantic smuggling operation. The Cult 
  recruited Milton. Wiser and much more experienced, 
  Milton secretly returned to his former village and 
  reclaimed his old shrine. Milton quickly became 
  invaluable to the operation. His geographical knowledge 
  of the area surrounding the village of Elmshire and the 
  Selintan River coupled with his working relationship 
  with an equally black-hearted Rhennman, named 
  Braknor Vorreth, proved to be critical. 
   
  Milton was careful to keep a very low profile and like 
  Braknor used a not-too-bright local Rhennee named 
  Marran Sarraith to do the actual smuggling. Marran 
  picked up the necromantic supplies from Milton’s 
  henchmen along the banks of the Selintan (not far from 
  the shrine) and deliver the goods to Braknor’s henchmen 
  at the docks of the City of Greyhawk. Marran was paid 
  well and had no direct knowledge of either Milton or 
  Braknor. 
   
  All proceeded quite well until early 596 CY, when 
  Marran 
  became 
  greedy. 
  The 
  Rhennee 
  smuggler 
  demanded more gold for his trouble and threatened to 
  stop delivering the necromantic goods for Milton. He 
  later threatened to alert the authorities. After a series of 
  threatening letters, Milton’s henchmen ambushed 
  Marran and murdered him.  
   
  As Milton had learned from past experiences, the 
  fate is extremely fickle. Disaster began to unfold as the 
  local 
  Rhenn-folk 
  raised 
  a 
  fuss 
  over 
  Marran’s 
  disappearance and blamed the halfling villagers, who had 
  long hated the Rhennee. To make matters worse, 
  Marran’s aunt turned out to be a powerful and spiteful 
  Veth. The Veth swore a blood oath to punish anyone 
  responsible if Marran was found dead. The halflings 
  chased the Veth and the rest of the Rhennee out of 
  village with pitchforks and swords. 
   
  The situation eventually quieted down until a 
  curious goat herder, Harlinn Pebblestone, witnessed the 
  arrival of some necromantic goods. Harlinn was quickly 
  
  COR6-10 Murder in Elmshire 
   
  Page 4 
   
  caught and murdered. Fate again conspired as Harlinn 
  turned out to be the son of the goat herder Milton had 
  murdered years before. Milton’s henchmen left Harlinn’s 
  body along the shore of Midbay (near the mouth of the 
  Selintan River), carefully leaving a few clues to suggest 
  Rhennee involvement.  
   
  The villagers soon accused the Rhennee of Harlinn’s 
  murder and the Rhennee countered with more 
  accusations of the villagers’ involvement in Marran’s 
  disappearance. Tensions began to rise. A group of armed 
  halflings went to confront the Rhennee but before 
  violence could erupt, the Veth used a family heirloom 
  and placed a powerful curse on the inhabitants of the 
  village. A curse that made all their food and drink taste 
  like dirt! The halflings fled in terror, while the rest of the 
  villagers reeled from the curse. Since then, there has been 
  no contact between the two communities. 
   
  Milton was amused with the halflings’ predicament 
  and the obvious tension between the two communities. 
  However, he realized too late his amusement had a price. 
  Now, he had to wait even longer for the situation to quiet 
  again before he could restart the smuggling operation. No 
  doubt Braknor and the Cult of Iuz in the City of 
  Greyhawk would be displeased with the delay but 
  hopefully a more reliable smuggler could be found 
  during this time. Milton and his henchmen retired to the 
  old shrine to wait. 
   
  Meanwhile, Milnia Taquin—a former employee of 
  the Broken Staff Inn in the City of Greyhawk – was 
  alerted to the death of her good friend Harlinn. When 
  she arrived in Elmshire, she witnessed the effect of the 
  curse upon the village and was aghast to learn the details 
  of Harlinn’s murder and all that had transpired over the 
  last few weeks. She immediately returned to Greyhawk 
  City and sought out help  
   
  ADVENTURE SUMMARY  
  A halfling goat herder from the village of Elmshire is 
  found dead off the waters of the Nyr Dyv and the local 
  Rhennee are blamed. Adventurers hired to investigate 
  the crime determine the murder is related to the 
  disappearance and death of a Rhennee. Both murders 
  were committed by a cleric of Iuz to protect a 
  necromantic smuggling operation into nearby Greyhawk 
  City. In solving the murders, the adventurers reveal the 
  smuggling operation, defeat the evil cleric and lift a 
  Veth’s curse plaguing the halfling villagers.   
   
  Introduction: In the City of Greyhawk, the PCs 
  are contacted by a young halfling. She asks the PCs to 
  solve the murder of a halfling goat herder and assist in 
  lifting a Rhennee Veth’s curse from her village.  
   
  Encounter 1—Danger Along the River: Near 
  the village of Elmshire, the PCs are attacked by undead. 
  One of the undead is of Rhennee descent.  
   
  Encounter 2—The Village of Elmshire: In 
  Elmshire, the PCs talk with the villagers and gather 
  evidence about the goat herder’s murder and the cause of 
  the Veth’s curse.  
   
  Encounter 3—The Rhennee Camp: The PCs 
  talk with the Rhennee Veth about the missing 
  Rhennman. Evidence suggests the missing Rhennman 
  was one of the undead fought in encounter 1. 
   
  Encounter 4—A Small Pouch: At the location 
  where the halfling’s body was found, the PCs discover 
  evidence indicating Milton Merrifoot, a cleric of Iuz, was 
  involved.  
   
  Encounter 5—Brotherly Love: The PCs learn 
  the location of Milton’s old shrine to Iuz.   
   
  Encounter 6—A Few Pets: Searching the old 
  shrine, the PCs find a new shrine dedicated to Iuz. The 
  PCs also discover evidence of an ongoing necromantic 
  smuggling operation into the City of Greyhawk. 
   
  Encounter 7—Old Wicked: The PCs confront 
  Milton Merrifoot. 
   
  Conclusion: Milton is revealed as the murderer of 
  both the halfling goat herder and the missing Rhennman. 
  The Veth lifts the curse from the village.  
   
  PREPARATION FOR PLAY 
  Prior to the start of the adventure, determine if any of the 
  PCs have previously played COR4-12 Key to the Grave, 
  COR5-02 Voice of Reason or COR5-09 Gateway to the 
  Bright Sands. It is not necessary to have played these 
  adventures to enjoy this one.  
   
  Characters that have played COR4-12 Key to the 
  Grave are provided a different introductory letter at the 
  start of the adventure.  
   
  Characters that have played COR5-09 Gateway to the 
  Bright Sands are contacted by Scorimongishaz, who 
  provides some additional useful clues to help in the 
  investigation.  
   
  Any character subject to “Edna’s Curse” from COR5-
  02 Voice of Reason adversely affects all interaction with 
  the Rhennee in this adventure.  
    
  INTRODUCTION 
  It is Starday, the 22nd of Coldeven, 596 CY, and the PCs 
  have been in the City of Greyhawk for a few days. 
   
  Give Player Handout 1 to any PC who has played 
  COR4-12 Key to the Grave. The PC received this message 
  the day before. If none of the PCs at the table has played 
  COR4-12 Key to the Grave, give them Player Handout 
  2.  
   
  When the PCs are ready, read or paraphrase the 
  following:  
   
   
  Your travels have once again brought you to the 
  Free City of Greyhawk, the Gem of the 
  Flanaess. After visiting a few of the city’s 
  sights, you’ve made your way to the Foreign 
  Quarter and the Blue Dragon Inn. It is nearly 
  noon and the aroma of good food wafting from 
  the inn is very enticing. 
   
  A male half-elf directs the staff in the large 
  drinking room on the second floor of the inn. 
  Flags and banners of the many nations of Oerth 
  decorate the walls. Above the bar, the well-
  preserved head and huge claws of a blue dragon 
  
  COR6-10 Murder in Elmshire 
   
  Page 5 
   
  hang menacingly in the smoke filled air. Its 
  glowing eyes seem to stare at you.  
   
  A DC 10 Spot check reveals the head of the blue dragon 
  occasionally moves very slightly. The creature’s eyes 
  appear to randomly follow people about the room. A 
  detect magic or similar spell confirms an illusion has 
  been placed on the head to make it appear more life-like.  
   
  Gustin Longpike (LN male half-elf fighter 3) owns 
  the inn. He, along with a cook and three servers (male or 
  female human expert 2), serve the noontime customers. 
  Gustin is a large, jovial man. He is a vocal advocate of 
  democracy and is prone to arguing politics with anyone. 
  He admits to being a former adventurer and, with very 
  little prodding, tells a fanciful story about how he and his 
  adventuring party slew the dragon whose head is one the 
  wall. In truth, the head was already present when he 
  bought the inn from the previous owner. 
   
  If the PCs do not already know each other, allow 
  them a few minutes to introduce themselves to each 
  other. Gustin stops by the table to personally take their 
  order. He asks if any of the PCs are adventurers and 
  strikes up a brief conversation before taking their orders. 
   
  If any PC asks after Milnia, Gustin replies her shift 
  starts in the afternoon but that she is arriving early at 
  noon for some personal business. Gustin does not discuss 
  what Milnia’s business is. 
   
  Shortly past noon, a young, attractive female halfling 
  enters the inn. She makes her way to several tables, 
  greeting long-time customers. A DC 15 Spot check, 
  catches a brief conversation between her and Gustin. 
  Gustin points to the PCs.  
   
  When Milnia approaches the PCs’ table, she nods her 
  head and greets any PC she met during the events 
  detailed in COR4-12 Key to the Grave. To those she does 
  not know, she introduces herself as Milnia Taquin. Read 
  or paraphrase the following: 
   
  “I don’t wish to bother you, but I was hoping 
  you might be able to help me? Gustin said you 
  might 
  be 
  adventurers. 
  My 
  village 
  is 
  in 
  desperate need of some help. Would you be 
  willing to hear my tale?” 
   
  Should the PCs be willing, Milnia sits at the table. If she 
  does not know a PC, she asks for introductions. She also 
  acknowledges she sent the message to the PCs (Player 
  Handout 1 and Player Handout 2). Before Milnia 
  tells her tale, Gustin arrives with a glass of elven wine for 
  her. 
   
  Taking a sip from her wine, Milnia slowly 
  begins. “It all started about a month ago. A 
  Rhennee trader named Marran Sarraith went 
  missing and the local Rhennee blamed the folk 
  of Elmshire for his disappearance.  The sheriff 
  did make an honest effort to look for him, but 
  found nothing.  The Rhennee didn’t take much 
  stock in the investigation and began to 
  question 
  everyone 
  about 
  Marran’s 
  disappearance” 
   
   Milnia 
  gives 
  a 
  small 
  shudder 
  before 
  continuing. “It’s not that we have anything 
  against 
  the 
  Rhennee, 
  but 
  some 
  of 
  the 
  merchants have had problems with them. Also, 
  a few years ago some Rhennee worked with an 
  evil halfling family to kidnap some of the 
  villagers.  I guess, in truth, some believe the 
  Rhennee are bad people and not to be trusted.  
  Anyway, the Rhennee didn’t learn anything 
  new and their questioning became so persistent 
  and aggressive that the mayor and the village 
  elders took action.  Sheriff Waterleaf and the 
  Watch forced them out of town at the end of a 
  pitchfork and told them not to return!”  
   
  Milnia begins to tremble, eyes welling up 
  with 
  tears. 
  “Nearly 
  a 
  week 
  ago, 
  Sheriff 
  Waterleaf found Harlinn Pebblestone dead 
  along the shores of the Nyr Dyv!  Harlinn and 
  I…” Milnia begins to weep. 
   
  “Harlinn and I were very close friends.  
  Harlinn never liked the Rhennee and was 
  known to talk ill of them. Sheriff Waterleaf 
  said they found a Rhennee charm near his body 
  and that one of the Rhennee killed him.” 
   
  Milnia dries her tears and again sips from 
  the wine. “Some of Harlinn’s friends, including 
  Mayor Thistleleaf and the sheriff, confronted 
  the Rhennee. Things got ugly and fighting 
  almost 
  broke 
  out, 
  as 
  each 
  side 
  threw 
  accusations at the other. Finally, an old 
  Rhennee wise woman had enough—I think 
  Marran was her nephew. She was upset by 
  Marran’s 
  disappearance 
  and 
  the 
  villagers’ 
  accusations that she broke a magic pendant.  
  All the villagers fled, but it was too late.  The 
  Rhennee witch had cursed them and now all 
  their food and drink tastes like DIRT! Would 
  you be willing to help my family and friends 
  solve Harlinn’s murder and make that Rhennee 
  witch lift her curse?” 
   
  Milnia settles back in her seat and drinks her wine, 
  waiting for the PCs to answer. The adventure is over for 
  any PC who declines to help. Should the PCs agree to 
  help, she thanks them profusely. 
   
  Milnia recommends the PCs begin the investigation 
  by talking with Sheriff Waterleaf, Mayor Thistleleaf and 
  the villagers. If prompted, she can relate the following 
  information:  
   
  Milnia lives in the City of Greyhawk and has 
  worked at this inn for the last couple of years. 
  She left the Broken Staff Inn after Lord Kolta 
  was discovered to have been a vampire. 
   
  As soon as she heard of Harlinn’s death, she 
  rushed to Elmshire. She arrived after Harlinn’s 
  friends and neighbors had been cursed. The 
  curse essentially affects those in the part of 
  village where she and Harlinn grew up. 
   
  Elmshire is approximately sixty miles northeast 
  of the City of Greyhawk. The village is located 
  
  COR6-10 Murder in Elmshire 
   
  Page 6 
   
  near the mouth of the Selintan River, as the 
  waters of the Nyr Dyv flow into it. The quickest 
  way to Elmshire is along the road north of 
  Greyhawk. It is possible to take a boat upriver, 
  but this takes additional time. 
   
  Although, Milnia is willing to pay the PCs for 
  their investigation, she does not bring up 
  payment, hoping the PCs will help her from the 
  goodness of their hearts. She offers each PC up 
  to 25 gp. “I was saving this money for 
  when Harlinn and I were married.” 
   
  She has arranged for the PCs to stay at the Inn of 
  the Two Sisters for free room and reasonable 
  board until Growfest. 
   
  The Rhennee have a small encampment to the 
  southwest of the village along the banks of the 
  Selintan. Marran was rumored to be one of the 
  worst of the Rhennee—bad tempered and 
  violent. 
  Milnia 
  knows 
  nothing 
  of 
  the 
  circumstances of his disappearance though it’s 
  widely believed he is dead. 
   
  She heard a rumor that the Rhennee supposedly 
  killed Harlinn’s parents. Harlinn never talked 
  about it. He has an older brother, Tomlinn, a 
  cleric of Aroven, who fought in the Greyhawk 
  Wars. Tomlinn is supposed to be returning to 
  the village to visit his brother’s grave. 
   
  Harlinn’s body was found to the northeast of the 
  village, along the lakeshore of the Nyr Dyv near 
  the mouth of the Selintan River. Sheriff 
  Waterleaf no doubt has more information.  
   
  Milnia urges the PCs to solve the murder 
  quickly. If the Rhennee had nothing to do with 
  the murder, then perhaps an apology from the 
  villagers would get the witch to remove the 
  curse. On the other hand, if the Rhennee did 
  murder Harlinn, the witch will have to be dealt 
  with. 
   
  A DC 15 Sense Motive check reveals Milnia, although 
  sophisticated, is prejudiced against the Rhennee. Also, a 
  successful DC 15 Knowledge (Local—Core) check 
  reveals the Rhennee witch was likely a Veth, or “wise-
  woman.” Hand any PC who makes this Knowledge 
  check, or an equivalent, read Appendix 3. 
   
   
  k Milnia Taquin: NG female halfling expert 3; hp 
  17.  
   
  Appearance: Of average height and weight, she has 
  black hair and deep brown eyes. She is in her mid- to late 
  thirties and is very attractive (Cha 14). Milnia is friendly, 
  affectionate, and something of a flirt. 
   
  Treasure 
   
  All APLs: Coin—25 gp. 
   
  ENCOUNTER 1: DANGER 
  ALONG THE RIVER 
  The roughly sixty-mile journey to Elmshire is uneventful. 
  As they approach the village however they are ambushed 
  by undead. This encounter assumes the PCs travel to 
  Elmshire along the north road. The journey takes roughly 
  two days. Unless they tarry in Greyhawk, they arrive on 
  the 24th. Establish a marching order and watch order for 
  their journey.  
   
  Should the PCs choose to journey upriver by boat or 
  use other means entirely, skip this encounter and insert 
  the undead ambush into Encounter 3: The Rhennee 
  Camp. Refer to that encounter for more information. 
   
   
  BY ROAD 
  The PCs travel on a well-maintained road, which 
  generally parallels the Selintan River. The road gently 
  weaves through open fields, thick foliage and woods. The 
  wide river is sometimes dozens of yards to several miles 
  away. Traffic diminishes and crossroads become farther 
  apart as the PCs travel north. The PCs may talk to other 
  travelers, although none know anything of the current 
  events in Elmshire. 
   
  The road narrows and becomes more winding as it 
  makes its way through the foothills of the Cairn Hills. 
  Approximately three to four miles from Elmshire, as the 
  PCs approach a crossroads, read the following: 
   
  A crossroads sits roughly 100 feet ahead of you. 
  A small path, no more than a dozen or so yards 
  away, heads west toward the Selintan, while a 
  narrow path leads east, deeper into the hills. At 
  the northeast corner of the crossroads sits a 
  large, gnarled and twisted, old oak tree. The 
  remains of an averaged-sized humanoid hang 
  from a large branch. 
    
  When the PCs move to within 20 ft. of the body (some of 
  the surrounding foliage and branches initially obscures 
  their view) read the following: 
   
  The corpse is dressed in tattered clothes and 
  has more than one portion of its body picked 
  clean of flesh. A noose wraps tightly about its 
  neck. A placard, bearing the word “Murderer” 
  in Common has been nailed to its chest. Several 
  crows sit on the branches above the corpse, 
  cackling and cawing to each other. It is almost 
  reminiscent of mocking laughter.  
    
  The dead body hanging from the tree is meant to be a 
  distraction set up by Marran. As soon as the PCs attention 
  is focused on the body, the undead attack. A DC 15 Spot 
  check reveals the undead ambush.   
    
  APL 2 (EL 4) 
   
  �d Marran Sarraith: male human corpse rogue 
  1/fighter 1; hp 18; Appendix 1. 
  
  COR6-10 Murder in Elmshire 
   
  Page 7 
   
   
  �� d Human Commoner Zombie (2): hp 21 
  each; Monster Manual 266. 
   
  APL 4 (EL 6) 
   
  ��d Marran Sarraith: male human corpse rogue 
  1/fighter 1; hp 18; Appendix 1. 
   
  ��
  d
   Ghast (2): hp 39 each; Monster Manual 118.  
   
  APL 6 (EL 8) 
   
  ��d Marran Sarraith: male human corpse rogue 
  2/fighter 1/warrior 2; hp 45; Appendix 1. 
   
  �� d Advanced 8 HD Ghast (3): hp 72 each; 
  Appendix 1.  
   
  APL 8 (EL 10) 
   
  d �Marran Sarraith: male human corpse rogue 
  2/fighter 2/warrior 4; hp 72; Appendix 4. 
   
  �Tomasa Littleberg: male human corpse wizard 6; 
  hp 54; Appendix 1. 
   
  �d Advanced 8 HD Ghast (3): hp 72 each; 
  Appendix 1.  
   
  Tactics: Although the PCs may suspect that it is undead, 
  the corpse in the tree does not animate—it is simply a 
  diversion.  
   
  The zombies (or ghasts, depending on the APL) hide 
  in the nearby foliage, at of the edge of the road, while the 
  corpse creature(s) hide behind nearby trees. The undead 
  coordinate their attack whenever possible, preferring to 
  flank opponents. The ghasts do not coup de grace 
  paralyzed opponents, preferring instead to eat them alive 
  after the fight to prolong their suffering. The undead 
  show no mercy and attack until destroyed. 
   
  At APL 8, Tomasa Littleberg does not enter combat 
  directly. If he has time to prepare, he casts protection 
  from arrows and shield on himself. When combat begins, 
  he casts haste on his allies. He then supports his allies 
  with offensive spells, doing his best not to catch any in 
  the area of effect. Finally, he reserves dispel magic to 
  remove any untoward magical affect on his allies. 
   
  Treasure: 
   
  APL 2: Loot—44 gp. 
   
  APL 4: Loot—44 gp. 
   
  APL 6: Loot—44 gp. 
   
  APL 8: Loot—48 gp. 
   
  Development: After the undead have been destroyed, 
  the PCs may find a couple of interesting clues. If they 
  investigate the body hung in the tree, a DC 15 Heal check 
  reveals the dead body had likely been in the water for 
  some time before being hung from the branch. Teeth 
  marks on the bones indicate something other than birds 
  ate the flesh. Based on this evidence, a DC 10 Intelligence 
  check is needed to realize the remains were likely taken 
  from the river, partially eaten, and hung from the tree to 
  serve as a distraction to unwary travelers. 
   
  Searching the undead reveals little information, save 
  for the body of the corpse creature (which is Marran 
  Sarraith). Marran had strong Rhennee features, with dark 
  brown hair and hazel eyes. He was stocky and nearly six 
  feet in height (tall for a Rhennee). His tongue and lower 
  jaw are missing (they have obviously been cut off). His 
  left hand bears a signet ring with the letter “S”. Finally, he 
  wears a necklace with a small gold cat figurine pendant 
  attached to it. All these clues later identify the corpse 
  creature as Marran Sarraith. 
   
  Getting useful information from either the attackers 
  or Marran Sarraith proves difficult. A DC 18 Spellcraft 
  check reveals speak with dead requires the dead body to 
  have a mouth and not previously undead—Marran’s 
  corpse does not meet the requirements of the spell. 
  Nevertheless, should the PCs somehow be able to 
  communicate with the undead, they find out the 
  following information: 
   
  The human remains in the tree are of a Flan 
  human male named Daffayd Ap Corwin. He was 
  sailor until he got drunk and drowned in the 
  river. 
   
