TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without 
  permission of the author. To learn more about the Open Gaming License and the d20 system license, please visit 
  www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast, Inc. 
  LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc. ALL RIGHTS RESERVED. This scenario is intended 
  for tournament use only and may not be reproduced without approval of the RPGA Network. 
   
  ESA6-03 
   
   
   
   
   
  River to the Sea of Choices 
   
  A 1-Round D&D LIVING GREYHAWK®  
  The Splintered Sun Regional Adventure 
  Version 2.2 
   
  by Grant Featherstone 
  Circle Reviewer: Pieter Sleijpen 
  Playtesters: Ian Hambly, Martin Fink, Paul James, Terry Thambipillai. 
   
   
  The revenue brought in by gemstones panned from the River Thelly is vital in the maintenance of the war-damaged city 
  walls and defences of Nulbish. The Royal Guild of Merchants need guards to protect a keelboat full of grain and 
  gemstones destined to be sold at Kalstrand for the Windmarch fair. The Ahlissan army after all routed many bands of 
  outlaws and humanoid tribes during the recent campaign around Wyverntor, and these are desperate for coin and food. 
  An adventure for APLs 2-8. 
   
   
   
   
   
  
  RPGA SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an RPGA 
  even from the RPGA website, or you received it from your 
  senior gamemaster. To play this adventure as part of the 
  Living Greyhawk™ campaign—a worldwide, ongoing D&D 
  campaign set in the Greyhawk setting—you must sanction 
  it as part of an RPGA event. This event could be as elaborate 
  as a big convention, or as simple as a group of friends 
  meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  Herald-Level gamemaster. The person who sanctions the 
  event is called the senior gamemaster, and is in charge of 
  making sure the event is sanctioned before play, runs 
  smoothly on the date sanctioned, and then reported back to 
  the RPGA in a timely manner. The person who runs the 
  game is called the table Dungeon Master (or usually just 
  DM). Sometimes (and almost all the time in the cases of 
  home events) the senior gamemaster is also the table DM. 
  You don’t have to be a Herald-Level GM to run this 
  adventure if you are not the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First it is an official game, 
  and you can use the AR to advance your Living Greyhawk 
  character. Second PC and DMs gain rewards for sanctioned 
  RPGA play if they are members of the Dungeons & 
  Dragons Rewards program. Playing this adventure is worth 
  one (1) point.  
   
  This adventure retires from RPGA-sanctioned play on 
  December 31, 2006.  
   
  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.  
   
  PCS READ NO FURTHER 
  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: PC’s Handbook, Dungeon Master’s 
  Guide, and the Monster Manual.  
   
  Throughout this adventure, text in bold italics 
  provides PC information for you to paraphrase or read 
  aloud when appropriate. Sidebars contain important 
  information for you, including special instruction on 
  running the adventure. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated form 
  in the adventure text. Full information on NPCs and 
  monsters are given in Appendix 1.  
   
  Along with this adventure you’ll find a RPGA Table 
  Tracking sheet. If you’re playing this adventure as part of an 
  RPGA-sanctioned event, complete and turn in this sheet to 
  your senior GM directly after play. You’ll also find a Living 
  Greyhawk Adventure Record (AR).  
   
  LIVING GREYHAWK  
  LEVELS OF PLAY 
  Because PCs bring their own characters to Living 
  Greyhawk 
  games, 
  this 
  adventure’s 
  challenges 
  are 
  proportionate to the modified average character level of the 
  PCs participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps below: 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), other 
  than those brought by virtue of a class ability 
  (such as animal companions, familiars paladin’s 
  mounts) or the warhorse of a character with the 
  Mounted Combat feat, use the sidebar chart to 
  determine the number of levels you add to the 
  sum of step one. Add each character’s animals 
  separately. A single PC may only bring four or 
  fewer animals of this type, and animals with 
  different CRs are added separately.  
  3. 
  Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round to the nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to 
  that average. 
   
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
   
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. If a PC character is 
  three character levels or more either higher or lower than 
  the APL at which this adventure is being played, that 
  character receives only one-half of the experience points 
  and gold for the adventure. This simulates the fact that 
  either the PC was not challenged as much as normal or 
  relied on help by higher-level characters to reach the 
  objectives. 
  ESA6-03 River to the sea of choices 
   
  Page 2 
  
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may not 
  play the adventure. 
   
  Living Greyhawk adventures are designed for APL 2 
  and higher. Four or five 1st-level characters may find the 
  challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances of 
  success:  
  1. 
  Enlist a sixth PC. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them, and fight for them. 
   
  TIME UNITS AND UPKEEP 
  This is a standard one-round Meta-Regional adventure, set 
  in the Splintered Suns.  Characters native to the Splintered 
  Suns pay one Time Unit per round, all others pay two Time 
  Units per round. 
   
  Adventurer’s Standard Upkeep costs 12 gp per Time 
  Unit.  Rich Upkeep costs 50 gp per Time Unit.  Luxury 
  Upkeep costs 100 gp per Time Unit. Characters that fail to 
  pay at least Standard Upkeep will retain temporary ability 
  damage until the next adventure, must buy new spell 
  component pouches and healer’s kits, and may suffer other 
  in-game penalties (or possibly gain in-game benefits) as may 
  be detailed in this scenario. 
   
  A character that does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild.  If the character possesses four or more 
  ranks in the Survival skill and succeeds at a DC 20 Survival 
  check, the character will heal temporary ability damage as if 
  he or she paid for Standard Upkeep, may refill spell 
  component pouches and healer’s kits, and may restock up 
  to 20 arrows or bolts if the character has at least four ranks 
  in Craft (bowmaking).  The PC is allowed to Take 10 on this 
  roll. 
   
  More information about Lifestyle and Upkeep can be 
  found in the “Lifestyle and Upkeep” section of Chapter 3 of 
  the LIVING GREYHAWK Campaign Sourcebook. 
   
  ADVENTURE BACKGROUND 
  Sern was the second born of a petty prince-ling of house 
  Naleax. Forced into the clergy by his father, he hated his 
  older brother who stood to inherit everything.  
   
  Five months prior to the start of this adventure, Serns’ 
  father became ill and called for his two sons by his bedside. 
  Sern knew that if he was ever to be recognised in his own 
  right he had to succeed were his brother could not, and 
  began plotting against him. Due to his illness Serns father 
  had appointed his eldest son guard and custodian of “The 
  Book of Unholy Rites”, a prestigious position placed upon 
  their house since prior to the Greyhawk wars. Sern knew 
  that if the book would be stolen his brother would be 
  banished for such a failure, and better still, if he could 
  recover and return it, he would win the admiration and 
  respect of his father that he had craved for his whole life.  
   
  Sern spread rumours that the book of unholy rites 
  listed imprisoned souls. He then sought out a powerful 
  warrior of Trithereon known as Wennild and provided her 
  with the necessary information to steal the book right from 
  under his brother’s nose. Then using his influence and his 
  family ties he convinced the church that he was the best 
  person to try and recover it. Gathering up a small army of 
  Ahlissan soldiers, he marched directly off towards the 
  Trithereon warrior, knowing exactly where she was thanks 
  to his involvement and some powerful divination magic. 
  Sern and the Glorioles soldiers attacked Wennild but Sern 
  had not expected her to have allies of her own. Neither side 
  could gain the upper hand so Sern stole the book from 
  Wennild and retreated towards the Thelly River, desperate 
  to get to Kalstrand and the protection of the Temple of 
  Hextor. 
   
  PREPARATION FOR PLAY 
  Before the game begins make a note of all the PCs’ Base 
  stats, hit points, Spot & Listen checks; you will need to 
  know it for Encounter 4. 
   
