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, 
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  countries. This material is protected under the copyright laws of the United States of America. Any reproduction or 
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  events is purely coincidental. © 2005 Wizards of the Coast, Inc and the adventure author or authors. 
  Visit the LIVING GREYHAWK website at www.rpga.com 
  For questions specific to this document and your region please e-mail your triad point of contact (POC) at 
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  VTF6-03 
   
   
   
   
   
   
  Red on the Horizon 
   
  A One-Round D&D® LIVING GREYHAWK®  
  VTF Meta-Regional Adventure 
   
  By Joseph L. Selby 
  Meta-Regional Edit: Stephen Baker 
  Circle Edit: Tim Sech 
   
   
   
  Two years ago, the Dread Pirate Sepp Daminov was lost in the Whirlpool of Madness. Now, his captain is looking for 
  him. Markessa the Red has come to Dyvers. A meta-regional adventure set in the Free Lands of Dyvers and a stage of 
  The Gnarley Threat, for character levels 4 to 16. (APLs 6-14) 
   
   
  
  VTF6-03 Red on the Horizon 
   
  Page 2 
  RPGA SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign------a worldwide, 
  ongoing D&D campaign set in the GREYHAWK setting------
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in charge 
  of making sure the event is sanctioned before play, runs 
  smoothly on the date sanctioned, and then reported back 
  to the RPGA in a timely manner. The person who runs 
  the game is called the table DM (or usually just DM). 
  Sometimes (and almost all the time in the cases of home 
  events) the senior gamemaster is also the table DM. You 
  don’t have to be a HERALD-LEVEL GM to run this 
  adventure if you are not the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second player and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2007.  
   
  To learn more about the LIVING GREYHAWK character 
  creation and development, RPGA event sanctioning, and 
  DUNGEONS & DRAGONS REWARDS, visit the RPGA 
  website at www.rpga.com.  
   
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than this 
  section, you’ll know too much about its challenges, which 
  kills the fun. Also, if you’re playing this adventure as part 
  of an RPGA-sanctioned event, reading beyond this point 
  makes you ineligible to do so.  
   
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D books: Player’s Handbook, Dungeon 
  Master’s Guide, and the Monster Manual.  
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Sidebars contain important 
  information for you, including special instruction on 
  running the adventure. Information on nonplayer PCs 
  (NPCs) and monsters appear in abbreviated form in the 
  adventure text. Full information on NPCs and monsters 
  are given in Appendix 1.  
  Along with this adventure you’ll find a RPGA 
  Table Tracking sheet. If you’re playing this adventure as 
  part of an RPGA-sanctioned event, complete and turn in 
  this sheet to your senior GM directly after play. You’ll also 
  find a LIVING GREYHAWK Adventure Record (AR).  
   
  LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own PCs to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), other than 
  those brought by virtue of a class ability (such as 
  animal companions, familiars paladin’s mounts) or 
  the warhorse of a character with the Mounted 
  Combat feat, use the sidebar chart to determine the 
  number of levels you add to the sum of step one. Add 
  each character’s animals separately. A single PC may 
  only bring four or fewer animals of this type, and 
  animals with different CRs are added separately.  
  3. 
  Sum the results of step 1 and 2, and divide by the 
  number of PCs playing in the adventure. Round up 
  to the nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLS are given in even-numbered 
  increments. If the APL of your group falls on an odd 
  number, ask them before the adventure begins whether 
  they would like to play a harder or easier adventure. Based 
  
  VTF6-03 Red on the Horizon 
   
  Page 3 
  on their choice, use either the higher or the lower 
  adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. If a player 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character receives only one-half of the 
  experience points and gold for the adventure. This 
  simulates the fact that either the PC was not challenged as 
  much as normal or relied on help by higher-level PCs to 
  reach the objectives. 
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may not 
  play the adventure. 
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1
  st-level PCs may find the 
  challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise PCs to buy riding dogs to help protect 
  them, and fight for them. 
   
  Time Units and Upkeep 
  This is a standard One-round Meta-Regional adventure, 
  set in Dyvers.  PCs native to the VTF Meta-Region pay 
  one Time Unit per round, all others pay two Time Units 
  per round.   
   
  Adventurer’s Standard Upkeep costs 12gp per Time 
  Unit.  Rich Upkeep costs 50gp per Time Unit.  Luxury 
  Upkeep costs 100gp per Time Unit. PCs that fail to pay at 
  least Standard Upkeep will retain temporary ability 
  damage until the next adventure, must buy new spell 
  component pouches and healer’s kits, and may suffer 
  other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this scenario. 
   
  A character who 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 Survival 
  check (DC 20), 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 
   
  Over the course of CY 595, the disposition of the City of 
  Dyvers took a dramatic shift to a more good alignment. 
  Where the city was once known as a place where people 
  went to be lost, the Free Lands began to take a moral 
  stand, opposing the forces of the Old One, rescuing 
  Rashaman (the kidnapped Free Marine husband of 
  Magister Hunter), expelling some of their more sinister 
  gentry, and finally annexing the unaffiliated areas of the 
  Gnarley Forest in an effort to make a stand against the 
  growing opposition from the Pomarj settlement, 
  Blackthorn. As such, the Slave Lords that deal with the 
  Alliance feel that a more direct involvement with the city 
  is necessary to shift its social alignment back toward the 
  middle. The slavers have sent one of their most well 
  known and feared agents, Markessa the Red. 
   
  Although it has been years since Markessa has been 
  to Dyvers, one of her lieutenants, Sepp Daminov, was 
  captured by the Dyvers Constabulary and forced into 
  hiding to prevent an attempted rescue from her 
  compatriots. One of the most divisive methods the 
  constabulary used was to kill Daminov and then 
  reincarnate her. The helmswoman returned as a human, 
  but her gender changed from being a woman to a man. 
  This transsexual change foiled a number of the slaver’s 
  divinatory attempts to rescue Daminov and he remained 
  captive until the appearance of the Whirlpool of Madness 
  in CY 594, where he was lost at sea helping a band of 
  adventurers confront the Evil Elemental Princess 
  Olhydra. 
   
  Although Sepp has managed to avoid detection for 
  the last two years, his luck has worn out. Word has 
  reached Markessa the Red that Sepp survived, although 
  she is still ignorant of his gender-switch. Nick Castle has 
  also learned that Sepp is somewhere in hiding. And to 
  compound matters, agents of Greyhawk have also begun 
  pursuing the pirate for unknown reasons. 
   
  Although Markessa would appreciate having Sepp 
  return to her ship, the pirate sees the sighting of her 
  former helmsman as an opportunity to introduce a 
  stimulus that may serve the Slavers’ needs in returning 
  Dyvers to a more neutral attitude. All she needs are some 
  unwitting adventurers and a little bit of luck. 
  Boon of Dyvers: Bull Market 
   
  With all three trade routes open, the city's population and 
  economy are booming with foreign merchant traffic. 
  
  VTF6-03 Red on the Horizon 
   
  Page 4 
  Anything purchased during or at the end of this 
  adventure (regardless of whether it is listed on this AR), 
  may be bought at a 5% discount. This boon is noted on the 
  AR. 
  Clarification on Dyversian Law 
   
  Although many people perceive Dyvers as being a lawless 
  city, it is actually a very lawful city. However, the laws 
  have been designed in such a way as to accommodate 
  those people who have a given nature to act outside of the 
  law. Most crimes are adjudicated on the spot, the fine 
  being paid as a “tax,” with jail time acting as a means of 
  exploiting more money from petty criminals and a 
  deterrent for true criminals. Of the many laws of Dyvers, 
  the drawing of weapons within the city is perhaps the 
  most foreign to strangers, and one the constabulary 
  relishes enforcing on newcomers. Although there is a 
  required civic duty attached to the gold piece tax, this 
  time may or may not be enforced based on the moral 
  character of the arresting constable. If there is no 
  accompanying crime that requires more paperwork (like a 
  death or robbery), a bribe of sufficient amount may 
  dissuade a more lax constable to let an offender go. (This 
  value usually starts at 10 times the tax, but may increase at 
  the judge’s discretion based on the financial needs of the 
  constable.) 
   
  Also, although the law states that drawing a weapon 
  of any kind is illegal in the city (based on the mechanics 
  of D&D 3.5 any weapon can be sheathed, including reach 
  weapons), the drawing of saps is usually overlooked. The 
  city can be a dangerous place and it is understood that 
  citizens may—from time to time—need to defend 
  themselves. The drawing of saps is only taxed if the 
  offender has somehow acted in direct contradiction to the 
  constable’s best interests. 
  Distinguishing Gentry in 
  Dyvers 
   
  When dealing with Lord Lenthenius Shandareth in 
  Encounter 1: A Friend in Need, PCs may question the 
  station of a Dyvers gentryman and the use of the term 
  “lord.” Of the dozens of Dyvers gentry houses, only five 
  (the “Big 5”) can claim true nobility. Houses Grandhearth, 
  Herall, Navoy, Grift, and Maltrus all have patents of 
  nobility stemming back to the Aerdi Empire (with the 
  exception of Herall, which was ennobled in CY 595). All 
  other Dyvers gentry are relatives too far removed from 
  the noble tree, wealthy merchants who bought the title, 
  distinguished 
  military 
  personnel, 
  powerful 
  public 
  servants, or local heroes who have been awarded the title 
  for their meritorious service. 
   
  When speaking to one of the “Big 5,” the term “Lord” 
  is placed between the man’s first and last name, denoting 
  that the family name itself is noble. When meeting any 
  other gentryman, the term “Lord” is still used, but placed 
  before his entire name, denoting that he simply has a title 
  of recognition. Thus, Klabert Lord Grandhearth may be 
  speaking to Lord Darian Kesser and the placement of 
  their titles tells a third party how they rank within the 
  Dyvers political spectrum. 
  Markessa the Red 
   
  Through the domains of Dyvers, Greyhawk, and the Wild 
  Coast, allies and spies of the Slavelords scheme to enrich 
  their masters and weaken the Free Lands. Spies include 
  low-ranked Slavers, humanoid brigands, and members of 
  the Scarlet Brotherhood, the Earth Dragon Cult, and the 
  Alliance. They report to regional directors. These spy 
  captains appear to be the same woman in different 
  guises—an evil elven sorceress and one of the original 
  Slavelords by the name of Markessa. In truth, all of the 
  spy captains are actually duplicates, created by the 
  original Markessa (who dwells in Kalen Lekos in the 
  heart of the Pomarj) by using surgery and brainwashing 
  on other elven mages. These spy captains promote the 
  misconception that they are the same person. They work 
  together like devoted sisters, each believing herself to be 
  the “true” Markessa. Needless to say, they create 
  confusion and déjà vu when encountered by heroes. 
   
  In Dyvers, Markessa the Blue is the guildmaster of 
  the Slavers Guild of the Alliance. She hasn’t had direct 
  dealings with Markessa the Red for years, but 
  corresponds with her frequently via written messages. 
  Her belief that she is the real Markessa causes her to 
  speak to the pirate with an air of superiority, like an older 
  sister speaking with childhood wisdom to a much 
  younger sibling. The slaver resents this treatment and has 
  previously aided some of the guildmaster’s rivals in an 
  attempt to unseat her. With Markessa the Blue still in 
  power, the Red has less of an allegiance to the Alliance 
  than one in her position might otherwise, given it’s the 
  safest and most profitable means of moving slaves 
  through Dyvers and up the Velverdyva Trade Route. 
  Although she maintains a working relationship with the 
  underworld guilds, she does not mind betraying them in 
  some matters if it furthers her own agenda. 
  
  VTF6-03 Red on the Horizon 
   
  Page 5 
  Sepp Daminov 
   
  Szepkurva was a Rhennee woman considered very 
  attractive until her husband cut up her face after he 
  caught her with another man. After that, she had long, 
  jagged scars running diagonally away from her nose. 
  Minor nerve and muscle damage prevented her from 
  smiling or frowning more than slightly. Szepkurva, or 
  “Sepp” as she was called by most non-Rhennee, escaped 
  her brutish husband and swore that she would get back at 
  him somehow. 
   
  An agent of the Slavelords discovered her in Dyvers 
  and offered her a position of power in exchange for 
  utilization of her knowledge of the Nyr Dyv. She agreed 
  and immediately began planning the enslavement of her 
  husband. Only a few weeks after the Slavers started their 
  operation on the Nyr Dyv, she arranged the one raid 
  against a Rhennee barge that the Slavers have 
  performed—against her husband’s barge. Her only regret 
  was that she couldn’t smile as he was clapped in chains 
  and sold down the river. 
   
  Because of her extensive travel on the lake, Sepp was 
  an invaluable adviser for determining the most 
  advantageous times and locations to strike. Long-time 
  prejudice against the Rhennee left her with little 
  sympathy for the other river people, and she enjoyed her 
  position of power outside her peoples’ chauvinistic 
  society. 
   
  Four years ago, Sepp was tracked down and captured 
  by Lieutenant Nick Castle of the Dyvers Constabulary. 
  She was forced into hiding, with Castle as her constant 
  bodyguard. Sepp’s wit, cunning, connections, and 
  distinctive appearance proved difficult to overcome. In 
  order to throw her allies off Sepp’s trail, Lieutenant Castle 
  allowed Sepp to die in an “accident” and had the 
  helmsman reincarnated. It was a gamble, but one that 
  paid off—sort of. Szepkurva returned as a human, but as a 
  man. Spreading rumors that Daminov had died, Castle 
  was finally able to disappear with his captive. In CY 594, 
  the arrival of the Evil Elemental Princess Olhydra and the 
  Whirlpool of Madness caused the constabulary to reverse 
  course and relinquish possession of Sepp to a group of 
  adventurers who were setting sail for the whirlpool. The 
  ship and its helmsman were lost at sea. Sepp survived, and 
  he has been eluding capture ever since. 
  Adventure Summary 
   
  Introduction: Different introductions based on the 
  region of the character to explain why everyone has come 
  to Dyvers at this moment. 
  Encounter 1 A Friend in Need: A lesser gentryman 
  demands aid in the attempt to rescue a kidnapped girl. 
  The kidnapping was staged, and the gentryman is trying 
  to take advantage of visitors. People who know Dyvers 
  well may figure out the ruse early on, but newcomers may 
  be taken advantage of. 
  Encounter 2 The Scarlet Corsair: The Elizabeth Dane 
  has made port and its captain, Markessa the Red, 
  witnessed the PCs success in rescuing the child and/or 
  revealing the gentryman’s fraud. Markessa approaches the 
  PC and enlists their aid in finding Sepp Daminov. 
  Encounter 3 Lawman: For those PCs who have played 
  Whirlpool of Madness or those that are unwilling to work 
  with a pirate, Lieutenant Nick Castle approaches them 
  about looking for Daminov as well. 
  Encounter 4 Detectives: The PCs have an opportunity to 
  Gather Information about the various players involved in 
  this ordeal. 
  Encounter 5 The Jak Rabbit: The PCs may get the 
  opportunity to meet with the guildmaster of the 
  Messengers Guild, a (very) young man named Jak Rabbit. 
  He can give them the clues they need to find Sepp. 
  Encounter 6 Friends Indeed: Depending on who the 
  PCs have chosen to help—Markessa or Castle—they 
  encounter the other patron’s hired adventurers, an 
  adventuring company of half-orcs named the Emerald 
  Fist. They may be able to negotiate or combat may ensue. 
  Encounter 7 Into the Gnarley: Clues of Sepp’s location 
  lead into the Gnarley where the PCs encounter the 
  growing threat of the Pomarj. 
  Encounter 8 Double Play: The PCs encounter a group of 
  adventurers from Greyhawk City who were also hired to 
  obtain Sepp. They may fight or negotiate, and then may 
  choose who gets the pirate. 
  Encounter 9 Founding: This is a free-form encounter, 
  allowing the PCs to attempt to reveal the traitor and 
  prevent the ship from being discovered. 
  Conclusion: The PCs get a taste of the changing attitudes 
  as word of the growing Gnarley threat is beginning to 
  spread through the populace. 
  Introduction 
   
  
  VTF6-03 Red on the Horizon 
   
  Page 6 
  Give all players Player Handout #1. It is a flyer they saw 
  when they entered the city. This adventure begins in mid-
  afternoon, at approximately 4 bells. Various activities take 
  lengthier amounts of time (such as Gather Information 
  and traveling to the Gnarley Forest [without the use of 
  spells]). Because the length of time needed between 
  groups can vary so widely, this is the only denotation of 
  specific time in the adventure. It is up to the DM to 
  properly track time for the rest of the event (NOTE: It is 
  just under a day’s travel from the City of Dyvers to the 
  Gnarley Forest on horseback). 
  Read the following for characters from Veluna. 
  With the Archclericy safe once again, the bishops 
  have taken this moment of respite to clear up those 
  unanswered questions left over from the last two years 
  of tragedy. During Canon Herion’s invasion, it was 
  discovered that one of the gentry of Dyvers was 
  supplying arms and armor to the enemy. Although the 
  government of the City of Sails claimed the 
  gentryman (and his entire lineage) is dead, the church 
  asked you to come to Dyvers and confirm this 
  information for yourself. 
   
  Standing now on the docks of the metropolis, 
  questions asked of passersby all say the same thing: 
  Derreg Lord Pengallen—a traitor not only to Veluna 
  but to Dyvers as well—has fled the Free Lands, and 
  his family was recently executed. Although many have 
  tried, none have been able to find the exiled lord. It is 
  unlikely, they all presume, that anyone will hear from 
  him again. 
   
  Your mission completed as best as possible, you 
  find yourself now left to your own devices in the City 
  of Dyvers, a place rife with adventure and, at the 
  moment, overflowing with traffic from across the 
  Flanaess. With all three trade routes open, exclusive 
  trading rights with the newly liberated city of 
  Admundfort, and improved relations with the Urnsts, 
  the streets of Dyvers bulge with new arrivals. 
  Read the following for characters from Verbobonc. 
  Although the governments along the Velverdyva 
  Trade Route have always privately gossiped about the 
  integrity of Dyvers—the city where one goes to be 
  forgotten—many now question publicly the integrity 
  of the City of Sails. Rumors fly about thieves, 
  smugglers, and assassins moving up and down the 
  western trade routes and using Dyvers as a port of safe 
  haven. Most recently, claims have been made to 
  Viscount Lanyard that a sum upward of 100,000 
  wheatsheafs was stolen from one of the viscounty’s 
  villages. Although there is no evidence to support 
  such a claim, when taken into account with the other 
  claims being made, there is enough circumstantial 
  evidence that the viscount thought it prudent to 
  dispatch a number of adventurers to Dyvers that could 
  investigate the matter without causing a political stir. 
   
  Standing now on the docks of the metropolis, 
  your mission comes to a dead end. Like those that 
  have investigated the crime before you, there is no 
  trail or clues, no suspects or culprits. There is no 
  evidence. 
   
  Your mission completed as best as possible, you 
  find yourself now left to your own devices in the City 
  of Dyvers, a place rife with adventure and, at the 
  moment, overflowing with traffic from across the 
  Flanaess. With all three trade routes open, exclusive 
  trading rights with the newly liberated city of 
  Admundfort, and improved relations with the Urnsts, 
  the streets of Dyvers bulge with new arrivals. 
  Read the following for characters from Ekbir, Ket, 
  Tusmit, and/or Zeif. 
  • 
  Ekbir: Samud Gardanya 
  • 
  Ket: Shahal al’Zarif 
  • 
  Tusmit: Ben’ar Lenak al-Mouqol 
  • 
  Zeif: Mashad al-Dever abdu-Mouqol 
  Over the course of the last five years, event after event 
  has accosted the flow of trade through Dyvers. First 
  the Gnarleyfolk closed the Gnarley Road, choking 
  trade from Celene and the southern Free Cities. Then 
  the docks burned, restricting traffic from across the 
  Nyr Dyv. And most recently, the invasion of Veluna 
  and the war between Ket and Tusmit brought the 
  Velverdyva Trade Route to a crawl. With all those 
  situations resolved, however, Dyvers once again 
  flourishes as a major trading hub of the Flanaess. 
  Merchants are coming from all over and the 
  population (which had been decreasing over the past 
  half-decade) is booming. As such, you have been 
  sought out by an agent of the Mouqollad Consortium, 
  (see the list above for a list of agents from each Baklunish 
  state), to deliver an important—and confidential—
  missive to the dockmaster in the city of sails. 
   
  Your mission now complete, you find yourself left 
  to your own devices in the City of Dyvers, a place rife 
  with adventure and, as the Mouqollad said, a place 
  overflowing with traffic from across the Flanaess. 
  With all three trade routes open, exclusive trading 
  rights with the newly liberated city of Admundfort, 
  and improved relations with the Urnsts, the streets of 
  Dyvers bulge with new arrivals. 
  
  VTF6-03 Red on the Horizon 
   
  Page 7 
  Read the following for characters from Dyvers and those 
  from outside of the Velverdyva Trade Route. 
  What many thought was simply a temporary surge in 
  trade at the end of last year has turned into what sages 
  can only call a boom. Foreign merchant traffic 
  increased dramatically with the liberation of Veluna 
  and the exclusive trade route agreement between 
  Dyvers and the Shield Lands. With peace in the 
  Baklunish West, an annexed Gnarley Forest under the 
  control 
  of 
  the 
  Dyvers 
  Free 
  Army, 
  and 
  the 
  reconstruction of Admundfort, merchants have 
  flocked to the City of Sails. What that means for its 
  citizens is crowded streets, long waits at taverns, and a 
  decrease in work as foreigner journeymen flood the 
  guilds in an attempt to supplement their income. 
  Hardest hit has been the Dyvers Adventurers’ Guild 
  (DAG), as warriors and wizards from across the 
  Flanaess have come to the Jewel of the Flanaess on 
  business and chosen to seek adventure to increase 
  their profits. 
   