  Marran knows the following: 
   
  Marran illegally transported goods (some 
  necromantic in nature) into the City of 
  Greyhawk. He picked up the supplies from a 
  spot three miles northeast of Elmshire, along 
  the Midbay shores of the western Nyr Dyv, 
  delivering them to a group Rhennee in 
  Greyhawk. He does not know who his employer 
  was and has never met the person. 
   
  A dwarf and a half-orc killed him. 
   
  Marran was killed for demanding too much gold 
  from 
  his 
  mysterious 
  employer 
  and 
  for 
  threatening to report everything to the Watch. 
   
  At APL 8, the additional corpse creature (Tomasa 
  Littleberg) has distinct Suel features. He was a man of 
  average height and weight, but possesses no jewelry or 
  other identifiable items. He had no prior relationship 
  with Marran when he was alive.  
   
  Nothing else of interest occurs during the remainder 
  of the PCs journey to Elmshire. Proceed to Encounter 
  2: The Village of Elmshire. 
   
  ENCOUNTER 2: THE 
  VILLAGE OF ELMSHIRE 
  The Village of Elmshire is located near the mouth of the 
  Selintan River along Midbay of the Western Nyr Dyv. It 
  is in a hilly but arable region. The large majority of the 
  villagers are halflings, with a scattering of gnomes and 
  dwarves. The homes and shops are a mixture of stone and 
  wood constructs. Most are sized for Halflings, but a few 
  have been built for humans. Some underground burrows 
  have been dug into the gently rolling hills. Several docks 
  and warehouses have been built along the lakeshore and 
  the Green River. Many farms and other small family-
  oriented communities surround the village. Large herds 
  of sheep and goats roam the village periphery under the 
  constant guidance of warriors accompanied by watchdogs  
  
  COR6-10 Murder in Elmshire 
   
  Page 8 
   
   
  The following sections list relevant information and 
  important places in the village. Feel free to add any 
  necessary building or NPCs, as long as such additions do 
  not interfere with, or give away, the overall plot of the 
  adventure. Unless otherwise stated, all NPCs are either 
  commoner 1 or expert 1. Make sure to give the PCs 
  Player Handout 3 to serve as a guide to the different 
  NPCs, who may have information about the missing 
  Rhennee and Harlinn’s murder. 
   
  GENERAL INFORMATION 
  A Gather Information check from the villagers about the 
  history of Elmshire, the events that transpired with 
  Marran’s disappearance, and Harlinn’s murder, reveals 
  the following information: 
   
  DC 5: Mayor Thistleleaf, Sheriff Waterleaf and 
  halflings from the southwestern part of the 
  village are under a Rhennee curse that makes all 
  their food and drink taste like dirt. The curse 
  stems from the disappearance of a Rhennee 
  bargeman and a murdered halfling goat herder 
  named Harlinn Pebblestone. The villagers don’t 
  know what to do about the curse and want it 
  lifted. Some believe the missing Rhennee must 
  be found to lift the curse and an apology given 
  to the Rhennee witch. But most believe the 
  Rhennee were responsible for Harlinn’s murder 
  and that the Rhennee must be brought to 
  justice. The Sheriff and the Mayor have locked 
  themselves in their respective homes. 
   
  DC 10: Harlinn was a decent, hard-working 
  goat herder. His parents were murdered when 
  he was still a child. It’s rumored the Rhennee 
  committed the crime. Harlinn never confirmed 
  this, but he had a strong dislike for the 
  Rhennee. He never talked about his parents’ 
  death. 
   
  DC 13: The Rhennee have a semi-permanent 
  encampment about ten miles southwest of the 
  village. Tharvask Mordtelsin leads the camp. A 
  Rhennee witch lives in the encampments. She 
  sometimes tells fortunes. 
   
  DC 15: Mayor Thistleleaf was elected Mayor 
  six years ago. Mayor Greenshade was the former 
  Mayor. Mayor Thistleleaf hates the Rhennee 
  and often refers to them as “river trash”. 
   
  DC 17: A plague killed nearly half the village 
  in CY583-584. This plague was called the Yellow 
  Eye and made its victims slowly waste away as if 
  from the effects of starvation. Even force-
  feeding the victims didn’t help. Many believe 
  the Rhennee were responsible for causing the 
  plague and the curse may be the start of the 
  Yellow Eye Plague. 
   
  DC 20: The missing Rhennee bargeman 
  (Marran Sarraith) was taller than the average 
  Rhennee and had a very bad temper. He had a 
  ring on his hand that he claimed it was a signet 
  ring. He also claimed to have been nobility. 
   
  DC 25: Harlinn Pebblestone was very good 
  friends with Milnia Taquin, who now lives and 
  works in Greyhawk. Some say they were to be 
  married.  
   
  DC 30: The villagers are all prejudiced against 
  the Rhennee, whom they distrusted and 
  considered to be nothing more than criminals. 
  However, in truth, the Rhennee tend to be 
  aloof. The chief troublemaker amongst the 
  Rhennee was Marran Sarraith. In all of 
  Elmshire’s history the Rhennee have never 
  cursed 
  the 
  village 
  before 
  or 
  behaved 
  murderously toward them. 
   
  DC 35: A few decades ago, a worshipper of Iuz 
  was chased out of town and all his followers 
  slain. Some say this worshipper of Iuz, a halfling 
  tailor named Milton Merrifoot, was responsible 
  for the death of Harlinn parents. Milton was 
  supposedly getting help from the Rhennee.  
   
  DC 37: One of Iuz’s spies, Griswald Hairhand, 
  was rumored to have had something to do with 
  the Yellow Eye plague. 
   
  ELMSHIRE 
  The PCs do not have to visit all locations or NPCs in the 
  village to gather the relevant clues. If the PCs take longer 
  than an hour for this encounter, remind them there is 
  still a considerable portion of adventure remaining and 
  they need to move along. 
   
  Mayor Thistleleaf’s Home 
  The mayor’s burrow sits near the center of the 
  village, on the eastern side of a squat hill. A 
  pair of ornate double doors leads into the hill. 
  On the left side doors is a sign and on the 
  porch is wicker basket. All of the curtains on 
  burrow’s windows have been drawn shut. 
    
  The words on the sign are written in two languages. The 
  words in common read “Mayor Corey Thistleleaf,” while 
  words in halfling read “The Most Honorable Corey 
  Thistleleaf, Lord High Mayor of Elmshire.” A large, brass 
  knocker is set into the sturdy wooden door. The wicker 
  basket contains a freshly baked apple pie. 
   
  After persistent knocking on the door, Mayor 
  Thistleleaf answers. A life-long bachelor, the Mayor leads 
  the PCs into a large, human-sized front room. Although 
  despondent and shaken by the current events, Mayor 
  Thistleleaf is an amicable host. Once introductions have 
  been made, he serves the PCs wine and refreshments. 
  The Mayor does not partake in the food himself, but 
  looks longingly at it. If any of the PCs brought in the 
  wicker basket, he frowns and requests the basket and its 
  contents remain by the door. 
   
   
  k Mayor Corey Thistleleaf: LG male halfling 
  fighter 1/ rogue 5/ expert 2; hp 52; Will Save +3.  
   
  Appearance: Mayor Thistleleaf is middle-aged 
  halfling of average height and above average weight. He 
  has a young face. 
  
  COR6-10 Murder in Elmshire 
   
  Page 9 
   
   
  Corey Thistleleaf has been mayor of the village for about 
  six years and appears to have suffered from the curse. He 
  replaced the previous mayor, Windsor Greenshade. The 
  mayor has lost weight and is glum. He holds the Rhennee 
  in contempt and believes the Vetha’s curse to be unjust. 
  He enjoys watching the PCs eat and drink, asking about 
  the taste and texture of the food since everything he 
  consumes now tastes like dirt. During his meeting with 
  the PCs he smokes a long clay pipe. 
   
  Mayor Thistleleaf knows the following information: 
   
  The Rhennee have been a major inconvenience 
  to the village—so much so that the halflings no 
  longer use them to transport their goods to 
  Greyhawk City. They now have a contract with 
  the Association of Rafters, Freighters and 
  Bargemen to move their goods to market.  
   
  If asked about the recent murder he says: 
  “Everything appeared to settle down 
  until the Rhennee murdered Harlinn 
  Pebblestone, a simple goat herder, 
  almost a week ago. Apparently they 
  killed him seeking vengeance. Sheriff 
  Waterleaf 
  knows 
  more 
  about 
  the 
  murder and all the evidence we found 
  clearly pointing to those treacherous 
  bastards.” The Mayor shakes his head in 
  grief and anger. 
   
  The Rhennee are nothing more than thieving, 
  lying “river trash.” In CY583, the Rhennee were 
  responsible for bringing a plague into the village 
  that killed many of his friends and family, 
  including his two younger sisters. 
   
  A Rhennee clan, under the leadership of 
  Tharvask Mordtelsin, has an encampment ten 
  miles southwest of the village, along the banks 
  of the Selintan River. The more than two score 
  Rhennee set up camp there for the winter and 
  spring every year, usually departing by Growfest 
  (which is a week away). 
   
  This year's Growfest will be miserable, as nearly 
  a quarter of the village under the affects of the 
  curse and with Harlinn Pebblestone’s gruesome 
  murder. The Mayor offers the PCs 25 gp each to 
  prove the Rhennee were responsible for 
  Harlinn’s murder and/or make the Veth, Sofia 
  Sarraith, lift her curse. 
   
  This curse might be the beginning of the return 
  of the Yellow Eye. Or worse…the Rhennee 
  could be using Harlinn’s body to start the spread 
  of the plague again; anyone who touches the 
  body could contract it. 
   
  A DC 20 Diplomacy check makes the mayor 
  concede it is possible someone other than the 
  Rhennee was responsible for Harlinn’s murder. 
   
  Earlier in the month a troublesome Rhennee 
  named Marran Sarraith disappeared. The local 
  Rhennee 
  blamed 
  the 
  villagers 
  for 
  his 
  disappearance, but everyone in the village 
  tended to avoid the bad-tempered Marran. 
  Sheriff Waterleaf would know more. 
   
  The Rhennee’s misguided tirades and unjust 
  accusation grew tiresome. The Mayor ordered 
  the Sheriff and the Village Watch to remove all 
  the Rhennee from the village.  
   
  Marran was a stocky but taller than average 
  Rhennee with dark brown hair and hazel eyes. 
  He always wore a signet ring and claimed he 
  was nobility. He liked to drink at the Fattened 
  Pig Tavern, much to the concern of the 
  townsfolk. Should any of the PCs show the 
  mayor 
  the 
  signet 
  ring 
  and/or 
  necklace 
  recovered in the combat with the undead, he 
  confirms the items belong to Marran Sarraith. 
  He knows this does not bode well for the 
  villagers and urges the PCs to talk to the Sheriff. 
   
  The Mayor, Sheriff Waterleaf, and a dozen or so 
  armed villagers (all friends and neighbors of 
  Harlinn) 
  confronted 
  the 
  Rhennee 
  about 
  Harlinn’s murder. The Rhennee acted indignant 
  and claimed the villagers were trying to cloud 
  the village’s own involvement in Marran’s 
  disappearance. Before long, the Veth cursed the 
  harmless and unthreatening villagers. The 
  Rhennee and Veth had no right to treat the 
  villagers this way and this clearly reveals their 
  guilt. 
   
  Harlinn’s brother, Tomlinn, and his family 
  should arrive in a day or two to make the 
  necessary arrangements regarding Harlinn’s 
  home and goat herd. 
   
  Finally, should any to the PCs inquire about the 
  wicker basket, the Mayor becomes upset. 
  Someone has been leaving cakes or pies every 
  morning at his doorstep since the start of the 
  curse. It is likely, the old hag, Iris Moonglow, 
  the village herbalist, has been leaving the 
  baskets. She ran against him unsuccessfully in 
  the last election for Mayor. 
   
  Sheriff Waterleaf’s Office 
  A two-story human-sized stone building sits on 
  top of a hill, near the docks. A sign hangs above 
  the reinforced front door, with a  picture of 
  manacled hands. All the windows of this 
  building are barred. 
   
  A small placard near the door reads, in Common, “Sheriff 
  Waterleaf”. The door in unlocked. Should any of the PCs 
  knock on the door, the sheriff calls out for them to enter. 
  Sheriff Waterleaf is leaning against the wall smoking on a 
  pipe. He is dressed in chainmail and has a short sword 
  belted at his waist. A loaded light crossbow rests nearby, 
  within arm’s reach, on his desk.  
   
   
  k Sheriff Sandy Waterleaf: NG male halfling, 
  fighter 3; hp 28; Will save +2.  
   
  Appearance: Sheriff Waterleaf is a burly, middle-aged 
  halfling of above average height and weight. Completely 
  
  COR6-10 Murder in Elmshire 
   
  Page 10 
   
  bald, the brown-eyed halfling gives off a quiet air of 
  competence and friendliness. He is an understanding, 
  wise halfling caught up in events. 
   
  After introductions have been made, he relates the 
  following information: 
   
  Both the Rhennee and the villagers are 
  genuinely decent people. Both have strong 
  distrust and ancient prejudice against the other.  
   
  Tharvask Mordtelsin is the leader of the 
  Rhennee. He lives ten miles southwest of the 
  village along the Selintan River. He’s a 
  competent leader, not like the hotheads he leads 
  or the villagers. The sheriff and Mordtelsin 
  always had an amicable understanding that the 
  Rhennee stay away from the village. 
   
  Earlier 
  in 
  the 
  month, 
  Marran 
  Sarraith 
  disappeared and the Rhennee blamed the 
  villagers. 
   
  Marran was a very tall and strong Rhennee 
  known for his wickedly bad temper and 
  bullying tendencies. He was a violent man. He 
  always wore a signet ring and a gold necklace 
  with a cat figurine. He claimed he was nobility, 
  but really wasn’t. (Should any of the PCs show 
  the sheriff the signet ring and/or necklace 
  recovered in the combat with the undead, the 
  sheriff confirms those items belong to Marran 
  Sarraith). Sheriff Waterleaf asks the PCs how 
  they acquired the items. Later, the sheriff 
  remarks that some undead arise because of the 
  evil they have wrought and suggests the PCs tell 
  the Rhennee exactly what has occurred. 
   
  Marran was a troublemaker. He associated with 
  rough crowds in Greyhawk and was seen 
  occasionally at the Fattened Pig Tavern nearby. 
  The Fattened Pig is a rough hangout for halfling 
  sailors and troublemakers, about a half-mile 
  south of White Bridge. “There’s not a day 
  that goes by when I don’t have to go 
  down there with the Watch and break 
  up a fight or toss some drunkard in jail 
  for the night. Marran, as I said, was a 
  violent man. Any time I saw him at the 
  Fattened Pig, I told him to leave. Thank 
  the Nurturing Mother, he knew well 
  enough 
  not 
  to 
  hurt 
  the 
  common 
  villagers. Tharvask Mordtelsin wouldn’t 
  have stood for it.” (A DC 15 Knowledge 
  (religion) check reveals the Nurturing Mother is 
  a common nickname for Yondalla, a major 
  halfling goddess.) 
   
  Marran had been arrested several times and had 
  served brief stints in the village jail. 
   
  If asked about Marran’s disappearance he says: 
  “Once Marran disappeared, I started an 
  investigation. 
  Those 
  Rhennee 
  sure 
  raised a storm, but found no evidence 
  any of our villagers or the regulars at 
  the Fattened Pig had anything to do 
  with 
  his 
  disappearance. 
  Marran 
  supposedly, or so he claimed, had a job 
  that took him down river to Greyhawk 
  City a lot. I told Mordtelsin as much. 
  He was surprised Marran had regular 
  work in Greyhawk and was under the 
  impression Marran did occasional work 
  for Shorty Burkentharp, the owner of 
  the Fattened Pig Tavern. Turns out 
  Marran never worked for Shorty. We 
  concluded Marran must have gone 
  down river, probably to Greyhawk City 
  to take a job or go off adventuring, and 
  will return eventually. His aunt is a 
  Veth, something akin to a Rhennee 
  witch, and she claimed that something 
  terrible had happened to him.” 
   
  Mordtelsin tried to tell his people the villagers 
  weren’t involved, but they wouldn’t listen and 
  kept on bothering everyone. He says: “In the 
  end, 
  Mayor 
  Thistleleaf 
  insisted 
  I 
  forcibly remove the Rhennee from 
  town. 
  He 
  said 
  some 
  sort 
  of 
  demonstration was necessary, so I and a 
  few of the Village Watch escorted the 
  Rhennee out of town.” 
   
  Sheriff Waterleaf thought everything had 
  calmed down until Harlinn Pebblestone was 
  murdered almost a week ago. 
   
  Harlinn was a kind, decent goat herder. He was 
  good friends with Milnia Taquin, who works in 
  Greyhawk, and his neighbor, Eldon Nimblefoot. 
  He continues: “Harlinn had a tough 
  childhood. The Rhennee supposedly 
  murdered his parents, but I never got 
  the story straight. The last sheriff told 
  me a Cult of Iuz murdered his parents. I 
  was never clear if this Cult involved the 
  Rhennee or not. Anyway, Harlinn never 
  married but is survived by his brother, 
  Tomlinn. 
  Tomlinn 
  and 
  his 
  family 
  should be arriving shortly to handle 
  Harlinn’s estate.” Tomlinn is scheduled to 
  arrive on the 25th of Coldeven from Safeton. 
   
  Harlinn‘s body was found about a mile northeast 
  of the village along the shores of the Nyr Dyv 
  (Midbay) near the mouth of the river. This was 
  where he normally grazed his goat herd. His 
  body had been stabbed multiple times and his 
  tongue and lower jaw were removed. The 
  missing body parts were never found. He is 
  buried in the village cemetery. For further 
  information, the sheriff directs the PCs to talk 
  with Allistran Heatherthorn, the village cleric of 
  Yondolla. (A successful DC 18 Spellcraft check 
  confirms a tongue or a working mouth is 
  needed for speak with dead to succeed). 
   
  A Rhennee charm was left near the body and 
  the tracks surrounding it were human size. His 
  goats were later returned to his home in the 
  
  COR6-10 Murder in Elmshire 
   
  Page 11 
   
  southern part of the village. “Feel free to 
  visit Harlinn’s home or the area where 
  his body was discovered. I assure you I 
  did a complete investigation, but nose 
  around, if you want.” The sheriff provides 
  detailed directions to where the body was found. 
   
  The Rhennee charm seemed too obvious a clue, 
  but some of the hotheaded villagers and the 
  mayor went off and accused the Rhennee of the 
  murder. Sheriff Waterleaf went along to try to 
  calm the crowd, but things got out of hand. 
  Neither Mordtelsin nor the sheriff could bring 
  peace until the Veth came out and cursed 
  everyone.  
   
  Sheriff Waterleaf plans to speak to the Rhennee 
  before they leave and try to get the Veth to lift 
  the curse. He is not sure if they were involved in 
  Harlinn’s murder. He expects Mordtelsin to 
  help him speak to the Veth and get to the 
  bottom of the situation. “I tell you I can’t 
  wait for this curse to be lifted.” 
   
  He does not believe the curse is related to the 
  dreaded Yellow Eye Plague. He also does not 
  believe the Rhennee are trying to infect the 
  village with the plague.  
   
  Should the PCs want to speak with the 
  Rhennee, 
  he 
  recommends 
  contacting 
  Mordtelsin. The PCs should tell him they are 
  acting with Sheriff Waterleaf’s blessing. 
   
  Sheriff Waterleaf is unaware of the cakes and 
  pies being left on the Mayor’s doorstep. He does 
  not hold much sympathy for the mayor and 
  believes the curse was predominantly his fault.  
   
  Harlinn’s Neighbors: Eldon Nimblefoot 
  To the south of the village are many farms. 
  Some of the farms tend to the staples of life, 
  such as wheat and oats, as well as vegetables 
  and fruits. Other farms are primarily for sheep 
  and goats. 
   
  A dozen or so families live near Harlinn’s home. All have 
  been affected by the curse and are, to say the least, 
  dejected as they prepare for the Growfest Festival. 
  Harlinn’s friends and neighbors, other than Eldon 
  Nimblefoot, have very little information to offer. They 
  have a strong distrust and dislike for the Rhennee, who 
  they view as nothing more than thieves and liars. They 
  believe the Rhennee were responsible for Harlinn’s 
  murder and feel the curse is unjust. Some believe the 
  curse all but confirms Rhennee involvement in the 
  murders. They also confess they have written to relatives 
  in the City of Greyhawk to recruit adventurers to prove 
  the Rhennee were responsible for the murder and to seek 
  vengeance. Finally, all confirm Harlinn’s goats were 
  returned to his home. 
   
  Incidentally, old Mayor Windsor Greenshade (see 
  Appendix 4) lives near Harlinn and Eldon. While he 
  cannot provide any further information to the PCs, he 
  blames the current mayor for causing the Veth to curse 
  the villagers and hopes the sheriff can somehow arrange 
  for the curse to be lifted. 
   
   
  k Eldon Nimblefoot: N male halfling expert 2; 
  hp 10; Will save +2.  
   
  Eldon has been Harlinn’s friend for close to twenty years 
  and lives next door to him. This short, overweight and 
  normally jovial halfling is deeply depressed over his 
  friend’s death and effects of the curse. He has suffered 
  greatly under the Veth’s curse. He knows the following 
  information: 
   
  Harlinn was a decent, hardworking halfling. He 
  and Milnia Taquin were good friends. Harlinn 
  was saving money to marry her. 
   
  Rhennee worshippers of Iuz killed Harlinn’s 
  parents. Harlinn had a very strong dislike for 
  the Rhennee and did not feel the Rhennee 
  should be allowed to drink at the Fattened Pig 
  Tavern or be anywhere near the village, for that 
  matter. He clearly did not trust them. 
   
  Eldon doesn’t know if Harlinn knew Marran 
  personally, but is sure the Rhenn-folk, in 
  general, knew of Harlinn’s ill will toward them. 
   