  Have the PCs determine the weight of all equipment 
  carried as they may need to know it for Encounter 4.  
   
  Since a large part of the adventure takes place on the 
  water it is a good idea to familiarize yourself in the rules for 
  underwater combat (Dungeon Master’s Guide page’s 92-94) 
  and Drowning (Dungeon Master’s Guide page 304). 
   
  ADVENTURE SUMMARY 
  ESA6-03 River to the Sea of Choice is a one-round meta-
  regional starting in the city of Nulbish in Ahlissa and takes 
  mostly place on the Thelly River and the Glorioles. While it 
  starts as a simple guard job, it soon becomes more 
  complicated, offering the PCs several choices. The choices 
  determine what encounters they come across. See DM’s Aid 
  1 for a flowchart of the adventure.  
    
  Introduction: The Royal Guild of Merchants wants to ship 
  a keelboat to the capital Kalstrand. Guards that the Royal 
  Guild of Merchants would normally use are unavailable so 
  the merchant, Sevar, is forced to use adventurers. 
   
  The PCs are required to accompany the keelboat and 
  crew and ensure the cargo reaches its destination on time. 
  It’s a 170-mile journey (7 days) to the capital Kalstrand.  
   
  Encounter 1 [Remnants Of A Glory Past]: The first day 
  of travel passes uneventfully. On the second day, only 30 
  minutes into the journey, PCs have a chance to spot 
  remnants of Osson’s Almorian cavalry. They are ready to 
  ambush the keelboat from simple hollowed out logs they 
  are using as water going vessels. If close to defeat, the leader 
  of the bandits sound a horn calling forth a retreat to the 
  safety of the Glorioles Mountains.  
   
  Encounter 2 [An Unwelcome Addition]: On the third 
  day, a Hextorite priest called Sern and his retinue of injured 
  Ahlissan soldiers approach the keelboat. The Hextorite 
  priest Sern claims to have recently battled some brigands, 
  actually they were Trithereonites, and had managed to 
  recover an item the brigands had stolen recently from a 
  wealthy noble of Naelax. Sern demands that the merchant 
  ESA6-03 River to the sea of choices 
   
  Page 3 
  
  allow him and his soldiers to ride on the keelboat to 
  Kalstrand. The merchant reluctantly agrees to this. The 
  priest has a bound sack with a mysterious content. Sern 
  demands that the item be placed in the keelboat’s chest for 
  safety and that the key to the chest be turned over to him 
  for safekeeping. 
   
  Encounter 3 [What’s in the Box?]: The rest of the days 
  travel is uneventful. PCs may want to take this time to get 
  to know more about their new travelling companions and 
  the mysterious cargo. 
   
  Encounter 4 [An Unexpected Stop]: On the fourth day 
  local river authorities impound the keelboat. In disguise 
  and hot on Sern’s trail, Wennild, a knight of the chase may, 
  dependant on the PCs actions, make contact with the PCs 
  and attempt to form an alliance for when she attacks the 
  keelboat to take back the “Codex of Unholy Rites”.  
   
  The PCs now have a number of options available to 
  them. If they try to take the book immediately, go to 
  Encounter 8c. If they make an alliance with Wennild and 
  wait for her attack before attempting to take the book, use 
  Encounter 8b later on and proceed with Encounter 5. If 
  Wennild does not reveal her plans to the PCs, or they 
  refuse an alliance, use Encounter 8c further on in the 
  adventure. 
   
  Encounter 5 [Hollow Tree Pass]: The PCs meet with 
  Wennild, who reveals details about the book Sern protects, 
  and her plan to get it. 
   
  Encounter 6 [There’s Something in the Water]: The 
  fifth day starts with the continuation of a thunderstorm 
  that started last night. Due to the delay from yesterday, 
  Captain Rithil takes the keelboat down a narrow tributary 
  that can shorten the journey and put the delivery back on 
  schedule, but as the day rolls into evening the PCs spot a 
  fallen tree obstructing the way. It needs to be removed in a 
  timely manner if the keelboat is to reach The Giant and 
  Gem Tavern before nightfall. 
   
  The tree is very heavy and difficult to lift, however the 
  trees branches have become entangled in weeds growing 
  on the River bed and needs to be cut free before it can be 
  moved. The task of freeing the tree from the weeds is made 
  more deadly for the PCs as a swarm of leeches have amassed 
  here to take advantage of the net like effect the fallen tree 
  branches have and shall attack any creature entering the 
  water.  
   
  The Boatman inform the PC’s that they can go back the 
  way they came however it will take a couple of hours and 
  they may not reach their planned destination by nightfall.  
   
  Encounter 7a [A Good Rest Well Earned]: If the PCs 
  were able to move the fallen tree in time, the keelboat 
  arrives at The Giant and Gem Tavern before nightfall.  
   
  Encounter 7b [A Howling Night]: If the boatmen were 
  required to turn back, the keelboat does not reach its 
  destination for the night. A camp is set at the riverside. 
  During the night the Cleric of Zilchus wakes the PCs to 
  warn of a wolf pack closing in to attack.  
   
   
  Encounter 8a [Finish the Job]: The PCs choose to side 
  with Sern, or believe Wennild and her hounds to be more 
  bandits attacking river users. Once Wennild is defeated, go 
  to Conclusion A. 
   
  Encounter 8b [Book Collectors]: The PCs wait as 
  instructed by Wennild, for her ambush before attempting 
  to take the book from the Hextorite priest. Go to 
  Conclusion B 
   
   
  Encounter 8c [Fools Rush In]: The PCs try to take the 
  book whilst at the outpost; the full military might of the 
  outpost and the Indomitable see this theft is punished. 
  Resulting in certain doom for the PCs.  
   
  Conclusion A: The PCs’ journey continues uneventfully 
  on to Kalstrand. The PCs receive their payment from the 
  Royal Guild of Merchants and a special reward from the 
  church of Hextor for their part in delivering the book. 
  What implications will the PCs’ choices have in the future 
  for their characters? 
   
  Conclusion B: The PCs’ journey takes a different route. 
  They go with the knight of the chase and the band of 
  Nemoudian Hounds back too Pitchfield protecting the 
  book. The Royal Guild of Merchants is not pleased with the 
  PCs’ desertion of the keelboat, but the Establish church of 
  Trithereon compensates the PCs for their lost earnings. 
   
  INTRODUCTION 
  The adventure starts in the city of Nulbish in southern 
  Ahlissa on the northern banks of the Thelly River. The 
  exact reasons for the PCs to be here is up to the individual 
  PCs. A possible reason would be to visit the Windmarch, a 
  series of great trade fairs that travel all over Ahlissa from 
  Planting right through to Patchwall. The name comes from 
  the old belief that the roads and paths used by anyone 
  travelling from one fair to the next followed the prevailing 
  wind, which usually comes from the west from late spring 
  into late summer. These fairs stimulate trade and barter and 
  generate income and wealth for many—from tolls on major 
  roads, tavern taxes, hostelry bills, etc. Locals know this 
  automatically; otherwise a DC 12 Knowledge (the 
  Splintered Suns) check is required. 
   
  Whatever the reasons, the PCs are spending their time 
  at the Nymph’s Eel, the only inn that still had rooms 
  available at their arrival. Read out aloud or paraphrase the 
  following: 
   
  As you sit inside The Nymph's Eel inn, you watch the 
  traders and market stall sellers packing up their goods 
  and wears, as the Windmarch fair is coming to an end 
  in Nulbish. All over the town merchants are making 
  arrangements to move on to the next location. 
   