  Word trickled down through friends at the DAG 
  that work might make itself available at the docks to 
  an adventurer brave enough to seize the opportunity. 
  Although cryptic, it is more than what’s been available 
  locally in the past couple of months. Getting to the 
  docks, though, is proving an arduous endeavor. The 
  streets are packed to overflowing, as they have been 
  since the liberation of Admundfort. 
  Once PCs from various regions have been introduced to 
  where they are and why they’ve come, continue with the 
  below text. 
   
  Surrounded by the crowds, bystanders stumble 
  into you as the mass of people surges toward the 
  docks. “Have you heard?” an adolescent shouts as he 
  pushes by. “The Elizabeth Dane has made port! 
  Markessa the Red, she’s come to Dyvers!” 
   
  PCs may make a Knowledge (local: core) or (local: 
  Velverdyva, Tuflik, Fals Trade Route) check (DC 15) or a 
  Bardic Knowledge check (DC 10) to know who Markessa 
  the Red is (refer to the Adventure Background). See her 
  entry at the beginning of this information for details. For 
  those PCs with a lawful disposition, they may make a 
  Knowledge (local: Velverdyva, Tuflik, Fals Trade Route) 
  or Intelligence check (DC 10) to know that Dyvers does 
  not prosecute criminals from outside their borders (and, 
  for the right amount of coin, often forgets to prosecute 
  those criminals from within its own borders as well), 
  making it a popular port of call for pirates and smugglers. 
  Attacking Markessa the Red for being a pirate and/or 
  slaver would be against the law unless she were caught 
  committing a crime. (See DM’s Aid #1: Laws of Dyvers 
  for more information.) Ask the players what they are 
  doing. If they are headed the docks, continue to 
  Encounter 1: A Friend in Need. If they do not wish to 
  go to the docks, continue to Encounter 3: Lawman. 
  Encounter 1: A Friend in Need 
   
  The majority of the crowd moves toward the docks to see 
  the Elizabeth Dane, so if the PCs choose to move in that 
  direction, their movement is not hampered. After a few 
  blocks, they fall into the machinations of a minor 
  gentryman’s plot. He has arranged for the youngest 
  daughter of a Kettite merchant to be temporarily 
  kidnapped so that he might rush to the rescue, improving 
  his standing with the merchant, leading to a beneficial 
  business agreement. Acknowledging that it would be 
  unlikely that a gentryman have the timing, talent, and 
  good fortune to rescue the daughter of a man he is 
  seeking to do business with, Lord Lenthenius Shandareth 
  intends to take advantage of foreigners ignorant to the 
  social disposition of Dyvers. 
  NOTE: It is recommended that the DM have the players 
  roll a Spot check before beginning the box text to prevent 
  meta-gaming later in the encounter. 
   
  “My daughter! Has anyone seen my daughter? 
  Please, someone help! My daughter’s been taken!” a 
  Baklunish woman’s heavily accented voice can be 
  heard over the crowd. 
   
  If the PCs do not stop to help the woman, continue 
  to Encounter 2: The Scarlet Corsair. If the PCs stop—
  regardless of whether their reasons for stopping are 
  honorable--continue 
   
  Although she is difficult to see at first, the woman 
  can be identified through the crowd. She is clearly 
  foreign, dressed in traditional Kettite garb (a flowing robe 
  in the black and red colors of the True Faith of Al’Akbar), 
  and standing alone. Tears are streaming from her eyes. 
  She is not part of this plot, so if the party looks about to 
  find partners that may be plotting some type of robbery, 
  they do not find any (the criminals are also going to the 
  docks to see Markessa the Red). If they move to her, 
  continue with the following box text. 
   
  An elven man steps in front of you, pointing with 
  his arm outstretched as he looks at you down his nose. 
  “You there, adventurers! I am Lord Lenthenius 
  Shandareth of the gentry House Shandareth, and I am 
  enlisting you to my aid. This woman’s child has been 
  kidnapped. I saw a man whisk away the child 
  unnoticed through the tumult of the crowd. He 
  
  VTF6-03 Red on the Horizon 
   
  Page 8 
  headed toward that side street. You will subdue the 
  villain and return the child to me here. Do you 
  understand?” 
   
  A Knowledge (nobility) check (DC 17) or a 
  Knowledge (local: Velverdyva, Tuflik, Fals Trade Route) 
  or Bardic Knowledge check (DC 21) confirms that this 
  really is Lord Lenthenius Shandareth. PCs who have been 
  to Dyvers before and especially those PCs from Dyvers 
  may be confused by Lord Shandareth’s demand. Unlike 
  other nations, the Dyvers gentry don’t wield such 
  authority that they can commandeer citizens to do their 
  bidding. If they ask for confirmation, PCs may make a 
  Knowledge (local: Velverdyva, Tuflik, Fals Trade Route) 
  or Intelligence check (DC 10) to know that Dyvers gentry 
  do not have this authority (the term “gentry” in Dyvers is 
  a title typically assigned to wealthy merchants or 
  distinguished public servants, not even the “Big 5”—the 
  only noble family in the Free Lands—would be taken 
  seriously by the citizenry if they simply began issuing 
  orders at random). A Sense Motive check (DC 20) also 
  reveals that Lord Shandareth is lying about the situation 
  in some way. 
   
  If the PCs stop to negotiate a price or challenge Lord 
  Shandareth on how he could think to simply conscript 
  random passers by (especially foreigners) off the street, (if 
  the PCs have not already figured out that he is lying [or 
  have not challenged him on his lie]), he continues with 
  his ruse. “Do as you are told or I shall have you thrown 
  in jail. You have your orders, now obey the gentry.” 
   
  If they continue to press the matter, allow the PCs to 
  make a (DC 17) Spot check (preferably made at the 
  beginning of this encounter). Those that are successful 
  see a large half-orc standing in an alley in the direction in 
  which Lord Shandareth pointed. He’s holding a small 
  child, looking at the group in a confused fashion. If the 
  entire party fails this check, Lord Shandareth points at the 
  alley and tells them to look there. 
   
  If the PCs ignore the gentryman and continue to the 
  docks, go immediately to Encounter 2: The Scarlet 
  Corsair. If the PCs move to the alley, the half-orc gives up 
  the girl and surrenders immediately, even if they haven’t 
  demanded he do so. He’s not armed and makes no hostile 
  action toward the PCs or the child. NOTE: No charges 
  are pressed if the PCs strike the half-orc with non-lethal 
  damage (punch him, sapping him, etc.). If they deal lethal 
  damage with a weapon, they are prosecuted to the full 
  punishment of Dyversian law (all the way to murder, 
  depending on how far they take their assault of the half-
  orc). The half-orc cooperates fully, regardless of whether 
  the party threatens to arrest him or extort him. He has no 
  money on him to be taken. 
   
  If the PCs return with the child, Lord Shandareth 
  runs up to them, brining the woman with him. 
   
  “Milady,” the elven gentryman says with a deep 
  bow, “may I present your daughter, returned safe and 
  sound. It is an honor for House Shandareth to be at 
  your service. Adventurers, you are dismissed.” 
   
  If the PCs leave, continue to Encounter 2: The 
  Scarlet Corsair. If they attempt to figure out what just 
  happened, there are a number of different ways to go 
  about discovering the truth. 
   
  The woman is the wife of a wealthy Kettite merchant 
  whom Lord Shandareth is attempting to increase business 
  with. Lenthenius paid the half-orc (one of hundreds of 
  street performers) to kidnap the girl and hold her in the 
  alley so that the gentryman could arrange for her rescue. 
  Not wanting to make it look contrived by his direct 
  involvement, Shandareth chose to take advantage of 
  adventurers—preferably foreigners—who would not 
  understand the local customs. He likewise knows that 
  Kettites traditionally have issues with elves and is hoping 
  to use adventurers to act as a form of buffer with the 
  merchant – to that end, he is also hoping the entire party 
  is not made up of elves! 
  The half-orc 
  If the PCs have not already allowed the half-orc to leave, 
  they may question him. A successful Intimidate check 
  (DC 20), Bluff check (DC 30), or Diplomacy check (DC 
  40) or a bribe of 200 gp (double what Shandareth paid 
  him) convinces him to reveal that the gentryman hired 
  him to kidnap the girl. 
  Lord Lenthenius Shandareth 
  If the PCs attempt to question Lord Shandareth, he 
  dismisses them again, saying that it is not their place to 
  question the gentry and that they should be on their way 
  else he’ll summon the constabulary. If they press the 
  point, a successful Intimidate check (DC 30), Bluff check 
  (DC 40), or Diplomacy check (DC 50) forces him to admit 
  his plan. He speaks with particular venom to those party 
  members that are not citizens of Dyvers, as he had 
  assumed foreigners would be easier to dupe. 
  The merchant’s wife 
  A successful Sense Motive check (DC 11) reveals that she 
  has no understanding of the plot to kidnap her daughter. 
  She is simply overjoyed to have her returned. 
   
  If the PCs discover the truth of the situation, the lady 
  slaps Lenthenius across the face, swearing that her 
  husband will never conduct business with his House 
  again, making some derogatory comments about elves in 
  the process. She offers the PCs her necklace as a reward. 
  
  VTF6-03 Red on the Horizon 
   
  Page 9 
  It is worth 3000 gp. She apologizes that she cannot offer 
  them more, acknowledging that it is a paltry sum 
  compared to the life of her daughter. 
   
  Disgraced, Shandareth flees the encounter unless 
  specifically restrained by the PCs. If they turn him over to 
  the local constabulary, he is taxed for his crime (which he 
  pays on the spot) and then set free. Continue to 
  Encounter 2: The Scarlet Corsair. 
  Treasure: 
  All APLs – Loot: 0 gp, Coin: 500 gp, Magic: 0 gp. 
   
  Encounter 2: The Scarlet 
  Corsair 
   
  Markessa the Red entered the city in disguise well before 
  word spread that the Elizabeth Dane had made port. She 
  is searching for adventurers/mercenaries to aid her in a 
  task. Having witnessed the exchange between the PCs 
  and Shandareth, she approaches them (although 
  differently based on their actions in the previous 
  encounter). 
  If the PCs did not stop to help 
  “How cold-hearted of you,” a beautiful elven woman 
  says, joining you as you head toward the docks. “I 
  could use someone like you. If you’re willing to hear a 
  proposal, I may have work for you.” 
  If the PCs demanded payment or challenged the 
  gentryman’s right to conscript citizens 
  “How mercenary of you,” a beautiful elven woman 
  says, joining you as you head toward the docks. “I 
  could use someone like you. If you’re willing to hear a 
  proposal, I may have work for you.” 
  If the PCs exposed Lord Shandareth 
  “How astute of you,” a beautiful elven woman says, 
  joining you as you head toward the docks. “I could use 
  someone like you. If you’re willing to hear a proposal, 
  I may have work for you.” 
  If the PCs saved the child and left without reward 
  “How noble of you,” a beautiful elven woman says, 
  joining you as you head toward the docks. “I could use 
  someone like you. If you’re willing to hear a proposal, 
  I may have work for you.” 
   
  The woman is covered by a cloak, the hood pulled up 
  around her face. The hood does not cover her face so 
  much to hide her elven heritage or the long red trusses of 
  hair spilling about her neck. 
   
  NOTE: If a PC is openly wearing “Markessa the Red’s 
  Plumed Hat” from Dyv5-03 Dining with the Dragon, she 
  does not make a fuss about it. She raises an eyebrow and 
  simply says “Nice hat.” 
   
  The party may make a Knowledge (local: core) or 
  (local: Velverdyva, Tuflik, Fals Trade Route) check (DC 
  12) or a Bardic Knowledge check (DC 7) to know that this 
  is Markessa the Red. If the PCs refuse to hear her offer, 
  continue to Encounter 3: Lawman. If the PCs agree, she 
  escorts them to a nearby café. There are chairs and tables 
  open to the street. She sits with her back to the wall of the 
  building and offers to pay for food and drink for the 
  group (she pays with a single ruby, an Appraise check (DC 
  13) reveals that its worth is double the cost of the meal 
  itself). 
   
  “You may or may not know who I am. At the 
  moment, we will leave it simply as I am a person with 
  means. It has been a significant amount of time since 
  I’ve walked the streets of Dyvers and a lot has changed 
  since last I took leave here. I need aid in locating an 
  old friend and have previously found adventurers to 
  be useful with such matters. I am hoping you may 
  prove your worth again.” 
  • 
  The woman never claims to be Markessa the Red, but 
  does not object if the PCs choose to call her as such 
  (although she asks them not to speak too loudly, as it 
  would draw a crowd). 
  • 
  She is looking for Szepkurva “Sepp” Daminov, an old 
  friend, her favorite helmswoman to be precise, that 
  was lost at sea two years ago. 
  o 
  She recently received word that Sepp is alive and 
  somewhere in the Free City of Dyvers, although 
  she does not know where. 
  o 
  PCs that participated in VTF4-03 Whirlpool of 
  Madness may remember Sepp Daminov. At the 
  time, though, Sepp was a man, not a woman as 
  Markessa is currently asserting. 
  o 
  A Sense Motive check (DC 12) reveals that 
  Markessa is shocked at this news, should 
  she be told by the PCs. She was never told 
  of this gender switch. 
  o 
  A Bardic Knowledge check (DC 20) or a 
  Knowledge (local: Velverdyva, Tuflik, Fals 
  Trade Route) check (DC 30) reveals that the 
  Rhenn pirate Szepkurva is traditionally 
  depicted as a woman. 
  
  VTF6-03 Red on the Horizon 
   
  Page 10 
  • 
  Markessa has business in Dyvers to attend to and 
  only has a few days in port. She hopes that the PCs 
  can retrieve her missing friend while she resolves her 
  business (she won’t specify what that business is 
  regardless of the party’s efforts). 
  • 
  In exchange for their services, Markessa offers them 
  a fist-sized gem, paid up front. 
  o 
  She makes clear that by accepting the gem, they 
  are in her service. She does not look kindly on 
  traitors. 
  o 
  If the PCs cast detect magic or have arcane sight, 
  the gem radiates strong conjuration magic. 
  o 
  Unless they cast identify or a similar spell 
  or activate the gem blindly with Use Magic 
  Device, they do not figure out how the gem 
  works until the end of the adventure (she 
  does not tell them). 
  • 
  The PCs are free to keep any additional booty they 
  may acquire along the way. 
  • 
  Her sources tell her that Sepp’s location is unknown 
  to most in the city, including the constabulary. She 
  was told to seek the jackrabbit, although she does not 
  know what that means. 
  • 
  Once Sepp is retrieved, bring him/her to the dock 
  master’s office. She will be waiting. 
  Markessa is unwilling to answer any direct questions 
  about herself, other than saying she enjoys keeping a low 
  profile while in the city. If her lack of transparency causes 
  the party to refuse her offer, she thanks them for their 
  time and leaves, ending with a casual warning that it 
  would be best if they did not mention her offer to anyone. 
  Continue to Encounter 3: Lawman. 
   
  If the PCs do accept, she finishes her drink and 
  leaves the party to complete their meal. From beneath her 
  cloak, she pulls a large hat. It is dark crimson—almost 
  black—and has a large red plume coming from one side. 
  Fixing it atop her head, she smiles at the group devilishly 
  and strides off into the crowd like an apparition. If the 
  PCs stay and finish their meal, lingering at the café, 
  continue to Encounter 3: Lawman. If they go 
  immediately to work, they miss the urchin and his 
  message. Continue to Encounter 4: Detectives. 
   
   
   
  Encounter 3: Lawman 
   
  If the PCs choose not to go to the docks, refuse to help 
  Markessa the Red, choose to go to the constabulary after 
  hearing Markessa’s offer, linger at the café, or have the 
  “Disfavor of the Dyvers Constabulary” from VTF4-03 
  Whirlpool of Madness, they are approached by a street 
  urchin. Give them Player Handout #2 (2a or 2b as 
  appropriate). The boy chooses those with the disfavor first 
  and the most heavily armored of the group as the final 
  determinant, attempting to avoid any barbarians that may 
  be illiterate. 
   
  Although he was not there before, a young street 
  urchin, a human mutt no older than six, taps you on 
  the knee. Catching your attention, he holds out a 
  rolled piece of paper. 
   
  NOTE: For those PCs that check, he has not stolen 
  anything, although once delivery the message, he waits 
  for a tip (without acknowledging that is what he’s waiting 
  for). If the PCs do not tip him, he gives them a dirty look 
  and then disappears back into the crowd. If they do, he 
  offers to act as their guide (for a nominal fee) if they do 
  not know the way to the Adventurers Guild. 
   
  If the PCs are not from Dyvers and do not use the 
  boy as a guide, they may have trouble finding the 
  Adventurers Guild. A successful Knowledge (local: 
  Velverdyva, Tuflik, Fals Trade Route) check (DC 15) 
  means they know where it is or a successfully worded 
  Diplomacy check (DC 20) means they ask the right 
  person for directions. It is likewise possible to undertake 
  a Gather Information check (DC 20) for the location, 
  costing 1d4+1 gp and adding 30 minutes to the trip. If 
  they do not know where the guild is and cannot find 
  they’re way, add 1d10 × 10 minutes to their journey, as 
  they get lost. For every 30 minutes they are late to the 
  meeting, they receive a –1 circumstance modifier to all 
  social skill checks made with Lieutenant Castle. 
   
  It is difficult to describe the current state of the 
  Dyvers Adventurers Guild. Not because the building 
  is in any sort of disrepair or unremarkable in any way, 
  but because so many adventurers are currently 
  gathered outside the guild looking for work, it is 
  difficult to see the building at all. Thankfully, 
  Lieutenant Castle has managed to exert some 
  influence. The man waits for you inside at a table in 
  the corner. The conversation is so loud from other 
  tables that it is hard to understand what anyone else is 
  saying, which may have been his point to begin with. 
  
  VTF6-03 Red on the Horizon 
   
  Page 11 
   
  There are only 16 lieutenants in the entire Dyvers 
  Constabulary. Although he wears a blue tabard with the 
  crest of Dyvers on it with the insignia of a constable 
  officer, the man doesn’t fit the assumed appearance. His 
  hair is disheveled, his eyes sunken, and his beard 
  untrimmed. He doesn’t appear to have bathed for some 
  time, which his odor confirms. He stands and introduces 
  himself as Lieutenant Nikris Castle. 
   
  NOTE: His attitude toward the PCs is significantly 
  different depending on whether or not they participated 
  in VTF4-03 Whirlpool of Madness. If a PC has the 
  “Disfavor of the Dyvers Constabulary,” Lt. Castle treats 
  him very gruffly, taking out most of his anguish regarding 
  his current tribulations on the character (since he is 
  unable to accost his superior, Colonel Dolorrak who he 
  holds as being even guiltier). If the PCs did not 
  participate in that adventure or did not lose Sepp 
  Daminov, then he treats them much more favorably. 
  • 
  Two years ago, the pirate Szepkurva Daminov was 
  lost at sea, sailing a ship to the Whirlpool of 
  Madness. 
  • 
  Presumed dead by most, Lieutenant Castle has 
  maintained the pursuit of his lost quarry over the 
  years, knowing Sepp, as he is called, is too cunning to 
  die in the water. 
  • 
  Informants of Castle’s intercepted a message 
  recently. He has reason to believe that the famed 
  slaver Markessa the Red is returning to Dyvers or 
  will be in a short time. 
  o 
  Although he does not have the manpower to 
  apprehend Markessa himself, he is certain that 
  she has returned in search of her lost helmsman, 
  Sepp Daminov. 
  • 
  The message noted that Markessa should seek out a 
  jackrabbit. Although the Dyversian prairies have 
  jackrabbits, he believes it is innuendo for something 
  here in Dyvers. 
  o 
  If the PCs ask for more information regarding a 
  jackrabbit, he tells them that he has heard the 
  term used in local taverns before, but has never 
  understood its context or meaning. 
  • 
  He has more plausible leads he wishes to pursue, but 
  would not want to have Sepp or Markessa slip 
  through his fingers by simply ignoring this potential 
  lead. 
  o 
  With the influx of foreign traffic, the 
  constabulary is taxed to the limit maintaining 
  the peace. He has not been given the men he 
  needs to pursue a convict that most believe are 
  dead, even one as notorious as Daminov. 
  o 
  He does have the money, though, and offers the 
  PCs 100 × APL gp each to aid him in the pursuit 
  of Sepp. If the PCs attempt to negotiate for 
  more, Castle agrees to allow them to keep any 
  booty they may gain during the pursuit. 
  o 
  NOTE: If a PC has the “Disfavor of the Dyvers 
  Constabulary,” Castle offers him no pay, but says 
  they’ll call the debt even if the PC helps him out. 
  � 
  If a PC with the disfavor insists on payment, 
  Castle reminds him that a lieutenant in the 
  constabulary could make things very 
  difficult for him. However, if the PC 
  performs exceptionally well, Castle says he 
  may make it worth their while. 
  • 
  The PCs are acting as mercenaries to the 
  constabulary, not as deputies. They have no lawful 
  authority in their pursuit other than a contract of 
  employment, which Castle had previously prepared 
  by the Cathedral of Zilchus. He guarantees that no 
  lawful punishment will be brought to bear for their 
  apprehension of Daminov and that they shall receive 
  the negotiated fee for doing so. This note does not 
  give them authority over the citizenry. 
  Castle is direct with his information and does not attempt 
  to hide anything from the group. He is unwilling to speak 
  about the effect the loss of Sepp has had on his career, 
  although his appearance already gives away his current 
  situation. 
   