  Marran was rumored to be related to a follower 
  of Iuz hiding in the City of Greyhawk. 
   
  Eldon is convinced the Rhennee murdered his 
  friend as a way to get back at them for the 
  disappearance of Marran. 
   
  Harlinn was found murdered near where he 
  usually took his goats to graze, about a mile 
  northeast of the village along the lakeshore. 
   
  Over the past few weeks, Harlinn mentioned he 
  saw lights in one of the abandoned burrows to 
  the north of the village, near where he grazed 
  his goats. He seemed afraid of that burrow for 
  some reason. Eldon thought he was imagining 
  the lights.  
   
  Eldon knows that Harlinn kept a journal. It’s 
  possible he wrote more about the lights or who 
  may have wanted to kill him. 
   
  Eldon has been caring for Harlinn’s goats since 
  his friend was murdered. 
   
  Eldon knows nothing more of relevance. He reiterates to 
  the PCs how he hopes they are able to prove Rhennee 
  guilty of the murder and identify the particular Rhennee 
  responsible. 
   
  Harlinn’s Home 
  A squat, one-storey wood and stone building 
  sits in the middle of a large field. To the west 
  of the building is a goat pen and barn.  
   
  As the PCs approach the home the goats, a mixture of 
  common goats and brixashulty, begin to bleat loudly. 
  (Brixashulty are goatlike creatures bred by halflings 
  detailed in Races of the Wild.) The door to the home is 
  unlocked. Several bouquets of wild flowers lay by the 
  doorstep.  
  
  COR6-10 Murder in Elmshire 
   
  Page 12 
   
   
  The inside of Harlinn’s home is clean and well kept. 
  Aside from a collection of pipes and pipe tobacco, there is 
  nothing else of interest in the home. A DC 20 Search 
  check reveals nearly a dozen volumes of Harlinn’s 
  personal journal on a bookshelf near his bed. The last 
  volume (the most recent) is missing. The remaining 
  journals describe his daily activities, the health of his 
  goats, how well his brother Eldon and his family is doing 
  and, finally, his love for Milnia. Several journal entries 
  describe his loathing and hatred for the Rhennee whom 
  he considered thieves and liars. However, nothing is 
  written in the journals about his parents or how they 
  died. 
   
  In the goat pen, Harlinn’s score of goats and 
  brixashulty bleat excitedly at the sight of the PCs. One of 
  the female goats has a faded green bow tied about its 
  neck. A speak with animals reveals the following: 
   
  The goat with the bow is the favorite of small 
  two-legger who smelled of sweet smoke 
  (Harlinn). The two-legger always treated her 
  nice. 
   
  Small two-legger killed many moons ago by big 
  two-leggers.  
   
  Small two-legger stabbed many times. Then 
  bigger of the big two-legger has argument with 
  smaller, bearded big two-legger. Small two-
  legger still alive. He makes marks in pouch and 
  hide pouch under bush near big water. He 
  begins to crawl away before big two-leggers spot 
  him. They stab him again and then remove 
  tongue and jaw. They leave necklace. 
   
  The goats know nothing, more save they miss 
  the small two-legger, who smelled of sweet 
  smoke. 
   
  Shrine to Yondolla 
  Toward the center of town is a large building 
  nestled against a small hill. The double doors of 
  the building are wide open, revealing an 
  interior suitable for halflings and humans 
  alike. 
   
  The shrine has seating for both humans and halflings. 
  The village cemetery sits nearby. One of the headstones is 
  marked with the name “Harlinn Pebblestone”. He is 
  buried near the graves of his parents “Davlinn and 
  Berthanella Pebblestone”. Bouquets of flowers have been 
  places atop Harlinn’s grave. 
   
   
  k Allistran Heatherthorn: NG female halfling 
  cleric 3; hp 21; Will save +6.  
   
  Allistran has been devoted to Yondolla all her life. She is 
  kind, righteous and compassionate to others. Allistran is 
  an attractive young adult of below average size and 
  weight, yet her vivacious personality makes up for her 
  small stature. She is not affected by the curse. After 
  introductions have been made, she relates the following 
  information: 
   
  Allistran has lived in Elmshire for the last five 
  years and finds the villagers to be generally 
  tolerant. The villagers, however, have strong 
  hatred towards the Rhennee. Only the sheriff 
  and herself are more open-minded. 
   
  The villagers blame the Rhennee for CY583 
  plague. A large number of halfings died. The 
  Veth’s curse upon the village is not related to 
  the plague. 
   
  She does not know much about Marran’s 
  disappearance, but based on stories about him, 
  she believes he probably left the area. 
   
  Harlinn’s body was found on the 17th. Hours 
  later some of the villagers including the mayor, 
  the former mayor, and the sheriff confronted 
  the Rhennee and were cursed.  
   
  Harlinn was stabbed multiple times and his 
  body was mutilated (his tongue and lower jaw 
  were removed). A DC 15 Diplomacy check gets 
  Allistran to admit she believes the body was 
  mutilated to prevent a speak with dead spell 
  from working. 
   
  Harlinn was buried next to his parents. She asks 
  the PCs not to disturb Harlinn’s grave. 
   
  Some Rhennee followers of Iuz murdered 
  Harlinn’s parents. She has no other information 
  save that Harlinn’s brother, Tomlinn, and his 
  family arrive on the 25th and may have more 
  information. 
   
  Allistran is concerned about the curse but does 
  not believe it is as powerful as some fear. She 
  thinks a high-level caster using remove curse or 
  break enchantment should be able to remove 
  the curse. She, however, does not have the 
  ability to cast these spells (Note: Remove curse 
  from a 13th-level caster or break enchantment 
  removes the Veth’s curse).  
   
  Allistran knows nothing more. A speak with dead spell 
  will not work on Harlinn or his parents since Harlinn 
  cannot verbally communicate with the PCs and Harlinn’s 
  parents are too badly decomposed. Even if the PCs are 
  somehow able to communicate with Harlinn, he is 
  unable to offer any additional clues or helpful 
  information. Harlinn suspects some Rhennee criminal 
  activity (possibly smuggling) was occurring on the 
  lakeshore and this led to his death.  
   
  Fattened Pig Tavern 
  This low, dingy, one-story building is located a 
  half-mile south of White Bridge in the village. 
  A series of rickety docks line the nearby bank 
  of the Selintan. The building has grimy walls, 
  narrow windows, and an unkempt exterior. A 
  sign of an overflowing mug hangs above the 
  small door. 
   
  From the small front door, the PCs step down into this 
  tavern, which can accommodate human-sized patrons. 
  The inside is dark and grungy. The tavern serves greasy 
  
  COR6-10 Murder in Elmshire 
   
  Page 13 
   
  meat (1 sp) and watered-down ale (3 cp per mug). The 
  patrons (all commoner 1 or expert 1) of the tavern are 
  mostly Halflings, plus a couple of humans. All are rough, 
  rowdy, and seedy. 
   
  The tavern is owned by a short, bald, tattooed 
  halfling with buckteeth named Glennfor “Shorty” 
  Burkentharp. 
   
   
  k Shorty: CN male halfling expert 3; hp 20; Will 
  save +3.  
   
  Appearance: Shorty is a short, heavyset halfling with 
  a wicked temper and strong anti-social behavior. He does 
  not have much respect for authority, though he does not 
  go out of the way to aggravate Sheriff Waterleaf. He is an 
  able barkeep and is good at turning a profit from the 
  rough crowd of sailors and miscreants who frequent his 
  tavern.   
   
  Three overweight, unattractive female halflings (CG 
  female halfling commoner 2; hp 7; Will save +1) help 
  Shorty run the tavern. None of the patrons or staff is 
  affected by the curse. Talking with the patrons and the 
  staff, the PCs gain the following information: 
   
  Most of the halfling villagers don’t trust the 
  Rhennee, which is fine by them since they trust 
  no one themselves. 
   
  The Rhennee were the cause of the plague, of 
  CY 583. A large number of folks died during 
  that time. 
   
  Marran Sarraith was a patron of the tavern. He 
  got into fights every now and then and spent 
  some nights in the village jail. 
   
  Marran was tall for a Rhennee, with brown hair 
  and hazel eyes. He claimed to be a nobleman of 
  the Rhennee and liked to show off his signet 
  ring. 
   
  He worked the Selintan regularly, sometimes 
  with illegal traffic. He bragged he had steady 
  “legitimate” work that took him to the City of 
  Greyhawk a couple of times a month. 
   
  Shorty tolerated Marran, but never liked him 
  much. He was a good customer, but not 
  someone he’d trust working for him. Some of 
  the Rhennee are under mistaken impression 
  Marran did odd jobs for him.  
   
  No one knows why Marran went missing, but 
  he likely drifted away, drowned drunk in the 
  river, or got killed in a fight somewhere. 
   
  It’s hilarious that half the villagers, the fat mayor 
  and the goody sheriff are under a curse making 
  their food and drink taste like dirt. It likely to be 
  even more amusing during the upcoming 
  Growfest Festival with all the delicious treats 
  and goodies available. 
   
  None of the patrons and staff really cares what 
  happened to Marran or the halflings who have 
  been affected by the curse. 
   
  No one knows or cares who murdered Harlinn 
  Pebblestone. Some barflies speculate Harlinn, 
  who mooned after some girl in the City of 
  Greyhawk, got depressed and killed himself.  
   
  The patrons and staff do not have any further helpful 
  information. Should the PCs start or get into a fight in the 
  tavern, Sheriff Waterleaf and ten members of the Watch 
  (NG male halflings warrior 4; hp 31; Will save +2) arrives 
  shortly and arrests all the participants, tossing them in jail 
  for the night. The next day, the mayor fines each 
  participant 5 gp. If they are unable to pay they are 
  incarcerated for a week. If a PC kills any of the patrons or 
  the staff, he is charged with low murder. If convicted he 
  is sentenced to a lifetime of hard labor. Luckily, after a 
  year, an administrative error releases the PC. The PC 
  retains all his wealth and equipment, but must spend 52 
  TUs. 
   
  Inn of the Two Sisters 
  This large two-story wooden building is to the 
  east of town, situated on nice, well-landscaped 
  grounds. The windows and doors are human-
  sized. 
   
  Two stout halfling sisters named Sharnella and Margolin 
  Hearthstone run the inn. Neither is subject to the curse. 
   
   
   
  k Sharnella and Margolin Hearthstone: LG 
  female halfling expert 3; hp 14; Will save +3) 
   
  Appearance: The sisters are stocky, fairly attractive, 
  mature halflings. Both have feathery down beards, 
  suggesting there may be some dwarf blood in the family 
  history.  
   
  Inn of the Two Sisters: The inn caters to both human 
  and halfling-sized patrons, having comfortable rooms of 
  both sizes. The charge per room is 2 sp per day or 1 gp for 
  a full week. All food (served at breakfast and dinner) is of 
  good quality and costs 1 sp per day. No alcohol is served 
  or permitted on the premises. The sisters strongly believe 
  alcohol to be the cause of all evil. Any PC who violates 
  this rule is given one warning and thereafter is thrown 
  out. Finally, any PC identifying himself/herself to be in 
  the employ of Milnia receives free room and board for 
  the remainder of the month, including their mounts. 
  Incidentally, of the four vacant rooms, only three are 
  available for the PCs. The last room (a suite) has been 
  reserved for Tomlinn Pebblestone and his family, if 
  needed. Each room has two beds. 
   
  Herbalist’s Shop 
  This halfling-sized, one-story structure is to the 
  north 
  of 
  the 
  village 
  center. 
  It 
  is 
  well 
  maintained and has several flower and herb 
  gardens growing nearby. 
   
  A small, narrow door leads into the shop. Everything is 
  halfling-sized. The store is well stocked with various 
  herbs, spices, mushrooms and other natural products. An 
  elderly female halfling runs the store. In addition she 
  sells curative potions. She can sell up to 6 potions of cure 
  
  COR6-10 Murder in Elmshire 
   
  Page 14 
   
  light wounds for 75 gp each. If given a week notice can 
  brew 6 more at the same price. 
   
   
  k Iris Moonglow: LN female halfling druid 2/ 
  expert 3; hp 33; Will save +6.  
   
  Appearance: Iris is an elderly female halfling of 
  average height and weight. Her white hair is tied neatly 
  into a bun. She has blue eyes and is primly dressed. Iris 
  acts hard of hearing, but still possess an air of 
  mischievousness about her, suggesting she can hear and 
  understand people just fine. She has a strong dislike for 
  Mayor Thistleleaf. Iris is not subject to the curse. 
   
  After proper introductions, she can relate to the PCs the 
  following: 
   
  Iris has lived in the village all her life and 
  respects most of the villagers, save the lying, 
  good for nothing Mayor Thistleleaf. Most of the 
  villagers have hard feeling for the thieving 
  Rhennee who camp every year to the southwest 
  of the village. The Rhennee supposedly camp 
  there for the winter. 
   
  The bad feelings against the Rhennee have 
  always persisted, as has their distrust of villagers 
  and outsiders, in general. 
   
  A plague killed many from the village during 
  the years CY583-584. Iris thinks the Rhennee 
  were responsible.  
   
  The current curse is not the Yellow Eye, which 
  was much worse. The mayor’s fears are 
  unfounded and probably a result of his sudden 
  undesired weight loss—not a bad thing for a 
  Halfling with a voracious appetite. 
   
  More than three decades ago, a group of 
  Rhennee worshipers of Iuz were caught 
  northeast of the village in the hills along the 
  lakeshore. They had murdered poor Harlinn’s 
  parents during a sacrificial ritual. A skilled tailor 
  from the village named Milton Merrifoot 
  worshipped with them, along with members of 
  his family. Milton escaped, but all the Rhennee 
  were slain at the shrine. Milton was related to 
  Permen Merrifoot, a one-time leader of the Iuz 
  followers. The Merrifoot family was disgraced. 
  Since then, relations have been particularly bad 
  with the Rhennee. 
   
  Milton specialized in durable work clothing and 
  loved to use a button with the initials “MM” 
  engraved on it. (If requested, she can show the 
  PCs one such button and/or confirm the one 
  found by the PCs in Encounter 4A.) 
   
  Milton lived a couple of miles north of the 
  village, near the waters of Mid-Bay. She gives 
  the PCs detailed directions, if they ask. 
   
  Milton was unaccounted for after the Cult of Iuz 
  was put down. 
   
  Harlinn’s brother, Tomlinn, and a few others 
  from the village tracked the worshippers to their 
  shrine. Those who slew the worshippers swore 
  never to reveal the location of the shrine. 
  Tomlinn is the only one still alive who likely 
  knows where it is. 
   
  She does not know what happened to Marran 
  Sarraith or who murdered Harlinn Pebblestone, 
  but concedes the Rhennee could have been 
  capable of it. She has met their leader, 
  Mordtelsin, and the Veth, Sofia Sarraith, on 
  occasion. Though reserved and distrustful, 
  however, they did not strike her as the kind who 
  murder in vengeance. 
   
  Iris is not surprised some of the halflings got 
  cursed. 
  She 
  believes 
  a 
  more 
  thorough 
  investigation should have been conducted 
  before they accused the Rhennee. She feels for 
  the all the halfling affected, save for the new 
  mayor. 
   
  She readily admits to dropping off the baked 
  goods at the Mayor’s doorstep to antagonize 
  him.   
   
  Scorimongishaz 
  Scorimongishaz, the psuedodragon familiar of one of 
  Tenser’s apprentices, has been in the area for the last few 
  days. The curious creature has been watching both the 
  Rhennee and the halfling villagers, as well as 
  eavesdropping on their conversations. Only PCs who 
  have already met Scorimongishaz in the Blight on Bright 
  Sands adventure series, and who have gained his favor, 
  have the opportunity to meet with him. He spots the PCs 
  some time during the course of their investigation in the 
  village. The tiny dragon attempts to telepathically contact 
  a PC he already knows, near a barn or some other 
  secluded spot close to where the PC is staying. 
   
  When this happens, read or paraphrase the 
  following: 
   
  “Ahem…you have worked for me in the past. I 
  am Scorimongishaz, familiar to one of Tenser’s 
  apprentices. Please excuse yourself from your 
  friends and meet me in the nearby red 
  barn…the one with the terrible green trim. I 
  would like to discuss recent events with you.”  
   
  Scorimongishaz waits in the rafters of the barn and 
  observes all those that approach. He does not object if the 
  PC(s) he has contacted choose to bring the rest of the 
  party. The halfling-sized barn is 30 feet long and 15 feet 
  wide and 15 feet high. The inside of the barn is lined with 
  thick wooden rafters and filled with goats, chickens, a 
  couple of cows and lots and lots of hay. Once the PC(s) 
  are in the barn, the playful little creature contacts the 
  PC(s) again telepathically. 
   
  If the PC(s) brought the rest of the party, read the 
  below text before continuing:  
   
  From the deep, shadowy recesses of the rafters 
  comes an annoyed growl, followed by a “tsk tsk 
  tsk” sound. In your mind, you hear an annoyed 
  voice. “Directions…adventurers can’t follow 
  simple directions…” 
  
  COR6-10 Murder in Elmshire 
   
  Page 15 
   
   
  If the PC(s) do not bring the rest of their companions 
  read the following:  
   
  Once again, you hear a high-pitched voice in 
  your mind. “It is good to see you again.” A 
  rasping purr originates from the rafters above, 
  as the telepathic voice continues. “Now we 
  have much to discuss.”  
   
  A creature resembling a miniature red 
  dragon, but one slightly smaller than a house 
  cat, gently glides down from the rafters to land 
  atop a pile of hay. It is red-brown in color with 
  fine scales, sharp horns and teeth and a long, 
  barbed tail. The creature looks at you intently 
  and purrs. “Much more is going on here than 
  meets the eye.” 
   
  A DC 12 Knowledge (arcana) check confirms the creature 
  is a pseudodragon. At some point during the encounter, 
  Scorimongishaz licks its scales, like a cat, purring 
  contently. On occasion he leaves his perch to swoop 
  down and terrorize a group of chickens. The chickens 
  squawk and cluck as they scatter, while pseudodragon 
  giggles as he returns to his perch. Scorimongishaz knows 
  the following information: 
   
  Although he does not know who was 
  responsible for causing Marran Sarraith’s 
  disappearance or Harlinn’s murder, he feels 
  both are related. 
   
  Marran was a bad person involved in a lot of 
  illegal activities. 
   
  The local Rhennee claim they never had any 
  personal dealings with Harlinn and were not 
  aware of his ill will toward them. 
   
  There is an old secret to the village worth 
  exploring, involving Rhennee transgressions. 
  The pseudodragon suggests you talk with the 
  Iris Moonglow, the herbalist.  
   
  When Harlinn body was found, his goats were 
  nearby. Maybe they witnessed something. It 
  might be worthwhile to talk with them, if 
  possible  
   
  Scorimongishaz doesn’t know any further useful 
  information. Before departing to return to his master, he 
  spends some time chatting with the PCs about what has 
  happened to them since they last met. (If time is tight, 
  skip this).  
    
  ALL APLs 
   
  k Scorimongishaz, pseudodragon familiar: 
  hp 23; Appendix 1. 
   
  ENCOUNTER 3: THE 
  RHENNEE CAMP 
  The Rhennee encampment is located ten miles southwest 
  of the village, along the bank of the Selintan River. A 
  narrow trail leads from the village to the encampment. 
   
  If the PCs have not encountered the undead from 
  Encounter 1: Danger Along the River, run that 
  encounter now. The undead attack the PCs mid-point 
  between the encampment and the village using similar 
  tactics as set forth in Encounter 1. 
   
  RHENNEE CAMP 
  Over forty Rhennee live here in colorful tents set up 
  along the bank and aboard their large barges.  
   
  Unless otherwise stated, treat normal Rhennee as 
  either expert 1 or expert 2. Assume an equal mixture of 
  men and woman in a variety of age groups. Several 
  Rhennee guards keep watch along the perimeter of the 
  encampment. 
   
   
  Several bright colored tents stand along the 
  bank of the Selintan River, set in a clearing 
  surrounded by elm and willow trees. Anchored 
  close to shore nearby, float a half-dozen large 
  barges. Rhenn-folk walk about the encampment 
  performing their daily activities. In the center 
  of camp is a large cooking pot simmering over a 
  fire. The smell of a fine stew fills the camp. 
  Several of the Rhenn-folk sit near the cooking 
  pot, passing wineskins back and forth while 
  listening to a trio of musicians play a lively, 
  rhythmic tune on pipe, lute and drums. 
   
  As the PCs approach the camp, have the Rhennee guards 
  make a Listen or Spot check. If successful, the guards 
  alert the encampment to the visitors’ presence and 
  summon Tharvask Mordtelsin.  
   
  The Rhenn-folk in the camp continue to go about 
  their activities as normal, although they keep a wary eye 
  on the PCs. The Rhennee exhibit an indifferent attitude 
  toward the PCs, despite the almost violent confrontation 
  with the halfling villagers nearly a week ago.  
   
  If the PCs sneak up on the Rhennee or if the guards 
  are caught unawares, the attitude of the camp is distinctly 
  unfriendly. The music stops abruptly as the Rhennee 
  notice the visitors. When talking among themselves they 
  talk in Rhoppan. The guards attempt to detain the PCs 
  while Tharvask Mordtelsin is summoned. The guards do 
  not wish to start a fight, but remain quite stern.  
   
  If any of the PCs have Enda’s Curse from COR5-02 
  Voice of Reason, the Rhennee begin this encounter with 
  an unfriendly attitude (Player’s Handbook 72) towards 
  the party. If any PC suffering from Edna’s Curse attacks 
  the guards or any members of the camp, the PC 
  immediately 
  becomes 
  shaken 
  (per 
  the 
  curse). 
  Additionally, any PC attacking the Rhennee becomes 
  subject to Sofia’s Curse (see the AR for more 
  information).  
  
  COR6-10 Murder in Elmshire 
   
  Page 16 
   
   
  Assuming the PCs make their presence known, the 
  guards ask the PCs to remain at the perimeter until 
  Tharvask Mordtelsin arrives. 
   
   
  k Tharvask Mordtelsin: LN male human 
  (Rhennee) fighter 2/bard 3; hp 33; Will save +4.  
   