  ESA6-03 River to the sea of choices 
   
  Page 4 
  
  Allow the PCs to introduce one another. If the PCs talk to 
  the other patrons of the inn they can learn of the following 
  rumours after making a DC 10 Gather Information check: 
  • 
  The campaign around Wyverntor is very successful 
  and with it the trade between Wyverntor, Nulbish and 
  the rest of Ahlissa beyond has increased. It is going to 
  take weeks though to truly pacify the whole region, 
  especially since Sunndi offers no help at all. Some 
  people actually say that the Trithereonites actively 
  support the bandits and giants of Hestmark Highlands 
  in their struggle against Ahlissa. 
  • 
  The war between Sunndi and the bullywugs is not 
  going very well and they require aid. The anarchistic 
  Sunndians are too proud though to accept it despite 
  several offers from Xavener. 
  • 
  Ships have always disappeared, especially in bad 
  weather, but rarely in good weather or when properly 
  armed. Recently though one of the new warships from 
  Pontylver disappeared without a trace, and several 
  caravels of the Royal Guild have never made it to port 
  either. Most blame the increased disappearances on an 
  increase in piracy, and blame Rel Astra for the 
  disappearance of the warship. A few whisper that 
  something more terrible is going on. 
  • 
  Once the Hestmark Highlands are pacified Xavenier, 
  may his name be praised, will turn his attention to the 
  rebels of Medegia and their supporters of Rel Astra. 
  When he pacifies Medegia the region will finally 
  prosper again. 
   
  Once the PCs are ready to proceed, read aloud or 
  paraphrase the following: 
  The sound of the inn door catch’s your ear, turning 
  you see a young man standing in the door way, by his 
  attire he must be the child of a wealthy merchant or 
  noble. He approach’s you and introduces him self. 
  “Greetings I am Vangis an honest deal mediator and I 
  am acting on behalf of my client; a one Sevar. He 
  wish’s to have council with you. He has a business 
  proposal you may be interested in? Will you meet with 
  him? 
   
  � Vangis: Male human (Oeridian) Clr1; see Appendix 5. 
   
  Appearance: Vangis is a young man of 15. He wares 
  Plain grey robes, which has been accessorised with gold 
  and jewellery, he does his best to keep his cloths clean but 
  is struggling to do so. He carries no weapons and wears no 
  armour; in fact he has very little on his person at all – a fact 
  that he desperately tries to remedy. 
   
  Personality: Young and eager, he has a good sense of 
  humor and an insatiable curiosity about the world. He has a 
  knack for numbers and he is a bit clumsy. 
   
  A DC 10 Knowledge (religion) check identifies Vangis as a 
  cleric of Zilchus. A DC 25 Knowledge (the Splintered Suns) 
  check allows a PC to know that Sevar is a member of the 
  Royal Guild of Merchants. Sevar is known to be a good 
  merchant, but according to rumors he has a drinking 
  problem and he was once nearly kicked out of the Guild 
  due a gambling incident. Members of the Royal Guild gain 
  a +5 bonus on the check.  
   
  If the PCs refuse the adventure ends here. Otherwise, 
  read aloud or paraphrase the following: 
   
  The young man leads the PCs to a warehouse in the 
  Merchants district that is situated directly opposite to 
  the Royal Guild of Merchants house. Inside the 
  warehouse are a pile of crates which have been 
  arranged to form a desk 6 crates have been placed in 
  front of the makeshift desk a man sits on a 7th crate 
  behind the desk. There are more crates piled neatly 
  behind him as well as a small chest. The man looks 
  like he is in his late fifties of average height and 
  weight. He has a reddish tint to his nose, and flushed 
  checks. He has a long thin moustache, which falls 
  either side of his mouth. He wears a bright attire with 
  lime green pantaloons with a mustard yellow chemise, 
  topped off with a pink cravat. 
   
  “Welcome, I see that Vangis has chosen only the 
  best to have council with me, please sit down” The 
  man gestures to the crates in front of the desk at 
  which he sits at. “My name is Sevar and I am a member 
  of the Royal Guild of Merchants. I have a contract to 
  ship this cargo to Kalstrand” he gestures to the crates 
  behind him “and I seek only the best to accompany me 
  and protect my contract. Are you interested?” 
   
  � Savar: Male human (Oeridian) Rog2; see Appendix 5. 
   
  Appearance: Sevar is 56 years old 5’9” he has a reddish 
  tint to his nose, and flushed checks. He has a long thin 
  moustache, which falls either side of his mouth, which 
  Sevar is prone to stroking when in deep thought. He wears 
  bright attire favouring lime green pantaloons with a 
  mustard yellow chemise, topped off with a pink cravat. On 
  his feet he wears pointed blue loafers with bells attached, 
  and upon his head he wears a trilby hat with a Coutal 
  feather sticking out of it, at a jaunty angle.  
   
  Personality: Sevar is prone to mood swings during the 
  day he is a happy man and always willing to talk to people 
  and make new friends and customers. However during the 
  night his thoughts wander to his departed wife. This makes 
  Sevar depressed and irritable, he does not want to talk to 
  anyone and just drinks or weep into his mug. 
   
  The Royal Guild of Merchants has a contract to ship a 
  keelboat full of grain and a chest of gems to the capital 
  Kalstrand for the Windmarch fair. This takes place during 
  the month of Growfest. Sevar has waited too long to hire 
  guards as he has a habit of drinking too much and 
  forgetting to do things, this has left him in a precarious 
  situation. If the Royal Guild of Merchants learns of his 
  forgetfulness and failing to do his job correctly he could be 
  ousted from the Guild. So he has set-up this makeshift 
  office and plans to hire mercenaries, to guard his shipment 
  at his own personal expense. The PCs are likely to have 
  questions for the merchant; the most likely questions and 
  their answers are below. 
   
  ESA6-03 River to the sea of choices 
   
  Page 5 
  
  Q. How much do we get paid? 
  A. “I can pay you a handsome sum of 50 gp each upon 
  reaching our destination safely.” 
  The PCs can try to raise the prise, especially if they realize 
  he is desperate. He goes as high as 25 gp x APL with 25% 
  being paid in advance. 
   
  Q. What is the cargo? 
  A. “Grain for the most part and this chest behind me.” 
   
  Q. What is in the chest? 
  “Precious stones panned from the Thelly.” 
   
  Q. Where are we going? How long will it take? 
  “We are travelling to Kalstrand via keelboat on the 
  Thelly R ver it’s a 170-mile journey and we must arrive
  within 7 days time. This is the route” Show PCs 
  Handout 1. 
  i
   
   
  Q. Why would we get stopped at Thelly Keep? 
  A. “The River Authority some times put up blockades 
  and inspect cargo vessel for contraband and the like, 
  they are unlikely to bother us.” 
   
  Q. Who else will be coming with us? 
  A. “The crew consists of myself, the ‘honest deal 
  mediator’ Cleric of Zilchus Vangis, Captain Rithil and 
  his crewmen Bindil, Erdimir, Wella and Rithimod, as 
  well as yourselves should you agree. 
   
  Q. Why do you not use the merchant house to conduct 
  business? 
  A. “Erm its… Over booked yep too many deals need to 
  be brokered at the moment so I am using this 
  warehouse instead” Opposed Bluff (+4) Check. He is 
  lying. 
   
  Q. Why are you really using this warehouse? 
  A. “Ok, I forgot to book guards when I first arrived 
  here. Now there are no more available. If the Guild 
  finds out I could lose my status and be ousted from 
  the Royal Guild of Merchants.” 
   
  Q. Why are you not using dock workers / guards? 
  A. “I had a slight problem with that, and so have to use 
  adventurers.” 
   