  NOTE: If the PCs mention that they heard Sepp 
  Daminov was a woman, Castle does not hesitate in 
  explaining what happened. Following Sepp’s initial 
  apprehension, the pirate’s allies frequently located her 
  and attempted to rescue her. Only through successful 
  intelligence—high-priced intelligence—were they able 
  to keep Daminov captive. Eventually, though, the cost 
  was growing too high and the frequency of the raids too 
  often. It was decided by Castle’s captain that they should 
  take extreme measures in keeping Daminov’s location a 
  secret. Working with the Temple of Obad-Hai, Daminov 
  was killed and reincarnated. Although the pirate 
  remained human, her gender changed. It proved to be the 
  perfect disguise. Her allies were unable to use magical 
  means to locate her and word was circulated that 
  Daminov had been put to death (in Dyvers, this means 
  being permanently transmuted into a gelatinous cube and 
  thrown into the sewers). 
   
  Castle 
  does 
  not 
  have 
  any 
  other 
  pertinent 
  information, but attempts to be as accommodating to the 
  
  VTF6-03 Red on the Horizon 
   
  Page 12 
  PCs as he can (unless they have his disfavor). If the lead 
  turns out to be true and they are able to retrieve Sepp, 
  they should take him to the Constabulary headquarters. 
  Someone there will contact Castle for them. 
   
  If the PCs accept, continue to Encounter 4: 
  Detectives. If they do not accept and they are not 
  working for Markessa the Red, they have missed the 
  opportunity to participate in this adventure. 
   
  Encounter 4: Detectives 
   
  There are a number of places in the city the PCs may 
  attempt to gather information in an attempt to find a 
  jackrabbit. A Knowledge (local: Velverdyva, Tuflik, Fals 
  Trade Route) check (DC 40) reveals that Jak Rabbit is 
  actually the name of the guildmaster of the Alliance’s 
  messengers guild (the urchins that deliver messages 
  across the city). Alliance meta-org members receive a +5 
  competence bonus to this check. Regardless of whether 
  the group knows who Jak Rabbit is (or even that they’re 
  looking for a person), the messengers don’t have a central 
  base of operations. The kid, one of hundreds of urchins 
  throughout the city, could be anywhere. There are a 
  number of places may search. The DM should use his best 
  discretion to determine where similar places may fall in 
  the below categories. 
   
  PCs not proficient in Gather Information may still 
  succeed in this encounter. Working together, they are 
  able to take 20 and get at least a DC 30 (assuming that the 
  primary character does not have a negative charisma). 
  This takes 20 × 1d4 hours to succeed, extending the time 
  spent in the adventure. Assume the rogues from 
  Greyhawk are having an equally difficult time finding 
  information on Sepp and thus the remaining encounters 
  unfold as if the PCs were doing better. After gathering 
  information in multiple locations, if the PCs are still 
  having difficulty figuring out how to find Jak Rabbit, 
  allow them an Intelligence check (DC 14) to realize that 
  the street urchins of the city seem to be a recurring 
  theme. 
   
  NOTE: After four days have passed, the Emerald Fist 
  has gotten wind that the PCs are looking for the same 
  person they are. Continue to Encounter 6: Friends 
  Indeed. 
   
  NOTE: Multiplying the amount of gold pieces spent 
  during the Gather Information check by 10 grants the PC 
  spending the coin a +5 circumstance bonus to his next 
  roll (this coin must be spent on each roll to continue to 
  gain the bonus). This can be communicated to the group 
  by suggesting that perhaps they would do better by 
  buying a few extra drinks for the local patrons or similar 
  examples appropriate to the location. 
   
  NOTE: Urchins are constantly on the look out for 
  work. Although the PCs may not see them, there is 
  generally an urchin lurking in the shadows somewhere 
  nearby. A shrill whistle will call a young boy (2d4+4 
  years old) to their side. If they question the whereabouts 
  about a jackrabbit messenger, the boy corrects them, 
  telling them they’re looking for Jak Rabbit, not a 
  jackrabbit. This gives the group a +5 circumstance 
  bonus on their next Gather Information check 
  Royal District 
  The Royal District requires permission to enter. NOTE: 
  Only gentry, officials of state, their servants, and 
  members of the Dweomercrafter’s Guild may enter. A 
  Bluff check (DC 40) may convince the guards as to why 
  the party doesn’t have the necessary paperwork. A bribe 
  of 100 gp × APL also grants entry to the area. 
  Gather Information 
  • 
  20: The district is abuzz with the latest gossip, but it 
  has little to do with a jackrabbit. Lieutenant Nick 
  Castle of the Dyvers constabulary supposedly has a 
  lead as to the whereabouts of the escaped convict 
  Sepp Daminov. 
  • 
  25: Lieutenant Castle has been obsessively following 
  the Daminov case since Daminov escaped to the Nyr 
  Dyv during the storm called the Whirlpool of 
  Madness in an attempt to clear his reputation. He has 
  worked on nothing else in the past two years. 
  • 
  30: Castle never received reassignment following the 
  fiasco. Colonel Dolorrak was extremely upset over 
  the prisoner’s loss and holds Castle personally 
  responsible. 
  • 
  35: Lieutenant Castle had originally protested the use 
  of Sepp Daminov as the helmsman of the ship 
  heading toward the Whirlpool of Madness, but was 
  ordered to do so by Colonel Dolorrak, the head of the 
  Dyvers constabulary. 
  • 
  40: Rumor has it that Castle complained to his 
  captain 
  that 
  the 
  circumstances 
  surrounding 
  Daminov’s inclusion on the sea voyage were 
  intentionally manipulated to lead to the pirate’s 
  escape. Castle was meant to fail. 
  Nice Part of Town 
  This includes most of the larger churches (cathedrals and 
  temples) except those specifically listed below, high-end 
  
  VTF6-03 Red on the Horizon 
   
  Page 13 
  taverns like the Tri-Tower Tavern, and sage libraries like 
  the Tower of Pentacles. NOTE: Although no paperwork 
  is needed to go to these places, appearance matters. For 
  example, the Tri-Tower Tavern refuses to admit half-orcs. 
  Other possible locations are at the DM’s discretion. 
  Gather Information 
  • 
  20: A jackrabbit is a large hare with long ears and 
  long legs. They are frequently found in the 
  Meadowlands (the Free Lands’ central fief). 
  • 
  25: The city’s upper crust is abuzz with the latest 
  gossip, but it has little to do with a jackrabbit. 
  Lieutenant Nick Castle of the Dyvers constabulary 
  supposedly has a lead as to the whereabouts of the 
  escaped convict Sepp Daminov. 
  • 
  30: Lieutenant Castle has been obsessively following 
  the Daminov case since Daminov escaped to the Nyr 
  Dyv during the storm called the Whirlpool of 
  Madness in an attempt to clear his reputation. He has 
  worked on nothing else in the past two years. 
  • 
  35: Castle never received reassignment following the 
  fiasco. Colonel Dolorrak was extremely upset over 
  the prisoner’s loss and holds Castle personally 
  responsible. 
  • 
  40: Lieutenant Castle had originally protested the use 
  of Sepp Daminov as the helmsman of the ship 
  heading toward the Whirlpool of Madness, but was 
  ordered to do so by Colonel Dolorrak, the head of the 
  Dyvers constabulary. 
  Taverns, Guildhalls, Markets, Docks, etc. 
  There are many taverns to cater to adventurers and all of 
  them have gossip to share. Many tales are shared also at 
  the guildhalls of the various meta-orgs. PCs speaking with 
  the colleagues and superiors may gain this information. 
  Gather Information 
  • 
  20: A jackrabbit is a large hare with long ears and 
  long legs. They are frequently found in the 
  Meadowlands (the Free Lands’ central fief). 
  • 
  25: Jackrabbit is regional slang for foreign barbarians 
  and monks from the Shadowind Monastery. 
  Essentially, it refers to anyone who moves quickly. 
  • 
  30: Seasoned adventurers often refer to the street 
  urchins of the city as jackrabbits because they are so 
  adept at weaving in and out of the crowded streets as 
  they deliver messages. 
  • 
  35: Word from various adventurers, Lieutenant Nick 
  Castle of the Dyvers Constabulary is looking for 
  sellswords to help him chase down a jackrabbit. 
  o 
  NOTE: If the PCs did not participate in 
  Encounter 3: Lawman, they may choose to 
  follow up on this. If so, Lieutenant Castle may be 
  willing to hire them. Return to Encounter 3. 
  • 
  40: The tradition of calling street urchins jackrabbits 
  actually came from the messengers themselves. They 
  often refer to jackrabbits, although no one actually 
  understands why. 
  Cathedral of Zilchus/Fharlanghn/Church of Kurell 
  Unlike other faiths, the Cathedrals of Zilchus and 
  Fharlanghn and the Church of Kurell frequently employ 
  the messengers guild and have a better understanding of 
  how the collection of urchins functions. 
  Gather Information 
  • 
  20: Seasoned Dyversian priests often refer to the 
  street urchins of the city as jackrabbits because they 
  are so adept at weaving in and out of the crowded 
  streets as they deliver messages. 
  • 
  25: The tradition of calling street urchins jackrabbits 
  actually came from the messengers themselves. They 
  often refer to jackrabbits, although no one actually 
  understands why. 
  • 
  30: Street urchins make their living entirely from the 
  tips people give them for delivering messages or 
  giving information. A portion of these tips are given 
  to someone called Jak Rabbit. 
  • 
  35: For a price, Jak can be hired as a messenger 
  himself. Simply send a message designating a 
  meeting time and place and appropriate coin to 
  entice Jak with another urchin and they will deliver 
  it to the Rabbit. 
  • 
  40: What many people don’t expect is that Jak is not 
  an adult. He’s a boy of no more than 12 or 14. 
  Seedier Part of Town 
  Visitors and previous residents may have learned of 
  certain places across the city where the darker elements 
  like to frequent, taverns like the Althing or the 
  subterranean road Evernight Street. NOTE: Gather 
  Information checks of this variety cost twice as much 
  gold. 
  Gather Information 
  • 
  20: Jackrabbit is regional slang for foreign barbarians 
  and monks from the Shadowind Monastery. 
  Essentially, it refers to anyone who moves quickly. 
  • 
  25: Seasoned adventurers often refer to the street 
  urchins of the city as jackrabbits because they are so 
  
  VTF6-03 Red on the Horizon 
   
  Page 14 
  adept at weaving in and out of the crowded streets as 
  they deliver messages. 
  • 
  30: The tradition of calling street urchins jackrabbits 
  actually came from the messengers themselves. They 
  often refer to jackrabbits, although no one actually 
  understands why. 
  • 
  35: Street urchins make their living entirely from the 
  tips people give them for delivering messages or 
  giving information. A portion of these tips are given 
  to someone called Jak Rabbit. 
  • 
  40: For a price, Jak can be hired as a messenger 
  himself. Simply send a message designating a 
  meeting time and place and appropriate coin to 
  entice Jak with another urchin and they will deliver 
  it to the Rabbit. 
  Seediest Part of Town 
  No one place in particular consistently falls into this 
  category. Those information brokers and shadow players 
  that work within the city often move locations to avoid 
  detection. Members of the Alliance meta-org, however, 
  have the necessary contacts to know where to go and who 
  to speak with. NOTE: Gather Information checks of this 
  variety take twice as long to complete. 
  Gather Information 
  • 
  20: Seasoned adventurers often refer to the street 
  urchins of the city as jackrabbits because they are so 
  adept at weaving in and out of the crowded streets as 
  they deliver messages. 
  • 
  25: The tradition of calling street urchins jackrabbits 
  actually came from the messengers themselves. They 
  often refer to jackrabbits, although no one actually 
  understands why. 
  • 
  30: Street urchins make their living entirely from the 
  tips people give them for delivering messages or 
  giving information. A portion of these tips are given 
  to someone called Jak Rabbit. For a price, Jak can be 
  hired as a messenger himself. Simply send a message 
  designating a meeting time and place and 
  appropriate coin to entice Jak with another urchin 
  and they will deliver it to the Rabbit. 
  • 
  35: Given the guild infrastructure of Dyvers, many 
  people refer to the street urchins as a messengers 
  guild. 
  The 
  group 
  has 
  a 
  more 
  established 
  infrastructure than most people realize, with signals, 
  meeting spots, innuendo, and a guildmaster: Jak 
  Rabbit (a boy of no more than 12 or 14). 
  • 
  40: The messengers guild is one of the Alliance 
  underguilds. 
  Although 
  comprised 
  mostly 
  of 
  children, they have allies that are far deadlier. Only 
  the foolish and short-lived forget this fact. 
  NOTE: If the PCs go to the Shadowind Monastery or the 
  Meadowlands based on what they learn through 
  gathering information, they find nothing to help their 
  chances of finding Daminov. If they go to the 
  Meadowlands, however, continue to Encounter 6: 
  Friends Indeed. 
   
  If the PCs send a messenger to contact Jak Rabbit 
  along with 10 gp × APL, the boy agrees to meet them 
  near South Gate in a side alley. Go to Encounter 5: The 
  Jak Rabbit. If they do not send a messenger to Jak or 
  refuse to pay him a proper amount (a messenger will 
  laugh at their offered amount until it gets to the 
  appropriate sum), skip Encounter 5 and go to Encounter 
  6: Friends Indeed. 
   
  Encounter 5: The Jak Rabbit 
   
  The alley is only 10 feet wide and 80 feet long. It opens to 
  another street on the other side. Unlike many Dyversian 
  alleys, there are no homeless people sleeping in this one. 
  There are discarded boxes and trash of various sorts, but 
  the only person present is a single young boy. Standing 
  half-way down the alley he could be no more than 12 or 
  14 years old. He’s dressed raggedly, except for his boots 
  which are of a fine make. 
   
  “Hi there. How you boy’s doin? I hear you’re in 
  need of a jackrabbit?” the boy asks, giving you a wink. 
  His clothes are in tatters; his face and exposed skin all 
  covered in soot and dirt. Nothing on the boy—
  including himself—seems to be of any value, except 
  for a dagger on his waist and a finely crafted pair of 
  boots. 
   
  The boy never actually introduces himself as Jak 
  Rabbit, but if the question arises, he just gives them a 
  smile and a wink. He has a playful attitude with the PCs, 
  as if this were all a game. He has very intent goals; 
  however, and that intent depends mostly on the previous 
  actions of the characters. If the PCs failed to tip the 
  messengers in VTF4-03 Whirlpool of Madness or did not 
  tip either of the messengers earlier in this adventure, Jak 
  has heard about it. Tips are how his boys make a living 
  and he doesn’t look kindly on anyone that stiffs them. He 
  has information to sell, but the price is much higher if 
  even one of the PCs stiffed a messenger. 
   
  Jak waits for the PCs to ask for the information that 
  they need. “I know what you need. And let me tell you, 
  
  VTF6-03 Red on the Horizon 
   
  Page 15 
  I’m the only one in this city that does, so remember 
  that, because this information comes with a price.” 
   
  Jak wants 20 gp × APL to tell the PCs what they want. 
  If someone in the party did not tip one of his messengers 
  (as described above), the price is 200 gp × APL. This price 
  cannot be negotiated down by Bluff, Diplomacy, or 
  Intimidation, although spending an Influence Point with 
  the Alliance or the Messengers Guild reduces the cost 
  multiplier down to 10 or 100 gp respectively. No more 
  than one Influence point in total may be spent in this 
  manner. 
  • 
  Sepp had been evading capture for the past two years 
  by hiding with the Rhennee. Although Drown Town 
  (the Rhennee barges that make a pseudo-village at 
  Great Crown Island) has been searched multiple 
  times, the Rhennfolk have more landlocked areas 
  they use when they need to hide from the law. 
  • 
  He has spent the past two years attempting to find a 
  way to reverse his gender without the risk of death 
  and reincarnation into something far worse than a 
  human male. He does not have access to the more 
  powerful spells such as miracle and true resurrection 
  while maintaining his cover. 
  • 
  Although Markessa the Red has been searching for 
  him over the past two years, Sepp was convinced that 
  someone in the Dyvers crime scene sold him out, 
  leading to his original capture. He could not 
  communicate with Markessa without risking a 
  second capture. 
  • 
  The constables got a tip from someone who saw Sepp 
  by accident. Jak Rabbit intercepted the message and 
  warned Sepp before the constables could arrive. 
  Because of that, the pirate trusted the messengers 
  and Jak specifically. 
  • 
  Recently, a group of bounty hunters from Greyhawk 
  arrived. They knew where Sepp was hidden and 
  attacked before the pirate could be warned. There 
  was a battle, but eventually Sepp was captured. 
  • 
  They left yesterday heading south into the Gnarley, 
  most likely taking the eastern fork to Lockswell 
  Manor and then Greyhawk City without taking the 
  most obvious route along the Dyvers Road (what was 
  previously called the Greyhawk Road until CY 595 
  when the magister decreed that it should be called 
  the Dyvers Road). 
  Jak speaks openly about his aid of the criminal and shows 
  little concern if the PCs are lawful and threaten to arrest 
  him. If their threats become too menacing, then he 
  reminds them that he’s a young boy and he’d hate to have 
  to scream for constables to protect him from the muggers 
  who have forced him into this dark alley. He is 
  completely reassured of his situation. A Spot check (DC 
  18) reveals that a number of urchins are hidden about the 
  alley, on rooftops and in gutters, etc. 
   
  He answers the group’s questions as honestly and 
  directly as possible, but knows little more than what’s 
  listed above. Once the PCs finish their questions, he 
  continues with the following. 
   
  “One last thing, boys,” the urchin says. “There’s 
  another group looking for Sepp. I thought you might 
  like to know.” 
   
  If the PCs do not ask for details, go directly to 
  Encounter 6. If the PCs ask for details, Jak Rabbit replies 
  “Them.” Pointing at the Emerald Fist who has just 
  entered the alley from the same entrance the PCs came 
  from. They have saps drawn. Continue to Encounter 6: 
  Friends Indeed. 
   
  Encounter 6: Friends Indeed 
   
  The alley is only 10 feet wide and 80 feet long. If the PCs 
  were exiting the way they came, combat begins with the 
  Emerald Fist 10 feet into the alley and the party 20 feet 
  away from them. If the PCs were exiting to the opposite 
  side of the alley, the Emerald fist stands 10 feet into the 
  alley with the party 60 feet away. 
   
  “We hear you’re looking for the Daminov pirate. 
  Well, we’re gonna get her first. We’ll give you this last 
  opportunity to give up, or we’re gonna thump ya good. 
  Which do you want?” he asks, brandishing his sap. 
   
  There is an opportunity for the group not to engage 
  in combat here. If they succeed at a Bluff check (DC 20), 
  they can pretend to give up and leave the alley without 
  combat. This delays combat only momentarily. They run 
  into the Emerald Fist again in the Gnarley Forest. 
  However, if combat takes place in the forest, there are no 
  lawful repercussions for killing the half-orcs if the party 
  chooses to do so. They may also attempt a Diplomacy 
  check (DC 40) with a –10 circumstance penalty (as the 
  half-orcs are more scared of Markessa the Red/Lieutenant 
  Castle than the party) to convince them to give up their 
  pursuit. It also requires reimbursement as they’ll be 
  giving up payment for this job. The PCs need to offer the 
  same pay that was offered to them (Castle’s offer at the 
  given APL or 2,250 gp for the cost of the gem from 
  Markessa). The group cannot be dissuaded through 
  intimidation. 
  