  Appearance: Tharvask is of average height but 
  substantially above average weight. In his mid-forties, 
  Tharvask sets himself apart from the rest of the Rhennee 
  with his outgoing, friendly mannerism. A storyteller and 
  singer by training, his deep baritone voice can easily be 
  heard about the camp. He is quick witted and at times 
  uses self-effacing humor. Grinning often, he has an 
  infectious laugh. 
   
  After introducing himself, Tharvask inquires who the 
  PCs are and what their business might be. He listens to 
  the PCs politely and then eloquently informs them that 
  the Rhennee in this camp are a private people who would 
  prefer to be left alone. He calls for the guards to escort the 
  PCs from the camp. However, should the PCs specifically 
  state 
  they 
  are 
  investigating 
  Marran 
  Sarraith’s 
  disappearance, the murder of Harlinn Pebblestone, or the 
  Veth’s curse, Tharvask escorts the PCs instead to the 
  Veth’s tent. He sidesteps answering any of the PCs 
  queries, saying the Veth, Sofia Sarraith, will answer all 
  their questions. 
   
  Before the PCs enter the Veth’s tent, Tharvask 
  reminds everyone to be polite at all times—Vetha are 
  considered respected elders of the clan. Should any of the 
  PCs mention the sheriff, Tharvask’s mood darkens. He 
  inquires briefly about the sheriff’s health, but otherwise 
  acts indifferent, woodenly saying the sheriff got what he 
  deserved. In truth, Tharvask respects the sheriff and is 
  genuinely concerned about the affects of the Veth’s curse 
  on him and the rest of the villagers. Like the sheriff, he is 
  more open to interaction between the two communities. 
  With the mention of the sheriff’s blessing, Tharvask is 
  supportive of the PCs’ investigation.  
   
  The Veth 
  Tharvask enters the 30-ft.-by-30-ft. tent and bowing 
  introduces the PCs. The Rhennee guards follow everyone 
  into the tent, congregating near the Veth. Tharvask acts 
  as the intermediary and once the conversation begins 
  fetches refreshments (water, wine, and so on) for the 
  Veth and the PCs. A DC 10 Wisdom check reveals 
  Tharvask to be the “face” of the clan, while Sofia is the 
  one actually in charge.  
   
  An elderly woman lounges on a pile of cushions 
  in the center of the large tent. A low table sits 
  at the far end on the room. Several decanters 
  are on the table, as well as a crystal ball. 
   
  Upon your entrance, her head lifts in 
  interest. Lamplight twinkles off the gold tiara 
  resting on her head. With a bejeweled hand, 
  she beckons Tharvask forward, even as the 
  Rhennee guards take up position nearby. 
   
  In a strong, clear voice she says, “I am Sofia 
  Sarraith, 
  Veth 
  of 
  Clan 
  Mordtelsin, 
  what 
  business do you have with my family.”  
   
  Note that the Rhennee are extremely protective of their 
  clan. Before providing any information related to the 
  clan, Sofia asks the PCs for a promise to speak fairly and 
  respectfully of Marran (not to make unjust accusations or 
  dispersions of Marran’s character). A DC 20 Diplomacy 
  check is required before Sofia will relate the following 
  information. Good roleplaying gains the PC a +2 
  circumstance bonus. 
   
  Her nephew, Marran Sarraith, has been missing 
  for a month. He had said he was going to drink 
  at the Fattened Pig Tavern in the village. 
  Sometimes he would disappear for a few days on 
  a drinking binge or to help the owner of the 
  Fattened Pig Tavern deliver some goods.  
   
  Marran was tall for a Rhennee with dark brown 
  hair and hazel eyes. While he could be difficult 
  as all young bachelors are, he was a devoted 
  nephew and had a good heart. Sofia feels 
  someone in the village took advantage of him 
  and may have caused him harm. 
   
  The villagers were not willing to help find 
  Marran and denied they were responsible for 
  his disappearance. The whining halflings have 
  never treated the Rhennee with respect or 
  shown any decency. 
   
  Tharvask talked with Sheriff Waterleaf and 
  claimed 
  the 
  sheriff 
  had 
  conducted 
  an 
  investigation and found the villagers had 
  nothing to do with the disappearance. He 
  concluded that Marran had likely moved 
  elsewhere. Sofia does not believe this but 
  Tharvask persuaded her that the villagers were 
  not responsible and it was possible Marran 
  would return soon to. 
   
  Should any of the PCs present her the signet 
  ring and/or necklace recovered from the 
  undead creature that attacked the PCs, she 
  recognizes the jewelry as belonging to Marran. 
  She begins to weep bitterly and ask how the PCs 
  found the items. 
   
  More than two weeks later, a halfling goat 
  herder was murdered and the halfling villagers 
  led by the arrogant mayor had the audacity to 
  accuse her clan of a revenge killing. 
   
  None of the Rhenn-folk had any previous 
  dealing with this murdered halfling. 
   
  The heated accusations proved too much for 
  Sofia. 
  She was still 
  grieving 
  from 
  the 
  disappearance of Marran and was surprised by 
  their threat of violence.  She broke a charm her 
  great-grandmother had given her. The charm 
  contained a powerful curse and it caused all the 
  victims’ food and drink to taste like dirt. 
   
  She does not regret the curse she placed upon 
  the halflings, who as of yet, have not apologized 
  for their actions. 
  
  COR6-10 Murder in Elmshire 
   
  Page 17 
   
   
  If the PCs agree to find out what has happened 
  to Marran (or, if they told her of his death, then 
  who was responsible for his murder) Sofia says 
  she will lift the curse. Otherwise, as far as she is 
  concerned, this powerful curse will remain for 
  all perpetuity. 
   
  Sofia, of course, strongly denies the Rhennee 
  had anything to do with Harlinn Pebblestone’s 
  murder. 
   
  A DC 25 Diplomacy check is required to make 
  Sofia grudgingly admit that Marran did cause 
  trouble and was known to have criminal 
  tendencies. 
   
  A DC 30 Diplomacy check gets Sofia to admit 
  that several Rhennee in the distant past were 
  worshippers of Iuz. They were all killed. Their 
  leader was a halfling, who also died in the fight 
  (or so she believes). 
   
  Incidentally, the Veth strongly denies the 
  Rhennee were responsible for the Yellow Eye 
  Plague years before. Also, the curse visited upon 
  the halflings is not a form of the Yellow Eye. 
  The Rhennee have no desire to see a return of 
  that plague since it claimed a number of their 
  clan as well.  
   
  If the PCs can prove the truth of Marran’s death 
  Sofia is willing to remove Enda’s Curse from any 
  PC suffering its affects. She does this for free. 
   
  Tharvask essentially confirms everything Sofia said. 
  Although much to her dismay, if the Diplomacy checks 
  were successful, Tharvask emphasizes Marran was a 
  troublemaker and enjoyed causing the halfling villagers 
  problems. He does not know any further information 
  about the Rhennee worshippers of Iuz or of Merrifoot. 
   
  If the PCs overstay their welcome, Sofia indicates 
  she is tired and asks the PCs to depart. Incidentally, if 
  asked, Sofia politely declines to read any fortunes for the 
  PCs. 
  Her 
  ability 
  has 
  been 
  clouded 
  since 
  the 
  disappearance (and now confirmed death) of her nephew 
  Marran. 
   
  If at any time during the conversation a PC is 
  extremely disrespectful to her or the Rhennee, she gives 
  the offending PC an evil stare (her “evil eye”). When that 
  PC leaves the camp, have that PC make a DC 15 Will save. 
  If successful, nothing happens. If the PC fails, he is under 
  the 
  effects 
  of 
  a 
  modified 
  unluck 
  spell 
  (Spell 
  Compendium 227) for the remainder of the adventure. 
  Refer to Appendix 2 for more information on this spell. 
  If any PCs return to the encampment and attack the 
  Rhennee, they become subject to Sofia’s Curse (see the 
  AR for more information). A DC 15 Will save negates this 
  effect. 
   
  ALL APLs 
   
  k Sofia: female human (Rhennee) sorcerer 8/vetha 
  2; hp 42; Appendix 1. 
   
  k Cat familiar: hp 21; Appendix 1. 
   
  k Rhennee Guards (6): male human (Rhennee) 
  fighter 2; hp 21; Appendix 1. 
    
  ENCOUNTER 4: A SMALL 
  POUCH  
  After talking with the sheriff or others in the village, the 
  PCs may choose to investigate the area where Harlinn’s 
  body was found. The body was discovered about a mile 
  northeast of the village, along the lakeshore of the Nyr 
  Dyv (Midbay). A number of abandoned burrows and 
  houses can be found in this area. One of the abandoned 
  burrows belonged to Milton Merrifoot. 
   
  MURDER SCENE 
  Harlinn regularly brought his herd of goats north of the 
  village to graze. The grassy area he used overlooked the 
  wide mouth of the Selintan River, along a stretch of 
  Midbay shoreline. His body was discovered in a bush-
  filled area, several dozen feet from the water. Although 
  the body and the evidence have long since been removed, 
  a detailed search yields a few additional clues. 
   
  The tracks in the area are inconclusive. There are 
  many small to medium-sized footprints near where the 
  body was discovered. Some of the tracks head back to the 
  village, while others disappear into the surrounding area. 
  No further useful information can be learned from the 
  tracks. 
   
  A DC 15 Search check of the area where the body 
  was discovered reveals evidence of a violent struggle. 
  Several nearby stones are still covered with dried blood. 
  Also, in the area, a torn piece of brightly colored cloth can 
  be found. A DC 15 Knowledge (local— Core) or DC 10 
  Profession (tailor) check reveals this cloth to be from the 
  type of shirt commonly worn by the Rhennee. 
   
  Furthermore, a DC 25 Search check locates a small-
  sized leather belt pouch partially hidden beneath one of 
  the bushes. Note, if the PCs were able to talk with the 
  goats, give them a +10 circumstance bonus to this check. 
   
  PCs examining the leather pouch find a Furyondy 
  gold coin, a bronze button with the tiny initials “MM” 
  engraved on it, a quill writing pen and an empty bottle of 
  ink. Harlinn’s latest journal is not in the pouch. If the PCs 
  bring the button to Iris Moonglow, then she identifies 
  the button as the type Milton Merrifoot used. 
   
    
  ABANDONED BURROW 
  About a half mile north of where Harlinn’s body was 
  discovered is an abandoned halfling burrow. The PCs 
  either have discovered this burrow through a general 
  search of the area or through directions provided by Iris 
  Moonglow. This abandoned burrow once belonged to 
  Milton Merrifoot. 
   
  Part of the roof, adjacent to the hill it’s dug into, has 
  collapsed and much of the interior has gutted by fire 
  years ago.  
   
  A DC 20 Search check reveals evidence that the 
  burrow has been used recently. In one room a Furyondy 
  silver coin is discovered along with evidence (patterns 
  and scrape marks in the dust and debris) that several 
  boxes or crates may have been here at one time. A DC 15 
  
  COR6-10 Murder in Elmshire 
   
  Page 18 
   
  Survival check by someone with the Track feat reveals a 
  wagon was brought near the burrow perhaps a week ago. 
  Humanoid tracks in the area include a set of small-sized 
  humanoid footprints and two sets of medium-sized 
  footprints. The wagon tracks and footprints disappear a 
  hundred or so feet from the burrow and cannot be 
  tracked to its source.  
   
  ENCOUNTER 5: 
  BROTHERLY LOVE 
  Mid-morning of the 25th of Coldeven, Tomlinn 
  Pebblestone and his family arrive at the village. He 
  immediately takes up residence in his brother’s home, 
  rather than at the Inn of Two Sisters, and begins to put 
  his late brother’s affairs in order. Later in the day, 
  accompanied by Allistran Heatherthorn and Eldon 
  Nimblefoot, he visits his brother’s grave. Sometime after 
  his arrival, he is told of the ongoing investigation and 
  becomes eager to assist the PCs as best he can. 
   
  The death of his brother, however, has hit him hard. 
  Greatly saddened, his wife Alvia and two young 
  daughters, Kelma and Barrella, do their best to comfort 
  him. 
   
   
   
  k Tomlinn Pebblestone: NG male halfling 
  fighter 1/cleric 3; hp 31; Will save +6.  
   
  Appearance: Standing over three feet tall, this burly, 
  middle-aged halfling has a commanding and competent 
  air about him. Tomlin wears a medallion with two crossed 
  short swords on it. A DC 12 Knowledge (religion) check 
  reveals this is the symbol of Arvoreen, the halfling god of 
  War and Protection. 
   
  After the PCs have introduced themselves and told him 
  all they know of his brother’s murder he relates the 
  following information: 
   
  Tomlinn returned to Elmshire as soon as heard 
  of his brother’s death. Milnia sent word by 
  magic. He has not been to Elmshire in over a 
  decade. 
   
  He is deeply saddened by his brother’s death 
  and wants to know who committed the murder.  
   
  More than thirty years ago, Tomlinn and 
  Harlinn’s parents were murdered by what 
  turned out to be worshippers of Iuz. Harlinn 
  was just a child when this occurred, but 
  Tomlinn was a young adult. 
   
  An arrogant and mysterious tailor in the village 
  named Milton Merrifoot was suspected. He was 
  tracked to his home, north of the village, and 
  later to a secret cavern shrine. Several villagers 
  including 
  himself 
  and 
  the 
  late 
  Sheriff 
  Philodendron Waterleaf (the present sheriff’s 
  older brother) attacked the shrine.  
   
  The worshippers turned out to be river 
  bargemen and Rhennee. Most of the Merrifoot 
  clan was also involved. They were all slain, but 
  Milton Merrifoot escaped. Milton’s burrow and 
  the shrine to Iuz were destroyed. 
   
  Those who slew the worshippers and destroyed 
  the shrine swore never to reveal the location of 
  the shrine lest it attract would-be followers of 
  Iuz. Tomlinn is the only one of those men still 
  alive. 
   
  Tomlinn left shortly after that to adventure 
  across the Flanaess and serve the will of 
  Arvoreen. He ended up fighting in the 
  Greyhawk Wars. 
   
  Tomlinn later heard a rumor that Milton 
  Merrifoot made his way to Furyondy and served 
  the forces of the Empire of Iuz. 
   
  The Merrifoot clan was branded as traitors to 
  the community years ago when they worked 
  with evil Rhennee in a smuggling operation. 
  Several Merrifoots were hanged and their lands 
  confiscated.  
   
  Lastly, he inquires if there is any truth to the 
  rumor the Rhennee were involved in his 
  brother’s death. 
   
  Should the PCs show him the evidence of the button, the 
  Furyondian coins, and the leather pouch and/or reveal 
  Milton’s burrow has been occupied, this causes Tomlinn 
  even greater distress. He reasons it is possible Milton has 
  returned to Elmshire for unknown reasons. If also told of 
  the Marran Sarraith’s disappearance and/or murder, 
  Tomlinn remarks Milton, like the rest of his family, had a 
  working relationship with Rhennee and other river 
  sailors who were involved in smuggling and other illicit 
  activities. It is possible his brother’s death and Marran 
  Sarraith’s disappearance and death are somehow related. 
  Further, at the old shrine the PCs may find evidence of 
  where Milton is or, quite possibly, Milton is there now.  
   
  Tomlinn reveals the location of the shrine, some 
  three miles northeast of Milton’s burrow, well into the 
  foothills of the Cairn Hills.  He provides the PCs with 
  detailed direction to the shrine. Finally, Tomlinn 
  agonizes whether to accompany the PCs, but decides 
  against it because of his wife and daughters who beg him 
  not to go. He wishes the PCs the best of luck and offers to 
  reward them should they discover Milton Merrifoot has 
  returned and/or Milton was involved in his brother’s 
  death. 
   
   
  ENCOUNTER 6: A FEW 
  PETS 
  Essentially, the only way to find the shrine of Iuz is to be 
  given directions to it by Tomlinn Pebblestone. It is 
  possible the PCs could eventually find it by themselves. 
  However, it would take days or weeks to search the many 
  square miles of hills, woods and other areas surrounding 
  the village. Hence, the most expedient way to locate the 
  shrine is through Tomlinn.  
  
  COR6-10 Murder in Elmshire 
   
  Page 19 
   
   
  The entrance to the old shrine is located in a gully 
  near a small foothill in the Cairn Hills. See DM’s Map 
  2: Shrine of Iuz.  
   
  AREA 1 
  Several large boulders and bushes are located in the 
  immediate area surrounding the cave entrance. Recently 
  cut branches and foliage has been used to partially 
  obscure the entryway. Since the PCs were given specific 
  directions, they find the entrance with very little trouble.  
   
  Many large boulders and bushes are located 
  near the partially hidden cave entrance to the 
  secret shrine of Iuz. Leaf covered branches and 
  dead bushes have been arranged to obscure the 
  entryway. The cave beyond is dark and most 
  likely extends deep into the hillside.  
   
  At its narrowest, the cave entrance is a little over ten feet 
  wide and about ten feet high. A DC 15 Survival check by 
  someone with the Track feat reveals several small- and 
  medium-sized humanoid footprints and wagon wheel 
  tracks near the cave entrance. 
   
  AREA 2 
  This large cavern is dark and deserted. It is approximately 
  eighty feet at its widest, nearly sixty feet long and fifteen 
  feet high. The cavern walls have been scorched by what 
  must have been intense heat. A sundered stone altar is at 
  the far end of the western portion of the cavern. Many 
  smaller pieces have been scattered about the general area. 
  Although the altar no longer detects of magic, a faint 
  inherent stain of evil still emanates from the broken 
  pieces. The immediate area about the altar is stained a 
  deep red color.  
   
  A DC 10 Survival check by someone with the Track 
  feat confirms the presence of small- and medium-sized 
  footprints as well as wheel tracks from a wagon, in the 
  cavern. Many of the footprints seem to originate from the 
  northern portion of the cavern. 
   
  A DC 10 Search check suggests a team of horses and 
  a wagon may have been kept here for some time in the 
  recent past. Finally, remnants of a large campfire can be 
  found near the passageway into the cavern. Still warm 
  embers indicate the fire was used less than a day ago. 
   
  This large cavern extends deep into the 
  hillside. Soot covers the cavern walls and 
  ceiling from what must have been an intense 
  fire. A low stone table near the western portion 
  of the cavern has been broken into many 
  pieces. 
   
  A DC 25 Search check along the northern cavern wall 
  reveals a secret door. While the door is not trapped, it is 
  locked.  
   
   
  A  Secret Stone Door: 3 in. thick; hardness 8; hp 
  45; Break DC 24; Open Locks DC 20.  
   
  Beyond the secret door, a series of chambers has been 
  crudely dug into the hillside. Unless otherwise stated, all 
  corridors and rooms are eight feet high and lit by 
  continual flame stones set into the wall. Wood covers 
  some of the earthen walls, floor and ceiling. Many 
  wooden beams support the chamber roofs. The wooden 
  walls and doors of in the new shrine are as follows: 
   
   
  a Wood Walls: 6 in. thick; hardness 5; 60 hp; 
  Break DC 20. 
   
  a Simple Wooden Doors: 1 in. thick; hardness 
  5; 10 hp; Break —; Stuck DC 13; Locked DC 15. 
   
  AREA 3 
  This thirty by thirty-foot room has passageways leading 
  north, east and west.  A heavy black curtain, obscuring 
  what lies beyond, covers each passageway.  In the room 
  are a roughly made table and four chairs, several barrels of 
  ale and water and a small closet filled with dry goods and 
  other food items.  
    
  This well lit, medium-sized chamber appears to 
  be a living quarters of sorts.  Tunnels lead 
  north, east and west from this main chamber.  
  A thick black curtain blocks each of the 
  tunnels. 
   
  The passageway east ends some 15 feet from the main 
  room (Area 4). The guardians present in Area 4 attack 
  anyone entering Area 3.   
   
  AREA 4 
  The floor of this ten by ten foot alcove is 
  covered with a mixture of moldy, dirty hay, 
  rags and refuse.  At the far corner is a small pile 
  of rubble.  
   
  The shrine guardian(s) resides in this area and attacks 
  anyone entering the main room (Area 3) that does not 
  either speak the password or is not Milton or his 
  henchmen.  Hidden under the pile of loose rubble (DC 
  20 Search check) is a pouch containing six diamonds (100 
  gp each) and 2 potions. 
   
  APL 2 (EL 3) 
   
  d �Fiendish Wolves (3): hp 16 each; Appendix 1. 
   
  APL 4 (EL 5) 
   
  �d Advanced 4 HD Dretch (2): hp 32 each; 
  Appendix 1. 
   
  APL 6 (EL 7) 
   
  �d Babau (1): hp 77; Monster Manual 40. 
   
  d Dretch (2): hp 16 each; Monster Manual 42. 
   
  APL 8 (EL 9) 
   
  �d Vrock (1): hp 130; Monster Manual 48 
   
  
  COR6-10 Murder in Elmshire 
   
  Page 20 
   
  Tactics: The guardian creature(s) are native outsiders 
  and have not been summoned. The purpose of the 
  creature(s) is to kill all intruders and prevent them from 
  entering the northern tunnel. If multiple creatures are 
  present, they act intelligently and, whenever possible, 
  flank opponents.  
   
  The guardian creature(s) fight viciously and 
  mercilessly to the death. Note, at APLs 4, 6, and 8 the 
  creature(s) only use their inherent summoning ability if 
  the situation becomes desperate. Finally, the guardian 
  creature(s) chase fleeing PCs, but do not leave the 
  caverns.  
   
  Treasure: 
   
  APL 2: Coin—100 gp; Magic—potion of lesser 
  restoration (2) (25 gp each). 
   
  APL 4: Coin—100 gp; Magic—potion of lesser 
  restoration (2) (25 gp each). 
   
  APL 6: Coin—100 gp; Magic—potion of lesser 
  restoration (2) (25 gp each). 
   
  APL 8: Coin—100 gp; Magic—potion of lesser 
  restoration (2) (25 gp each). 
    