  Q. What problem? 
  A. “They…were... Over booked!” Opposed Bluff (+4) 
  check. They were overbooked because he was drunk when 
  he should have booked them and missed his opportunity. 
   
  Q. When do we leave? 
  A. “As soon as you have finished loading the crates 
  onto the keelboat in the docks.” 
   
  Development: If the PCs accept, Savar shows obvious 
  signs of relief. He grabs a contract from behind his desk 
  quickly filling in the name of the PC and the agreed upon 
  price; the PC, he and Vangis need to sign it to be valid. 
  Once signed, he takes them to his keelboat (The Hand of 
  Gestai) and introduce the PCs to his crew – see Appendix 5 
  for more information. While his crewmembers continue 
  with loading the keelboat the PCs can settle down and wait 
  until Savar is ready to leave. The PCs can choose to sleep 
  among the cargo in the hold or on deck. The deckhouse is 
  used as a small kitchen. Proceed with Encounter 1. The PCs 
  have roughly 1 hour before the ship sets sail to buy any 
  additional supplies. The gold piece limit of Nulbish is 
  40,000 gp. 
   
  If the PCs refuse, Savar gives it one more try to 
  persuade them, but he than says goodbye and starts looking 
  for other less demanding adventurers. The adventure is 
  over. 
   
  ENCOUNTER 1: 
  REMNANTS OF A GLORY PAST 
  Once the keelboat is ready to leave the port of Nulbish, 
  read aloud or paraphrase the following: 
    
  After loading the crates on board the keelboat and 
  casting off. You settle into life on the River making 
  steady progress.  
   
  Allow the PC’s to interact with any of the crew, using the 
  details given in Appendix 5.  
   
  � Keelboat: This is a flat-bottomed boat built for use on 
  rivers and lakes. It is fully decked, with a large deckhouse 
  that takes up most of the boat’s center. It has a small sail and 
  eight oars. The ship is 30 ft. long and 10 ft. wide and has a 
  height of 5 ft. above the water and a draft of 5 ft.. A good 
  map can be found in Stormwrack at page 101 or on-line at 
  http://www.wizards.com/default.asp?x=dnd/ag/20050826a. 
   
  It consists of 3 hull sections each with 50 hp and 
  hardness 5. It has 1 rigging section with 60 hp and hardness 
  0. Speed is 5 ft. 
   
  The Thelly River is a broad, shallow river that is navigable 
  for barges and keelboats up to Rel Deven for most of the 
  year. On average the river is 500 to 600 feet wide, gently 
  flowing towards the east. To the south the skyline is 
  dominated by the Glorioles. The southern banks are steep, 
  and the floodplains quickly give rise to the foothills of the 
  Glorioles and the Hestmark Highlands. The northern 
  banks consist of a large flood-plain forest overgrown with 
  willows, reed and similar plants. The forest gives way to the 
  fertile and densely plains of Ahlissa – the breadbasket of 
  the United Kingdom of Ahlissa.  
   
  The sky is clear, and Pelor is shining brightly. There is 
  a refreshing breeze on the water, but temperatures rise to 
  30o Celsius (86o F). During the night the temperature drops 
  to 20o C (68o F). At this time of the year there is rarely any 
  fog except on exceptionally cool nights. The direction of 
  the wind is towards Kallstrand, as such there is no need to 
  row (and the crew is not big enough for it). 
  ESA6-03 River to the sea of choices 
   
  Page 6 
  
   
  Before proceeding, try to get a good idea of what the 
  PCs do throughout the day and what spells, if any, they 
  have running. The PCs might also want to change the 
  prepared spells. Let them also decide on a schedule for 
  night watches. The ship sails day and night with everybody 
  on board, including Savar helping. As guards the PCs do 
  not have to do any menial jobs, but The first day and night 
  nothing special happens, although they do run across a 
  couple of barges sailing downstream. On the second day 
  though they are being ambushed by a group of outlaws. 
   
  The next day seems like the first, the River is slowing 
  flowing upstream while the birds are happily 
  chirping. The smell of fresh air and hot oats fills your 
  nostrils as the cleric of Zilchus eats his breakfast. 
   
  Six Almorian Raiders and an Almorian Wizard have 
  prepared a trap to ambush the keelboat the PCs are 
  protecting. The Wizard has used his magic to permit 
  himself and the other raiders to breath underwater, were 
  they wait in upturned canoes just around a bent in the 
  river. The Wizard’s hawk familiar circles the keelboat over 
  head and warns the Wizard via their empathic link. When 
  the keelboat is within range the Almorian Wizard signals 
  the other raiders to spring the trap. 
   
  Have any PCs specifically stating that they are looking 
  out make a Spot check vs. Hide check of the Almorian 
  Raiders. Otherwise they gain a –5 on the check due to 
  being distracted. The Almorian Raiders have a +10 bonus 
  on Hide checks for the log canoes they are hiding in. They 
  plan to spring their trap at a distance of 80 ft. for a total 
  bonus of +18 plus their Hide skill modifier to their opposed 
  roll. 
   
  Read aloud the following or paraphrase: 
  The same bird, which has been happily chirping, 
  appears to be circling the keelboat over head, its eyes 
  affixed to the sight of the keelboat. As a number of 
  fallen tree logs remain steady against the flow of the 
  river. From the starboard side of the keelboat, large 
  logs floating in the river open up to reveal six men 
  riding in them. Each man is holding a rock about fist 
  sized; the six men hurl their rock at the keelboat in 
  unison. 
   
  Terrain: The water is calm, requiring a DC 10 Swim check, 
  and it is murky, reducing visibility to 40 ft.. Since the 
  Almorian Raiders keep attached to logs, a failed check 
  prevents movement, but it does not mean that they sink to 
  the bottom. The water provides improved cover (+8 bonus 
  to AC, +4 bonus on Reflex saves) against attackers not in 
  the water and it blocks line of sight as well. A completely 
  submerged creature has total cover against opponents on 
  land unless those opponents have freedom of movement 
  effects. 
   
  � Log: Large wooden vehicle; Speed swim; AC 4; 
  hardness 5; hp 40; Ram 1d6; Space 10 ft. by 5 ft. 
   
  Creatures: The Almorian Raiders are all men in their late 
  30’s. They are gaunt, sickly, underfeed and unhealthy. 
  These men have been living off the land for over 10 years. 
  They refuse to accept that the Greyhawk Wars have 
  stopped, and in their eyes their mission of disrupting 
  enemy supply movements still stands. However they are 
  very hungry and are more motivated by the chance to eat 
  and eat well.  
   
  The soldiers are muddy tanned skinned with brown 
  eyes and dirty tangled dark hair and in their late 30’s. They 
  are wearing what was once a uniform but the clothing is 
  torn and has been repaired beyond recognition. Their 
  equipment is rusty and they are gaunt and sickly. 
   
  Note! Do not allow the merchant to die! 
   
  APL 2 (EL 5) 
  � Almorian Raiders (6): Male human War1; hp 7 each; 
  see Appendix 1. 
  � Almorian Wizard: Male human Wiz4; hp 30; see 
  Appendix 1. 
  � Hawk Familiar: hp 19; see Appendix 1. 
   
  APL 4 (EL 7) 
  � Almorian Raiders (6): Male human Ftr1; hp 11 each; 
  see Appendix 2. 
  � Almorian Wizard: Male human Wiz7; hp 48; see 
  Appendix 2. 
  � Hawk Familiar: hp 33; see Appendix 2. 
   
  APL 6 (EL 9) 
  � Almorian Raiders (6): Male human Ftr2; hp 18 each; 
  see Appendix 3. 
  � Almorian Wizard: Male human Wiz9; hp 69; see 
  Appendix 3. 
  � Hawk Familiar: hp 41; see Appendix 3. 
   