  VTF6-03 Red on the Horizon 
   
  Page 16 
   
  If the PCs enter combat, the Emerald Fist only uses 
  non-lethal damage. They carry no weapons that can inflict 
  lethal damage and the cleric has not prepared any spells 
  that inflict damage on others. If the PCs kill the Emerald 
  Fist, they are spared the murder charge only because the 
  half-orcs initiated combat. At the end of the adventure, 
  they are arrested by the Dyvers Constabulary and 
  convicted of manslaughter. See the AR for details of this 
  charge. The penalties are different for Alliance members. 
  The DM should alter the entry and initial it based on the 
  Alliance member’s meta-org cert. Although certain 
  characters may be designed for escape in such situations, 
  most are not. As such, this adventure does not list 
  specifics for those PCs attempting to flee the law. Players 
  that feel they have a reasonable claim that they could have 
  escaped persecution should be directed to the Dyvers 
  Triad POC. 
  APL 6 (EL 7) 
  �Emerald Fist Cleric: Male half-orc Bbn1/Clr3; hp 35; 
  see Appendix 1. 
  �Emerald Fist Fighter: Male half-orc Ftr4; hp 40; see 
  Appendix 1. 
  �Emerald Fist Barbarian: Male half-orc Bbn2; hp 25; see 
  Appendix 1. 
  �Emerald Fist Ranger: Male half-orc Bbn1/Rgr1; hp 19; 
  see Appendix 1. 
  APL 8 (EL 9) 
  �Emerald Fist Cleric: Male half-orc Bbn1/Clr5; hp 49; 
  see Appendix 1. 
  �Emerald Fist Fighter: Male half-orc Ftr6; hp 58; see 
  Appendix 1. 
  �Emerald Fist Barbarian: Male half-orc Bbn4; hp 49; see 
  Appendix 1. 
  �Emerald Fist Ranger: Male half-orc Bbn1/Rgr3; hp 39; 
  see Appendix 1. 
  APL 10 (EL 11) 
  �Emerald Fist Cleric: Male half-orc Bbn1/Clr7; hp 63; 
  see Appendix 1. 
  �Emerald Fist Fighter: Male half-orc Ftr8; hp 76; see 
  Appendix 1. 
  �Emerald Fist Barbarian: Male half-orc Bbn6; hp 71; see 
  Appendix 1. 
  �Emerald Fist Ranger: Male half-orc Bbn1/Rgr5; hp 55; 
  see Appendix 1. 
  APL 12 (EL 13) 
  �Emerald Fist Cleric: Male half-orc Bbn1/Clr9; hp 87; 
  see Appendix 1. 
  �Emerald Fist Fighter: Male half-orc Ftr10; hp 94; see 
  Appendix 1. 
  �Emerald Fist Barbarian: Male half-orc Bbn8; hp 93; see 
  Appendix 1. 
  �Emerald Fist Ranger: Male half-orc Bbn1/Rgr7; hp 71; 
  see Appendix 1. 
  APL 14 (EL 15) 
  �Emerald Fist Cleric: Male half-orc Bbn1/Clr11; hp 
  103; see Appendix 1. 
  �Emerald Fist Fighter: Male half-orc Ftr12; hp 112; see 
  Appendix 1. 
  �Emerald Fist Barbarian: Male half-orc Bbn10; hp 115; 
  see Appendix 1. 
  �Emerald Fist Ranger: Male half-orc Bbn1/Rgr9; hp 87; 
  see Appendix 1. 
  Tactics: With such a narrow environment, the orcs try to 
  cause the PCs to bottleneck. The fighter, barbarian, and 
  ranger line up on the left, while the cleric stands at the 
  rear of the right goading PCs to attack him. The left 
  column then takes attacks of opportunity against these 
  foes. The cleric focuses on spellcasting rather than 
  combat, using spells to heal himself while taking damage 
  from the PCs (including casting vigor at the beginning of 
  combat to give himself fast healing). 
  Treasure: 
  APL 6 – L: 20 gp, C: 0 gp, M: +1 Large sap (192 gp per 
  character), +2 full plate (471 gp each per character), +2 
  studded leather x2 (348 gp each per character), greater 
  elemental gem* (188 gp each per character). 
  APL 8 – L: 20 gp, C: 0 gp, M: +1 Large merciful sap (692 gp 
  per character), +2 full plate (471 gp each per character), +2 
  studded leather x2 (348 gp each per character, gloves of 
  dexterity +4 (1,333 gp each per character), greater 
  elemental gem* (188 gp each per character). 
  APL 10 – L: 20 gp, C: 0 gp, M: +1 Large merciful sap (692 
  gp per character), +3 full plate x2 (888 gp each per 
  character), +2 studded leather (348 gp each per character, 
  +3 studded leather (765 gp each per character, gloves of 
  dexterity +4 (1,333 gp each per character), greater 
  elemental gem* (188 gp each per character). 
  APL 12 – L: 20 gp, C: 0 gp, M: +1 Large merciful sap (692 
  gp per character), +3 full plate x2 (888 gp each per 
  character), +2 studded leather (348 gp each per character, 
  +3 studded leather (765 gp each per character, gloves of 
  
  VTF6-03 Red on the Horizon 
   
  Page 17 
  dexterity +4 (1,333 gp each per character), greater 
  elemental gem* (188 gp each per character). 
  APL 14 – L: 20 gp, C: 0 gp, M: +2 Large merciful sap (1525 
  gp per character), +3 full plate x2 (888 gp each per 
  character), +2 studded leather (348 gp per character, +3 
  studded leather (765 gp per character, gloves of dexterity 
  +4 (1,333 gp per character), greater elemental gem* (188 
  gp per character). 
  *This item appears only if the PCs were working for 
  Lieutenant Nick Castle. 
   
  NOTE: The orcs are also carrying Player Handout 
  #3, which the PCs find while stripping the bodies. 
   
  No Spot check is necessary for the PCs to realize that 
  a large number of bystanders on both sides of the alley 
  witnessed the fight. Once the fight concludes, the 
  pedestrians flee the scene once they realize they’ve been 
  seen. With the increased population and resultant 
  crowds, though, the Constabulary is unable to arrive on 
  the scene in time before the PCs have looted the bodies 
  and made their escape.  
   
  At the conclusion of the fight, Jak Rabbit and the 
  other urchins disappear into the crowds. Depending on 
  the time of day, the party may choose to stay the night in 
  Dyvers and set out to the forest in the morning or they 
  may set out immediately. By normal travel methods 
  (without the use of spells), it is 29 miles to the forest, just 
  under a day by horseback. When ready, continue to 
  Encounter 7: Into the Gnarley. 
   
  Encounter 7: Into the Gnarley 
   
  Once the PCs arrive at the Gnarley Forest, allow them to 
  make Spot and Listen checks. Regardless of the roll made, 
  the PCs see nothing out of the ordinary. Characters from 
  Dyvers, Verbobonc, or those that are members of the 
  Gnarley Rangers, Druids, or Elf Clan meta-orgs know that 
  the main roads into the forest are always watched. 
  Generally, if one is perceptive enough, he may see a 
  Gnarley Ranger standing behind a tree, watching visitors 
  as they pass, ensuring that no harm comes to the forest. 
  The lack of their presence is and should be disturbing. 
  Without the rangers and druids actively protecting the 
  forest, the fouler element from the nearby cities and 
  villages often use it as a hideout. Worse, the more 
  ferocious beasts from deep within the forest choose to 
  leave their lair and hunt unsuspecting prey. 
   
  PCs who have not participated in Dyv5-09 What 
  Know You of Peace may make a Knowledge (local: 
  Velverdyva, Tuflik, Fals Trade Route) check or 
  Knowledge (history) check (DC 11) to know that a large 
  retinue of Gnarleyfolk were slaughtered late last year 
  when attacking a humanoid raiding party. Those very few 
  people who survived claimed the aggressors were from 
  the hidden village of Blackthorn. A knowledge (local: 
  Velverdyva, Tuflik, Fals Trade Route) check (DC 15) or a 
  Knowledge (local: Core) check (DC 20) reveals that 
  Blackthorn is a small village somewhere in the Gnarley. It 
  is a forward hold for the forces of the Orcish Empire of 
  the Pomarj. Although many have searched for it over the 
  years, none have yet to find it. 
   
  Although a large number of nature sounds follow the 
  PCs as they travel, nothing menacing approaches them. A 
  Knowledge (nature) check (DC 15) reveals that many of 
  the sounds are of beasts that rarely hunt during the day 
  and rarely hunt for such prolonged periods in the Gnarley 
  Forest. It seems that the forest has grown wilder over the 
  past months. 
   
  It is approximately a 15 mile journey from the border 
  of the forest to where the road forks east, leading to 
  Lockswell Manor. Traveling on this road for 10 miles, the 
  PCs may make Spot checks (DC 20) and Listen checks 
  (DC 10). Those that are successful see four orcs 
  approaching their position from the East. They are 
  currently 100 feet away. If all the players fail, take the 
  difference by how much they failed. For each 1 point 
  below the DCs of the above checks, the orcs are 10 feet 
  closer. There is no opportunity for negotiation in this 
  regard. The orcs already have their weapons drawn and 
  immediately engage in combat. 
  APL 6 (EL 9) 
  �Pomarj Orcs (2): Male orc Bbn5; hp 55; see Appendix 
  1. 
  �Blackthorn Orcs (2): Male orc Bbn5; hp 55; see 
  Appendix 1. 
  APL 8 (EL 11) 
  �Pomarj Orcs (2): Male orc Bbn7; hp 75; see Appendix 
  1. 
  �Blackthorn Orcs (2): Male orc Bbn7; hp 75; see 
  Appendix 1. 
  APL 10 (EL 13) 
  �Pomarj Orcs (2): Male orc Bbn9; hp 95; see Appendix 
  1. 
  �Blackthorn Orcs (2): Male orc Bbn9; hp 95; see 
  Appendix 1. 
  
  VTF6-03 Red on the Horizon 
   
  Page 18 
  APL 12 (EL 15) 
  �Pomarj Orcs (2): Male orc Bbn11; hp 115; see 
  Appendix 1. 
  �Blackthorn Orcs (2): Male orc Bbn11; hp 115; see 
  Appendix 1. 
  APL 14 (EL 17) 
  �Pomarj Orcs (2): Male orc Bbn13; hp 148; see 
  Appendix 1. 
  �Blackthorn Orcs (2): Male orc Bbn13; hp 148; see 
  Appendix 1. 
  Tactics: The orcs have very few tactics. They attack the 
  person who appears to be the biggest threat (heavy 
  fighters and spellcasters first). They don’t flank with each 
  other unless it’s convenient, and they power attack for an 
  amount appropriate with the difficulty of the person 
  they’re attacking. They want to kill as many of the PCs as 
  quickly as possible (taking advantage of critical hits when 
  possible). The road here is clear, twenty feet across with 
  another ten feet of grass on either side. The forest is not 
  overly dense here, but provides adequate cover for those 
  people who move behind the trees. The canopy is thick, 
  however, limiting the amount of underbrush on the 
  ground. 
  Treasure: 
  APL 6 – L: 190 gp, C: 0 gp, M: +1 greataxe x 2 (193 gp each 
  per character), +2 full plate x2 (471 gp each per character), 
  +2 studded leather x2 (348 gp each per character). 
  APL 8 – L: 133 gp, C: 0 gp, M: +1 greataxe x 2 (193 gp each 
  per character), +1 human bane greataxe x2 (693 gp each 
  per character), +2 full plate x2 (471 gp each per character), 
  +2 studded leather x2 (348 gp each per character). 
  APL 10 – L: 133 gp, C: 0 gp, M: +1 keen greataxe x2 (693 
  gp each per character), +1 human bane greataxe x2 (693 gp 
  each per character), +3 full plate x2 (888 gp each per 
  character), +3 studded leather x2 (765 gp each per 
  character). 
  APL 12 – L: 133 gp, C: 0 gp, M: +1 keen greataxe x2 (693 
  gp each per character), +1 human bane greataxe x2 (693 gp 
  each per character), +3 full plate x2 (888 gp each per 
  character), +3 studded leather x2 (765 gp each per 
  character). 
  APL 14 – L: 133 gp, C: 0 gp, M: +1 keen greataxe x2 (693 
  gp each per character), +1 human bane greataxe x2 (693 gp 
  each per character), +3 full plate x2 (888 gp each per 
  character), +3 studded leather x2 (765 gp each per 
  character). 
   
  Once the PCs have finished combat, allow them a 
  Spot check (DC 25) and Listen check (DC 20) while 
  they’re searching the bodies. If they succeed at the Listen 
  check, they hear the quieted sounds of an infant coming 
  from the brush. If they succeed at the Spot check, they 
  see an elven family watching. The adults speak Elven and 
  a broken dialect of Common. They are fluent enough to 
  get their point across if no one in the group speaks Elven, 
  but cannot translate complex terms. If someone in the 
  group speaks Elven, they do not even attempt to speak 
  Common, directing all conversation to that person 
  regardless of the accuracy of any translations he may 
  make. The family are all part of the elf clan, Sherendyl. A 
  Knowledge (local: Velverdyva, Tuflik, Fals Trade Route) 
  check or Bardic Lore check (DC 15) reveals that the 
  Sherendyl 
  are 
  known 
  for 
  producing 
  the 
  most 
  accomplished elven swordsmen in the entire Gnarley 
  Forest. The family (men and women) all wear expertly 
  crafted elven thinblades. 
   
  NOTE: What is not revealed by a Knowledge (local) 
  check is the growing xenophobia among the elf clans. The 
  invasion by the Pomarj has already cost the clans 
  numerous lives. Their own retaliation against the orcs has 
  revealed the fact that the horde is intent on sacking 
  Dyvers. The elves hold the city dwellers personally 
  responsible for the recent tragedies and, as such, are 
  looking out only for themselves. 
   
  If a member of Clan Sherendyl is present, the 
  patriarch comes into the open road and parlays. If a clan 
  member is not present, the PCs may convince him to 
  speak with a Diplomacy check (DC 20). If the PCs 
  threaten the elves in any fashion, the group simply moves 
  on, not paying them any attention. 
   
  If the PCs convince the patriarch to speak, he has 
  limited information, but is willing to share it at no cost. 
  • 
  His name is Asharem. He is accompanied by his wife, 
  his eldest son and daughter-in-law (who is holding 
  the infant that may have been heard), and his 
  daughter. 
  o 
  The daughter was recently widowed when her 
  husband and a small band of Sherendyl all died 
  attacking a warband of bugbears. They were 
  outnumbered 5:1, but drove the battle to a near 
  stalemate with both sides suffering complete 
  losses. From the desecration visited upon the 
  bodies, it was apparent that a small band of 
  bugbears survived. 
  • 
  They are leaving the eastern Gnarley, crossing the 
  border into Verbobonc where they hope to be safe 
  from the humanoid incursion. 
  
  VTF6-03 Red on the Horizon 
   
  Page 19 
  • 
  Although they witnessed the entire battle against the 
  orcs, they felt no need to join in. It is the humans’ 
  fault this incursion has arrived, so they do not shed 
  tears if the orcs kill non-elves. (He has no sympathy 
  for a Sherendyl that travels with those from outside 
  the clan.) 
  • 
  He saw two men leading a wagon eastward. There 
  was a strange iron box in the back. Someone was 
  inside screaming in a language he didn’t understand. 
  Since it wasn’t elven, he did not feel the need to stop 
  and help. 
  o 
  They have not been traveling on the road, so 
  unless the remainder of the party were on the 
  opposite side of the road, the teamsters were the 
  only two humans present with the wagon. 
   
  Once he has given the above information, Asharem 
  says they must not wait any longer. He does not want to 
  risk another roving band of humanoids finding them. 
  With the infant present, they are reduced to only three 
  able fighters. Continue to Encounter 8: Double Play. 
   
  Encounter 8: Double Play 
   
  The Greyhawkers and their captive are 30 miles east of 
  the Gnarley Road fork (20 miles away from combat with 
  the orcs). Although Jak Rabbit was telling the truth that 6 
  people from Greyhawk were searching for Sepp, only two 
  survived the encounter. Those two captured Sepp, sealed 
  him in a lead-lined iron box (so that he couldn’t spring 
  the lock or do much of anything else), and are 
  transporting him by wagon to Greyhawk City. 
   
  NOTE: It is not possible to use Diplomacy or 
  Intimidate to convince the bounty hunters to turn Sepp 
  over to the party. A successful Bluff check (DC 50) may 
  convince them that the party is the group that hired them 
  in Greyhawk City. Otherwise, any attempt to retrieve 
  Daminov results in combat if the PCs are spotted. 
   
  If PCs hope to steal Daminov away without dealing 
  with combat, they must devise a way to reach the wagon 
  undetected, open the chest, and leave with Daminov (who 
  is unwilling to magically teleport with anyone he does 
  not know or anyone he met in VTF4-03 Whirlpool of 
  Madness, as he knows they were working for the 
  constabulary). 
  • 
  If the PCs are working for Markessa the Red, a 
  Diplomacy check (DC 30) convinces Sepp to 
  cooperate. 
  o 
  If they are working for Lieutenant Castle, they 
  must first succeed at a Bluff check (DC 30) to 
  convince Sepp that they work for Markessa the 
  Red. 
  • 
  The total weight of the box is 200 pounds. If Sepp is 
  still in the box, the total weight is double. 
  • 
  The locks on the iron box requires a Strength check 
  (DC 25) to break, an Open Locks check (DC 40), or 
  damage versus one inch of iron. There are three total 
  padlocks on the box. 
  • 
  To sneak up on the wagon, the PCs must succeed at 
  Hide and Move Silently checks (DC 15 + APL). 
  • 
  The wagon is moving at its base movement, so a 
  Climb check or running Jump check (DC 10) is 
  required to get into the wagon. 
  The dirt road is twenty feet wide with the tree line 
  beginning 5 feet beyond on either side. The road is 
  relatively straight, so unless the PCs specifically create an 
  ambush situation where a bend is involved, the road 
  extends 100 feet in either direction of the wagon. The tree 
  line can be used to provide cover, but the underbrush is 
  not so thick as to reduce movement. If the PCs decide 
  they are unable or do not want to sneak up to the wagon, 
  they may initiate combat as they wish. 
  APL 6 (EL 8) 
  �Atren: Male suel Rog6; hp 38; see Appendix 1. 
  �Baric: Male suel Rog4/Ftr2; hp 42; see Appendix 1. 
  APL 8 (EL 10) 
  �Atren: Male suel Rog8; hp 50; see Appendix 1. 
  �Baric: Male suel Rog5/Ftr2; hp 54; see Appendix 1. 
  APL 10 (EL 12) 
  �Atren: Male suel Rog10; hp 62; see Appendix 1. 
  �Baric: Male suel Rog8/Ftr2; hp 66; see Appendix 1. 
  APL 12 (EL 14) 
  �Atren: Male suel Rog12; hp 74; see Appendix 1. 
  �Baric: Male suel Rog10/Ftr2; hp 78; see Appendix 1. 
  APL 14 (EL 16) 
  �Atren: Male suel Rog13/Ftr1; hp 87; see Appendix 1. 
  �Baric: Male suel Rog11/Ftr2/Bbn1; hp 93; see 
  Appendix 1. 
  Tactics: Atren and Baric have no healing ability and only 
  moderate armor class. They always focus on the same 
  
  VTF6-03 Red on the Horizon 
   
  Page 20 
  opponent, providing flank whenever possible. The goal is 
  to deal as much damage as possible, dropping an 
  opponent and moving on to the next. They also take 
  advantage of their Crippling Strike attack at those APLs 
  that have it. Opponents that are dropped to 0 Strength are 
  abandoned, allowing them to focus on a new opponent. 
  They don’t hesitate to use lethal damage, but have little 
  concern if the PCs live or die. Once they’ve won combat, 
  they get back in their wagon and leave, possibly leaving 
  characters at 0 Str helpless on the ground (they do not 
  spend the time to coup de grace them). This does not 
  mean that they won’t kill an opponent if they’re low on 
  hit points. They are just not bloodthirsty. 
  Treasure: 
  APL 6 – L: 17 gp, C: 0 gp, M: +1 falchion (198 gp per 
  character), +2 studded leather x2 (348 gp each per 
  character). 
  APL 8 – L: 17 gp, C: 0 gp, M: +1 falchion (198 gp per 
  character), +2 studded leather x2 (348 gp each per 
  character), gloves of dexterity +4 x2 (1,333 gp each per 
  character). 
  APL 10 – L: 16 gp, C: 0 gp, M: +1 falchion (198 gp per 
  character), +1 rapier (193 gp per character), +2 studded 
  leather (348 gp per character), +3 studded leather (765 gp 
  per character), gloves of dexterity +4 x2 (1,333 gp each per 
  character). 
  APL 12 – L: 16 gp, C: 0 gp, M: +1 falchion (198 gp per 
  character), +1 deadly precision rapier (1,527 gp per 
  character), +3 mithral chain shirt (842 gp per character), 
  +3 studded leather (765 gp per character), gloves of 
  dexterity +4 (1,333 gp per character), gloves of dexterity 
  +6 (3,000 gp per character). 
  APL 14 – L: 16 gp, C: 0 gp, M: +1 falchion (198 gp per 
  character), +1 deadly precision rapier (1,527 gp per 
  character), +4 mithral chain shirt (1425 gp per character), 
  +3 studded leather (765 gp per character), gloves of 
  dexterity +4 (1,333 gp per character), gloves of dexterity 
  +6 (3,000 gp per character). 
   
  If the PCs do not kill the Greyhawkers but save them 
  for questioning, they may attempt an Intimidate check 
  (DC 20) or promise to spare their lives to convince the 
  rogues to talk. The bounty hunters have little to offer in 
  worthwhile information, though. They are both from 
  Greyhawk City and were contracted along with four of 
  their colleagues to come to Dyvers and kidnap a pirate 
  named Sepp Daminov. Along with their pay (which they 
  received half up-front), they were given a dossier as to 
  where Daminov was hiding and a breakdown of his 
  regular routine. They do not know the name of the person 
  who hired them, how he came upon such detailed 
  information about Daminov, or what interest he has in 
  the pirate. They were instructed to take him to a tavern 
  called the Magic House in Greyhawk City. They cannot 
  offer adequate directions to the tavern. It can only be 
  found by those who have been there. (If the PCs wish to 
  continue to Greyhawk City in an effort to reach the Magic 
  House, the two rogues are arrested for murder when they 
  reach the city gates. The PCs are questioned and released.) 
   