  AREA 5 
  This medium-sized, thirty by thirty-foot chamber is 
  currently being used to store goods.  
   
  This medium-sized room has crates and boxes 
  stored along the western wall of the room. 
  Several support braces and beams have been set 
  at the eastern end. Light rubble, soil and loose 
  stone, are in this area. 
   
  Several boxes containing necromantic supplies, such as 
  body parts and spell components are in the western 
  portion of the room.  
   
  The eastern part is bare, save for some loose rubble 
  on the floor. A more than normal number of wooden 
  beams and boards have been used to support this portion 
  of the chamber. A DC 15 Knowledge (architecture and 
  engineering) or equivalent reveals the chamber has 
  recently become unstable and the additional wooden 
  beams likely prevent any further collapse.  
   
  AREA 6 
  This is a common area with doors to the east and west and 
  double doors to the north. Several padded wooden chairs 
  and bookcases containing books about Iuz rituals and 
  religion can be found here. 
   
   
  To the north are ornate double doors. A door 
  sits on both the eastern and western walls. 
  Several chair and bookcases furnish the room. 
   
  There is nothing of value in this area. 
   
  AREA 7 
  The doors are not locked. 
   
  Behind the door is a small room that contains a 
  simple bed and stout wooden chest. The bed is 
  covered with several winter blankets. 
   
  Each chest contains clothes and personal items. A DC 15 
  Intelligence check identifies one of the chests with items 
  associated with the dwarven culture and the other one to 
  orcish culture. There is nothing of value in either room.  
   
  AREA 8 
  The door is not locked. 
   
  In the center of the room is a small but 
  comfortable bed. A chest and wardrobe is here, 
  as well as a small writing desk. 
   
  The furniture here is obviously made for a small-sized 
  individual. Clothing and other personal items suggest a 
  halfling. A DC 10 Search check locates several books and 
  papers in the desk, including Harlinn’s missing journal 
  (see Player Handout 4), a letter to a supplier and one 
  from Griswald Hairhand, (see Player Handout 5), and 
  a series of increasingly threatening letters from Marran 
  Sarraith demanding he be paid more gold for his 
  smuggling trips. Also, on the desk is a ledger dating back 
  almost two years. The ledger records quantities of 
  necromantic 
  supply 
  deliveries, 
  pickup/shipment 
  times/dates and payments for individuals initialed “MS”, 
  “MB”, “RO” and “GG”. Starting 2nd of Coldeven CY 596, 
  the initials “MS” is crossed out. 
   
  A DC 18 Search check of the desk reveals a hidden 
  panel in the back and a large, dusty locked chest full of 
  gold. A DC 20 Open Locks check easily opens the chest. 
   
  Treasure 
  All APLs: Coin—50 gp. 
   
  AREA 9 
  This simple wooden door is locked. A DC 20 Open Locks 
  check opens the door. 
   
  Alchemical equipment and supplies have been 
  set up on several tables. Bookcases line the 
  southern wall and a dissection table sits along 
  the north wall. 
   
  The alchemy lab is in good condition. Dozens of books on 
  alchemy, poisons, antidotes, and undead can be found in 
  the bookcases. The dissection table is empty. Despite 
  dried blood and ichor stains, the table has not been used 
  recently. Based on the number of books and papers on it, 
  it appears to be currently used as a makeshift desk. A 
  laboratory 
  notebook 
  recounts 
  dozens 
  of 
  failed 
  experiments researching various foul subjects. A DC 15 
  Search check reveals a single vial of positoxin (gravedust 
  at APL 2, lichbane at APL 4, boneshard paste at APL 6 or 
  sunlight oil at APL 8) inside a hidden compartment in the 
  back of a wooden shelf.  
   
  Treasure: 
  
  COR6-10 Murder in Elmshire 
   
  Page 21 
   
   
  APL 2: Loot—50 gp. 
   
  APL 4: Loot—96 gp. 
   
  APL 6: Loot—104 gp. 
   
  APL 8: Loot—150 gp. 
   
  AREA 10 
  Although the double doors to this room are made of the 
  same material and thickness of the other doors, a 
  grinning skull has been painted on the doors in gold. The 
  doors are unlocked. 
   
  This large, empty room has a stone altar at the 
  far end. An animal carcass has been draped 
  across the altar and a pool of dried blood and 
  gore lying nearby. Hanging over the altar is a 
  grinning red skull made of iron. 
   
  This room is under the effects of an unhallow spell. A 
  bane spell has been tied to the unhallow spell and affects 
  all non-worshippers of Iuz. A successful DC 10 
  Knowledge (religion) check confirms the grinning skull 
  is the holy symbol of Iuz, the demigod of Deceit, Pain, 
  Oppression, and Evil. Followers of St. Cuthbert know this 
  automatically.  
   
  The altar seems to almost palpitate with evil. The 
  closer good-aligned PCs get to that altar, the queasier they 
  become. Should a detect evil be cast upon the altar by a 
  good-aligned caster, the spell abruptly ends and the caster 
  is stunned for 1 round by the overwhelming evil present 
  in the rock 
   
   
  a Stone Altar:  3 ft. thick; hardness 8; 540 hp; 
  Break DC 50. 
   
  A DC 15 Knowledge (arcana or nature) identifies the 
  animal carcass as that of a unicorn. The unicorn’s horn 
  has been severed from the body and is missing.  
   
  ENCOUNTER 7: OLD 
  WICKED 
  Just as the PCs have finished exploring the shrine, Milton 
  and his henchmen return from a meeting with several of 
  Braknor Vorreth’s men. At APL 2, one of Milton’s 
  henchmen, Grunk Gnomethrower, is not present. He 
  stayed behind to coordinate activities with Braknor’s 
  men. If the PCs did not hide their presence in the shrine 
  (for example by re-camouflaged the cave entrance) 
  Milton and his henchmen realize they have unwelcome 
  visitors. Otherwise, they are likely be caught unawares of 
  the PCs presence. 
   
  APL 2 (EL 5) 
   
  d �Milton Merrifoot: male halfling cleric 3; hp 
  24; Appendix 1. 
   
  �d Reivar Oathbreaker: male dwarf ranger 
  1/rogue 1/warrior 2; hp 34; Appendix 1. 
   
  APL 4 (EL 7) 
   
  �d Milton Merrifoot: male halfling cleric 5; hp 
  38; Appendix 1. 
   
  �d Reivar Oathbreaker: male dwarf ranger 
  1/rogue 1/warrior 2; hp 34; Appendix 1. 
   
  d 
  �Grunk 
  Gnomethrower: 
  male 
  half-orc 
  barbarian 1/rogue 1/warrior 2; hp 38; Appendix 1. 
   
  APL 6 (EL 9) 
   
  �d Milton Merrifoot: male halfling cleric 7; hp 
  56; Appendix 1. 
   
  d Reivar Oathbreaker: male dwarf ranger 
  1/rogue 3/warrior 2; hp 49; Appendix 1. 
   
  �d 
  Grunk 
  Gnomethrower: 
  male 
  half-orc 
  barbarian 1/fighter 2/rogue 1/warrior 2; hp 58; Appendix 
  1. 
   
  APL 8 (EL 11) 
   
  �d Milton Merrifoot: male halfling cleric; hp 72; 
  Appendix 1. 
   
  �d Reivar Oathbreaker: male dwarf ranger 
  1/rogue 5/warrior 2; hp 64; Appendix 1. 
   
  �d 
  Grunk 
  Gnomethrower: 
  male 
  half-orc 
  barbarian 2/fighter 2/rogue 1/warrior 4; hp 85; Appendix 
  1. 
   
  Tactics: If alerted to the PCs presence, Milton 
  ambushes the PCs. For example he could wait for the PCs 
  to leave the cavern proper and ambush them outside the 
  cave. There Milton and his henchmen use the large 
  boulders as cover and uneven ground prevent the PCs 
  from charging. The more preferable option, however, is 
  to ambush the PCs as they are coming out of Area 6 or 
  Area 10 in the shrine. Milton’s henchmen block the 
  corridors while he casts spells from behind them. The 
  latter option allows Milton to time the use of his buff 
  spells better and the PCs will not be able to use their 
  mounts (if they have any).  
   
  Milton prepares all the spells in his power-up suite. 
  Since many of these spells have short duration, Milton 
  and his henchmen may not have time to wait for the PCs 
  to emerge and hence will have initiate combat from a 
  defensible position. Milton uses undead creatures from 
  summon undead spells (possibly using his Divine Magic 
  and Rapid Spell feats to directly attack the PCs. He uses 
  these undead as a buffer between the PCs and his 
  henchmen or to set up flanking attacks for his minions. 
  He uses wrack to target arcane spellcasters or rogue types, 
  while preferring to use confusion to catch a large 
  grouping of PCs, especially fighter-types. He reserves 
  dispel magic or resurgence to counter any unwanted 
  magic effects cast on him or his henchmen. Lastly, 
  Milton uses his cure spells to aid his henchmen as best he 
  can. At APL 8, Reivar and Grunk each drink a potion of 
  haste before entering combat. 
   
  Milton prefers to use stay behind his henchmen, 
  using cover, as much as possible, and casting spell 
  appropriately. He only enters combat if absolutely 
  necessary. Milton and his henchmen coordinate their 
  attacks well. The henchmen never stray too far from 
  
  COR6-10 Murder in Elmshire 
   
  Page 22 
   
  Milton, limiting PCs access to him and fight to the death. 
  In turn, Milton tries not to catch his henchmen in any 
  area of effect spells, unless the situation is very dire. 
  Finally, if the combat is clearly going badly, Milton use 
  invisibility to flee, leaving his henchmen behind (much 
  to their dismay). If he cannot flee, Milton fights to the 
  death, knowing the authorities will execute him if he is 
  captured alive.  
   
  Treasure 
   
  APL 2: Loot—88 gp; Magic—vest of resistance +1 
  (83 gp each), wand of inflict light wound (62 gp each). 
   
  APL 4: Loot—138 gp; Magic—pearl of power (1st-
  level) (83 gp each); vest of resistance +2 (333 gp each), 
  wand of inflict light wound (62 gp each). 
   
  APL 6: Loot—80 gp; Magic—+1 dwarven waraxe 
  (194 gp each), +1 greatsword (196 gp each), pearl of power 
  (1st-level) (83 gp each); vest of resistance +2 (333 gp each), 
  wand of inflict light wound (62 gp each). 
   
   APL 8: Loot—80 gp; Magic—+1 human bane 
  dwarven waraxe (694 gp each), +1 greatsword (196 gp 
  each), pearl of power (1st-level) (83 gp each); potions of 
  haste (2) (62 gp each); vest of resistance +2 (333 gp each), 
  wand of inflict light wound (62 gp each). 
   
  Development: Should Milton and/or his henchmen be 
  captured alive, they admit to the murders and running 
  the smuggling operation. 
  They try to strike a deal with the PCs and the authorities 
  in Elmshire and Greyhawk. They tell all they know about 
  the smuggling operation (including Braknor Vorreth, 
  Dench and the Cult of Iuz) in the City of Greyhawk in 
  attempt to avoid execution. It doesn’t work. 
   
  CONCLUSION 
  Even if Milton and/or his henchmen are not able to 
  confess to their crimes, the letter to Dench and the letter 
  from Hairhand, Player Handout 5, Marran Sarraith’s 
  letters, and the ledger are sufficient evidence to convince 
  Sofia the halflings were not responsible for Marran’s 
  murder. She grudgingly lifts the curse from the villagers, 
  despite a lack of an apology from the mayor. Additionally, 
  she rewards the PCs with the Favor of the Rhennee for 
  their help in solving the murder. If any PC was subject to 
  her “evil eye” and has Sofia’s Curse he is not given the 
  Favor of the Rhennee. 
   
  The revelation of Milton Merrifoot’s return to the 
  village, his smuggling operation and his involvement in 
  the murders of Marran Sarraith and Harlinn Pebblestone 
  come as a shock to many of the villagers, especially Iris 
  Moonglow and Tomlinn Pebblestone. Tomlinn intends 
  to move his family permanently to Elmshire and 
  continue his brother’s business. There he plans to have a 
  vigilant eye on any smuggling activity and for the 
  insidious machinations of the forces of Iuz in the village. 
  Should the authorities in Greyhawk City be alerted to the 
  smuggling operation, the PCs are awarded the Grateful 
  City Watch Favor. 
   
  With the approach of Growfest, the solving of the 
  murders and the lifting of the Veth’s curse, the halflings 
  have much to celebrate. Together Mayor Thistleleaf and 
  Tomlinn Pebblestone provide each PC with a 25 gp 
  reward. Finally, the PCs are awarded the Favor of 
  Elmshire and invited to stay in Elmshire as guests of the 
  village for the Growfest Festival. 
   
  Treasure 
   
  All APLs: Coin —25 gp. 
   
  During Growfest, the villagers throw a great 
  party in celebration. Tomlinn Pebblestone 
  raises his mug of ale in salute. “On behalf of 
  the mayor and the good citizens of Elmshire, 
  we thank you for your service. Without your 
  investigative skills and bravery, my brother’s 
  murderer would not have been discovered. We 
  would be oblivious to the villainous activities 
  of Milton Merrifoot and still under the 
  accusations of the Rhennee and their horrible 
  curse. May your lives be long, you homes 
  blessed and your loved ones kept safe. You will 
  always be welcome in Elmshire. Again, thank 
  you.” Taking a sip of his ale, Tomlinn joins with 
  Mayor Thistleleaf, Sheriff Waterleaf, Milnia 
  Taquin and the other villagers in a great cheer 
  for the adventurers. The party lasts long into 
  the night. 
   
  The End 
  
  COR6-10 Murder in Elmshire 
   
  Page 23 
   
  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 1: Danger Along the River 
  Defeat the undead. 
  APL 2 
   
   
   
  120 XP  
  APL 4 
   
   
   
  180 XP 
  APL 6 
   
   
   
  240 XP 
  APL 8 
   
   
   
  300 XP 
   
  Encounter 6: A Few Pets 
  Defeat the guardian(s) of the shrine. 
  APL 2 
   
   
   
   90 XP  
  APL 4  
   
   
   
  150 XP 
  APL 6 
   
   
   
  210 XP 
  APL 8 
   
   
   
  270 XP 
   
  Encounter 7: Old Wicked 
  Defeat Milton Merrifoot and his henchmen. 
  APL 2 
   
   
   
  150 XP 
  APL 4 
   
   
   
  210 XP 
  APL 6  
   
   
   
  270 XP 
  APL 8 
   
   
   
  330 XP 
   
  Story Award 
  Solve the murders and discover the smuggling operation. 
  All APLs  
   
  30 XP  
   
  Discretionary Roleplaying Award 
  APL 2 
   
   
   
    60 XP 
  APL 4 
   
   
   
   105 XP 
  APL 6 
   
   
   
   150 XP 
  APL 8 
   
   
   
   195 XP 
   
  Total Possible Experience   
  APL 2 
   
   
   
   450 XP 
  APL 4 
   
   
   
   675 XP 
  APL 6 
   
   
   
   900 XP 
  APL 8 
   
   
   
   1,125 XP 
   
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their earthly 
  possessions. Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold. If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot. If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a round 
  or so. If for some reason, they pass up this treasure, the coin 
  total is subtracted from the encounter totals given below. 
   
  Next, the magic items are listed. Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure. Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it. Other times they may 
  attempt to use the item blindly. If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the item 
  is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in the 
  GP Gained field of the adventure certificate. 
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items. 
   
  Introduction 
   
  APL 2: Coin: 25 gp. 
   
  APL 4: Coin: 25 gp. 
   
  APL 6: Coin: 25 gp. 
   
  APL 8: Coin: 25 gp. 
   
  Encounter 1: Danger Along the River 
   
  APL 2: Loot: 44 gp.  
   
  APL 4: Loot: 44 gp.  
   
  APL 6: Loot: 44 gp. 
   
  APL 8: Loot: 48 gp. 
   
  Encounter 6: A Few Pets 
  Area 4 
   
  APL 2: Coin: 100 gp; Magic: 50 gp—potion of lesser 
  restoration (2) (25 gp each). 
   
  APL 4: Coin: 100 gp; Magic: 50 gp—potion of lesser 
  restoration (2) (25 gp each). 
   
  APL 6: Coin: 100 gp; Magic: 50 gp—potion of lesser 
  restoration (2) (25 gp each). 
   
  APL 8: Coin: 100 gp; Magic: 50 gp— potion of lesser 
  restoration (2) (25 gp each). 
   
  Area 8 
   
  APL 2: Coin: 50 gp. 
   
  APL 4: Coin: 50 gp. 
   
  APL 6: Coin: 50 gp. 
   
  APL 8: Coin: 50 gp. 
   
  Area 9 
   
  APL 2: Loot: 50 gp. 
  
  COR6-10 Murder in Elmshire 
   
  Page 24 
   
   
  APL 4: Loot: 96 gp. 
   
  APL 6: Loot: 104 gp. 
   
  APL 8: Loot: 150 gp. 
   
  Encounter 7: Old Wicked 
   
  APL 2: Loot: 88 gp; Magic: 145 gp—vest of 
  resistance +1 (83 gp each), wand of inflict light wound (62 
  gp each). 
   
  APL 4: Loot: 138 gp; Magic: 478 gp—pearl of power 
  (1st-level) (83 gp each), wand of cure light wounds (62.5 
  gp each), vest of resistance +2 (333 gp each). 
   
  APL 6: Loot: 80 gp; Magic: 868 gp—+1 dwarven 
  waraxe (194 gp each), +1 greatsword (196 gp each), pearl 
  of power (1st-level) (83 gp each); vest of resistance +2 (333 
  gp each), wand of inflict light wound (62 gp each). 
   
  APL 8: Loot: 80 gp; Magic: 1493 gp—+1 (human 
  bane) dwarven waraxe (694 gp each), +1 greatsword (196 
  gp each), pearl of power (1st-level) (83 gp each); 2 potions 
  of haste (62 gp each per potion); vest of resistance +2 (333 
  gp each), wand of inflict light wound (62 gp each). 
   
  Conclusion  
   
  APL 2: Coin: 25 gp. 
   
  APL 4: Coin: 25 gp. 
   
  APL 6: Coin: 25 gp. 
   
  APL 8: Coin: 25 gp. 
   
  Total Possible Treasure 
   
  APL 2: Loot: 182 gp; Coin: 200 gp; Magic: 195 gp; 
  Total: 577 gp (450 gp max). 
   
  APL 4: Loot: 278 gp; Coin: 200 gp; Magic: 528 gp; 
  Total: 1,016 gp (650 gp max). 
   
  APL 6: Loot: 228 gp; Coin: 200 gp; Magic: 918 gp; 
  Total: 1,346 gp (900 gp max). 
   
  APL 8: Loot: 278 gp; Coin: 200 gp; Magic: 1543 gp; 
  Total: 2,021 gp (1125 gp max).  
   
  ITEMS FOR THE 
  ADVENTURE RECORD 
  οFavor of Elmshire: The halflings of Elmshire have 
  given you permission to purchase some of their animals. 
  You may expend this favor for “Adventure” access to 
  purchase one brixashulty (Races of the Wild 194) or one 
  Elmshire-raised riding dog.  
   
  The Elmshire riding dog is identical to the riding 
  dog in the Monster Manual, except it has hp 20.  
   
  Alternatively, a ranger or druid may spend this favor 
  and an additional 4 TUs serving Elmshire to gain access 
  to a brixashulty animal companion. The brixashulty 
  animal companion follows the rules in Races of the Wild 
  (page 187).  
   
  Cross this favor through when used. 
   
  οFavor of the Rhennee: For assisting in uncovering 
  the truth about the death of their comrade, Rhennee 
  bargefolk have agreed to assist you in maritime training. 
  You may learn one of the following feats: Old Salt, Sea 
  Legs, or Storm Magic.  
   
  Alternatively, you may learn one of the following 
  spells: detect ships, disguise ship, favorable wind, jig of 
  waves, quickswim or wave blessing.  
   
  You are considered to have “Core” access to the spell 
  or feat you chose. Circle the spell or feat selected. All the 
  above spells and feats appear in Stormwrack. 
   
  οGrateful City Watch: For turning over information 
  of the smuggling operation to the Greyhawk City Watch, 
  you have earned their gratitude. You receive free rich 
  upkeep during your next three adventures in the Domain 
  of Greyhawk. 
   
  οSofia’s Curse: For violence against the local Rhennee 
  Community you have earned the local Veth’s wrath. You 
  suffers the effects of an unluck spell (Spell Compendium, 
  p.227-228) for the next ten adventures. This can be 
  removed with a break enchantment, limited wish or a 
  wish. Mark off when expired. 
   
  ITEM ACCESS 
  APL 2: 
   
  Gravedust (Adventure, Libris Mortis, 100 gp). 
   
  Vest of resistance +1 (Core, CA, 1,000 gp). 
   
  Wand of inflict light wounds (Adventure, DMG, 
  750 gp). 
   
  APL 4: (All of APL 2 plus the following) 
   
  Lichbane (Adventure, Libris Mortis, 650 gp).  
   
  Pearl of power (1st-level) (Core, 1000 gp). 
   
  Vest of resistance +2 (Core, CA, 4000 gp). 
   
  APL 6: (All of APLs 2-4 plus the following) 
   
  Boneshard paste (Adventure, Libris Mortis, 750 
  gp). 
   
  APL 8: (All of APLs 2-6 plus the following) 
   
  Sunlight oil (Adventure, Libris Mortis, 1300 gp). 
   
  +1 human bane dwarven waraxe (Adventure, 
  8,330 gp). 
   