  APL 8 (EL 11) 
  � Almorian Raiders (6): Male human Ftr3; hp 25 each; 
  see Appendix 4. 
  � Almorian Wizard: Male human Wiz10; hp 76; see 
  Appendix 4. 
  � Hawk Familiar: hp 45; see Appendix 4. 
   
  Tactics: At the ambush location the river is 600 ft. wide. 
  The keelboat is located near starboard bank. The Almorian 
  raiders are all under the effect of a water breathing spell and 
  start the encounter concealed. The Wizard is positioned 20 
  ft. under the Almorian raiders and has both water breathing 
  and swim pre-cast. 
   
  When he receives the signal from his familiar, he 
  orders the raiders via message to throw a thunderstone at 
  each of the keelboat’s occupants during the surprise round. 
  The Wizard remains submerged and cast haste at APL 4+ on 
  the Raiders. Four of them use their crossbows on the PCs as 
  the other two push the logs towards the keelboat all the 
  time remaining hidden behind the logs and in the water. 
  Once near the boat they switch to reach weapons (with 
  which they can attack people on deck from the water) or 
  ESA6-03 River to the sea of choices 
   
  Page 7 
  
  keep shooting at those within sight. Only when nobody is 
  threatening them do they climb aboard, which requires a 
  DC 15 Climb check. Once nearby, the Almorian Raiders 
  and the Wizard demand the surrender of those on board. 
   
  The Wizard remains within 30 ft. of the raiders whilst 
  staying concealed underwater. At higher APLs he summons 
  as many fiendish sharks as possible, and then use greater 
  slide to move the PCs off of the keelboat and into the now 
  shark invested waters. He then cast spells to disrupt the 
  keelboat and the PCs e.g. glitterdust, slow, etc. If the crew 
  tries to leave the ambush area the Almorian raiders target 
  the keelboat crew to prevent this. The Wizard uses his 
  feather token if necessary. 
   
  If the PCs try to fight the raiders in the water, the 
  raiders mount the sharks and use cavalry tactics against the 
  PCs. If the PCs attempt to close to melee whist onboard the 
  keelboat, the raiders either bull rush the PCs over the side 
  of the keelboat into the water. Or they grapple the PC and 
  drag them off the keelboat, and attempt to drown the PC in 
  the River. 
   
  If close to defeat the Wizard sounds a horn calling for a 
  retreat, at which point the remaining Raiders withdraw 
  into the river and swim to safety. 
   
  Treasure:  
  Looting the Almorian raiders: 
   
  APL 2: Loot (57 gp); Coin (5 gp); Magic Necklace of 
  fireballs I (137 gp), Quaal's feather token (anchor) (4 gp), vest of 
  resistance +1 (83 gp). 
   
  APL 4: Loot (96 gp); Coin: (7 gp); Magic Headband of 
  intellect +2 (333 gp), necklace of fireballs I (137 gp), 6x potions of 
  cure light wounds (4 gp each),  Quaal's feather token (anchor) (4 
  gp), vest of resistance +2 (333 gp). 
   
  APL 6: Loot (671 gp); Coin (7 gp); Magic Amulet of 
  health +2 (333 gp), headband of intellect +2 (333 gp), necklace of 
  fireballs I (137 gp), 6x potions of cure light wounds (4 gp each), 
  Quaal's feather token (anchor) (4 gp), vest of resistance +2 (333 
  gp). 
   
  APL 8: Loot (342 gp); Coin (7 gp); Magic 6x +1 
  breastplate (169 gp each), 6x +1 glaive (192 gp each), amulet of 
  health +2 (333 gp), headband of intellect +4 (1,333 gp), necklace 
  of fireballs I (137 gp), 6x potion of cure moderate wounds (4 gp 
  each), Quaal's feather token (anchor) (4 gp),  vest of resistance +2 
  (333 gp). 
   
  Detect 
  Magic 
  Results: 
  +1 
  breastplate 
  (Faint 
  Abjuration), +1 glaive (Faint Evocation), amulet of health 
  (Moderate Transmutation), headband of intellect  (Moderate 
  Transmutation), necklace of fireballs I (Moderate Evocation), 
  potion of cure moderate and cure light wounds (Faint 
  Conjuration), Quaal's feather token (anchor) (Moderate 
  Conjuration), vest of resistance (Faint Abjuration). 
   
   
  Development: The PCs have time to loot all the bodies but 
  they need to swim to the bottom of the riverbed (40 ft.) to 
  loot those that died in the water. They also have time to 
  make repairs to the keelboat if needed. Once ready to leave 
  proceed with Encounter 2. 
   
  Troubleshooting: If the PCs spot the Almorian Raiders 
  before the keelboat reach’s the ambush point, once the 
  keelboat does something suspicious i.e. stop etc, the 
  Almorian Raiders spring their trap.  
   
  ENCOUNTER 2: 
  AN UNWELCOME ADDITION 
  The rest of the day and the night remain uneventful. Read 
  out aloud or paraphrase the following once the PCs have 
  settled down in their daily rhythm again: 
   
  The mood of the keelboat crew has turned to unrest 
  after yesterdays attack. Tasks that were once done with 
  a smile are now completed with shaking hands. But a 
  steel resolve shines through, helped by the words of 
  encouragement from Captain Rithil, his crew 
  determined to reach their destination on time.  
   
  As the day winds on and the continuing 
  monotony of life on the river is starting to take hold, 
  the sky starts to darken; yet it is not time for Pelor to 
  depart. The unmistakable smell of burnt wood and 
  flesh, confirms the darkening to be caused by 
  billowing smoke, some way off in the distance.  
   
  On the horizon in the direction of the smoke, you 
  catch sight of a dozen men. Their movements are 
  hampered as they slowly approach the keelboat. As 
  they near, you can make out coats of arms on their 
  clothing. One man who appears to have sustained no 
  injuries, who is clad in the finest plate approaches the 
  keelboat to within earshot. “Good day sirs, I am 
  lieutenant Sern. My men have been injured repelling 
  bandits in this region. I demand to speak with 
  whoever is in charge here.” 
     
  The man in plate armour, Sern, is a cleric; a DC 5 
  Knowledge (religion) check identifies the holy symbol of 
  Hextor. A DC 10 Knowledge (the Splintered Suns) check 
  identifies the men as soldiers of the Ahlissan Army.  
   
  � Sern: Male human Clr [APL dependent – see 
  Encounter 8B]; see Appendix 1 to 4 for stats and 5 for more 
  information. 
   
  Appearance: Sern is a 5’9” Oeridian man aged 27. He 
  wears a suit of worn full plate over this he wears a black 
  with red trim tabard which displays a red symbol of a 
  gauntlet holding 6 arrows facing downwards. He has dark 
  brown hair, which is missing a small patch above his right 
  eye, and he has a small scar on his chin. He walks with a 
  slight limp favouring his right leg over the left. He has a 
  pleasant voice but a tone of authority with it.  
   