  Conclusion A 
   
  Read the following conclusion if the PCs take Sepp 
  Daminov and return him to Markessa the Red. 
   
  Emerging from the Gnarley Forest, the sounds of 
  feral creatures hunting one another is replaced with 
  the constant din of the crowds of the big city. At the 
  dock master’s office, as instructed, you find a packed 
  building. With your arrival, however, and the 
  presentation of Daminov, the dock master quickly 
  expels the frustrated crowd. When the door slams 
  shut, you remain with the pirate and a red-headed elf. 
   
  Markessa stands and walks directly toward you, 
  the heels of her boots thudding on the wooden floor. 
  She looks at your quarry. “Szepkurva?” For the first 
  time since his return to Dyvers, Sepp raises his head 
  and smiles. 
   
  “Permission to come aboard, Cap’n.” The two 
  smile and embrace. 
   
  Markessa turns to you. “Thank you, adventurers, 
  for your service. The Elizabeth Dane is in your debt.” 
  The two exit the office where a number of nefarious 
  looking sailors wait. “We sail with the tide, boys! Sepp 
  has the helm!”  
   
  To be continued…. 
   
  Conclusion B 
   
  Read the following conclusion if the PCs take Sepp 
  Daminov and return him to Lieutenant Castle. 
   
  NOTE: Castle does not pay those with the disfavor, 
  but does make certain items available to them as a reward 
  for their efforts. 
  
  VTF6-03 Red on the Horizon 
   
  Page 21 
   
  Emerging from the Gnarley Forest, the sounds of 
  feral creatures hunting one another is replaced with 
  the constant din of the crowds of the big city. Going 
  to the headquarters of the city Constabulary, word 
  spreads quickly among the local law enforcement that 
  Szepkurva has been recaptured. As Lieutenant Castle 
  returns to the building to inspect your quarry, his 
  colleagues erupt in applause. Smiling, he embraces 
  each of you. “Thank you,” he says. “You have certainly 
  earned a reward and so much more.” 
   
  The celebration is so pronounced that the head of 
  the constabulary, Colonel Tohmas Dolorrak, comes to 
  see the prisoner. “Well done Castle,” the man says. 
  “We’ll have to see about that position with Judicial 
  Security we spoke about. You’ve earned it. And well 
  done to you as well,” he says, at your group. “Thought 
  you could get away, eh Daminov? You know what we 
  do with pirates around here?” 
   
  For the first time since his return to Dyvers, Sepp 
  raises his head. “We, colonel? I know what you do 
  with pirates. I expect to be free again shortly. Please 
  show me to my cell.” 
   
  To be continued…. 
  Conclusion C 
   
  Read the following conclusion if the PCs fail to recover 
  Sepp Daminov. 
   
  Emerging from the Gnarley Forest, the sounds of 
  feral creatures hunting one another is replaced with 
  the constant din of the crowds of the big city. The 
  question remains, though, is there any difference? The 
  infamous pirate and slaver, Markessa the Red, is 
  looking for Sepp Daminov. Lieutenant Nick Castle—
  one of only 16 such officers in all of Dyvers—is 
  looking for him as well. Yet on your return you have 
  nothing to offer either of them except for the 
  information that their quarry has been smuggled into 
  Greyhawk City despite your best efforts. 
   
  Your involvement in this matter has introduced 
  you to two powerful predators. Your failure in this 
  matter has made you their prey. 
   
  To be continued….  
  AR Rewards 
  Bull Market: All PCs receive this reward regardless of 
  their success or failure in the adventure. 
  Failed: All PCs receive this penalty if they fail to recover 
  Sepp Daminov, regardless of who they agreed to help. 
  Greater Elemental Gem: PCs who worked for Markessa 
  the Red receive this gem as payment for their work and 
  do not have to pay any gold. PCs who worked for Nick 
  Castle find this gem on the Emerald Fist and must 
  purchase the gem on the AR if they wish to own it. 
  Double-Crossed Markessa the Red: If the PCs agreed to 
  help Markessa the Red but then gave Sepp Daminov to 
  Nick Castle, they receive this penalty. If they failed, they 
  only receive the Failed penalty and not this one as well. 
  Murdered the Emerald Fist: This penalty only applies if 
  at least one member of the Emerald Fist died during the 
  adventure. Only PCs who dealt lethal damage to the half-
  orcs are arrested (if they dealt lethal damage but not the 
  killing blow, they are still arrested). 
   
  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 
  role playing) to each character. 
  Encounter 6: Friends Indeed 
  Overcome the Emerald Fist 
   
  APL 6 – 210 xp. 
   
  APL 8 – 270 xp. 
   
  APL 10 – 330 xp. 
   
  APL 12 – 390 xp. 
   
  APL 14 – 450 xp. 
  Encounter 7: Into the Gnarley 
  Defeat the Blackthorn Orcs 
   
  APL 6 – 270 xp. 
   
  APL 8 – 330 xp. 
   
  APL 10 – 390 xp. 
   
  APL 12 – 450 xp. 
   
  APL 14 – 210 xp. 
  Encounter 8: Double Play 
  Rescue Sepp Daminov 
   
  APL 6 – 240 xp. 
  
  VTF6-03 Red on the Horizon 
   
  Page 22 
   
  APL 8 – 300 xp. 
   
  APL 10 – 360 xp. 
   
  APL 12 – 420 xp. 
   
  APL 14 – 480 xp. 
  Discretionary Roleplaying Award 
  Judge may allocate up to the following for good role-
  playing 
   
  APL 6 – 180 xp. 
   
  APL 8 – 225 xp. 
   
  APL 10 – 270 xp. 
   
  APL 12 – 315 xp. 
   
  APL 14 – 360 xp. 
  Total Possible Experience 
   
  APL 6   
   
  900 xp 
   
  APL 8   
   
  1,125 xp 
   
  APL 10   
   
  1,350 xp 
   
  APL 12   
   
  1,575 xp 
   
  APL 14  
   
  1,800 xp 
   
  Treasure Summary 
   
  During an adventure, characters come upon 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. In the case of potions, they may use Spellcraft to 
  identify them. Other times they may attempt to use the 
  item blindly. If the magic item is consumable (a potion, 
  scroll, magic bolts, etc.) and the item is used before the end 
  of the adventure, its total is subtracted from the adventure 
  totals below. 
  Once you have subtracted the value for unclaimed treasure 
  from each encounter add it up and that is the number of 
  gold pieces a characters total and coin value increase at the 
  end of the adventure. Write the total in the GP Gained field 
  of the adventure certificate. Because this is a Regional 
  scenario, characters may spend additional Time Units to 
  practice professions or create items immediately after the 
  adventure so this total may be modified by other 
  circumstances. 
  L:  Looted gear from enemy 
  C:  Coin, Gems, Jewelry, and other valuables 
  M:  Magic Items (sell value)  
  Encounter 1: A Friend in Need 
  All APLs – Loot: 0 gp, Coin: 500 gp, Magic: 0 gp. 
  Encounter 3: Lawman 
  APL 6 – Loot: 0 gp, Coin: 600 gp, Magic: 0 gp. 
  APL 8 – Loot: 0 gp, Coin: 800 gp, Magic: 0 gp. 
  APL 10 – Loot: 0 gp, Coin: 1000 gp, Magic: 0 gp. 
  APL 12 – Loot: 0 gp, Coin: 1,200 gp, Magic: 0 gp. 
  APL 14 – Loot: 0 gp, Coin: 1,400 gp, Magic: 0 gp. 
  Encounter 6: Friends Indeed 
  APL 6 – L: 20 gp, C: 0 gp, M: +1 Large sap (192 gp per 
  character), +2 full plate (471 gp each per character), +2 
  studded leather x2 (348 gp each per character), greater 
  elemental gem* (188 gp each per character). 
  APL 8 – L: 20 gp, C: 0 gp, M: +1 Large merciful sap (692 gp 
  per character), +2 full plate (471 gp each per character), +2 
  studded leather x2 (348 gp each per character), gloves of 
  dexterity +4 (1,333 gp each per character), greater 
  elemental gem* (188 gp each per character). 
  APL 10 – L: 20 gp, C: 0 gp, M: +1 Large merciful sap (692 
  gp per character), +3 full plate x2 (888 gp each per 
  character), +2 studded leather (348 gp each per character), 
  
  VTF6-03 Red on the Horizon 
   
  Page 23 
  +3 studded leather (765 gp each per character), gloves of 
  dexterity +4 (1,333 gp each per character), greater 
  elemental gem* (188 gp each per character). 
  APL 12 – L: 20 gp, C: 0 gp, M: +1 Large merciful sap (692 
  gp per character), +3 full plate x2 (888 gp each per 
  character), +2 studded leather (348 gp each per character), 
  +3 studded leather (765 gp each per character), gloves of 
  dexterity +4 (1,333 gp each per character), greater 
  elemental gem* (188 gp each per character). 
  APL 14 – L: 20 gp, C: 0 gp, M: +2 Large merciful sap (1525 
  gp per character), +3 full plate x2 (888 gp each per 
  character), +2 studded leather (348 gp per character), +3 
  studded leather (765 gp per character), gloves of dexterity 
  +4 (1,333 gp per character), greater elemental gem* (188 
  gp per character). 
  *This item appears only if the PCs were working for 
  Lieutenant Nick Castle. 
  Encounter 7: Into the Gnarley 
  APL 6 – L: 190 gp, C: 0 gp, M: +1 greataxe x2 (193 gp each 
  per character), +2 full plate x2 (471 gp each per character), 
  +2 studded leather x2 (348 gp each per character). 
  APL 8 – L: 133 gp, C: 0 gp, M: +1 greataxe x2 (193 gp each 
  per character), +1 human bane greataxe x2 (693 gp each 
  per character), +2 full plate x2 (471 gp each per character), 
  +2 studded leather x2 (348 gp each per character). 
  APL 10 – L: 133 gp, C: 0 gp, M: +1 keen greataxe x2 (693 
  gp each per character), +1 human bane greataxe x2 (693 gp 
  each per character), +3 full plate x2 (888 gp each per 
  character), +3 studded leather x2 (765 gp each per 
  character). 
  APL 12 – L: 133 gp, C: 0 gp, M: +1 keen greataxe x2 (693 
  gp each per character), +1 human bane greataxe x2 (693 gp 
  each per character), +3 full plate x2 (888 gp each per 
  character), +3 studded leather x2 (765 gp each per 
  character). 
  APL 14 – L: 133 gp, C: 0 gp, M: +1 keen greataxe x2 (693 
  gp each per character), +1 human bane greataxe x2 (693 gp 
  each per character), +3 full plate x2 (888 gp each per 
  character), +3 studded leather x2 (765 gp each per 
  character). 
  Encounter 8: Double Play 
  APL 6 – L: 17 gp, C: 0 gp, M: +1 falchion (198 gp per 
  character), +2 studded leather x2 (348 gp each per 
  character). 
  APL 8 – L: 17 gp, C: 0 gp, M: +1 falchion (198 gp per 
  character), +2 studded leather x2 (348 gp each per 
  character), gloves of dexterity +4 x2 (1,333 gp each per 
  character). 
  APL 10 – L: 16 gp, C: 0 gp, M: +1 falchion (198 gp per 
  character), +1 rapier (193 gp per character), +2 studded 
  leather (348 gp per character), +3 studded leather (765 gp 
  per character), gloves of dexterity +4 x2 (1,333 gp each per 
  character). 
  APL 12 – L: 16 gp, C: 0 gp, M: +1 falchion (198 gp per 
  character), +1 deadly precision rapier (1,527 gp per 
  character), +3 mithral chain shirt (842 gp per character), 
  +3 studded leather (765 gp per character), gloves of 
  dexterity +4 (1,333 gp per character), gloves of dexterity 
  +6 (3,000 gp per character). 
  APL 14 – L: 16 gp, C: 0 gp, M: +1 falchion (198 gp per 
  character), +1 deadly precision rapier (1,527 gp per 
  character), +4 mithral chain shirt (1425 gp per character), 
  +3 studded leather (765 gp per character), gloves of 
  dexterity +4 (1,333 gp per character), gloves of dexterity 
  +6 (3,000 gp per character). 
   
  Total Possible Treasure 
   
  APL 6 
  900 gp 
   
  APL 8 
  1,300 gp 
   
  APL 10 
  2,300 gp 
   
  APL 12 
   
   
   
       3,300 gp
   
  APL 14 
   
   
   
       6,600 gp 
   
   
  
  VTF6-03 Red on the Horizon 
   
  Page 24 
  Appendix 1: NPC Stats 
   
  APL 6 
  ENCOUNTER 5: FRIENDS INDEED 
  Emerald Fist Cleric: Half-Orc Bbn1/Clr3; CR 4; 
  Medium-Size humanoid (orc); HD 1d12+2+3d8+6; hp 
  35; Init +0; Spd 20 ft.; AC 22, touch 10, flat-footed 22 
  (+10 +2 full plate, +2 heavy steel shield); Base Atk +3; 
  Grp +4; Atk/Full Atk +4 melee (1d6+1, sap); SA Rage 
  1/day; SQ Turn/Destroy undead; AL CG; SV Fort +7, 
  Ref +1, Will +6; Str 12, Dex 10, Con 14, Int 8, Wis 16, 
  Cha 13. 
   
  Skills and Feats: Concentration +13, Intimidate +5, 
  Listen +7; Combat Casting, Goad*. 
   
  Spells prepared (4/3+1/2+1; save DC = 13 + spell 
  level): 0—create water, detect magic, read magic, 
  virtue; 1st—bless, lesser vigor*, sanctuary, enlarge 
  person
  †; 2nd—aid (x2), bull’s strength
  †. 
   
  †Domain spell. Domains: [Luck (You gain the 
  power of good fortune, which is usable once per day. 
  This extraordinary ability allows you to reroll one roll 
  that you have just made before the DM declares 
  whether the roll results in success or failure. You must 
  take the result of the reroll, even if it’s worse than the 
  original roll); Strength (You can perform a feat of 
  strength as a supernatural ability. You gain an 
  enhancement bonus to Strength equal to your cleric 
  level. Activating the power is a free action, the power 
  lasts 1 round, and it is usable once per day.)]. 
   
  Possessions: heavy steel shield, sap, silver holy 
  symbol of Kord, +2 full plate. 
  *See Appendix 2: New Rules Items 
   
  Emerald Fist Fighter: Half-Orc Ftr4; CR 4; Medium-
  Size humanoid (orc); HD 4d10+12; hp 40; Init +3; Spd 
  30 ft.; AC 19, touch 13, flat-footed 16 (+3 Dex, +5 +2 
  studded leather, +1 buckler); Base Atk +4; Grp +7; Atk 
  +8 melee (1d6+5, sap); Full Atk +6/+6 melee (1d6+5, 
  sap); AL CG; SV Fort +6, Ref +4, Will +3; Str 16, Dex 16, 
  Con 14, Int 8, Wis 10, Cha 6. 
   
  Skills and Feats: Intimidate +5; Improved 
  Toughness*, 
  Iron 
  Will, 
  Two-Weapon 
  Fighting, 
  Weapon Focus (sap), Weapon Specialization (sap). 
   
  Possessions: buckler, sap x2, silver holy symbol of 
  Kord, +2 studded leather armor. 
  *See Appendix 2: New Rules Items 
   
  Emerald Fist Barbarian: Half-Orc Bbn2; CR 2; Medium-
  Size humanoid (orc); HD 2d12+6; hp 25; Init +0; Spd 40 ft.; 
  AC 10, touch 10, flat-footed 10 (+4 chain shirt); Base Atk +2; 
  Grp +7; Atk/Full Atk +6 melee (1d8+82, +1 Large sap); SA 
  Rage 1/day; SQ Fast movement, uncanny dodge.; AL CN; SV 
  Fort +6, Ref +0, Will –1; Str 21, Dex 10, Con 16, Int 6, Wis 8, 
  Cha 6. 
   
  Skills and Feats: Handle Animal +3, Profession 
  (lumberjack) +4; Power Attack. 
   
  Possessions: carrots, chain shirt, silver holy symbol of 
  Kord, sugar cubes, +1 Large sap. 
   
  Emerald Fist Ranger: Half-Orc Bbn1/Rgr1; CR 2; Medium-
  Size humanoid (orc); HD 1d12+1+1d8+1; hp 19; Init +3; Spd 
  40 ft.; AC 18, touch 13, flat-footed 15 (+3 Dex, +5 +2 studded 
  leather); Base Atk +2; Grp +4; Atk/Full Atk +5 melee (1d6+2, 
  sap); SA Favored enemy: human +2, rage 1/day; SQ Fast 
  movement, wild empathy; AL NG; SV Fort +5, Ref +5, Will 
  +2; Str 14, Dex 16, Con 13, Int 8, Wis 14, Cha 8. 
   
  Skills and Feats: Climb +5, Handle Animal +5, Hide +4, 
  Move Silently +4, Spot +3, Survival +5; Track, Weapon 
  Finesse. 
   
  Possessions: sap x2, silver holy symbol of Kord, +2 
  studded leather armor. 
   
  ENCOUNTER 7: INTO THE GNARLEY 
  Pomarj Orcs (2): Male Orc Bbn5; CR 5; Medium-Size 
  humanoid (orc); HD 5d12+15; hp 55; Init +1; Spd 20 ft.; AC 
  21, touch 11, flat-footed 21 (+1 Dex, +10 +2 Full Plate); Base 
  Atk +5; Grp +10; Atk/Full Atk +11 melee (1d12+8, +1 
  greataxe) or +7 ranged (1d8+4, masterwork composite 
  longbow [+4 Str]); SA Rage 2/day; SQ Fast movement, 
  improved uncanny dodge, orc traits, trap sense +1, uncanny 
  dodge; AL NE; SV Fort +7, Ref +2, Will +0; Str 21, Dex 12, 
  Con 16, Int 8, Wis 8, Cha 6. 
   
  Skills and Feats: Intimidate +6, Jump +7, Survival +7; 
  Combat Reflexes, Power Attack. 
   
  Possessions: dagger, masterwork composite longbow 
  [+4 Str], +1 greataxe, +2 full plate. 
   
  Blackthorn Orcs (2): Male Orc Bbn5; CR 5; Medium-Size 
  humanoid (orc); HD 5d12+15; hp 55; Init +2; Spd 40 ft.; AC 
  17, touch 12, flat-footed 17 (+2 Dex, +5 +2 Studded Leather); 
  Base Atk +5; Grp +10; Atk/Full Atk +11 melee (1d12+7, 
  
  VTF6-03 Red on the Horizon 
   
  Page 25 
  greataxe); SA Rage 2/day; SQ Fast movement, 
  improved uncanny dodge, orc traits, trap sense +1, 
  uncanny dodge; AL CE; SV Fort +7, Ref +3, Will +0; Str 
  20, Dex 14, Con 16, Int 8, Wis 8, Cha 6. 
   
  Skills and Feats: Climb +11, Intimidate +6, 
  Survival +7; Cleave, Power Attack. 
   
  Possessions: dagger, masterwork greataxe, +2 
  studded leather. 
   
  ENCOUNTER 8: DOUBLE PLAY 
  Atren: Male suel Rog6; CR 6; Medium-Size humanoid 
  (human); HD 6d6+12; hp 38; Init +3; Spd 30 ft.; AC 18, 
  touch 13, flat-footed 18 (+3 Dex, +5 +2 studded leather); 
  Base Atk +4; Grp +4; Atk +7 melee (1d6/18-20x2, 
  rapier); Full Atk +5 melee (1d6, rapier) and +5 melee 
  (1d4, dagger); SA Sneak attack +3d6; SQ Evasion, trap 
  sense +2, uncanny dodge; AL LE; SV Fort +3, Ref +8, 
  Will +2; Str 10, Dex 17, Con 12, Int 14, Wis 10, Cha 12. 
   
  Skills and Feats: Bluff +10, Diplomacy +12, Disable 
  Device +11, Forgery +11, Intimidate +12, Jump +7, 
  Open Locks +12, Sense Motive +9, Sleight of Hand 
  +14, Tumble +14, Use Magic Device +10, Use Rope +7; 
  Combat Expertise, Improved Toughness*, Two-
  Weapon Fighting, Weapon Finesse. 
   
  Possessions: box, box keys, dagger, draft horses, 
  rapier, Sepp Daminov, thieves tools, wagon, +2 studded 
  leather armor. 
  *See Appendix 2: New Rules Items 
   
  Baric: Male suel Rog4/Ftr2; CR 6; Medium-Size 
  humanoid (human); HD 4d6+8+2d10+4; hp 42; Init +2; 
  Spd 30 ft.; AC 18, touch 12, flat-footed 18 (+2 Dex, +5 
  +2 studded leather, +1 buckler); Base Atk +5; Grp +8; 
  Atk/Full Atk +9 melee (2d4+5, +1 falchion); SA Sneak 
  attack +2d6; SQ Evasion, trap sense +1, uncanny dodge; 
  AL LE; SV Fort +4, Ref +8, Will +4; Str 17, Dex 14, Con 
  12, Int 12, Wis 12, Cha 8. 
   
  Skills and Feats: Appraise +8, Bluff +6, Craft 
  (trapmaking) +8, Intimidate +9, Jump +10, Listen +8, 
  Knowledge (local: Core) +8, Knowledge (local: 
  Velverdyva, Tuflik, Fals Trade Route) +8, Sense Motive 
  +8, 
  Spot 
  +8, 
  Tumble 
  +11; 
  Dodge, 
  Improved 
  Toughness*, Iron Will, Lightning Reflexes, Mobility, 
  Power Attack. 
   