  
  COR6-XX Murder in Elmshire 
   
  Page 25 
   
  APPENDIX 1: APL 2
  ENCOUNTER 1: DANGER ALONG 
  THE RIVER 
  �� d Marran Sarraith: male human corpse rogue 
  1/fighter 1; CR 3; Medium undead; HD 2d12; hp 18; 
  Init +2; Spd 30 ft.; AC 18, touch 12, flat-footed 16; Base 
  Atk +1; Grp +5; Atk +7 melee (2d4+6/18-20, 
  masterwork falchion) or +5 melee (1d6+6, slam) or +3 
  ranged (1d6, composite shortbow); Full Atk +7 melee 
  (2d4+6/18-20, masterwork falchion) or +5 melee 
  (1d6+6, slam) or +3 ranged (1d6, composite shortbow); 
  SA sneak attack 1d6; SQ darkvision 60 ft., trapfinding, 
  undead traits; AL CE; SV Fort +2, Ref +4, Will +1; Str 
  19, Dex 14, Con —, Int 10, Wis 12, Cha 10.  
   
  Skills and Feats: Bluff +1, Climb +3, Diplomacy +1, 
  Disable Device +4, Escape Artist +4, Hide +4, Jump +3, 
  Knowledge (local) +1, Listen +5, Move Silently +4, 
  Profession (sailor) +4, Search +4, Sense Motive +2, Spot 
  +5, Swim +3, Tumble +4, Use Rope +4; Combat 
  Reflexes, Power Attack, Weapon Focus (falchion). 
   
  Languages: Common. 
   
  Possessions: Chain shirt, composite shortbow with 
  20 arrows, locked gauntlets, masterwork falchion, short 
  sword. 
   
  Reference: Corpse template: Book of Vile 
  Darkness 185. 
   
  ENCOUNTER 6: A FEW PETS 
  ��d Fiendish Wolf: CR 1; Medium magical beast; 
  HD 2d8+4; hp 16; Init +2; Spd 50 ft.; AC 14, touch 12, 
  flat-footed 12; Base Atk +1; Grp +2; Atk +3 melee 
  (1d6+1, bite); Full Atk +3 melee (1d6+1, bite); SA smite 
  good, trip; SQ darkvision 60 ft., low-light vision, 
  resistance to cold 5 and fire 5, scent, spell resistance 7; 
  AL NE; SV Fort +5, Ref +5, Will +1; Str 13, Dex 15, Con 
  15, Int 3, Wis 12, Cha 6.  
   
  Skills and Feats: Hide +2, Listen +3, Move Silently 
  +3, Spot +3, Survival +1 (+5 following tracks); Track, 
  Weapon Focus (bite). 
   
  Smite Good (Su): Once per day the wolf can 
  make a normal melee attack to deal extra damage equal 
  to its HD total (+2) against a good foe.  
   
  Trip (Ex): A fiendish wolf that hits with a bite 
  attack can attempt to trip the opponent (+1 check 
  modifier) as a free action without making a touch 
  attack or provoking an attack of opportunity. If the 
  attempt fails, the opponent cannot react to trip the 
  fiendish wolf. 
   
  ENCOUNTER 7: OLD WICKED 
  ��d Milton Merrifoot: male halfing, cleric 3; CR 3; 
  Small humanoid; HD 3d8+6; hp 24; Init +1; Spd 15 ft.; 
  AC 20, touch 12, flat-footed 19; Base Atk +2; Grp -1; Atk 
  +5 melee (1d6+1, masterwork morningstar) or +5 
  ranged (1d3+1, sling); Full Atk +5 melee (1d6+1, 
  masterwork morningstar) or +5 ranged (1d3+1, sling); 
  SA spells; SQ halfling traits, rebuke undead, 
  spontaneous cast inflict spells; AL NE; SV Fort +7, Ref 
  +4, Will +8; Str 12, Dex 12, Con 14, Int 12, Wis 17, Cha 
  12.  
   
  Skills and Feats: Bluff +2, Concentration +8, Craft 
  (alchemy) +2, Hide -4, Knowledge (arcana) +2, 
  Knowledge (religion) +2, Listen +4, Move Silently -4, 
  Spellcraft +2, Spot +4; Divine Metamagic (Rapid Spell), 
  Rapid Spell. 
  Languages: Common, Halfling. 
   
  Rebuke Undead (Su): 4/day; 1d20+1; turning 
  damage 2d6+4.  
   
  Spells Prepared (4/3+1/2+1; base DC = 13 + spell 
  level): 0—cure minor wounds, detect magic, guidance, 
  resistance; 1st—bless, protection from good*, shield of 
  faith, summon undead I; 2nd—bull’s strength, hold 
  person, invisibility*. 
  *Domain spell. Iuz; Domains: Evil (cast evil 
  spells at +1 caster level), Trickery (Bluff, Disguise and 
  Hide are cleric class skills). 
   
  Possessions: Banded mail, heavy wooden shield, 
  masterwork morningstar, sling with 10 sling bullets, 
  sunrod, wand of inflict light wounds, vest of resistance 
  +1. 
   
  Power-Up Suite (Prepared—bless, shield 
  of faith): AC 22, touch 14, flat-footed 21; Atk +6 
  melee (1d6+1, masterwork morningstar) or +6 ranged 
  (1d3+1, sling); Full Atk +6 melee (1d6+1, masterwork 
  morningstar) or +6 ranged (1d3+1, sling). 
   
  d �Reivar Oathbreaker: male dwarf ranger 1/rogue 
  1/warrior 2; CR 3; Medium humanoid; HD 3d8+9 plus 
  1d6+3; hp 34; Init +2; Spd 20 ft.; AC 18, touch 12, flat-
  footed 16; Base Atk +3; Grp +6; Atk +8 melee (1d10+3, 
  masterwork dwarven waraxe) or +5 ranged (1d6, 
  shortbow); Full Atk +8 melee (1d10+3, masterwork 
  dwarven waraxe) or +5 ranged (1d6, shortbow); SA 
  favored enemy (human), sneak attack +1d6; SQ 
  darkvision 60 ft., dwarf traits, track, trapfinding, wild 
  empathy; AL CE; SV Fort +8, Ref +6, Will +3; Str 16, 
  Dex 14, Con 16, Int 12, Wis 12, Cha 8. 
   
  Skills and Feats: Bluff +3, Escape Artist +5, Handle 
  Animal +1, Hide +5, Knowledge (nature) +3, Listen +6, 
  Move Silently +5, Search +4, Spot +6, Survival +4, 
  Tumble +5; Iron Will, Track, Weapon Focus (dwarven 
  waraxe). 
   
  Languages: Common, Dwarven. 
   
  Possessions: Chain shirt, heavy wooden shield, 
  locked gauntlets, longsword, masterwork dwarven 
  waraxe, shortbow with 20 arrows. 
   
  Power-Up Suite (Prepared—bless, bull’s 
  strength): Atk +11 melee (1d10+5, masterwork 
  dwarven waraxe) or +6 ranged (1d6, shortbow); Full 
  Atk +11 melee (1d10+5, masterwork dwarven waraxe) 
  or +6 ranged (1d6, shortbow). 
  
  COR6-10 Murder in Elmshire 
   
  Page 26 
   
   APL 4 
   
  ENCOUNTER 1: DANGER ALONG 
  THE RIVER  
  �� d Marran Sarraith: male human corpse rogue 
  1/fighter 1; CR 3; Medium undead; HD 2d12; hp 18; 
  Init +2; Spd 30 ft.; AC 18, touch 12, flat-footed 16; Base 
  Atk +1; Grp +5; Atk +7 melee (2d4+6/18-20, 
  masterwork falchion) or +5 melee (1d6+6, slam) or +3 
  ranged (1d6, composite shortbow); Full Atk +7 melee 
  (2d4+6/18-20, masterwork falchion) or +5 melee 
  (1d6+6, slam) or +3 ranged (1d6, composite shortbow); 
  SA sneak attack 1d6; SQ darkvision 60 ft., trapfinding, 
  undead traits; AL CE; SV Fort +2, Ref +4, Will +1; Str 
  19, Dex 14, Con —, Int 10, Wis 12, Cha 10. 
   
   
  Skills and Feats: Bluff +1, Climb +3, Diplomacy +1, 
  Disable Device +4, Escape Artist +4, Hide +4, Jump +3, 
  Knowledge (local) +1, Listen +5, Move Silently +4, 
  Profession (sailor) +4, Search +4, Sense Motive +2, Spot 
  +5, Swim +3, Tumble +4, Use Rope +4; Combat 
  Reflexes, Power Attack, Weapon Focus (falchion). 
   
  Languages: Common 
   
  Possessions: Chain shirt, composite shortbow with 
  20 arrows, locked gauntlets, masterwork falchion, short 
  sword. 
   
  Reference: Corpse template: Book of Vile 
  Darkness 185. 
   
  ENCOUNTER 6: A FEW PETS 
  d �Advanced 4 HD Dretch: CR 3; Small outsider 
  (chaotic, extraplanar, evil, Tanar’ri); HD 4d8+8; hp 32; 
  Init +0; Spd 20 ft.; AC 16, touch 11, flat-footed 16; Base 
  Atk +4; Grp +1; Atk +6 melee (1d6+1, claw); Full Atk +6 
  melee (1d6+1, claw) and +4 melee (1d4, bite); SA spell-
  like abilities, summon tanar’ri; SQ DR 5/cold iron or 
  good, darkvision 60ft, immunity to electricity and 
  poison, resistance to acid 10, cold 10 and fire 10, 
  telepathy 100 ft.; AL CE; SV Fort +6, Ref +4, Will +4; Str 
  13, Dex 10, Con 14, Int 5, Wis 11, Cha 11.  
   
  Skills and Feats: Hide +7, Listen +7, Move Silently 
  +7, Spot +7, Search +0, Survival +0 (+2 following 
  tracks), Tumble +4; Improved Natural Attack (claw), 
  Multiattack.  
   
  Spell-Like Abilities: 1/day—scare (DC 12), 
  stinking cloud (DC 12). Caster level 4th. The save DCs 
  are Charisma-based.  
   
  Summon Tanar’ri (Sp): Once per day a dretch 
  can summon another dretch with a 35% chance of 
  success. This ability is the equivalent of a 1st-level spell. 
   
  Telepathy (Su): Dretches can communicate 
  telepathically with creatures within 100 feet that speak 
  Abyssal.  
   
  ENCOUNTER 7: OLD WICKED  
  ��d Milton Merrifoot: male halfing cleric 5; CR 5; 
  Small humanoid; HD 5d8+10; hp 38; Init +1; Spd 15 ft.; 
  AC 20, touch 12, flat-footed 19; Base Atk +3; Grp +0; 
  Atk +6 melee (1d6+1, masterwork morningstar)  or +6 
  ranged (1d3+1, sling); Full Atk +6 melee (1d6+1, 
  masterwork morningstar)  or +6 ranged (1d3+1, sling); 
  SA spells; SQ halfling traits, rebuke undead, 
  spontaneous cast inflict spells; AL NE; SV Fort +9, Ref 
  +5, Will +11; Str 12, Dex 12, Con 14, Int 12, Wis 18, Cha 
  12.  
   
  Skills and Feats: Bluff +2, Concentration +10, Craft 
  (alchemy) +2, Hide -3, Knowledge (arcana) +3, 
  Knowledge (religion) +3, Listen +4, Move Silently -4, 
  Spellcraft +3, Spot +4; Divine Metamagic (Rapid Spell), 
  Rapid Spell. 
  Languages: Common, Halfling. 
   
  Rebuke Undead (Su): 4/day; 1d20+1; turning 
  damage 2d6+6.  
   
  Spells Prepared (5/4+1/3+1/2+1; base DC = 14 + 
  spell level): 0—cure minor wounds, detect magic, 
  guidance, light, resistance; 1st—bless, protection from 
  good*, resurgence, shield of faith, summon undead I; 
  2nd—bull’s 
  strength, 
  hold 
  person, 
  invisibility*, 
  summon undead II; 3rd—dispel magic, magic circle 
  against good*, summon undead III. 
  *Domain spell. Iuz; Domains: Evil (cast evil 
  spells at +1 caster level), Trickery (Bluff, Disguise and 
  Hide are cleric class skills). 
   
  Possessions: Banded mail, heavy wooden shield, 
  masterwork morningstar, sling with 10 sling bullets, 
  sunrod, pearl of power (1st-level), vest of resistance +2, 
  wand of inflict light wounds. 
   
  Power-Up Suite (Prepared—bless, shield 
  of faith): AC 22, touch 14, flat-footed 21; Atk +7 
  melee (1d6+1, masterwork morningstar)  or +7 ranged 
  (1d3+1, sling); Full Atk +7 melee (1d6+1, masterwork 
  morningstar)  or +7 ranged (1d3+1, sling). 
   
  d �Reivar Oathbreaker: male dwarf ranger 1/rogue 
  1/warrior 2; CR 3; Medium humanoid; HD 3d8+9 plus 
  1d6+3; hp 34; Init +2; Spd 20 ft.; AC 18, touch 12, flat-
  footed 16; Base Atk +3; Grp +6; Atk +8 melee (1d10+3, 
  masterwork dwarven waraxe) or +5 ranged (1d6, 
  shortbow); Full Atk +8 melee (1d10+3, masterwork 
  dwarven waraxe) or +5 ranged (1d6, shortbow); SA 
  favored enemy (human), sneak attack +1d6; SQ 
  darkvision 60 ft., dwarf traits, track, trapfinding, wild 
  empathy; AL CE; SV Fort +8, Ref +6, Will +3; Str 16, 
  Dex 14, Con 16, Int 12, Wis 12, Cha 8. 
   
  Skills and Feats: Bluff +3, Escape Artist +5, Handle 
  Animal +1, Hide +5, Knowledge (nature) +3, Listen +6, 
  Move Silently +5, Search +4, Spot +6, Survival +4, 
  Tumble +5; Iron Will, Track, Weapon Focus (dwarven 
  waraxe). 
   
  Languages: Common, Dwarven. 
   
  Possessions: Chain Shirt, heavy wooden shield, 
  locked gauntlets, longsword, masterwork dwarven 
  waraxe, shortbow with 20 arrows. 
   
  Power-Up Suite (Prepared – bless): Atk +9 
  melee (1d10+3, masterwork dwarven waraxe) or +6 
  
  COR6-10 Murder in Elmshire 
   
  Page 27 
   
  ranged (1d6, shortbow); Full Atk +9 melee (1d10+3, 
  masterwork dwarven waraxe) or +6 ranged (1d6, 
  shortbow). 
   
  d �Grunk Gnomethrower: male half-orc barbarian 
  1/rogue 1/warrior 2; CR 3; Medium humanoid; HD 
  1d12+3 plus 2d8+6 plus 1d6+3; hp 38, Spd 40 ft.; AC 17, 
  touch 12, flat-footed 15;Base Atk +3; Grp +7; Atk +8 
  melee (2d6+6, masterwork greatsword) or +5 ranged 
  (1d6, shortbow); Full Atk +8 (2d6+6, masterwork 
  greatsword) or +5 ranged (1d6 shortbow); SA rage, 
  sneak attack +1d6; SQ darkvision 60 ft., fast movement, 
  half-orc traits, illiteracy, trapfinding; AL CE; SV Fort 
  +8, Ref +4, Will +3; Str 18, Dex 14, Con 16, Int 6, Wis 
  12, Cha 6.  
   
  Skills and Feats: Escape Artist +2, Hide +2 Listen 
  +5, Move Silently +2, Spot +5, Survival +3, Tumble +3; 
  Iron Will, Power Attack. 
   
  Languages: Common, Orc. 
   
  Rage (Ex): +4 to Str, +4 to Con, +2 on Will saves, 
  –2 to AC for number of rounds equal to 3+ (new) 
  Constitution modifier. 
   
  Possessions: 
  Breastplate, 
  locked 
  gauntlets, 
  longsword, masterwork greatsword, shortbow with 20 
  arrows. 
   
  Power-Up Suite (Rage and Prepared—
  bless, bulls strength): hp 46; AC 15, touch 10, flat-
  footed 13;Atk +13 melee (2d6+12, masterwork 
  greatsword) or +6 ranged (1d6, shortbow); Full Atk +13 
  (2d6+12, masterwork greatsword) or +6 ranged (1d6 
  shortbow); SV Fort +8, Ref +4, Will +5. 
  
  COR6-10 Murder in Elmshire 
   
  Page 28 
   
  APL 6 
   
  ENCOUNTER 1: DANGER ALONG 
  THE RIVER  
  �� d Marran Sarraith: male human corpse rogue 
  1/fighter 2/warrior 2; CR 5; Medium undead; HD 
  5d12; hp 45; Init +2; Spd 30 ft.; AC 18, touch 12, flat-
  footed 16; Base Atk +4; Grp +9; Atk +11 melee 
  (2d4+7/18-20, masterwork falchion) or +9 melee 
  (1d6+7, slam)  or +6 ranged (1d6, composite shortbow); 
  Full Atk +11 melee (2d4+7/18-20, masterwork falchion) 
  or +9 melee (1d6+7, slam) or +6 ranged (1d6, composite 
  shortbow); SA sneak attack 1d6; SQ darkvision 60 ft., 
  evasion, trapfinding, undead traits; AL CE; SV Fort +6, 
  Ref +4, Will +1; Str 20, Dex 14, Con —, Int 10, Wis 12, 
  Cha 10.  
   
  Skills and Feats: Bluff +1, Climb +3, Diplomacy +1, 
  Disable Device +4, Escape Artist +4, Hide +5, Jump +4, 
  Knowledge (local) +1, Listen +5, Move Silently +5, 
  Profession (sailor) +4, Search +4, Sense Motive +2, Spot 
  +5, Swim +3, Tumble +4, Use Rope +4; Blind Fight, 
  Combat Reflexes, Improved Turn Resistance, Power 
  Attack, Weapon Focus (falchion). 
   
  Languages: Common. 
   
  Possessions: Chain shirt, composite shortbow with 
  20 arrows, locked gauntlets, masterwork falchion, short 
  sword. 
   
  Reference: Corpse template: Book of Vile 
  Darkness 185. 
    
  d �Advanced 8 HD Ghast (3): CR 4; Medium 
  undead; HD 8d12; hp 72; Init +3; Spd 30 ft.; AC 17, 
  touch 12, flat-footed 14;Base Atk +4; Grp +8; Atk +8 
  melee (1d8+4 plus paralysis, bite); Full Atk +8 melee 
  (1d8+4 plus paralysis, bite) and +6 melee (1d4+2 plus 
  paralysis, 2 claws); SA ghoul fever, paralysis, stench; SQ 
  darkvision 60 ft., +2 turn resistance, undead traits; AL 
  CE; SV Fort +2, Ref +5, Will +8; Str 18, Dex 17, Con —, 
  Int 13, Wis 14, Cha 16.  
   
  Skills and Feats: Balance +8, Climb +9, Hide +13, 
  Jump +9, Listen +7, Move Silently +13, Spot +7; Tumble 
  +13; 
  Ability 
  Focus 
  (paralysis), 
  Improved 
  Turn 
  Resistance, Multiattack. 
   
  Languages: Common. 
   
  Ghoul Fever (Su): Disease—bite, Fortitude 
  save DC 15, incubation period 1 day, damage 1d3 Con 
  and 1d3 Dex. The save DC is Charisma-based. 
   
  Paralysis (Ex): Those hit by a ghast’s bite or 
  claw attack must succeed on a DC 17 Fortitude save or 
  be paralyzed for 1d4+1 rounds. Even elves can be 
  affected by this paralysis. The save DC is Charisma-
  based.  
   
  Stench (Su): The stink of death and corruption 
  surrounding these creatures is overwhelming. Living 
  creatures within 10 feet must succeed on a DC 15 
  Fortitude save or be sickened for 1d6+4 minutes. A 
  creature that successfully saves cannot be affected 
  again by the same ghoul’s stench for 24 hours. A delay 
  poison or neutralize poison spell removes the effect 
  from a sickened creature. Creatures with immunity to 
  poison are unaffected and creatures resistant to poison 
  receive their normal bonus on their saving throws. The 
  save DC is Charisma-based. 
   
  ENCOUNTER 7: OLD WICKED  
  d �Milton Merrifoot: male halfing cleric 7; CR 7; 
  Small humanoid; HD 7d8+14; hp 56; Init +1; Spd 15 ft.; 
  AC 20, touch 12, flat-footed 19; Base Atk +5; Grp +2; 
  Atk +8 melee (1d6+1, masterwork morningstar) or +8 
  ranged (1d3+1, sling); Full Atk +8 melee (1d6+1, 
  masterwork morningstar) or +8 ranged (1d3+1, sling); 
  SA spells; SQ halfling traits, rebuke undead, 
  spontaneous cast inflict spells; AL NE; SV Fort +10, Ref 
  +6, Will +12; Str 12, Dex 12, Con 14, Int 12, Wis 18, Cha 
  12.  
   
  Skills and Feats: Bluff +2, Concentration +12, Craft 
  – Alchemy +2, Hide -2, Knowledge (arcana) +3, 
  Knowledge (religion) +3, Listen +4, Move Silently -3, 
  Spellcraft +4, Spot +4; Divine Metamagic (Rapid Spell), 
  Extra Turning, Rapid Spell. 
  Languages: Common, Halfling. 
  Rebuke Undead (Su): 8/day; 1d20+1; turning 
  damage 2d6+8 
   
  Spells Prepared (6/5+1/4+1/3+1/2+1; base DC = 14 
  + spell level): 0—create water, cure minor wounds, 
  detect magic, guidance, light, resistance; 1st—bless, 
  cure light wounds, protection from good*, resurgence, 
  shield of faith, summon undead I; 2nd—bull’s 
  strength, hold person, invisibility*, sound burst, 
  summon undead II; 3rd—dispel magic, magic circle 
  against good*, summon undead III, prayer; 4th—
  confusion*, divine power, wrack;   
   
   *Domain spell. Iuz; Domains: Evil (cast evil 
  spells at +1 caster level), Trickery (Bluff, Disguise and 
  Hide are cleric class skills). 
  Languages: Common, Halfling. 
   
  Possessions: Banded mail, heavy wooden shield, 
  masterwork morningstar, sling with 10 sling bullets, 
  sunrod, pearl of power (1st level), vest of resistance +1, 
  wand of inflict light wounds. 
   