  Personality: Sern is a confident man but is quiet and 
  secretive only revealing as much as he believes he needs to. 
  He has little compassion for others but is not cruel, unless 
  he needs to be. He’s actions are driven by the motive to gain 
  the respect and love of his farther and he seeks vengeance 
  against his brother whom he is jealous of for his 
  relationship with their farther. 
  ESA6-03 River to the sea of choices 
   
  Page 8 
  
   
  Sern speaks with Sevar or any PC that step’s forward 
  claiming to be in charge.  Anyone attempting to listen in on 
  the conversation needs to succeed on a DC 15 Listen check. 
  DC 10 for read aloud in capitals. If a PC goes forward to 
  speak with the Hextor Priest adlib using the following read 
  aloud text as a guide. Otherwise read the following: 
   
  [Hextor Priest] “Me and my men here have need of 
  your keelboat. They have sustained injuries defending 
  this very river, from Bandits that would have attack 
  you and your cargo. I demand that you allow them to 
  ride within the keelboat to Kalstrand, where there 
  they can receive aid.” 
  [Merchant] “But the keelboat is full of cargo and we 
  are running to a tight deadline if we do not reach 
  Kal…” 
  [Hextor Priest] “You would allow the very men who 
  protect your lively hood to die when you can so easily 
  aid them?” 
  [Merchant]” Its not that I want to…” 
  [Hextor Priest] VERY WELL then perhaps I should 
  requisition your keelboat for the FORESEEABLE 
  FUTURE? Hmm.” 
  [Merchant] “LETS NOT GET CARRYIED AWAY. Your 
  men can ride on top of the keelboat it’s the best I can 
  do.” 
  [Hextor Priest] “Surely you can DO BETTER, but that 
  is good enough for me. There is one other thing I have 
  some captured intelligence that must remain safe. It 
  will be placed in the chest and the key handed over to 
  me for protection.” 
  [Merchant] “but the chest contains a shipment of 
  gems!” 
  [HextorPriest] “Hextor will see that the Gems are well 
  looked after. MEN THIS GRACEOUS MERCHANT 
  HAS SEEN FIT TO OFFER A RIDE ON HIS 
  KEELBOAT MAKE SURE YOU SEE THIS KINDNESS 
  REPAYED.” 
   
  The injured men clamper on board the keelboat. Each of 
  them hands over 35 silver piece to one of the keelboat men 
  as payment for travel. Sern takes the key of Savar and places 
  a bound sack within the chest that has a superior lock (DC 
  40). 
   
  Sern claims to have battled some brigands, actually 
  they were Tritheronites, and had managed to recover an 
  item from the brigands that had been stolen recently from a 
  wealthy noble of Naelax. He demands that Savar allows him 
  and the soldiers to ride on the keelboat to Kalstrand, the 
  merchant reluctantly agrees to this. The priest has a bound 
  sack concealed within is the Codex of Unholy Rites. Sern 
  demands that the item be placed in the keelboats gem chest 
  for safety and that the key to the chest be turned over to 
  him for safekeeping. 
   
  Troubleshooting: The PCs, particularly followers of 
  Heironeous, may attack the Hextor Priest on sight. If so use 
  the statistics for Sern and his Glorioles soldiers as per 
  Encounter 8B with the following modifications their are 10 
  Glorioles soldiers all on ½ hit points. Savar protests loudly 
  to any hostilities. He is fully aware that the PCs are about to 
  commit a serious crime and that he is likely to suffer the 
  brunt of the consequences. If the PCs allow any of the 
  soldiers, or the crew, to survive, they are charged with 
  murder and grievous assault. While it is unlikely that they 
  are arrested immediately, you should give each PC the 
  United Kingdom of Ahlissa Serious Crime AR which can 
  be requested from your local Triad. 
   
   
  ENCOUNTER 3: [OPTIONAL]  
  WHAT’S IN THE BOX?  
  If time is limited or you are running late, fill free to reduce 
  or skip this encounter altogether. Note that with the dozen 
  additional people the keelboat becomes overcrowded. 
   
  With the new additions settling in and resting from 
  their injuries, you can feel the mood of yesterday 
  starting to relax and the keelboat crew’s smiles are 
  slowly returning. The Injured soldiers do little but 
  rest but the Hextorite Priest busies himself with 
  asserting his authority on the merchant, when not 
  performing his daily routine. As the day turns to 
  night, storm clouds start to roll in and the rain starts 
  to fall, the crew moor the keelboat and preparations 
  are made to rest for the night. 
   
  The rest of the days travel is uneventful; however allow PCs 
  the chance to role-play out any interactions between them 
  and their new travelling companions and the mysterious 
  cargo. Use the details contained in Appendix 5 to play out 
  this encounter. 
   
   
  ENCOUNTER 4:  
  AN UNEXPECTED STOP 
  The next morning the trip proceeds as planned, although 
  due to the overcrowding most people are wet, cold and 
  hungry. 
   
  The storm that started last night continues on this 
  morning. Lighting forks lash down in the distance. 
  Progress is hard and the mood of the keelboat crew is 
  low, apparently washed away by the rain. After 
  travelling for five miles you see an impressive tower 
  on the horizon as the keelboat gets closer you can see 
  other smaller buildings and a wall surrounding a 
  main keep. To the front of the keelboat in the water is 
  a galley forming a river block. A small rowboat flying a 
  flag of truce launches from the galley and heads 
  towards the keelboat. Two men row while a third man 
  stands his piercing eyes and menacing features are 
  affixed to the keelboat. Not even the rain itself dares 
  to strike him stopping short of his body.  
   
  ESA6-03 River to the sea of choices 
   
  Page 9 
  
  The man on the rowboat is commodore Anforunde. Once 
  close to the keelboat he levitates up from this rowboat on to 
  the keelboat and announce himself.  
   
  Ladies and Gentlemen of the merchant ship Hands of 
  Geshtai, I am Commodore Anforunde Captain of the 
  Indomitable and by the power of the Overking 
  Xavener of the United Kingdom of Ahlissa, Grand 
  Prince of Kalstrand, Crowned Head of the Celestial 
  House of Darmen. I impound this vessel and its cargo 
  for a full inspection for items or goods that are 
  prohibited within the borders of the United Kingdom 
  of Ahlissa. Captain moor your ship next to the 
  watchtower on the river bank, and await further 
  instructions. 
   
  Awaiting the occupants of the keelboat on the riverbank is 
  a company of soldiers. They lead the PCs into a hut which is 
  being used as a processing room. Sern and his men pass 
  thru without any problems and enter the small thorp that 
  adjoins the watchtower. Sern heads directly to the shrine of 
  Hextor to pray. The keelboat’s crew stays on the riverbank. 
  Sevar and Vangis pay a Clerk of Zilchus 25 gp to fill in the 
  necessary paper work and after a 5 minute wait pass thru to 
  the thorp. The PCs need to complete the necessary 
  paperwork to register their equipment (this takes the entire 
  duration of this encounter). Or if they pay the handling fee 
  of 25 gp the Clerk of Zilchus can fill in the necessary paper 
  work for the PC, which takes 5 minutes as well. 
   
  PCs with the AR “Free Travel throughout the 
  Kingdom of Ahlissa” can pass thru into the thorpe for free 
  without the need for any paperwork. PCs who do not pay 
  the handling fee skip to Encounter 5B. 
   
  The thorp has four main buildings: 
  1. 
  The Watch Tower 
  Stands 80 ft. tall and has been constructed from hewn 
  stonework. Two ballistae are mounted at the top of the 
  tower and arrow slits are situated the length and breath of 
  the tower. 20 Soldiers man the tower at any one time each 
  taking an 8-hour shift. 
   
  2. 
  The Garrison 
  This is where the soldiers who man the Tower sleep and 
  train the Garrison comfortable holds up to 100 men, 
  although there are only 84 present. To the back of the 
  Garrison is the training grounds and drill square. 
   
  3. 
  Shrine of Hextor 
  A shrine of Hextor is present frequented by many of the 
  soldiers based here, it is maintained by Farther Tarn, 2nd 
  level Cleric of Hextor. 
   