  Possessions: high self-esteem, long sword, +1 
  falchion, +2 studded leather armor. 
  *See Appendix 2: New Rules Items 
   
   
  
  VTF6-03 Red on the Horizon 
   
  Page 26 
  APL 8 
   
  ENCOUNTER 5: FRIENDS INDEED 
  Emerald Fist Cleric: Half-Orc Bbn1/Clr5; CR 6; 
  Medium-Size humanoid (orc); HD 1d12+2+5d8+10; hp 
  49; Init +0; Spd 20 ft.; AC 22, touch 10, flat-footed 22 
  (+10 +2 full plate, +2 heavy steel shield); Base Atk +4; 
  Grp +5; Atk/Full Atk +5 melee (1d6+1, sap); SA Rage 
  1/day; SQ Turn/Destroy undead; AL CG; SV Fort +8, 
  Ref +1, Will +7; Str 12, Dex 10, Con 14, Int 8, Wis 16, 
  Cha 13. 
   
  Skills and Feats: Concentration +18, Intimidate +5, 
  Listen +7; Combat Casting, Goad*, Skill Focus 
  (Concentration). 
   
  Spells prepared (5/4+1/3+1/2+1; save DC = 13 + 
  spell level): 0—create water, detect magic, mending, 
  read magic, virtue; 1st—bless, lesser vigor*, protection 
  from evil, sanctuary, enlarge person
  †; 2nd—aid (x2), 
  remove paralysis, bull’s strength
  †; 3rd—invisibility 
  purge, vigor*, protection from energy
  †. 
   
  †Domain spell. Domains: [Luck (You gain the 
  power of good fortune, which is usable once per day. 
  This extraordinary ability allows you to reroll one roll 
  that you have just made before the DM declares 
  whether the roll results in success or failure. You must 
  take the result of the reroll, even if it’s worse than the 
  original roll); Strength (You can perform a feat of 
  strength as a supernatural ability. You gain an 
  enhancement bonus to Strength equal to your cleric 
  level. Activating the power is a free action, the power 
  lasts 1 round, and it is usable once per day.)]. 
   
  Possessions: heavy steel shield, sap, silver holy 
  symbol of Kord, +2 full plate. 
  *See Appendix 2: New Rules Items 
   
  Emerald Fist Fighter: Half-Orc Ftr6; CR 6; Medium-
  Size humanoid (orc); HD 6d10+18; hp 58; Init +7; Spd 
  30 ft.; AC 19, touch 13, flat-footed 16 (+3 Dex, +5 +2 
  studded leather, +1 buckler); Base Atk +6; Grp +9; Atk 
  +10 melee (1d6+5, sap); Full Atk +8/+3 melee (1d6+5, 
  sap) and +8 melee (1d6+3, sap); AL CG; SV Fort +7, Ref 
  +5, Will +4; Str 16, Dex 16, Con 14, Int 8, Wis 10, Cha 6. 
   
  Skills and Feats: Intimidate +7; Combat Reflexes, 
  Improved Initiative, Improved Toughness*, Iron Will, 
  Two-Weapon Fighting, Weapon Focus (sap), Weapon 
  Specialization (sap). 
   
  Possessions: buckler, sap x2, silver holy symbol of 
  Kord, +2 studded leather armor. 
  *See Appendix 2: New Rules Items 
   
  Emerald Fist Barbarian: Half-Orc Bbn4; CR 4; Medium-
  Size humanoid (orc); HD 4d12+16; hp 49; Init +0; Spd 40 ft.; 
  AC 10, touch 10, flat-footed 10 (+4 chain shirt); Base Atk +4; 
  Grp +10; Atk/Full Atk +9 melee (1d8+1d6+10, +1 Large 
  merciful sap); SA Rage 2/day; SQ Fast movement, trap sense 
  +1, uncanny dodge; AL CN; SV Fort +7, Ref +1, Will +0; Str 
  22, Dex 10, Con 16, Int 6, Wis 8, Cha 6. 
   
  Skills and Feats: Handle Animal +5, Profession 
  (lumberjack) +6; Improved Toughness*, Power Attack. 
   
  Possessions: carrots, chain shirt, silver holy symbol of 
  Kord, sugar cubes, +1 Large merciful sap. 
  *See Appendix 2: New Rules Items 
   
  Emerald Fist Ranger: Half-Orc Bbn1/Rgr3; CR 4; Medium-
  Size humanoid (orc); HD 1d12+3+3d8+9; hp 39; Init +5; Spd 
  40 ft.; AC 20, touch 15, flat-footed 15 (+5 Dex, +5 +2 studded 
  leather); Base Atk +4; Grp +6; Atk +9 melee (1d6+2, sap); Full 
  Atk +7 melee (1d6+2, sap) and +7 melee (1d6+1, sap); SA 
  Favored enemy: human +2, rage 1/day; SQ Fast movement, 
  wild empathy; AL NG; SV Fort +7, Ref +8, Will +3; Str 14, 
  Dex 20, Con 14, Int 8, Wis 14, Cha 8. 
   
  Skills and Feats: Climb +5, Handle Animal +7, Hide +8, 
  Move Silently +8, Spot +5, Survival +7; Endurance, Improved 
  Toughness*, Track, Two-Weapon Fighting, Weapon Finesse. 
   
  Possessions: sap x2, silver holy symbol of Kord, +2 
  studded leather armor, gloves of dexterity +4. 
  *See Appendix 2: New Rules Items 
   
  ENCOUNTER 7: INTO THE GNARLEY 
  Pomarj Orcs (2): Male Orc Bbn7; CR 7; Medium-Size 
  humanoid (orc); HD 7d12+21; hp 75; Init +1; Spd 20 ft.; AC 
  21, touch 11, flat-footed 21 (+1 Dex, +10 +2 Full Plate); Base 
  Atk +7; Grp +12; Atk +13 melee (1d12+8 plus 1d6, +1 human 
  bane greataxe) or +9 ranged (1d8+4, masterwork composite 
  longbow [+4 Str]); Full Atk +13/+8 melee (1d12+8 plus 1d6, 
  +1 human bane greataxe) or +9/+4 ranged (1d8+4, 
  masterwork composite longbow [+4 Str]); SA Rage 2/day; SQ 
  Damage reduction 1/—, fast movement, improved uncanny 
  dodge, orc traits, trap sense +2, uncanny dodge; AL NE; SV 
  Fort +8, Ref +3, Will +3; Str 21, Dex 12, Con 16, Int 8, Wis 8, 
  Cha 6. 
   
  Skills and Feats: Intimidate +8, Jump +9, Survival +9; 
  Combat Reflexes, Iron Will, Power Attack. 
   
  Possessions: dagger, masterwork composite longbow 
  [+4 Str], +1 human bane greataxe, +2 full plate. 
  
  VTF6-03 Red on the Horizon 
   
  Page 27 
   
  Blackthorn Orcs (2): Male Orc Bbn7; CR 7; Medium-
  Size humanoid (orc); HD 7d12+21; hp 75; Init +2; Spd 
  40 ft.; AC 17, touch 12, flat-footed 17 (+2 Dex, +5 +2 
  Studded Leather); Base Atk +7; Grp +12; Atk +13 melee 
  (1d12+8, +1 greataxe); Full Atk +13/+8 melee (1d12+8, 
  +1 greataxe); SA Rage 2/day; SQ Damage reduction 
  1/—, fast movement, improved uncanny dodge, orc 
  traits, trap sense +2, uncanny dodge; AL CE; SV Fort 
  +8, Ref +4, Will +3; Str 20, Dex 14, Con 16, Int 8, Wis 8, 
  Cha 6. 
   
  Skills and Feats: Climb +13, Intimidate +8, 
  Survival +9; Cleave, Iron Will, Power Attack. 
   
  Possessions: dagger, +1 greataxe, +2 studded 
  leather. 
   
  ENCOUNTER 8: DOUBLE PLAY 
  Atren: Male suel Rog8; CR 8; Medium-Size humanoid 
  (human); HD 8d6+16; hp 50; Init +5; Spd 30 ft.; AC 20, 
  touch 15, flat-footed 20 (+5 Dex, +5 +2 studded leather); 
  Base Atk +6; Grp +6; Atk +12 melee (1d6, rapier); Full 
  Atk +10/+5 melee (1d6, rapier) and +10 melee (1d4, 
  dagger); SA Sneak attack +4d6; SQ Evasion, improved 
  uncanny dodge, trap sense +2, uncanny dodge; AL LE; 
  SV Fort +3, Ref +12, Will +2; Str 10, Dex 22, Con 12, Int 
  14, Wis 10, Cha 12. 
   
  Skills and Feats: Bluff +12, Diplomacy +14, Disable 
  Device +13, Forgery +13, Intimidate +14, Jump +7, 
  Open Locks +17, Sense Motive +11, Sleight of Hand 
  +19, Tumble +19, Use Magic Device +12, Use Rope 
  +12; Combat Expertise, Improved Toughness*, Two-
  Weapon Fighting, Weapon Finesse. 
   
  Possessions: box, box keys, dagger, draft horses, 
  rapier, Sepp Daminov, thieves tools, wagon, +2 studded 
  leather armor, gloves of dexterity +4. 
  *See Appendix 2: New Rules Items 
   
  Baric: Male suel Rog6/Ftr2; CR 8; Medium-Size 
  humanoid (human); HD 6d6+12+2d10+4; hp 54; Init 
  +4; Spd 30 ft.; AC 20, touch 12, flat-footed 20 (+4 Dex, 
  +5 +2 studded leather, +1 buckler); Base Atk +6; Grp 
  +10; Atk +13 melee (2d4+7, +1 falchion); Full Atk 
  +13/+8 melee (2d4+7, +1 falchion); SA Sneak attack 
  +3d6; SQ Evasion, trap sense +2, uncanny dodge; AL 
  LE; SV Fort +5, Ref +9, Will +5; Str 18, Dex 18, Con 12, 
  Int 12, Wis 12, Cha 8. 
   
  Skills and Feats: Appraise +10, Bluff +8, Craft 
  (trapmaking) +10, Intimidate +11, Jump +11, Listen 
  +10, Knowledge (local: Core) +10, Knowledge (local: 
  Velverdyva, Tuflik, Fals Trade Route) +10, Sense 
  Motive +10, Spot +10, Tumble +15; Dodge, Improved 
  Toughness*, Iron Will, Lightning Reflexes, Mobility, Power 
  Attack. 
   
  Possessions: high self-esteem, long sword, +1 falchion, 
  +2 studded leather armor, gloves of dexterity +4. 
  *See Appendix 2: New Rules Items 
   
   
  
  VTF6-03 Red on the Horizon 
   
  Page 28 
  APL 10 
   
  ENCOUNTER 5: FRIENDS INDEED 
  Emerald Fist Cleric: Half-Orc Bbn1/Clr7; CR 8; 
  Medium-Size humanoid (orc); HD 1d12+2+7d8+14; hp 
  63; Init +0; Spd 20 ft.; AC 23, touch 10, flat-footed 23 
  (+10 +3 full plate, +2 heavy steel shield); Base Atk +6; 
  Grp +7; Atk +7 melee (1d6+1, sap); Full Atk +7/+2 
  melee (1d6+1, sap); SA Rage 1/day; SQ Turn/Destroy 
  undead; AL CG; SV Fort +9, Ref +2, Will +8; Str 12, Dex 
  10, Con 14, Int 8, Wis 17, Cha 13. 
   
  Skills and Feats: Concentration +20, Intimidate +5, 
  Listen +7; Combat Casting, Goad*, Skill Focus 
  (Concentration). 
   
  Spells Prepared (6/5+1/4+1/3+1/1+1; save DC = 13 
  + spell level): 0—create water, detect magic, guidance, 
  mending, read magic, virtue; 1st—bless, lesser vigor*, 
  protection from evil, sanctuary, shield of faith, enlarge 
  person
  †; 2nd—aid (x2), eagle’s splendor, remove 
  paralysis, 
  bull’s 
  strength
  †; 
  3rd—dispel 
  magic, 
  invisibility purge, vigor*, protection from energy
  †; 
  4th—recitation*, freedom of movement
  †. 
   
  †Domain spell. Domains: [Luck (You gain the 
  power of good fortune, which is usable once per day. 
  This extraordinary ability allows you to reroll one roll 
  that you have just made before the DM declares 
  whether the roll results in success or failure. You must 
  take the result of the reroll, even if it’s worse than the 
  original roll); Strength (You can perform a feat of 
  strength as a supernatural ability. You gain an 
  enhancement bonus to Strength equal to your cleric 
  level. Activating the power is a free action, the power 
  lasts 1 round, and it is usable once per day.)]. 
   
  Possessions: heavy steel shield, sap, silver holy 
  symbol of Kord, +3 full plate. 
  *See Appendix 2: New Rules Items 
   
  Emerald Fist Fighter: Half-Orc Ftr8; CR 8; Medium-
  Size humanoid (orc); HD 8d10+24; hp 76; Init +7; Spd 
  30 ft.; AC 20, touch 13, flat-footed 17 (+3 Dex, +6 +3 
  studded leather, +1 buckler); Base Atk +8; Grp +11; Atk 
  +13 melee (1d6+5, sap); Full Atk +11/+6 melee (1d6+5, 
  sap) and +11 melee (1d6+3, sap); AL CG; SV Fort +8, 
  Ref +5, Will +4; Str 16, Dex 17, Con 14, Int 8, Wis 10, 
  Cha 6. 
   
  Skills and Feats: Intimidate +9; Combat Reflexes, 
  Greater Weapon Focus (sap), Improved Initiative, 
  Improved Toughness*, Iron Will, Two-Weapon 
  Fighting, Weapon Focus (sap), Weapon Specialization (sap). 
   
  Possessions: buckler, sap x2, silver holy symbol of Kord, 
  +3studded leather armor. 
  *See Appendix 2: New Rules Items 
   
  Emerald Fist Barbarian: Half-Orc Bbn6; CR 6; Medium-
  Size humanoid (orc); HD 6d12+24; hp 71; Init +0; Spd 40 ft.; 
  AC 14, touch 10, flat-footed 14 (+4 chain shirt); Base Atk +6; 
  Grp +12; Atk +11 melee (1d8+1d6+10, +1 Large merciful sap); 
  Full Atk +11/+6 melee (1d8+1d6+10, +1 Large merciful sap); 
  SA Rage 2/day; SQ Fast movement, improved uncanny 
  dodge, trap sense +2, uncanny dodge; AL CN; SV Fort +8, 
  Ref +2, Will +3; Str 22, Dex 10, Con 16, Int 6, Wis 8, Cha 6. 
   
  Skills and Feats: Handle Animal +7, Profession 
  (lumberjack) +8; Improved Toughness*, Iron Will, Power 
  Attack. 
   
  Possessions: carrots, chain shirt, silver holy symbol of 
  Kord, sugar cubes, +1 Large merciful sap. 
  *See Appendix 2: New Rules Items 
   
  Emerald Fist Ranger: Half-Orc Bbn1/Rgr5; CR 6; Medium-
  Size humanoid (orc); HD 1d12+3+5d8+15; hp 55; Init +5; Spd 
  40 ft.; AC 20, touch 15, flat-footed 15 (+5 Dex, +5 +2 studded 
  leather); Base Atk +6; Grp +8; Atk +11 melee (1d6+2, sap); 
  Full Atk +9/+4 melee (1d6+2, sap) and +9 melee (1d6+1, sap); 
  SA Favored enemy: human +4, favored enemy: elf +2, rage 
  1/day; SQ Fast movement, wild empathy; AL NG; SV Fort 
  +8, Ref +9, Will +3; Str 14, Dex 20, Con 14, Int 8, Wis 14, Cha 
  8. 
   
  Skills and Feats: Climb +5, Handle Animal +9, Hide +10, 
  Move Silently +10, Spot +7, Survival +9; Diehard, Endurance, 
  Improved Toughness*, Track, Two-Weapon Fighting, 
  Weapon Finesse. 
   
  Spells prepared (1; save DC 12 + spell level): 1st—
  lightfoot* 
   
  Possessions: sap x2, silver holy symbol of Kord, +2 
  studded leather armor, gloves of dexterity +4. 
  *See Appendix 2: New Rules Items 
   
  ENCOUNTER 7: INTO THE GNARLEY 
  Pomarj Orcs (2): Male Orc Bbn9; CR 9; Medium-Size 
  humanoid (orc); HD 9d12+27; hp 95; Init +1; Spd 20 ft.; AC 
  22, touch 11, flat-footed 22 (+1 Dex, +10 +2 Full Plate); Base 
  Atk +9; Grp +15; Atk +16 melee (1d12+10 plus 1d6, +1 
  human bane greataxe/19-20) or +11 ranged (1d8+4, 
  
  VTF6-03 Red on the Horizon 
   
  Page 29 
  masterwork composite longbow [+4 Str]); Full Atk 
  +16/+11 melee (1d12+8 plus 1d6, +1 human bane 
  greataxe/19-20) or +11/+6 ranged (1d8+4, masterwork 
  composite longbow [+4 Str]); SA Rage 3/day; SQ 
  Damage reduction 1/—, fast movement, improved 
  uncanny dodge, orc traits, trap sense +3, uncanny 
  dodge; AL NE; SV Fort +9, Ref +4, Will +4; Str 22, Dex 
  12, Con 16, Int 8, Wis 8, Cha 6. 
   
  Skills and Feats: Intimidate +10, Jump +12, 
  Survival +11; Combat Reflexes, Improved Critical 
  (Greataxe), Iron Will, Power Attack. 
   
  Possessions: 
  dagger, 
  masterwork 
  composite 
  longbow [+4 Str], +1 human bane greataxe, +3 full 
  plate. 
   
  Blackthorn Orcs (2): Male Orc Bbn9; CR 9; Medium-
  Size humanoid (orc); HD 9d12+27; hp 95; Init +2; Spd 
  40 ft.; AC 18, touch 12, flat-footed 18 (+2 Dex, +6 +3 
  Studded Leather); Base Atk +9; Grp +14; Atk +15 melee 
  (1d12+8, +1 keen greataxe/19-20x3); Full Atk +13/+8 
  melee (1d12+8, +1 keen greataxe/19-20x3); SA Rage 
  3/day; SQ Damage reduction 1/—, fast movement, 
  improved uncanny dodge, orc traits, trap sense +3, 
  uncanny dodge; AL CE; SV Fort +9, Ref +5, Will +4; Str 
  21, Dex 14, Con 16, Int 8, Wis 8, Cha 6. 
   
  Skills and Feats: Climb +15, Intimidate +10, 
  Survival +11; Cleave, Iron Will, Power Attack, Power 
  Critical*. 
   
  Possessions: dagger, +1 keen greataxe, +3 studded 
  leather. 
  *See Appendix 2: New Rules Items 
   
  ENCOUNTER 8: DOUBLE PLAY 
  Atren: Male suel Rog10; CR 10; Medium-Size 
  humanoid (human); HD 10d6+20; hp 62; Init +6; Spd 
  30 ft.; AC 21, touch 15, flat-footed 21 (+5 Dex, +6 +3 
  studded leather); Base Atk +7; Grp +7; Atk +13 melee 
  (1d6, +1 rapier); Full Atk +11/+6 melee (1d6, +1 rapier) 
  and +10 melee (1d4, dagger); SA Crippling strike, sneak 
  attack +5d6; SQ Evasion, improved uncanny dodge, 
  trap sense +3, uncanny dodge; AL LE; SV Fort +4, Ref 
  +13, Will +3; Str 10, Dex 22, Con 12, Int 14, Wis 10, 
  Cha 12. 
   
  Skills and Feats: Bluff +14, Diplomacy +16, Disable 
  Device +15, Forgery +15, Intimidate +16, Jump +7, 
  Open Locks +19, Sense Motive +13, Sleight of Hand 
  +21, Tumble +21, Use Magic Device +14, Use Rope 
  +14; Combat Expertise, Improved Toughness*, Quick 
  Draw, Two-Weapon Fighting, Weapon Finesse. 
   
  Possessions: box, box keys, dagger, draft horses, rapier, 
  Sepp Daminov, thieves tools, wagon, +3 studded leather 
  armor, gloves of dexterity +4. 
  *See Appendix 2: New Rules Items 
   
  Baric: Male suel Rog8/Ftr2; CR 10; Medium-Size humanoid 
  (human); HD 8d6+16+2d10+4; hp 66; Init +4; Spd 30 ft.; AC 
  20, touch 12, flat-footed 20 (+4 Dex, +5 +2 studded leather, +1 
  buckler); Base Atk +8; Grp +12; Atk +15 melee (2d4+7, +1 
  falchion); Full Atk +15/+10 melee (2d4+7, +1 falchion); SA 
  Sneak attack +4d6; SQ Evasion, improved uncanny dodge, 
  trap sense +2, uncanny dodge; AL LE; SV Fort +5, Ref +10, 
  Will +5; Str 18, Dex 18, Con 12, Int 12, Wis 12, Cha 8. 
   