  Power-Up Suite (Prepared—bless, divine 
  power, prayer, shield of faith): hp 63; AC 23, 
  touch 15, flat-footed 22;Atk +15 melee (1d6+2, 
  masterwork morningstar)  or +12 ranged (1d3+2, sling); 
  Full 
  Atk 
  +15/+10 
  melee 
  (1d6+2, 
  masterwork 
  morningstar)  or +12/+7 ranged (1d3+2, sling); SV Fort 
  +11, Ref +7, Will +13 
   
  d �Reivar Oathbreaker: male dwarf ranger 1/rogue 
  3/warrior 2; CR 5; Medium-Sized Humanoid; HD 
  3d8+9 plus 3d6+9; hp 49; Init +2; Spd 20 ft.; AC 18, 
  touch 12, flat-footed 16; Base Atk +5; Grp +8; Atk +10 
  melee [(1d10+4, +1 dwarven waraxe) or +7 ranged (1d6, 
  shortbow); Full Atk +10 melee (1d10+4, +1 dwarven 
  waraxe) or +7 ranged (1d6, shortbow); SA favored 
  
  COR6-10 Murder in Elmshire 
   
  Page 29 
   
  enemy (human), sneak attack +2d6; SQ darkvision 60 
  ft., dwarf traits, evasion, track, trapfinding, trapsense 
  +1, wild empathy; AL CE; SV Fort +9, Ref +7, Will +4; 
  Str 16, Dex 15, Con 16, Int 12, Wis 12, Cha 8. 
   
  Skills and Feats: Bluff +3, Escape Artist +8, Handle 
  Animal +1, Hide +8, Knowledge (nature) +3, Listen +9, 
  Move Silently +8, Search +4, Spot +9, Survival +4, 
  Tumble +8; Iron Will, Power Attack, Track, Weapon 
  Focus (dwarven waraxe). 
   
  Languages: Common, Dwarven. 
   
  Possessions: Chain Shirt, heavy wooden shield, 
  locked gauntlets, longsword, +1 dwarven waraxe, 
  shortbow with 20 arrows. 
   
  Power-Up Suite (Prepared—bless, prayer): 
  Atk +12 melee [(1d10+5, +1 dwarven waraxe) or +9 
  ranged (1d6+1, shortbow); Full Atk +12 melee (1d10+5, 
  +1 dwarven waraxe) or +9 ranged (1d6+1, shortbow); 
  SV Fort +10, Ref +8, Will +5. 
   
  �� d Grunk Gnomethrower: male half-orc 
  barbarian 1/fighter 2/rogue 1/warrior 2; CR 5; Medium 
  humanoid; HD 1d12+3 plus 2d10+6 plus 1d6+3 plus 
  2d8+6; hp 58; Spd 40 ft.; AC 17, touch 12, flat-footed 15; 
  Base Atk +5; Grp +9; Atk +11 melee (2d6+7, +1 
  greatsword) or +7 ranged (1d6, shortbow); Full Atk +11 
  (2d6+7, +1 greatsword) or +7 ranged (1d6, shortbow); 
  SA rage, sneak attack +1d6; SQ darkvision 60 ft., fast 
  movement, half-orc traits, illiteracy, trapfinding; AL 
  CE; SV Fort +11, Ref +4, Will +3; Str 18, Dex 14, Con 16, 
  Int 8, Wis 12, Cha 6. 
   
  Skills and Feats: Escape Artist +2, Hide +2 Listen 
  +5, Move Silently +2, Spot +5, Survival +3, Tumble +4; 
  Combat Reflexes, Hold the Line, Iron Will, Power 
  Attack, Weapon Focus (greatsword). 
   
  Languages: Common, Orc. 
   
  Rage (Ex): +4 to Str, +4 to Con, +2 on Will saves, 
  –2 to AC for number of rounds equal to 3+ (new) 
  Constitution modifier. 
   
  Possessions: Breastplate, locked gauntlets, +1 
  greatsword, shortbow with 20 arrows.  
   
  Power-Up Suite (Rage and Prepared—
  bless, bulls strength, prayer): hp 70; AC 15, touch 
  10, flat-footed 13; Atk +17 melee (2d6+14, +1 
  greatsword) or +9 ranged (1d6+1, shortbow); Full Atk 
  +17 (2d6+14, +1 greatsword) or +9 ranged (1d6+1, 
  shortbow); SV Fort +12, Ref +5, Will +6 . 
   
   
  
  COR6-10 Murder in Elmshire 
   
  Page 30 
   
   APL 8 
  ENCOUNTER 1: DANGER ALONG 
  THE RIVER 
  �d Marran Sarraith: male human corpse rogue 
  2/fighter 2/warrior 4; CR 7; Medium undead; HD 
  8d12; hp 72; Init +2; Spd 30 ft.; AC 18, touch 12, flat-
  footed 16; Base Atk +7; Grp +12; Atk +14 melee 
  (2d4+7/18-20, masterwork falchion) or +12 melee 
  (1d6+7, slam) or +9 ranged (1d6, shortbow); Full Atk 
  +14/+9 melee (2d4+7/18-20, masterwork falchion) or 
  +12 melee (1d6+7, slam) or +9/+4 ranged (1d6, 
  composite shortbow); SA sneak attack 1d6; SQ 
  darkvision 60 ft., evasion, trapfinding, undead traits; AL 
  CE; SV Fort +7, Ref +7, Will +2; Str 21, Dex 14, Con —, 
  Int 10, Wis 12, Cha 10.  
   
  Skills and Feats: Bluff +1, Climb +3, Diplomacy +1, 
  Disable Device +4, Escape Artist +6, Hide +8, Jump +4, 
  Knowledge (local) +1, Listen +5, Move Silently +8, 
  Profession (sailor) +4, Search +4, Sense Motive +2, Spot 
  +5, Swim +3, Tumble +6, Use Rope +4; Blind Fight, 
  Combat Reflexes, Improved Turn Resistance, Power 
  Attack, Weapon Focus (falchion). 
   
  Languages: Common. 
   
  Possessions: Chain shirt, composite shortbow with 
  20 arrows, locked gauntlets, masterwork falchion, short 
  sword. 
   
  Power-Up Suite (Prepared—haste): AC 19, 
  touch 13, flat-footed 17; Atk +15 melee (2d4+7/18-20, 
  masterwork falchion) or +13 melee (1d6+7, slam) or 
  +10 ranged (1d6, shortbow); Full Atk +15/+15/+10 
  melee (2d4+7/18-20, masterwork falchion) or +12/+12 
  melee (1d6+7, slam) or +10/+5 ranged (1d6, composite 
  shortbow); SV Fort +7, Ref +8, Will +2. 
   
  Reference: Corpse template: Book of Vile 
  Darkness 185. 
   
  d �Tomasa Littleberg: male human corpse wizard 
  6; CR 7; Medium undead; HD 6d12; hp 54; Init +6; Spd 
  30 ft.; AC 14, touch 12, flat-footed 12; Base Atk +3; Grp 
  +3; Atk +3 melee (1d8, morningstar) ) or +3 melee (1d6, 
  slam) or +5 ranged (1d8, light crossbow); Full Atk +3 
  melee (1d8, morningstar) or +3 melee (1d6, slam) or +5 
  ranged (1d8, light crossbow); SA spells; SQ darkvision 
  60 ft., summon familiar, undead traits; AL CE; SV Fort 
  +4, Ref +4, Will +6; Str 10, Dex 14, Con —, Int 18, Wis 
  12, Cha 12.  
   
  Skills and Feats: Concentration +10, Escape Artist 
  +6, Hide +6, Knowledge (arcana) +13, Listen +4, Move 
  Silently +4, Spellcraft +12, Spot +4, Tumble +6; 
  Empower Spell, Eschew Materials, Great Fortitude, 
  Improved Initiative, Improved Turn Resistance Scribe 
  Scroll. 
   
  Languages: Common, Draconic. 
   
  Possessions: Light crossbow with 20 bolts, 
  morningstar, spellbook. 
   
  Spells Known (4/4/4/3; base DC = 14 + spell level): 
  0—detect magic, mage hand, message, prestidigitation; 
  1st—magic missile, magic missile, ray of enfeeblement, 
  shield; 2nd—glitterdust, protection from arrows, 
  scorching ray, web; 3rd—dispel magic, fireball, haste. 
   
  Power-Up Suite (Prepared—haste, sheild): 
  AC 19, touch 17, flat-footed 17; Atk +4 melee (1d8, 
  morningstar) or +4 melee (1d6, slam) or +6 ranged (1d8, 
  light 
  crossbow); 
  Full 
  Atk 
  +4/+4 
  melee 
  (1d8, 
  morningstar) or +4/+4 melee (1d6, slam) or +6/+6 
  ranged (1d8, light crossbow); SV Fort +4, Ref +5, Will 
  +6. 
   
  Source: corpse template: Book of Vile Darkness 
  185. 
   
  d �Advanced 8 HD Ghast (3): CR 4; Medium 
  undead; HD 8d12; hp 72; Init +3; Spd 30 ft.; AC 17, 
  touch 12, flat-footed 14; Base Atk +4; Grp +8; Atk +8 
  melee (1d8+4 plus paralysis, bite); Full Atk +8 melee 
  (1d8+4 plus paralysis, bite) and +6 melee (1d4+2 plus 
  paralysis, 2 claws); SA ghoul fever, paralysis, stench; SQ 
  darkvision 60 ft., +2 turn resistance, undead traits; AL 
  CE; SV Fort +2, Ref +5, Will +8; Str 18, Dex 17, Con —, 
  Int 13, Wis 14, Cha 16.  
   
  Skills and Feats: Balance +8, Climb +9, Hide +13, 
  Jump +9, Listen +7, Move Silently +13, Spot +7; Tumble 
  +13; 
  Ability 
  Focus 
  (paralysis), 
  Improved 
  Turn 
  Resistance, Multiattack. 
   
  Ghoul Fever (Su): Disease—bite, Fortitude 
  save DC 15, incubation period 1 day, damage 1d3 Con 
  and 1d3 Dex. The save DC is Charisma-based. 
   
  Paralysis (Ex): Those hit by a ghast’s bite or 
  claw attack must succeed on DC 17 Fortitude save or be 
  paralyzed for 1d4+1 rounds. Even elves can be affected 
  by this paralysis. The save DC is Charisma-based.  
   
  Stench (Su): The stink of death and corruption 
  surrounding these creatures is overwhelming. Living 
  creatures within 10 feet must succeed on a DC 15 
  Fortitude save or be sickened for 1d6+4 minutes. A 
  creature that successfully saves cannot be affected 
  again by the same ghoul’s stench for 24 hours. A delay 
  poison or neutralize poison spell removes the effect 
  from a sickened creature. Creatures with immunity to 
  poison are unaffected and creatures resistant to poison 
  receive their normal bonus on their saving throws. The 
  save DC is Charisma-based. 
   
  Power-Up Suite (Prepared—haste): AC 18, 
  touch 13, flat-footed 15; Atk +9 melee (1d8+4 plus 
  paralysis, bite); Full Atk +9/+9 melee (1d8+4 plus 
  paralysis, bite) and +7 melee (1d4+2 plus paralysis, 2 
  claws); SV Fort +2, Ref +6, Will +8. 
   
  ENCOUNTER 7: OLD WICKED 
  �d Milton Merrifoot: male halfing cleric 9; CR 9; 
  Small humanoid; HD 9d8+18; hp 72; Init +5; Spd 15 ft.; 
  AC 20, touch 12, lat-footed 19; Base Atk +6; Grp +3; Atk 
  +9 melee (1d6+1, masterwork morningstar) or +8 
  ranged (1d3+1, sling); Full Atk +9/+4 melee (1d6+1, 
  masterwork morningstar) or +9/+4 ranged (1d3+1, 
  sling); SA spells; SQ halfling traats, rebuke undead, 
  spontaneous cast inflict spells; AL NE; SV Fort +11, Ref 
  
  COR6-10 Murder in Elmshire 
   
  Page 31 
   
  +7, Will +13; Str 12, Dex 12, Con 14, Int 12, Wis 19, Cha 
  12.  
   
  Skills and Feats: Bluff +2, Concentration +14, Craft 
  (alchemy) +2, Hide +0, Knowledge (arcana) +3, 
  Knowledge (religion) +4, Listen +4, Move Silently –3, 
  Spellcraft +5, Spot +4; Divine Metamagic (Rapid Spell), 
  Extra Turning, Improved Initiative, Rapid Spell. 
  Languages: Common, Halfling 
  Rebuke Undead (Su): 8/day; 1d20+1; turning 
  damage 2d6+10. 
   
  Spells Prepared (6/5+1/5+1/4+1/3+1/1+1; base DC 
  = 14 + spell level): 0—create water, cure minor wounds, 
  detect magic, guidance, light, resistance; 1st—bless, 
  cure light wounds, protection from good*, resurgence, 
  shield of faith, summon undead I; 2nd—bull’s 
  strength, calm emotions, hold person, invisibility*, 
  sound burst, summon undead II; 3rd—cure serious 
  wounds, dispel magic, magic circle against good*, 
  summon undead III, prayer; 4th—confusion*, divine 
  power, summon undead IV, wrack; 5th—flame strike, 
  unholy blight*   
  *Domain spell, Domains: Evil (cast evil spells at +1 
  caster level), Trickery (Bluff, Disguise and Hide are 
  cleric class skills). 
  Languages: Common, Halfling. 
   
  Possessions: Banded mail, heavy wooden shield, 
  masterwork morningstar, sling with 10 sling bullets, 
  sunrod, pearl of power (1st level), vest of resistance +1, 
  wand of inflict light wounds. 
   
  Power-Up Suite (Prepared—bless, divine 
  power, prayer, shield of faith): 81 hp; AC 23, 
  touch 15, flat-footed 22;Atk +17 melee (1d6+1, 
  masterwork morningstar) or +13 ranged (1d3+2, sling); 
  Full 
  Atk 
  +17/+12 
  melee 
  (1d6+1, 
  masterwork 
  morningstar) or +13/+8 ranged (1d3+2, sling); SV Fort 
  +12, Ref +8, Will +14. 
   
  d Reivar Oathbreaker: male dwarf ranger 1/rogue 
  5/warrior 2; CR 7; Medium humanoid; HD 3d8+9 plus 
  5d6+15; hp 64; Init +2; Spd 20 ft.; AC 18, touch 12, flat-
  footed 16; Base Atk +6; Grp +9; Atk +11 melee (1d10+4, 
  +1 human bane dwarven waraxe) or +8 ranged (1d6, 
  shortbow); Full Atk +11/+6 melee (1d10+4, +1 human 
  bane dwarven waraxe) or +8/+3 ranged (1d6, 
  shortbow); SA favored enemy (human), sneak attack 
  +3d6; SQ darkvision 60 ft., dwarf traits, evasion, track, 
  trapfinding, trapsense +1, uncanny dodge, wild 
  empathy; AL CE; SV Fort +9, Ref +8, Will +4; Str 16, 
  Dex 15, Con 16, Int 12, Wis 12, Cha 8. 
   
  Skills and Feats: Bluff +3, Escape Artist +11, 
  Handle Animal +1, Hide +11, Knowledge (nature) +3, 
  Listen +11, Move Silently +11, Search +8, Spot +11, 
  Survival +4, Tumble +11; Iron Will, Power Attack, 
  Track, Weapon Focus (dwarven waraxe). 
   
  Languages: Common, Dwarven. 
   
  Possessions: Chain shirt, heavy wooden shield, +1 
  (human bane) dwarven waraxe, locked gauntlets, 
  potion of haste, shortbow with 20 arrows. 
   
  Power-Up Suite (Prepared—bless, haste, 
  prayer): AC 19, touch 13, flat-footed 17; Atk +14 
  melee (1d10+5, +1 human bane dwarven waraxe) or +11 
  ranged (1d6+1, shortbow); Full Atk +14/+14/+9 melee 
  (1d10+5, +1 human bane dwarven waraxe) or 
  +10/+10/+5 ranged (1d6+1, shortbow); SV Fort +10, Ref 
  +10, Will +5; 
   
  d �Grunk Gnomethrower: male half-orc barbarian 
  2/fighter 2/rogue 1/warrior 4; CR 7; Medium 
  humanoid; HD 2d12+6 plus 2d10+6 plus 4d8+12 plus 
  1d6+3; hp 85; Spd 40 ft.; AC 17, touch 12, flat-footed 15; 
  Base Atk +8; Grp +12; Atk +14 melee (2d6+7/17-20, +1 
  greatsword) or +10 ranged (1d6, shortbow); Full Atk 
  +14/+9 (2d6+7/17-20, +1 greatsword) or +10/+5 ranged 
  (1d6, shortbow); SA rage, sneak attack +1d6; SQ 
  darkvision 60 ft., fast movement, half-orc traits, 
  illiteracy, trapfinding, uncanny dodge; AL CE; SV Fort 
  +13, Ref +5, Will +4; Str 19, Dex 14, Con 16, Int 6, Wis 
  12, Cha 6.  
   
  Skills and Feats: Escape Artist +2, Hide +2 Listen 
  +6, Move Silently +2, Spot +5, Survival +4, Tumble +4; 
  Combat Reflexes, Hold the Line, Iron Will, Improved 
  Critical (greatsword), Power Attack, Weapon Focus 
  (greatsword). 
   
  Languages: Common, Orc 
   
  Rage (Ex): +4 to Str, +4 to Con, +2 on Will saves, 
  –2 to AC for number of rounds equal to 3+ (new) 
  Constitution modifier. 
   
  Possessions: Breastplate, locked gauntlets, +1 
  greatsword, shortbow with 20 arrows.  
   
  Power-Up Suite (Rage and Prepared—
  bless, bulls strength, haste, prayer): hp 103; AC 
  16, touch 11, flat-footed 14; Atk +21 melee (2d6+14/17-
  20, +1 greatsword) or +13 ranged (1d6+1, shortbow); 
  Full Atk +21/+21/+16 (2d6+14/17-20, +1 greatsword) or 
  +13/+13/+8 ranged (1d6+1, shortbow); SV Fort +14, Ref 
  +7, 
  Will 
  +7
  
  COR6-10 Murder in Elmshire 
   
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  ALL APLS 
   
  Encounter 2: The Village of Elmshire  
  k �Scorimongishaz, pseudodragon familiar: Tiny 
  dragon; HD 13d12+13; hp 23; Init +2; Spd 15 ft., fly 60 
  ft. (good); AC 25, touch 14, flat-footed 16; Base Atk +6; 
  Grp -4; Atk +10 melee (1d3-2 + poison, sting); Full Atk 
  +10 melee (1d3-2 + poison, sting) and +5 melee (1, 
  claw); SA poison; SQ blindsense 60 ft., darkvision 60 ft., 
  immunity to sleep and paralysis, low-light vision, 
  telepathy 60 ft., improved evasion, empathic link with 
  master, deliver touch spells with master, share spells 
  with master (not applicable here), dimension door 
  1/day at 23rd level; SR 19; AL NG; SV Fort +5, Ref +5, 
  Will +9; Str 6, Dex 15, Con 13, Int 12, Wis 12, Cha 10.  
   
  Skills and Feats: Diplomacy +2, Hide +20 (+28 in 
  forests or overgrown areas), Listen +7, Search +6, Sense 
  Motive +7, Spot +7, Survival +1 (+3 successful following 
  tracks); Weapon Finesse. 
   
  Poison (Ex): Injury, Fortitude DC 14, initial 
  damage sleep for 1 minute, secondary damage sleep for 
  1d3 hours. The save DC is Constitution-based and 
  includes a +2 racial bonus. 
   
  Blindsense (Ex): A pseudodragon can locate 
  creatures within 60 feet by nonvisual means. 
  Opponents the pseudodragon can't actually see still 
  have total concealment against the pseudodragon.  
   
  Telepathy 
  (Su): 
  Pseudodragons 
  can 
  communicate telepathically with any creature within 
  60 feet who speaks Common or Sylvan. 
   
  Improved Evasion (Ex): Take only half 
  damage from spells with a Reflex save, or none if the 
  save is successful. 
   
  ENCOUNTER 4: THE RHENNEE 
  CAMP 
  k �Rhennee Guard: male human fighter 2: CR 2; 
  Medium humanoid; HD 2d10+4; hp 21; Init +5; Spd 30 
  ft.; AC 14, touch 11, flat-footed 13; Base Atk +2; Grp +4; 
  Atk +4 melee (1d4+2/19-20, dagger) or +5 melee 
  (1d6+2/18-20, scimitar); Full Atk+4 melee (1d4+1/19-
  20, dagger) or +5 melee (1d6+2/18-20, scimitar); AL N; 
  SV Fort +5, Ref +1, Will +1; Str 15, Dex 13, Con 14, Int 
  10, Wis 12, Cha 8.  
   
  Skills and Feats: Climb +3, Jump +3, Listen +3, 
  Spot +3, Survival +2, Swim +4; Dodge, Improved 
  Initiative, Power Attack, Weapon Focus (scimitar). 
   
  Languages: Common, Rhopan 
   
  Possessions: dagger, studded leather armor, 
  scimitar. 
   
  k �Sofia: female human Rhennee sorcerer 8/ vetha 2: 
  CR 10; Medium Humanoid; HD 10d4+10; hp 42; Init 
  +1; Spd 30 ft.; AC 17, touch 14, flat-footed 16; Base Atk 
  +5; Grp +5; Atk +6 melee (1d4+1/19-20, +1 dagger); Full 
  Atk +6 melee (1d4+1/19-20, +1 dagger); AL N; SV Fort 
  +3, Ref +5, Will +10; Str 10, Dex 13, Con 12, Int 12, Wis 
  15, Cha 17.  
   
  Skills and Feats: Bluff +8, Concentration +12, Heal 
  +6, Knowledge (arcana) +7, Knowledge (geography) + 
  3, Knowledge—local (Iuz Border States) +3, Move 
  Silently +3, Profession (fortune teller) +5, Spellcraft +9, 
  Sense Motive +5; Craft Wondrous Item, Dodge, 
  Lightning 
  Reflexes, 
  Mobility, 
  Spell 
  Focus 
  (necromancy). 
   