  4. 
  The Welcoming Nymph  
  Is a grand manor house who’s architecture dates back many 
  years, to when the thorpe was a simple fishing settlement, 
  parts of the building have been updated with modern 
  techniques where they had fallen into disrepair. It now 
  stands as a Brothel/Tavern, It offers a wide arrange of 
  drinks and for a small price female company, plus a number 
  of rooms available at 1gp per hour. 
   
  Development: Wennild the Knight of the Chase, which 
  Sern had battled previous to meeting the PCs in Encounter 
  2, is disguised as a poor fisherwoman. She observes the PCs 
  and their actions about town. When the PCs are away from 
  Sern, Wennild steals a loaf of bread within sight of the local 
  soldiers; rightfully concluding they would not recognize 
  her as a stranger. She is confident she can get out of jail 
  even if the PCs do not interfere. As she wants to see if the 
  PCs are good people and try to help her, Wennild is still 
  disguised as the fisherwoman at this point. 
   
  “Thief! Get her! Rings out from a watchman who is 
  kicking an old weathered fisherwoman, with short 
  unkempt brown hair who is clutching a loaf of bread, 
  the woman falls to the floor dropping her loaf as three 
  other watchmen rush to join in.” 
   
  Roll a secret DC 18 Spot check to realize she seems to be 
  positioning herself in such a way that the blows are not 
  particular painful. On the other hand, it requires a DC 22 
  Sense Motive check to realize she is closely observing the 
  PCs reactions and not nearly in as much pain by the beating 
  as she appears to be. The soldiers are oblivious to this 
  behavior, and they don’t really care. If questioned by the 
  PCs the watchman react rather irritated, but they say that 
  the fisherwoman was resisting arrest for theft, and their 
  actions are justified under the law of the land. They do not 
  allow the PCs to question Wennild if they confront her 
  with her odd behavior, although a DC 25 Diplomacy check 
  causes them to search her, but she has no contraband on 
  her (and certainly not a holy symbol of Trithereon, or 
  anything remotely pointing her out as an adventurer). 
   
  � Ahlissan soldiers (4): Male/female human War1 (hp 
  8; chain mail, longsword, shield, dagger, sap; AL LN).  
   
  If the PCs do nothing to help, or help the guard, skip 
  Encounter 5. Wennild gets dragged to prison, but she 
  manages to escape easily later that day. The PCs board the 
  keelboat when its ready and set off. If the PCs try to help 
  Wennild they need to pay the fine for theft of 5 gp. Once 
  the fine has been paid the Watchmen march off. The 
  fisherwoman thanks the PCs saying: 
   
  “Many thanks to you Sirs, many thanks but I can not 
  let this act of kindness go unrewarded. Meet me at 
  Hollow Tree Pass, near were I live, Its very important, 
  that you meet me their at noon. I don’t have gold or 
  riches but I will repay your help”  
   
  She does not revel what the reward is, and scurries off 
  towards Hollow Tree Pass. If confronted about her 
  behavior, she denies that she is anything but a 
  fisherwoman. Her father was an adventurer though who 
  taught her a few things about self-defence. While not 
  exactly a lie, a PC that succeeds on a DC 17 Sense Motive 
  ESA6-03 River to the sea of choices 
   
  Page 10 
  
  realizes she is not entirely truthful. Still, their best to learn 
  what is going on requires them to go to the Hollow Tree 
  Pass. If the PCs do not go to Hollow Tree Pass at noon skip 
  to Encounter 5B.  
   
  Troubleshooting: Attacking the Ahlissan soldiers is not 
  really a good idea. They are only doing their duty, and it is 
  definitely a chaotic act even when done in defence of the 
  fisherwoman, and if lethal force is used it is considered evil 
  as well. What is more, a whole unit of soldiers is stationed 
  here and they do not look kindly on adventurers attacking 
  their own. If no soldier was killed, they can solve the 
  problems with a DC 25 Diplomacy check and a bribe of 20 
  gp. If they flee, they get wanted for grievous assault. If 
  soldiers are killed, they need to flee, but they can later join 
  Wennild and ambush keelboat as discussed in Encounter 
  8B. They do become wanted for murder and should receive 
  the United Kingdom of Ahlissa Serious Crime AR. 
   
  ENCOUNTER 5A: 
  HOLLOW TREE PASS 
  Read aloud or paraphrase the following if the PCs accept 
  the fisherwoman’s invitation: 
   
  Following the trail you reach a crossroads, a lone tree 
  stump limply stands at its centre, a sign nailed to the 
  stump clearly says “Hollow Tree Pass”. Waiting 
  patiently under the tree to escape the rain, is the 
  fisherwoman you helped earlier that day. She slowly 
  raises a hand and gently waves at you.  
   
  “Greetings do not be alarmed but as you might 
  have guessed I am not a simple fisherwoman. My 
  name is Wennild and I am a Knight of the Chase, and 
  I have need of your help. Please listen to my story then 
  ask any questions at the end.” 
   
  If the PCs react in any way violently, or threaten her in any 
  way, she immediately flees to the best of her ability. If it is 
  impossible to flee, she quickly surrenders. More 
  information on her can be found in Encounter 8A and 
  Appendix 5. If captured, she still tries to win the PCs for 
  her although now in attempt to save her self. She tells the 
  same story, although differently worded. Killing her is an 
  evil act, although it is certainly feasible. In that case she is 
  not present during the fight in Encounter 8B, instead one 
  of her lieutenants is leading the assault (conveniently with 
  the same stats as Wennild). She has nothing incriminating 
  with her and if the PCs hand her over to the guards, she 
  soon escapes. The guards do not allow her to be taken on 
  the boat, and Sern does not object, incorrectly concluding 
  that with her captured, they will leave him alone. 
   
  If they allow her to talk, read aloud or paraphrase: 
   
  “Two months ago I met a man who had been seeking a 
  champion of justice. He had details about an unholy 
  book that contained the true names of souls who had 
  been prevented from receiving eternal rest in the after 
  life.  Apparently they were handed over to devils as 
  part of a sacrifice made by House Naelax. I recovered 
  the book and was returning to the Temple of 
  Trithereon in Pitchfiled when we were ambushed near 
  the Thelly River by a cleric of Hextor and his men. The 
  Cleric somehow knew all about the book and stole it 
  before we routed him and his men. When I realized it 
  was gone we gave chase. We saw that he had 
  commandeered a merchant vessel, which brings us to 
  you.” 
   
  “I immediately realized you would be coming 
  here, and I made my preparations. I staged the act in 
  the thorp to see if you were pure of heart. Your act of 
  kindness in the thorp shows you do not follow the 
  teachings of Hextor, but are you willing to oppose 
  him? And if so, are you willing to swear on your gods 
  to keep what we are about to discuss to yourself for 
  both your and mine safety?” 
   
  If the PCs refuse, she tries to convince them of the evilness 
  of both the Hextorite and the book, but if that fails she is 
  visibly disappointed and bids them farewell. If the PCs 
  want some kind of reward, she offers them the favor of the 
  Temple of Trithereon and of course they get to keep all the 
  equipment on the Hextorite priest with the exception of 
  the book. If they accept, she proceeds. 
   
  “My plan is for you to return to the keelboat and act 
  normally. Do not attempt to take the book as the 
  Indomitable and the garrison will make any failed 
  attempts very risky. Half a day’s travel past a tavern 
  called The Giant and Gem there is a perfect ambush 
  point. When you see me and my hounds charge out 
  towards you; wait until the Hextorite Priest commits 
  his men to fighting us, he will then be relatively 
  unguarded and you can strike, he will not be expecting 
  that, Ha.  
   
  The PCs are likely to have questions for Wennild, the most 
  likely questions and their answers are below. 
   
  Q. Why should I/We help you? 
  A. “Because it’s the right thing to do! Would YOU not 
  want to be released from eternal torture?” 
   