  Skills and Feats: Appraise +12, Bluff +10, Craft 
  (trapmaking) +12, Intimidate +13, Jump +11, Listen +12, 
  Knowledge (local: Core) +12, Knowledge (local: Velverdyva, 
  Tuflik, Fals Trade Route) +12, Sense Motive +12, Spot +12, 
  Tumble +17; Dodge, Elusive Target*, Improved Toughness*, 
  Iron Will, Lightning Reflexes, Mobility, Power Attack. 
   
  Possessions: high self-esteem, long sword, +1 falchion, 
  +2 studded leather armor, gloves of dexterity +4. 
  *See Appendix 2: New Rules Items 
   
   
  
  VTF6-03 Red on the Horizon 
   
  Page 30 
  APL 12 
   
  ENCOUNTER 5: FRIENDS INDEED 
  Emerald Fist Cleric: Half-Orc Bbn1/Clr9; CR 10; 
  Medium-Size humanoid (orc); HD 1d12+3+9d8+27; hp 
  87; Init +0; Spd 20 ft.; AC 23, touch 10, flat-footed 23 
  (+10 +3 full plate, +2 heavy steel shield); Base Atk +7; 
  Grp +8; Atk +8 melee (1d6+1, sap); Full Atk +8/+3 
  melee (1d6+1, sap); SA Rage 1/day; SQ Turn/Destroy 
  undead; AL CG; SV Fort +10, Ref +3, Will +9; Str 12, 
  Dex 10, Con 14, Int 8, Wis 17, Cha 13. 
   
  Skills and Feats: Concentration +20, Intimidate +5, 
  Listen 
  +7; 
  Combat 
  Casting, 
  Goad*, 
  Improved 
  Toughness*, Skill Focus (Concentration). 
   
  Spells Prepared (6/5+1/5+1/4+1/2+1/1+1; save DC 
  = 13 + spell level): 0—create water, detect magic, 
  guidance, mending, read magic, virtue; 1st—bless, 
  lesser vigor*, protection from evil, sanctuary, shield of 
  faith, enlarge person
  †; 2nd—aid (x2), eagle’s splendor, 
  remove paralysis, silence, bull’s strength
  †; 3rd—dispel 
  magic, invisibility purge, prayer, vigor*, protection 
  from energy
  †; 4th—death ward, recitation*, freedom of 
  movement
  †; 5th—greater vigor*, break enchantment
  †. 
   
  †Domain spell. Domains: [Luck (You gain the 
  power of good fortune, which is usable once per day. 
  This extraordinary ability allows you to reroll one roll 
  that you have just made before the DM declares 
  whether the roll results in success or failure. You must 
  take the result of the reroll, even if it’s worse than the 
  original roll); Strength (You can perform a feat of 
  strength as a supernatural ability. You gain an 
  enhancement bonus to Strength equal to your cleric 
  level. Activating the power is a free action, the power 
  lasts 1 round, and it is usable once per day.)]. 
   
  Possessions: heavy steel shield, sap, silver holy 
  symbol of Kord, +3 full plate. 
  *See Appendix 2: New Rules Items 
   
  Emerald Fist Fighter: Half-Orc Ftr10; CR 10; 
  Medium-Size humanoid (orc); HD 10d10+30; hp 94; 
  Init +7; Spd 30 ft.; AC 20, touch 13, flat-footed 17 (+3 
  Dex, +6 +3 studded leather, +1 buckler); Base Atk +10; 
  Grp +13; Atk +15 melee (1d6+5, sap/19-20x2); Full Atk 
  +13/+7 melee (1d6+5, sap/19-20x2) and +13/+7 melee 
  (1d6+3, sap/19-20); AL CG; SV Fort +9, Ref +6, Will +5; 
  Str 16, Dex 17, Con 14, Int 8, Wis 10, Cha 6. 
   
  Skills and Feats: Intimidate +11; Combat Reflexes, 
  Greater Weapon Focus (sap), Improved Critical (sap), 
  Improved Initiative, Improved Toughness*, Improved 
  Two-Weapon Fighting, Iron Will, Two-Weapon Fighting, 
  Weapon Focus (sap), Weapon Specialization (sap). 
   
  Possessions: buckler, sap x2, silver holy symbol of Kord, 
  +3studded leather armor. 
  *See Appendix 2: New Rules Items 
   
  Emerald Fist Barbarian: Half-Orc Bbn8; CR 8; Medium-
  Size humanoid (orc); HD 8d12+32; hp 93; Init +0; Spd 40 ft.; 
  AC 14, touch 10, flat-footed 14 (+4 chain shirt); Base Atk +8; 
  Grp +14; Atk +13 melee (1d8+1d6+10, +1 Large merciful sap); 
  Full Atk +13/+8 melee (1d8+1d6+10, +1 Large merciful sap); 
  SA Rage 3/day; SQ Damage reduction 1/—, fast movement, 
  improved uncanny dodge, trap sense +2, uncanny dodge; AL 
  CN; SV Fort +9, Ref +2, Will +3; Str 23, Dex 10, Con 16, Int 6, 
  Wis 8, Cha 6. 
   
  Skills and Feats: Handle Animal +9, Profession 
  (lumberjack) +10; Improved Toughness*, Iron Will, Power 
  Attack. 
   
  Possessions: carrots, chain shirt, silver holy symbol of 
  Kord, sugar cubes, +1 Large merciful sap. 
  *See Appendix 2: New Rules Items 
   
  Emerald Fist Ranger: Half-Orc Bbn1/Rgr7; CR 8; Medium-
  Size humanoid (orc); HD 1d12+3+7d8+21; hp 71; Init +5; Spd 
  40 ft.; AC 20, touch 15, flat-footed 15 (+5 Dex, +5 +2 studded 
  leather); Base Atk +8; Grp +10; Atk +13 melee (1d6+2/x2, 
  sap); Full Atk +11/+6 melee (1d6+2, sap) and +11/+6 melee 
  (1d6+1, sap); SA Favored enemy: human +4, favored enemy: 
  elf +2, rage 1/day; SQ Fast movement, wild empathy, 
  woodland stride; AL NG; SV Fort +9, Ref +10, Will +4; Str 14, 
  Dex 21, Con 14, Int 8, Wis 14, Cha 8. 
   
  Skills and Feats: Climb +5, Handle Animal +11, Hide 
  +12, Move Silently +12, Spot +9, Survival +11; Diehard, 
  Endurance, Improved Toughness*, Improved Two-Weapon 
  Fighting, Track, Two-Weapon Fighting, Weapon Finesse. 
   
  Spells prepared (2; save DC 12 + spell level): 1st—
  lightfoot*, ram’s might* 
   
  Possessions: sap x2, silver holy symbol of Kord, +2 
  studded leather armor, gloves of dexterity +4. 
  *See Appendix 2: New Rules Items 
   
  ENCOUNTER 7: INTO THE GNARLEY 
  Pomarj Orcs (2): Male Orc Bbn11; CR 11; Medium-Size 
  humanoid (orc); HD 11d12+33; hp 115; Init +1; Spd 20 ft.; 
  AC 22, touch 11, flat-footed 22 (+1 Dex, +10 +2 Full Plate); 
  
  VTF6-03 Red on the Horizon 
   
  Page 31 
  Base Atk +11; Grp +17; Atk +18 melee (1d12+10 plus 
  1d6, +1 human bane greataxe/19-20) or +13 ranged 
  (1d8+4, masterwork composite longbow [+4 Str]); Full 
  Atk +18/+13/+8 melee (1d12+8 plus 1d6, +1 human 
  bane greataxe/19-20) or +13/+8/+3 ranged (1d8+4, 
  masterwork composite longbow [+4 Str]); SA Greater 
  Rage 3/day; SQ Damage reduction 2/—, fast 
  movement, improved uncanny dodge, orc traits, trap 
  sense +3, uncanny dodge; AL NE; SV Fort +10, Ref +4, 
  Will +4; Str 22, Dex 12, Con 16, Int 8, Wis 8, Cha 6. 
   
  Skills and Feats: Intimidate +12, Jump +14, 
  Survival +13; Combat Reflexes, Improved Critical 
  (Greataxe), Iron Will, Power Attack. 
   
  Possessions: 
  dagger, 
  masterwork 
  composite 
  longbow [+4 Str], +1 human bane greataxe, +3 full 
  plate. 
   
  Blackthorn Orcs (2): Male Orc Bbn11; CR 11; 
  Medium-Size humanoid (orc); HD 11d12+33; hp 115; 
  Init +2; Spd 40 ft.; AC 17, touch 12, flat-footed 17 (+2 
  Dex, +5 +2 studded leather); Base Atk +11; Grp +16; Atk 
  +17 melee (1d12+8, +1 keen greataxe/19-20x3); Full 
  Atk +17/+12/+7 melee (1d12+8, +1 keen greataxe/19-
  20x3); SA Greater Rage 3/day; SQ Damage reduction 
  2/—, fast movement, improved uncanny dodge, orc 
  traits, trap sense +3, uncanny dodge; AL CE; SV Fort 
  +10, Ref +5, Will +4; Str 21, Dex 14, Con 16, Int 8, Wis 
  8, Cha 6. 
   
  Skills and Feats: Climb +13, Intimidate +12, 
  Survival +13; Cleave, Iron Will, Power Attack, Power 
  Critical*. 
   
  Possessions: dagger, +1 keen greataxe, +3 studded 
  leather. 
  *See Appendix 2: New Rules Items 
   
  ENCOUNTER 8: DOUBLE PLAY 
  Atren: Male suel Rog12; CR 12; Medium-Size 
  humanoid (human); HD 12d6+24; hp 74; Init +7; Spd 
  30 ft.; AC 23, touch 16, flat-footed 23 (+6 Dex, +7 +3 
  mithral chain shirt); Base Atk +9; Grp +9; Atk +16 
  melee (1d6, +1 deadly precision* rapier); Full Atk 
  +14/+9 melee (1d6, +1 deadly precision* rapier) and 
  +13 melee (1d4, dagger); SA Crippling strike, sneak 
  attack +6d6; SQ Evasion, improved uncanny dodge, 
  trap sense +4, uncanny dodge; AL LE; SV Fort +5, Ref 
  +14, Will +4; Str 10, Dex 25, Con 12, Int 14, Wis 10, 
  Cha 12. 
   
  Skills and Feats: Bluff +16, Diplomacy +18, Disable 
  Device +17, Forgery +17, Intimidate +18, Jump +7, 
  Open Locks +22, Sense Motive +15, Sleight of Hand 
  +24, Tumble +24, Use Magic Device +16, Use Rope 
  +17; Combat Expertise, Flick of the Wrist*, Improved 
  Toughness*, Quick Draw, Two-Weapon Fighting, Weapon 
  Finesse. 
   
  Possessions: box, box keys, dagger, draft horses, rapier, 
  Sepp Daminov, thieves tools, wagon, +3 mithral chain shirt, 
  leather armor, gloves of dexterity +6, +1 deadly precision 
  rapier* 
  *See Appendix 2: New Rules Items 
   
  Baric: Male suel Rog10/Ftr2; CR 12; Medium-Size 
  humanoid (human); HD 10d6+20+2d10+4; hp 78; Init +4; 
  Spd 30 ft.; AC 21, touch 12, flat-footed 21 (+4 Dex, +6 +3 
  studded leather, +1 buckler); Base Atk +9; Grp +13; Atk +16 
  melee (2d4+7, +1 falchion); Full Atk +16/+11 melee (2d4+7, 
  +1 falchion); SA Crippling strike, sneak attack +5d6; SQ 
  Evasion, improved uncanny dodge, trap sense +2, uncanny 
  dodge; AL LE; SV Fort +6, Ref +11, Will +6; Str 19, Dex 18, 
  Con 12, Int 12, Wis 12, Cha 8. 
   
  Skills and Feats: Appraise +14, Bluff +12, Craft 
  (trapmaking) +14, Intimidate +15, Jump +11, Listen +14, 
  Knowledge (local: Core) +14, Knowledge (local: Velverdyva, 
  Tuflik, Fals Trade Route) +14, Sense Motive +14, Spot +14, 
  Tumble +19; Dodge, Elusive Target*, Improved Toughness*, 
  Iron Will, Lightning Reflexes, Mobility, Power Attack, 
  Prone Attack*. 
   
  Possessions: high self-esteem, long sword, +1 falchion, 
  +3 studded leather armor, gloves of dexterity +4. 
  *See Appendix 2: New Rules Items 
   
   
  
  VTF6-03 Red on the Horizon 
   
  Page 32 
  APL 14 
   
  ENCOUNTER 5: FRIENDS INDEED 
  Emerald Fist Cleric: Half-Orc Bbn1/Clr11; CR 12; 
  Medium-Size humanoid (orc); HD 1d12+3+11d8+33; 
  hp 103+(1d8+5); Init +0; Spd 20 ft.; AC 23, touch 10, 
  flat-footed 23 (+10 +3 full plate, +2 heavy steel shield); 
  Base Atk +9; Grp +10; Atk +10 melee (1d6+1, sap); Full 
  Atk +10/+5 melee (1d6+1, sap); SA Rage 1/day; SQ 
  Turn/Destroy undead; AL CG; SV Fort +11, Ref +3, 
  Will +11; Str 12, Dex 10, Con 14, Int 8, Wis 18, Cha 13. 
   
  Skills and Feats: Concentration +22, Intimidate +5, 
  Listen 
  +7; 
  Combat 
  Casting, 
  Goad*, 
  Improved 
  Toughness*, 
  Instantaneous 
  Rage*, 
  Skill 
  Focus 
  (Concentration). 
   
  Spells 
  Prepared 
  (6/6+1/5+1/5+1/4+1/2+1/1+1; 
  save DC = 14 + spell level): 0—create water, detect 
  magic, guidance, mending, read magic, virtue; 1st—
  bless, lesser vigor*, protection from evil, sanctuary, 
  shield of faith (x2), enlarge person
  †; 2nd—aid (x2), 
  eagle’s splendor, remove paralysis, silence, bull’s 
  strength
  †; 3rd—dispel magic (x2), invisibility purge, 
  prayer, vigor*, protection from energy
  †; 4th—death 
  ward, divine power, greater magic weapon, recitation*, 
  freedom of movement
  †; 5th—greater vigor*, mass 
  curse of ill fortune*, break enchantment
  †; 6th—heroes 
  feast, mislead
  †. 
   
  †Domain spell. Domains: [Luck (You gain the 
  power of good fortune, which is usable once per day. 
  This extraordinary ability allows you to reroll one roll 
  that you have just made before the DM declares 
  whether the roll results in success or failure. You must 
  take the result of the reroll, even if it’s worse than the 
  original roll); Strength (You can perform a feat of 
  strength as a supernatural ability. You gain an 
  enhancement bonus to Strength equal to your cleric 
  level. Activating the power is a free action, the power 
  lasts 1 round, and it is usable once per day.)]. 
   
  Possessions: heavy steel shield, sap, silver holy 
  symbol of Kord, +3 full plate. 
  *See Appendix 2: New Rules Items 
   
  Emerald Fist Fighter: Half-Orc Ftr12; CR 12; 
  Medium-Size humanoid (orc); HD 12d10+36; hp 
  112+(1d8+5); Init +8; Spd 30 ft.; AC 21, touch 14, flat-
  footed 17 (+4 Dex, +6 +3 studded leather, +1 buckler); 
  Base Atk +12; Grp +15; Atk +17 melee (1d6+7, sap/19-
  20x2); Full Atk +15/+9/+4 melee (1d6+7, sap/19-20x2) 
  and +15/+9 melee (1d6+5, sap/19-20x2); AL CG; SV 
  Fort +10, Ref +8, Will +6; Str 16, Dex 18, Con 14, Int 8, Wis 
  10, Cha 6. 
   
  Skills and Feats: Intimidate +13; Combat Reflexes, 
  Close-Quarters Fighting*, Greater Weapon Focus (sap), 
  Greater Weapon Specialization (sap), Improved Critical 
  (sap), Improved Initiative, Improved Toughness*, Improved 
  Two-Weapon Fighting, Iron Will, Two-Weapon Fighting, 
  Weapon Focus (sap), Weapon Specialization (sap). 
   
  Possessions: buckler, sap x2, silver holy symbol of Kord, 
  +3studded leather armor. 
  *See Appendix 2: New Rules Items 
   
  Emerald Fist Barbarian: Half-Orc Bbn10; CR 10; Medium-
  Size humanoid (orc); HD 10d12+40; hp 115+(1d8+5); Init +0; 
  Spd 40 ft.; AC 14, touch 10, flat-footed 14 (+4 chain shirt); 
  Base Atk +10; Grp +16; Atk +16 melee (1d8+1d6+11, +2 Large 
  merciful sap); Full Atk +16/+11 melee (1d8+1d6+11, +1 Large 
  merciful sap); SA Rage 3/day; SQ Damage reduction 2/—, 
  fast movement, improved uncanny dodge, trap sense +3, 
  uncanny dodge; AL CN; SV Fort +10, Ref +3, Will +4; Str 23, 
  Dex 10, Con 16, Int 6, Wis 8, Cha 6. 
   
  Skills and Feats: Handle Animal +11, Profession 
  (lumberjack) +12; Improved Toughness*, Iron Will, Reckless 
  Rage*, Power Attack. 
   
  Possessions: carrots, chain shirt, silver holy symbol of 
  Kord, sugar cubes, +2 Large merciful sap. 
  *See Appendix 2: New Rules Items 
   
  Emerald Fist Ranger: Half-Orc Bbn1/Rgr9; CR 10; 
  Medium-Size humanoid (orc); HD 1d12+3+9d8+27; hp 
  87+(1d8+5); Init +5; Spd 40 ft.; AC 20, touch 15, flat-footed 15 
  (+5 Dex, +5 +2 studded leather); Base Atk +10; Grp +12; Atk 
  +15 melee (1d6+2, sap); Full Atk +13/+8 melee (1d6+2, sap) 
  and +13/+8 melee (1d6+1, sap); SA Favored enemy: human 
  +4, favored enemy: elf +2, rage 1/day; SQ Evasion, fast 
  movement, swift tracker, wild empathy, woodland stride; AL 
  NG; SV Fort +10, Ref +11, Will +5; Str 14, Dex 21, Con 14, 
  Int 8, Wis 14, Cha 8. 
   
  Skills and Feats: Climb +5, Handle Animal +13, Hide 
  +14, Move Silently +14, Spot +11, Survival +13; Combat 
  Reflexes, Diehard, Endurance, Improved Toughness*, 
  Improved Two-Weapon Fighting, Track, Two-Weapon 
  Fighting, Weapon Finesse. 
   
  Spells Prepared (2/1; save DC = 12 + spell level): 1st— 
  lightfoot*, ram’s might*; 2nd—curse of impending blades*. 
   
  Possessions: sap x2, silver holy symbol of Kord, +2 
  studded leather armor, gloves of dexterity +4. 
  
  VTF6-03 Red on the Horizon 
   
  Page 33 
  *See Appendix 2: New Rules Items 
   
  ENCOUNTER 7: INTO THE GNARLEY 
  Pomarj Orcs (2): Male Orc Bbn13; CR 13; Medium-
  Size humanoid (orc); HD 13d12+52; hp 148; Init +1; 
  Spd 20 ft.; AC 22, touch 11, flat-footed 22 (+1 Dex, +10 
  +2 Full Plate); Base Atk +13; Grp +19; Atk +20 melee 
  (1d12+10 plus 1d6, +1 human bane greataxe/19-20) or 
  +15 ranged (1d8+4, masterwork composite longbow 
  [+4 Str]); Full Atk +20/+15/+10 melee (1d12+8 plus 
  1d6, +1 human bane greataxe/19-20) or +15/+10/+5 
  ranged (1d8+4, masterwork composite longbow [+4 
  Str]); SA Greater Rage 4/day; SQ Damage reduction 
  3/—, fast movement, improved uncanny dodge, orc 
  traits, trap sense +4, uncanny dodge; AL NE; SV Fort 
  +11, Ref +5, Will +5; Str 23, Dex 12, Con 16, Int 8, Wis 
  8, Cha 6. 
   
  Skills and Feats: Intimidate +14, Jump +16, 
  Survival +15; Combat Reflexes, Improved Critical 
  (Greataxe), Improved Toughness*, Iron Will, Power 
  Attack. 
   
  Possessions: 
  dagger, 
  masterwork 
  composite 
  longbow [+4 Str], +1 human bane greataxe, +3 full 
  plate. 
  *See Appendix 2: New Rules Items 
   
  Blackthorn Orcs (2): Male Orc Bbn13; CR 13; 
  Medium-Size humanoid (orc); HD 13d12+52; hp 148; 
  Init +2; Spd 40 ft.; AC 17, touch 12, flat-footed 17 (+2 
  Dex, +5 +2 Studded Leather); Base Atk +13; Grp +19; 
  Atk +20 melee (1d12+10, +1 keen greataxe/19-20x3); 
  Full Atk +20/+15/+10 melee (1d12+10, +1 keen 
  greataxe/19-20x3); SA Greater Rage 4/day; SQ Damage 
  reduction 3/—, fast movement, improved uncanny 
  dodge, orc traits, trap sense +4, uncanny dodge; AL CE; 
  SV Fort +11, Ref +6, Will +5; Str 22, Dex 14, Con 16, Int 
  8, Wis 8, Cha 6. 
   
  Skills and Feats: Climb +15, Intimidate +14, 
  Survival +15; Cleave, Improved Toughness*, Iron Will, 
  Power Attack, Power Critical*. 
   