  Languages: Common, Oeridian, Rhopan. 
   
  Hex Mastery: All vetha are instructed in the art 
  of bestowing curses and manipulating the minds and 
  emotions of their enemies. Each time the veth achieves 
  a new level in Hex Mastery, she adds two to her 
  effective caster level when casting the following spells: 
  bestow curse, cause fear, charm person, charm 
  monster, confusion, contagion, hypnotism, and scare. 
   Improved Caster Level: When determining 
  the caster level for one of her spells, the veth adds both 
  her veth levels and her levels in one of her other spell 
  casting classes (in the case of multiple spellcasting 
  classes, she adds her veth levels to whichever level is 
  highest). 
   Master Healer: As a veteran in the arts of 
  medicine, Sofia has greatly refined her talents as a 
  healer. She doubles the hit points of damage she may 
  restore with long-term care, as per the Heal skill. 
   
  Reading the Lake: The vetha are trained to 
  empathize with the waters of the Nyr Dyv and its 
  tributaries, seeing in their disposition some glimmer of 
  the future. Each evening under a clear sky, the veth can 
  survey the waters of a river or lake and make a limited 
  prediction on the future of one passenger on her barge. 
  The veth's knowledge is usually vague, clouded in 
  metaphor and obscure imagery. The base chance of 
  success on the reading is 70% + 1% per caster level, to a 
  maximum of 90%. If a successful check is made, the 
  veth can foresee a general event of the next 10 days, 
  based on the DM's intentions for the next few gaming 
  sessions (or, in the case of the Living Greyhawk 
  campaign, the contents of the scenario being played). 
  The prediction only indicates the potential outcome 
  and does not guarantee the result. If the check fails, no 
  information can be gained concerning the subject for 
  the next month, as the mists of the future have proven 
  too thick. A veth may consult the waters only once 
  each night. 
   
  Sorcerer Spells Known (8/5/3/2/1; base DC = 13 + 
  spell level; spells per day 6/7/7/6/3): 0—acid splash, 
  daze, detect magic, flare, guidance, mage hand, read 
  magic, resistance; 1st—burning hands, magic missile, 
  ray of enfeeblement, shield, summon monster I; 2nd—
  ghoul touch, invisibility, scorching ray; 3rd—fireball, 
  haste, vampiric touch; 4th—bestow curse  
   
  Vetha Spells Known (3; base DC = 13 + spell level): 
  1st—cause fear, chill touch, color spray. 
   
  Possessions: +3 bracers of armor, +1 dagger, potion 
  of cure serious wounds, +3 ring of protection. 
   
  Description: Sofia is an elderly woman in her late 
  seventies. She is a little over five feet tall and weighs 
  
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  less than a hundred pounds. Despite her age, she is 
  feisty, 
  independent, 
  manipulative 
  and 
  very 
  imperialistic. She leads her clan based on her 
  experience, skills as a Vetha and strong-willed 
  personality. She sees the Rhennee as a noble, righteous 
  people who have a justified, strong distrust for non-
  Rhennee outsiders. She holds the halfling villagers in 
  contempt. 
   
  k �Cat (familiar): CR —; Tiny magical beast; HD 10; 
  hp 21; Init +2; Spd 30 ft.; AC 19, touch 14, flat-footed 
  14; Base Atk +0; Grp -12; Atk +9 melee (1d2-4, claw); 
  Full Atk +9 melee (1d2-4, 2 claws); SQ deliver touch 
  spells, empathic link, improved evasion, low-light 
  vision, scent, share spells, speak with animals of its 
  kind, speak with master; AL N; SV Fort +2, Ref +4, Will 
  +9; Str 3, Dex 14, Con 10, Int 10, Wis 12, Cha 7. 
   
  Skills and Feats: Balance +10, Hide +14*, Jump +10, 
  Knowledge (arcane +12, Listen +3, Move Silently +6, 
  Spellcraft +15, Spot +3, Survival +2, Swim +4; Weapon 
  Finesse.  
   
  Skills: Cats have a +4 racial bonus on their Climb, 
  Hide and Move Silently checks and a +8 racial bonus 
  on their Jump checks. Cats have a +8 racial bonus on 
  their Balance checks. They use their Dexterity 
  modifier, instead of their Strength modifier for Climb 
  and Jump checks.  
   
  * In areas of tall grass or heavy undergrowth, the 
  Hide bonus rises to +8. 
  
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  APPENDIX 2: NEW RULES 
  New Spells 
   
  Resurgence  
  Abjuration  
  Level: Blackguard 1, cleric 1, paladin 1 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Creature Touched  
  Duration: Instantaneous 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
   
  The subject of a resurgence spell can make a second 
  attempt to save against an ongoing spell, spell-like 
  ability, or supernatural ability, such as dominate 
  person. If the subject of resurgence is affect by more 
  than one ongoing magical effect, the subject chooses 
  one of them to retry the save against. If the subject 
  succeeds on the saving throw on the second attempt, 
  the effect ends immediately. Resurgence never restores 
  hit points or ability score damage, but it does eliminate 
  any conditions such as shaken, fatigued, or nauseated 
  that were caused by a spell, spell-like ability, or 
  supernatural ability, 
   
  If a spell, spell-like ability, or supernatural ability 
  doesn’t allow a saving throw (such as power word stun), 
  then resurgence won’t help the subject recover. 
   
  Reference: Spell Compendium 174-175. 
   
  Summon Undead I 
  Conjuration (Summoning) [Evil] 
  Level: Blackguard 1, cleric 1, sorcerer/wizard 1 
  Components: V, S, F/DF 
  Casting Time: 1 round 
  Effect: One summoned creature 
  Duration: 1 round/level  
  Saving Throw: None 
  Spell Resistance: No 
   
  This spell functions like summon monster I (Player’s 
  Handbook 285), except that you summon an undead 
  creature. 
   
  Summon undead conjures one of the creatures 
  from the 1st-level list in the accompanying sidebar. 
  You chose which creature to summon, and you can 
  change that choice each time you cast the spell. 
  Summoned undead do not count toward the total hit 
  dice of undead that you can control with animate dead 
  or the other command undead abilities. No undead 
  creature you summon can have more Hit Dice than 
  your caster level +1. 
   
  Focus: A tiny bag, a small (not lit) candle and a 
  carved bone from any humanoid. 
   
  Summon undead 1st-level: human warrior 
  skeleton (Monster Manual 226) or kobold zombie 
  (Monster Manual 266). 
   
  Reference: Spell Compendium 215. 
   
  Summon Undead II 
  Conjuration (Summoning) [Evil] 
  Level: Blackguard 2, cleric 2, sorcerer/wizard 2 
  Effect: One or more summoned creature, no two of 
  which can be more than 30 ft. apart 
   
  This spell functions like summon undead I, except that 
  you can summon one undead the 2nd-level list or two 
  undead of the same kind from the 1st-level list. 
   
  Summon undead 2nd-level: owlbear skeleton 
  (Monster Manual 226) or bugbear zombie (Monster 
  Manual 267). 
   
  Reference: Spell Compendium 215. 
   
  Summon Undead III 
  Conjuration (Summoning) [Evil] 
  Level: Blackguard 3, cleric 3, sorcerer/wizard 3 
  Effect: One or more summoned creature, no two of 
  which can be more than 30 ft. apart 
   
  This spell functions like summon undead I, except that 
  you can summon one undead the 3rd-level list, two 
  undead of the same kind from the 2nd-level list or four 
  undead of the same kind from the 1st-level list. 
   
  Summon undead 3rd-level: ghoul (Monster 
  Manual 118), troll skeleton (Monster Manual 227) or 
  ogre zombie (Monster Manual 267). 
   
  Reference: Spell Compendium 215. 
   
  Summon Undead IV 
  Conjuration (Summoning) [Evil] 
  Level: Blackguard 4, cleric 4, sorcerer/wizard 4 
  Effect: One or more summoned creature, no two of 
  which can be more than 30 ft. apart 
   
  This spell functions like summon undead I, except that 
  you can summon one undead the 4rd-level list, two 
  undead of the same kind from the 3rd-level list or four 
  undead of the same kind from a lower-level list. 
   
  Summon undead 4th-level: allip (Monster 
  Manual 10), ghast (Monster Manual 119) or wyvern 
  zombie (Monster Manual 267). 
   
  Reference: Spell Compendium 215. 
   
  Unluck  
  Divination  
  Level: Bard 3, sorcerer/wizard 3  
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5ft./2 levels) 
  Target: One humanoid  
  Duration: 1 round/level 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
   
  When you cast this spell, you negatively influence 
  the randomness of fortune for the target. Whenever 
  
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  the affected creature undertakes an action involving 
  random chance (specifically, whenever any die roll is 
  made for the creature, including attack rolls, damage 
  rolls, and saving throws), two separate rolls are made 
  and the worse result applied. 
   
  A creature carrying a stone of good luck is 
  immune to the affect of unluck. 
   
  Material component: A piece of a broken mirror. 
   
  Reference: Spell Compendium 228-229. 
   
  Wrack  
  Necromancy [Evil]  
  Level: Cleric 4, sorcerer/wizard 5  
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5ft./2 levels) 
  Target: One humanoid  
  Duration: 1 round/level + 3d10 minutes; see text 
  Saving Throw: Fortitude negates 
  Spell Resistance: Yes 
   
  Your touch causes your target to experience 
  excruciating pain. For the duration of the spell, the 
  subject falls prone and is blinded and helpless. Even 
  when the spell ends, the subject is still shaken for 3d10 
  minutes.  
   
  Reference: Spell Compendium 243. 
   
  NEW FEATS 
  Divine Metamagic [Divine] 
  Prerequisites: Ability to turn or rebuke undead. 
   
  Benefit: When you take this feat, choose a 
  metamagic feat that you have. This feat only applies to 
  that metamagic feat. As a free action, you can take the 
  energy from turning or rebuking undead and use it to 
  apply a metamagic feat to divine spells that you know. 
  You must spend one turn or rebuke attempt, plus an 
  additional attempt for each level increase in the 
  metamagic feat you’re using. Because you’re using 
  positive or negative to augment your spells, the spell 
  slot for the spell doesn’t change. 
   
  Reference: Complete Divine 80; Errata.  
  . 
  Hold the Line [General] 
  Prerequisites: Combat Reflexes, base attack bonus +2. 
   
  Benefit: You may make an attack of opportunity 
  against a charging opponent who enters any area that 
  you threaten. Your attack of opportunity happens 
  immediately before the charge attack is resolved. 
   
  Normal: You only get an attack of opportunity 
  against a character that exits a square you threaten. 
   
  Reference: Complete Warrior 100.  
   
  Improved Turn Resistance [Monstrous] 
  Prerequisites: Undead type. 
   
  Benefit: You are less easily affected by paladins or 
  clerics than you normally would be (see Turn or 
  rebuke undead, page 159 of the Player’s Handbook). 
  When making a turn, rebuke command or bolster 
  attempt, add +4 to your character level (monster Hit 
  Dice plus class levels) to determine your Hit Dice for 
  turn rebuke, command, and bolster attempts. For 
  example, a 4 HD wight with this feat is treated as an 8 
  HD wight for the purpose of turn rebuke, command, 
  and bolster attempts even thought it is a 4 HD creature 
  for any other purpose. A vampire that already has +4 
  resistance adds an additional +4 with this feat for a total 
  of +8.  
   
  Reference: Libris Mortis 27.  
   
  Rapid Spell [Metamagic] 
  Benefit: Only spells with a casting time greater than 1 
  standard action can be made rapid. A rapid spell with a 
  casting time of 1 full round can be cast as a standard 
  action. A rapid spell with a casting time measured in 
  rounds can be cast in 1 full round. Rapid spells with 
  casting times measured in minutes can be cast in 1 
  minute, and rapid spells with casting times measured 
  in hours can be cast in 1 hour. A rapid spell uses up a 
  spell slot one level higher than the spell’s actual level. 
   
  Special: A spell can be made rapid and quickened 
  only if it’s original casting time was 1 full round. This 
  feat can be applied to a spell cast spontaneously as long 
  as its original casting time was longer than 1 full round. 
   
  Reference: Complete Divine 84.  
  
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  APPENDIX 3: THE RHENNEE 
   
  The Rhenn-folk are masters of inland sailing and navigation, and they love their nomadic and adventurous life. Music 
  and gambling are beloved amusements. Certain Rhennee say they are nobles and have great authority over their kind. 
  Men nearly always become warriors; some women become sorcerers, ‘wise women’ whose skills and knowledge make 
  them the subtle masters of Rhennee society. Rhennee men can be quite chauvinistic and their women manipulative.  
   
  Rhennee have a wide reputation as thieves, and most do learn roguish skills as children, practicing them primarily 
  on outsiders. Their secrecy and bad reputation cause most people to dislike the Rhennee and the feeling is mutual. They 
  survive by ferrying goods and passengers, fishing, hunting, selling their crafts, and illegal means (theft and smuggling), 
  although they put forth the least amount of work needed to accomplish their goals. They follow a code of conduct that 
  has different restrictions for dealing with others of their kind versus non-Rhennee outsiders, who may be lied-to and 
  cheated. 
   
   
  Living Greyhawk Gazetteer 7-8. 
  
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  APPENDIX 4: ELMSHIRE 
   
  From Greyhawk: Gem of the Flanaess, page 21 of the City of Greyhawk boxed set. 
   
  Rickety piers extend into the shallow weedy waters of the Midbay. Blue, sweet smoke wafts upward from tiny chimneys, 
  jutting from the grassy ground beyond. And everywhere people are walking, riding ponies, running and talking. 
   
  This pastoral settlement of halfings has grown to become a major center for the diminutive demihumans, no doubt 
  because if its proximity to Greyhawk itself. 
   
  Halflings, as a rule, enjoy the Free City for a time but grown tired of living there. Consequently, more than 5,000 of 
  them have settled there, near the inlet of the Selintan River. 
   
  Wide banks of shallows have made the shores of Midbay inhospitable to large craft. Those vessels keep to the clear 
  of the wide waterway, following deep water all the way to the wharves of Greyhawk. 
   
  But the halfings, with their light canoes of leather and bark, found good fishing in the shallows. They brought 
  sheep to the lower slopes of the Cairn Hills, and found that their flocks flourished along the grassy lakeshore.  
   
  And here among a collection of low hills lying under the shade of a vast grove of elms, the halflings have settled. 
  The solid wooden doors of their burrows dot the landscape, as do the shutters over their small windows and the often-
  smoking chimneys above their hearths. 
   
  Elmshire is a city of good food and cheery folk. Many inns have raised doorways and ceilings, and at least one or 
  two human sized beds, for human visitors are not uncommon here. Indeed, its shoreline often offers shelter to the 
  barges of the Rhennee. In winter, the population of the town swells with the bargefolk who encamp here for the season. 
   
  Elmshire glows at night with thousands of candles, touches and lanterns, all flickering cheerily. If the air is clear, 
  boatman following the deep channel into the Selintan can mark their progress by the slight of the bustling town along 
  the shore. 
   
  The mayor of Elmshire, Windsor Greenshade, is an accomplished politician who retired some time ago from the 
  life of adventure. He is a fighter 5/rogue 6. Windsor puts on the air of a country hick for outsiders, but he is much 
  shrewder than he looks. He is always looking for a way to make money, both personally and for Elmshire. 
   
  He is conscientious to his people, and they respect him for his wisdom and courage. Under the years of his 
  leadership, Elmshire has nearly doubled in size. 
   
  Thievery and violence have decreased dramatically while trade with Greyhawk has improved. 
   
  The halflings can assemble a ragged militia of 600 fighters in an emergency, under the command of their mayor. 
  These fighters level 0 to 2, further divide into five companies of 120 troops. A 5th-level fighter commands each 
  company. All of the militia is armed with daggers. Three companies in addition use short bows, while the other two use 
  short spears. 
  
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  APPENDIX 5: TIMELINE 
  2 Coldeven CY 596  
  Marran Sarraith missing (murdered) 
   
  16 Coldeven CY 596 
   
  Harlinn Pebblestone murdered 
   
  17 Coldeven CY 596 
   
  Vetha curses village 
    
  22 Coldeven CY 596 
   
  Adventurers hired 
   
  24 Coldeven CY 596 
   
  Adventurers arrive at village 
   
  25 Coldeven CY 596 
   
  Tomlinn Pebblestone arrives in Elmshire 
  
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  DM’S MAP 1: MAP OF ELMSHIRE 
   
    
  Map from Greyhawk: The Adventure Begins booklet. 
   
   
  
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  DM’S MAP 2: SHRINE OF IUZ 
   
   
   
   
   
  S
  1
  2
  3
  4
  5
  6
  8
  7
  7
  9
  10
  S
  1
  2
  3
  4
  5
  6
  8
  7
  7
  9
  10
  
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  PLAYER HANDOUT 1 
   
   
  Dear Friends,  
   
  Your assistance in the matter of Lord Kolta was much appreciated 
  by my old employer Tel Dittle, owner of the Broken Staff Inn. I am 
  now confronted with a matter of great importance to my friends 
  and family. A local Rhennee named Marran Sarraith went 
  missing about a month ago. The Rhennee blamed our village for 
  his disappearance. Sheriff Sandy Waterleaf investigated, but could 
  find no evidence that anyone in the village was involved. About a 
  week ago my dear friend Harlinn Pebblestone was found dead 
  along the shores of the Nyr Dyv. Our village blamed the Rhennee 
  for his death. The Rhennee were outraged and blamed us for the 
  disappearance of Sarraith. A fight almost broke out until a 
  Rhennee wise woman arrived and cursed our village. Any help you 
  can give would be appreciated. Please meet me at the Blue Dragon 
  Inn at noon on the 22nd of Coldeven.  
   
  Milnia Taquin 
  
  COR6-10 Murder in Elmshire 
   
  Page 42 
   
  PLAYER HANDOUT 2 
   
   
  Dear Adventurers,  
   
  I am confronted with a matter of great importance to my friends 
  and family. A local Rhennee named Marran Sarraith went 
  missing about a month ago. The Rhennee blamed our village for 
  his disappearance. Sheriff Sandy Waterleaf investigated, but could 
  find no evidence that anyone in the village was involved. About a 
  week ago, my dear friend Harlinn Pebblestone was found dead 
  along the shores of the Nyr Dyv. Our village blamed the Rhennee 
  for his death. The Rhennee were outraged and blamed us for the 
  disappearance of Sarraith. A fight almost broke out, until a 
  Rhennee wise woman arrived and cursed our village. Any help you 
  can give would be appreciated.  Please meet me at the Blue Dragon 
  Inn at noon on the 22nd day of Coldeven. 
   
  Milnia Taquin 
  
  COR6-10 Murder in Elmshire 
   
  Page 43 
   
  PLAYER HANDOUT 3 
   
  The following is a list of Elmshire residents, who may have information regarding the disappearance 
  of the Rhennee bargeman and the murder of Harlinn Pebblestone.  
   
  Sheriff Sandy Waterleaf—Sheriff of Elmshire 
   
  Eldon Nimblefoot—Harlinn’s neighbor 
   
  Mayor Corey Thistlelea—Mayor of Elmshire 
   
  Allistran Heatherthorn—Cleric of Yondolla 
   
  “Shorty” Burkentharp—Owner of the Fattened Pig tavern 
   
  Iris Moonglow—Herbalist 
  
  COR6-10 Murder in Elmshire 
   
  Page 44 
   
  PLAYER HANDOUT 4 
   
   
  Planting 9 CY 595 
  The goats are doing well again this year. Marabelle bore two kids. She is a 
  wonderful mother. I’ve given her a bright green bow as a present. I’ve 
  been writing to Milnia in Greyhawk City. Maybe one day I’ll have saved up 
  enough money to ask her to marry me. 
   
  Readying 22 CY 596 
  Something’s not right in the old burrow. I saw a light on in the broken 
  window. I’m sure something’s up, but I don’t dare go near. I’ll tell Eldon. 
   
  Coldeven 2 
  Something terrible’s happened—a Rhennee has gone missing. I don’t 
  know much, but I bet it has something do to with the old burrow. 
  Something’s not right about those lights! I saw one again last night. Eldon 
  says I’m seeing things. 
   
  Coldeven 11 
  The Rhennee’s name was Marran Sarraith. Eldon says he’s related to a 
  follower of Old Wicked from Greyhawk City. 
   
  Coldeven 15 (Last Entry) 
  I saw people in the old burrow last night. They were moving boxes. A 
  halfling with them looked familiar. I don’t think I was seen, but I’ll check 
  again tomorrow night. 
  
  COR6-10 Murder in Elmshire 
   
  Page 45 
   
  PLAYER HANDOUT 5 
   
   
  Dench, 
   
  Your support of the Lord of Pain in the Free City is most welcome amongst the Guild of 
  Embalmers and Gravediggers. I appreciate your work in improving our image. I continue to 
  need the body parts delivered on the 26th of each month. The Boneheart’s support of my work is 
  contingent upon a good supply of body parts. In case you are interested, I am working on 
  antidotes to these vile positoxins that those disgusting servants of good have invented. The Lord 
  of Pain’s undead creations are vulnerable to these toxins and I must find a way to protect them. 
   
  Do not worry. Despite the temporary disruption of our smuggling, you will continue to be paid. 
  Braknor has assured me a suitable replacement—equally experienced a smuggler as the late 
  Marran Sarraith—will be found shortly. The Lord of Pain’s followers in the Free City are well 
  known to you and your support of them will only greaten their interest in you. They are already 
  thankful for your providing a meeting place for them, and a bag of gold from a key friend in 
  common is on its way. A half-orc cannot have too many friends in Greyhawk these days. 
   
   
  Merrifoot 
   
   
   
   
  Wealsun 6, CY 588 
   
  Dearest Milton,  
   
  I hope your studies of the Lord of Pain’s teachings are going well. Your uncle would be very 
  proud of you. May you learn from our handiwork in Elmshire and be inspired. 
   
  G. Hairhand 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Core/596/COR6-10 Murder in Elmshire (APL 2-8)/COR6-10 Murder in Elmshire.pdf