  Possessions: dagger, +1 keen greataxe, +3 studded 
  leather. 
  *See Appendix 2: New Rules Items 
   
  ENCOUNTER 8: DOUBLE PLAY 
  Atren: Male suel Rog13/Ftr1; CR 14; Medium-Size 
  humanoid (human); HD 13d6+26+1d10+2; hp 87; Init 
  +7; Spd 30 ft.; AC 24, touch 16, flat-footed 24 (+6 Dex, 
  +8 +4 mithral chain shirt); Base Atk +10; Grp +10; Atk +17 
  melee (1d6, +1 deadly precision* rapier); Full Atk +15/+5 
  melee (1d6, +1 deadly precision* rapier/18-20x2) and +14/+9 
  melee (1d4, dagger); SA Crippling strike, sneak attack +7d6; 
  SQ Evasion, improved uncanny dodge, slippery mind, trap 
  sense +4, uncanny dodge; AL LE; SV Fort +7, Ref +14, Will 
  +4; Str 10, Dex 25, Con 12, Int 14, Wis 10, Cha 12. 
   
  Skills and Feats: Bluff +11, Diplomacy +19, Disable 
  Device +18, Forgery +18, Intimidate +20, Jump +11, Open 
  Locks +23, Sense Motive +16, Sleight of Hand +25, Tumble 
  +25, Use Magic Device +17, Use Rope +18; Combat 
  Expertise, Flick of the Wrist*, Improved Toughness*, 
  Improved Two-Weapon Fighting, Quick Draw, Two-
  Weapon Fighting, Weapon Finesse. 
   
  Possessions: box, box keys, dagger, draft horses, Sepp 
  Daminov, thieves tools, wagon, +4 mithral chain shirt, gloves 
  of dexterity +6, +1 deadly precision rapier* 
  *See Appendix 2: New Rules Items 
   
  Baric: Male suel Rog11/Ftr2/Bbn1; CR 14; Medium-Size 
  humanoid (human); HD 11d6+22+2d10+4+1d12+2; hp 93; 
  Init +4; Spd 30 ft.; AC 21, touch 12, flat-footed 21 (+4 Dex, +6 
  +3 studded leather, +1 buckler); Base Atk +11; Grp +15; Atk 
  +18 melee (2d4+7, +1 falchion of speed); Full Atk +18/+13/+8 
  melee (2d4+7, +1 falchion of speed); SA Crippling strike, 
  rage 1/day, sneak attack +5d6; SQ Evasion, improved 
  uncanny dodge, trap sense +2, uncanny dodge; AL LE; SV 
  Fort +8, Ref +11, Will +6; Str 19, Dex 18, Con 12, Int 12, Wis 
  12, Cha 8. 
   
  Skills and Feats: Appraise +15, Bluff +13, Craft 
  (trapmaking) +15, Intimidate +16, Jump +12, Listen +16, 
  Knowledge (local: Core) +15, Knowledge (local: Velverdyva, 
  Tuflik, Fals Trade Route) +15, Sense Motive +15, Spot +16, 
  Tumble +21; Dodge, Elusive Target*, Improved Toughness*, 
  Iron Will, Lightning Reflexes, Mobility, Power Attack, 
  Prone Attack*. 
   
  Possessions: high self-esteem, long sword, +1 falchion of 
  speed, +3 studded leather armor, gloves of dexterity +4. 
  *See Appendix 2: New Rules Items 
   
   
  
  VTF6-03 Red on the Horizon 
   
  Page 34 
  Appendix 2: New Rules Items 
   
  Feats, as presented in Complete Adventurer 
  Goad [General]: You are skilled at inducing 
  opponents to attack you. 
   
  Prerequisites: Cha 13, base attack bonus +1. 
   
  Benefit: As a move action, you can goad an opponent 
  that threatens you, has line of sight to you, can hear you, 
  and has an Intelligence of 3 or higher. (The goad is mind-
  affecting ability.) When the goaded opponent starts its 
  next turn, if it threatens you and has line of sight to you, it 
  must make a Will saving throw (DC 10 + ½ your character 
  level + your Cha modifier). If the opponent fails its save, 
  you are the only creature it can make melee attacks 
  against during this turn. (If it kills you, knocks you 
  unconscious, loses sight of you, or otherwise is unable to 
  make melee attacks against you, it may make any 
  remaining melee attacks against other foes, as normal.) A 
  goaded creature can still cast spells, make ranged attacks, 
  move, or perform other actions normally. The use of this 
  feat restricts only melee attacks. 
   
  Special: A fighter may select Goad as one of his 
  fighter bonus feats. 
  Reference: Complete Adventurer, page 109. 
   
  Feats, as presented in Complete Warrior 
  Elusive Target [Tactical]: Trying to land a blow 
  against you can be a maddening experience. 
   
  Prerequisites: Dodge, Mobility, base attack bonus +6. 
   
  Benefit: The Elusive Target feat enables the use of 
  three tactical maneuvers. 
   
  Negate Power Attack: To use this maneuver, you 
  must designate a specific foe to be affected by your Dodge 
  feat.  If that foe uses the Power Attack feat against you, the 
  foe gains no bonus on the damage roll but still takes the 
  corresponding penalty on the attack roll. 
   
  Diverting Defense: To use this maneuver, you must 
  be flanked and you must designate one of the flanking 
  attackers to be affected by your Dodge feat. The first 
  attack of the round from the designated attacker 
  automatically misses you and may strike the other 
  flanking foe instead; the attacking creature makes an 
  attack roll normally, and its ally is considered flat-footed. 
  If the designated attacker is making a full attack against 
  you, its second and subsequent attacks function normally. 
   
  Cause Overreach: To use this maneuver, you must 
  provoke an attack of opportunity from a foe by moving 
  out of a threatened square. If the foe misses you, you can 
  make a free trip attempt against this foe, and the foe does 
  not get a chance to trip you if your attempt fails. 
   
  Improved 
  Toughness 
  [General]: 
  You 
  are 
  significantly tougher than normal. 
   
  Prerequisite: Base Fortitude Save bonus +2 
   
  Benefit: You gain a number of hit points equal to 
  your current Hit Dice. Each time you gain a HD (such as 
  by gaining a level), you gain 1 additional hit point. If you 
  lose a HD (such as by losing a level), you lose 1 hit point 
  permanently. 
   
  Special: A fighter may select Improved Toughness as 
  one of his fighter bonus feats. 
   
  Instantaneous Rage [General]: You activate your 
  rage instantly. 
   
  Prerequisites: Rage or frenzy ability. 
   
  Benefit: Your rage begins at any time you wish, even 
  when it’s not your turn or when your surprised. You can 
  activate your rage as a free action in response to another’s 
  action. Thus, you can gain the benefits of rage in time to 
  prevent or ameliorate an undesirable event. For example, 
  you can choose to enter rage when an enemy attacks you, 
  or casts a spell at you (to gain the benefits of a higher 
  Constitution or your bonus on Will saves) before you 
  know the results of the attack. You must be aware of the 
  attack, but you may be flat-footed. 
   
  Normal: You enter rage only during your turn. 
  Reference: Complete Warrior, page 102. 
   
  Prone Attack [General]: You can attack from a 
  prone position without penalty. 
   
  Prerequisite: Dex 15, Lightning Reflexes, base attack 
  bonus +2. 
   
  Benefit: You can make an attack roll from the prone 
  position and take no penalty on your attack roll. If your 
  attack roll is successful, you may stand up immediately as 
  a free action. Opponents gain no bonus on melee attacks 
  against you while you are prone. 
   
  Special: A fighter may select Prone Attack as one of 
  his fighter bonus feats. 
   
  Deadly Precision weapon enhancement, as 
  presented in Complete Adventure 
  A deadly precision weapon deals an extra 2d6 points of 
  damage when its wielder makes a successful sneak attack. 
  This ability does not bestow the ability to make sneak 
  attacks upon a user who does not already have it. 
  
  VTF6-03 Red on the Horizon 
   
  Page 35 
   
  Moderate transmutation; CL 12th; Craft Magic Arms 
  and Armor, keen edge; Price +2 bonus 
   
  Spells, as presented in Spell Compendium 
  Curse of Ill Fortune, Mass 
  Transmutation 
  Level: Blackguard 2, cleric 2 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Target: Enemies in a 20-ft.-radius burst 
  Duration: 1 minute/level 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
  You place a temporary curse upon the subjects, giving 
  them a –3 penalty on attack rolls, saving throws, ability 
  checks, and skill checks. Curse of ill fortune is negated by 
  any spell that removes a bestow curse spell. 
   
  Curse of Impending Blades 
  Necromancy 
  Level: Bard 2, ranger 2, sorcerer/wizard 2 
  Components: V, S, M/DF 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Wooden weapon touched 
  Duration: 1 round/level 
  Saving Throw: None 
  Spell Resistance: No 
  The target of the spell has a hard time avoiding attacks, 
  sometimes even seeming to stumble into harm’s way. The 
  subject takes a –2 penalty to AC. 
   
  The curse cannot be dispelled, but it can be removed 
  with a break enchantment, limited wish, miracle, remove 
  curse, or wish spell. 
   
  Arcane Material Component: A nail through a piece 
  of leather 
   
  Lightfoot 
  Transmutation 
  Level: Assassin 1, ranger 1 
  Components: V 
  Casting Time: 1 swift action 
  Range: Personal 
  Target: You 
  Duration: 1 round 
  You provoke no attacks of opportunity when moving. 
   
  Ram’s Might 
  Transmutation 
  Level: Druid 1, ranger 1 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Personal 
  Target: You 
  Duration: 1 minute/level 
  You gain a +2 enhancement bonus to Strength, and your 
  unarmed attacks deal lethal instead of nonlethal damage. 
  You are considered armed. The spell has no other effect; 
  you can cast spells and manipulate objects normally. 
   
  Vigor 
  Conjuration (Healing) 
  Level: Cleric 3, druid 3 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Living creature touched 
  Duration: 10 rounds + 1 round/level (max 25 rounds) 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
  The subject gains fast healing 2, enabling it to heal 1 hit 
  point per round until the spell ends and automatically 
  becoming stabilized if it begins dying from hit point loss 
  during that time. Lesser vigor does not restore hit points 
  lost from starvation, thirst, or suffocation, nor does it 
  allow a creature to regrow or attach lost body parts. 
   
  The effects of multiple vigor spells do not stack; only 
  the highest-level effect applies. 
   
  Vigor, Greater 
  Conjuration (Healing) 
  Level: Cleric 5, druid 5 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Living creature touched 
  Duration: 10 rounds + 1 round/level (max 35 rounds) 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
  The subject gains fast healing 4, enabling it to heal 1 hit 
  point per round until the spell ends and automatically 
  becoming stabilized if it begins dying from hit point loss 
  during that time. Lesser vigor does not restore hit points 
  lost from starvation, thirst, or suffocation, nor does it 
  allow a creature to regrow or attach lost body parts. 
   
  The effects of multiple vigor spells do not stack; only 
  the highest-level effect applies. 
   
  Vigor, Lesser 
  Conjuration (Healing) 
  Level: Cleric 1, druid 1 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Touch 
  
  VTF6-03 Red on the Horizon 
   
  Page 36 
  Target: Living creature touched 
  Duration: 10 rounds + 1 round/level (max 15 rounds) 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
  The subject gains fast healing 1, enabling it to heal 1 hit 
  point per round until the spell ends and automatically 
  becoming stabilized if it begins dying from hit point loss 
  during that time. Lesser vigor does not restore hit points 
  lost from starvation, thirst, or suffocation, nor does it 
  allow a creature to regrow or attach lost body parts. 
   
  The effects of multiple vigor spells do not stack; only 
  the highest-level effect applies. 
   
   
  
  VTF6-03 Red on the Horizon 
   
  Page 37 
  Player Handout #1 
   
  Welcome 
  to 
  Dyvers 
   Welcome traveler to the Jewel of the Flanaess. 
  During your time in our fair city, please 
  remember that the drawing of weapons, 
  casting of spells, and professional bardic 
  performances are all illegal without guild 
  licensure. 
  Thank you for your cooperation 
  Colonel Dolorrak of the Dyvers Constabulary 
  
  VTF6-03 Red on the Horizon 
   
  Page 38 
  Player Handout #2a 
   
  Players who participated in VTF4-03 Whirlpool of Madness and allowed Sepp Daminov to escape receive this handout 
  at the beginning of Encounter 3: Lawman 
   
   
  Adventurer, 
   
  Your failure on the Nyr Dyv almost 
  cost me my career. Information has 
  recently come to light, however, that may 
  allow you to redeem yourself. 
   
  Meet me at the Dyvers Adventurers 
  Guild to discuss terms on how you can 
  make restitution to the city. By the will of 
  the gods, this fiasco may finally be put 
  behind us. 
   
   
  Lieutenant N. Castle 
  Dyvers Constabulary 
  
  VTF6-03 Red on the Horizon 
   
  Page 39 
  Player Handout #2b 
   
  Players who did NOT participate in VTF4-03 Whirlpool of Madness or did not allow Sepp Daminov to escape receive 
  this handout at the beginning of Encounter 3: Lawman 
   
  Adventurer, 
   
  You may or may not have heard of the 
  dread pirate, Szepkurva Daminov. Sepp, as 
  he is known, escaped the custody of the 
  Dyvers Constabulary during what is now 
  called the Whirlpool of Madness. 
   
  Recent 
  information 
  suggests 
  that 
  Daminov escaped the whirlpool and is 
  somewhere in Dyvers about to make his 
  next move. With the growing population, 
  the constables are needed to keep the peace. 
  Meet me at the Dyvers Adventurers Guild 
  to discuss terms of aiding me in my 
  pursuit. You come recommended. 
   
  Lieutenant N. Castle 
  Dyvers Constabulary 
  
  VTF6-03 Red on the Horizon 
   
  Page 40 
  Player Handout #3 
   
  This is a handout the players find while stripping the bodies in Encounter 6: Friends Indeed. 
   
   
  Szpekurva “Sepp” Daminov 
   
  Human 
  Woman  
  Man 
   
  Pirate 
   
  Return pirate  
  Get paid!!! 
   
  jackrabbit Jak Rabbit 
   
  South Gate 
   
  (bring money) 
   
  Other group lookin (thump em good!) 
   
  Gnarley Forest 
  heading East 
   
  Greyhawkers (thump em good!!!) 
   
  
  VTF6-03 Red on the Horizon 
   
  Page 41 
  DM’s Aid #1: Dyversian Law 
   
  Below is a list of laws and punishments a DM is most likely to deal with during a Dyversian adventure. All GP fines are 
  assessed as a “tax” and must be paid directly to the arresting constable at the time of apprehension. These laws are 
  applied differently for Alliance members. The standard Dyversian law is listed first with the Alliance version following 
  in italics. This change applies to all Alliance guilds unless specifically noted in the law’s text. 
   
  Assault: The fine is 5 gp. Also, if weapons were used, the 
  weapons are confiscated. The fine is 4 gp for Initiates, 2 gp 
  for Journeymen, and 1 gp for Masters. Weapons are not 
  confiscated if used. 
   
  Breaking and Entering: The fine is 250 gp and 2 TUs in 
  jail. If the member is part of the Enforcers Guild, 
  Footpads Guild, or Infiltrators Guild, the fine is 100 gp 
  and 1 TU in jail for Initiates, 50 gp for Journeymen, and 
  25 gp for Masters. There is no jail time for the top two 
  tiers. 
   
  Casting Without a Guild License: The fine is 100 gp. If 
  the spell caused damage, this fine is added to that of other 
  laws broken. The fine is 50 gp for Initiates, 25 gp for 
  Journeymen, and 10 gp for Masters. 
   
  Destruction of a Gelatinous Cube: The fine is 100 gp 
  and 2 TUs public service finding a new cube. The fine is 
  1000 gp for Initiates, 2000 gp for Journeymen, and 4000 
  gp for Masters, but there is no public service required. 
  Alliance members should understand the importance of 
  the cubes and the service they provide by constantly 
  cleaning the sewers. 
   
  Destruction of Private Property: The fine is 150% of the 
  cost of the property. Optionally, the PC may spend 1 TU 
  in jail per 50 gp of the fine. If the member is part of the 
  Cutpurses Guild, Enforcers Guild, Footpads Guild, or 
  Smugglers Guild, the fine is 100% of the cost of the 
  property for Initiates, 50% of the cost of the property for 
  Journeymen, and 25% of the cost of the property for 
  Masters. Optionally, the PC may spend 1 TU in jail per 
  100 gp of the fine. 
   
  Destruction of Public Property: The fine is 200% of the 
  cost of the property. Optionally, the PC may spend 1 TU 
  in jail per 50 gp of the fine. The fine is 150% of the cost of 
  the property for Initiates, 75% of the cost of the property 
  for Journeymen, and 35% of the cost of the property for 
  Masters. Optionally, the PC may spend 1 TU in jail per 
  100 gp of the fine. 
   
  Drawing Weapons: The fine is 2 gp, plus 1 TU doing 
  civic duties, which can be completed at the end of the 
  adventure. If you can prove that it was self-defense, the 
  fine is 1 gp. The fine is 4 gp but no time in jail for 
  Initiates, 2 gp for Journeymen, and 1 gp for Masters. 
  Endangering Innocents: The fine is 4 gp per innocent 
  endangered. The fine is 4 gp (total, not per innocent 
  endangered) for Initiates, 2 gp for Journeymen, and 1 gp 
  for Masters. Weapons are not confiscated if used. 
   
  Manslaughter (Accidental Death): Adjudicated by the 
  Triad acting as an in-character “court.” Outcomes could 
  lead to as many as 208 TUs in prison. Adjudicated by the 
  Triad acting as an in-character “court.” Outcomes could 
  lead to as many as 104 TUs in prison for Initiates, 52 TUs 
  in prison for Journeymen, and 26 TUs in prison for 
  Masters. 
   
  Murder (Intentional Death): This is an evil act. The 
  character should be turned over to the Triad for removal 
  from the campaign. This is an evil act, even for Alliance 
  members. The character should be turned over to the 
  Triad for removal from the campaign. The only difference 
  is that the character won’t be executed. It may show up 
  later in a module as an evil member of the Alliance. 
   
  Performing in a Tavern Without a Guild License: The 
  fine is 100 gp. If the member is part of the Bardic 
  Hegemony, he is lawfully permitted to perform in 
  Dyversian taverns. 
   
  Poaching: The fine is 100 gp and 1 TU in jail. If the 
  member is part of the Fences Guild or Smugglers Guild, 
  the fine is 100 gp (but no TUs in jail) for Initiates, 50 gp 
  for Journeymen, and 25 gp for Masters. 
   
  Theft-Petty (Up to 100 gp of value): The fine is 200% of 
  the total value, as well as 1 TU doing civic duties. The fine 
  is 10% of the total value stolen for Initiates, 5% of the total 
  value stolen for Journeymen, and 1 gp for Masters. 
   
  Theft-Grand (Over 100 gp of value): The fine is 200% of 
  the total value, as well as 1 TU in jail per 100 gp of the 
  total value. The fine is 20% of the total value stolen for 
  Initiates, 10% of the total value stolen for Journeymen, 
  and 5% for Masters, but no time in jail. 
   
  Unlawful Imprisonment: The fine is 300 gp and 2 TUs 
  in jail. If the member is part of the Enforcers Guild, 
  Footpads Guild, or Infiltrators Guild, the fine is 300 gp for 
  
  VTF6-03 Red on the Horizon 
   
  Page 42 
  Initiates, 150 gp for Journeymen, and 75 gp for Masters, 
  but no time in jail. 
  
  VTF6-03 Red on the Horizon 
   
  Page 43 
  Map #1 
   
  This is a map of the Free Lands of Dyvers and the Gnarley Forest showing the old and new southern border. 
  
  VTF6-03 Red on the Horizon 
   
  Page 44 
  Critical Events Summary 
   
   
  • 
  Did the PCs agree to help Markessa the Red? 
  YES 
  NO 
   
  • 
  If not, did they to agree to help Lieutenant Castle? 
  YES 
  NO 
   
  • 
  Did the PCs figure out to speak to Jak Rabbit? 
  YES 
  NO 
   
  • 
  Did the PCs fight the Emerald Fist? 
  YES 
  NO 
   
  • 
  If so, did they kill any of them? 
  YES 
  NO 
   
  • 
  If so, you arrested them at the end of the adventure, right? 
  YES 
  NO 
   
  • 
  Did the PCs speak with the elven family in the Gnarley? 
  YES 
  NO 
   
  • 
  Did they treat the elves positively? 
  YES 
  NO 
   
  • 
  Did they treat the elves negatively? 
  YES 
  NO 
   
  • 
  Did the PCs rescue Sepp Daminov? 
  YES 
  NO 
   
  • 
  If so, did they give Sepp to Markessa? 
  YES 
  NO 
   
  • 
  If not, did they give Sepp to Nick Castle? 
  YES 
  NO 
   
  • 
  Did they betray Markessa by giving Sepp to Castle? 
  YES 
  NO 
   
  • 
  If so, do they realize that was a bad idea? 
  YES 
  NO 
   
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Meta-Region The Velverdyva Trade Route/596/Normal Scenarios/VTF6-03 - Red on the Horizon (APL 6-14)/VTF6-03 - Red on the Horizon.pdf