  Q. What is house Naelax? 
  A. “It is a Nobel house here in Ahlissa and part of the 
  ruling class that oppresses the masses.” 
   
  Q. What is a knight of the chase? 
  A. “The Knights of the Chase are a fellowship of 
  followers of Trithereon, swearing allegiance to the 
  ideals of freedom, individuality, and retribution.” 
   
  Q. Why the disguise? 
  A. “Because I did not want to be lynched on sight for 
  worshiping Trithereon.”  
   
  Q. How can we trust you? 
  A. “Look into your heart, what I ask is help for souls 
  imprisoned by devils facing an eternity of torture, is 
   
  ESA6-03 River to the sea of choices 
   
  Page 11 
  
  their not a more just and worthwhile endeavour. I 
  have no need of deception as Trithereon guides my 
  actions.”  
   
  Development: When the PCs have no more questions read 
  aloud the following:  
   
  “Remember act like you do not know about the book 
  and wait for our attack.”  
   
  As you are returning to the thorp, Vangis is 
  running alone the path towards you. When he notices 
  you his pace slows but only a little. Puffing and 
  panting and wiping the rain from his eyes Vangis says 
  “We are clear to go and Sevar says if I don’t find you 
  soon he is leaving without you, quick we must hurry.” 
   
  The keelboat crew are ready to set off Sever looks annoyed 
  as the PCs board the keelboat. Serns’ men look fully healed 
  and re-supplied. If the PCs try to take the book now go to 
  Encounter 8D. Otherwise proceed with Encounter 6. 
   
  Troubleshooting: It is possible the PCs approach Sern 
  after this encounter to inform him of the impeding assault. 
  He compliments the PCs for their shrewdness and 
  promises a reward for their help in the battle to come. See 
  Encounter 8A and 8B for more details. Sern asks them to 
  focus on Wennild during the ambush, but the PCs can 
  certainly double cross him and catch him unaware, 
  potentially putting a quicker end to the battle than 
  otherwise would be possible. The scenario contains enough 
  information for you to make the necessary adjustments.  
   
  ENCOUNTER 5B: 
  TIGHT−FISTED 
  After two hours of completing application forms you 
  are awaiting final approval by the garrison captain. 
  When Vangis and Sevar approach you “We will be 
  cleared to leave in 10 minutes so get ready to go.”  
   
  Continue on to Encounter 6. 
   
  ENCOUNTER 6: 
  THERE’S SOMETHING IN THE 
  WATER 
  Read aloud or paraphrase the following once the PCs leave 
  the Thelly Keep: 
   
  The pace of the keelboat has picked up but continuing 
  rain continues to fall this morning. The raindrops 
  strike heavy on the river raising the water level. 
  Thunder strikes in the distance the odd flash of light 
  catches your eye and the clap strikes your eardrum. By 
  the evening the thunder and lightning have stopped 
  but the storm continues to rain and the wind strike 
  fiercely at your face as it howls loudly.  
   
  Sevar anxiously paces up and down the keelboat 
  fighting against the wind. “we are going to be late 
  Captain Ritial. Can you not make this keelboat go any 
  faster?” says Sevar shouting over the noice of the wind.  
   
  “I can only go as fast as the winds will permit, 
  however I know a shortcut its about a mile ahead. We 
  can cut down a tributary and save about 2 hours travel, 
  but its risky. The tributary is very narrow and this 
  storm is not helping! I need my man at the sails. I 
  need one of your guards at the bow to watch for 
  obstructions!” 
   
  “Do it! I am sure you are capable enough to deal 
  with any problem,” Sevar replies briskly. Turning 
  towards you, “I hope you don’t mind too much 
  standing out in this weather, but it is vital I get in 
  Kalstrand at time.” 
   
  If the PCs refuse, he grumbles a lot, pointing out it their job 
  to watch out for danger anyway, and than proceeds to the 
  bow himself. 
   
  Soon the keelboat turns off the main river way and 
  onto a narrow tributary, only just wide enough to 
  accommodate the keelboat, but Captain Ritial and his 
  crew are very skilled and masterfully guide the 
  keelboat. 
   
  The storm imposes a -8 penalty to Spot, Search and Listen 
  checks and it makes ranged attacks with normal weapons 
  impossible. It also makes the waters rough increasing the 
  Swim DC to 15 inflicting 1d3 of non lethal damage per 
  round even on a successful skill check. On a failed check, 
  the character must make another check that round to avoid 
  going under. The Severe wind makes movement difficult 
  (see Dungeon Master’s Guide, Table 3-24, page 95) for the 
  effect of the wind on the PCs movement based on size. 
   
  PCs have a chance to spot an obstruction in the water; 
  the base spot check is DC 0 +1 per 10ft. of distance. 
  Therefore, determining the distance the PCs spot the 
  obstruction is done by multiplying their Spot check (-8 for 
  the storm) result by 10 ft.. Read aloud or paraphrase the 
  following once they make the check: 
   
  In the distance you see a felled tree struck by 
  lightning its scorched trunk has fallen across the river 
  blocking the keelboat route. 
   
  The PCs need to stop the keelboat before it strikes the 
  fallen tree. Once the PCs have stop the keelboat or after the 
  keelboat has hit the tree read aloud the following:  
   
  “We need to move that tree! Other wise we got to go 
  back the way we came to the main river and that is 
  going to cost us time.” shouts Captain Ritial in a 
  panicked voice. In response Sevar looks pleadingly at 
  you. 
   
  See the Map in appendix 7 for the layout of this encounter. 
  The obstruction needs to be removed from the water in a 
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  Page 12 
  
  timely manner if the keelboat is to reach The Giant and 
  Gem Tavern before nightfall. 
   
  The tree has a diameter of 5 foot, is roughly 20 foot 
  long and is very heavy (~10,000 lbs.). As such it is virtually 
  impossible to lift, although several PCs might be able to 
  pull it out of the way together or with the aid of the ship. 
  However the trees branches have become entangled in 
  weeds growing on the riverbed and need to be cut free or 
  when wants to pull it out of the way require to tie several 
  ropes to it.  
   
  The PCs must enter the water to reach the weeds or 
  the banks of the river. The depth of the water is 15 ft. and 
  visibility is only 20 ft. The rough waters move all PCs in the 
  water 10 ft. downstream if they fail in a Swim check. PCs 
  can climb on the tree, but it is extremely slippery and 
  traversing it requires a DC 14 Balance check (obstructed 
  and slippery) or a DC 10 Climb check. There are 4 groups of 
  weeds which need to be destroyed to free the tree, anyone 
  occupying the same square as the weeds is effected by an 
  entangle spell. Alternatively PCs may try to destroy the tree, 
  its stats are below.  
   
  � Weeds (4): hardness 1; hp 2; AC 5; Break DC 15. 
  Immune to Bludgeoning and Piercing damage. 
   
  � Tree: 5 ft. thick wood; hardness 5; hp 600; AC 3; Break 
  DC 45. Immune to Piercing damage. 
   
  If any PC states that they wish to look into the water then a 
  successful opposed Spot check with the -8 penalty for the 
  storm vs. DC 26 Hide of the leech swarms reveals: 
   
  Peering through the branches of the fallen tree you 
  see the water squirms with uncounted thumb-sized 
  slug-like creatures, each one wriggling in an 
  unsettling manner. 
   
  The encounter level has been increased due to the 
  unfavourable conditions for the PCs. 
   
  Terrain: Most of the battle takes place in and under the 
  water. The squares on the bank count as deep bog, the rest 
  of the river requires the PCs to swim. Rules for fighting in 
  the water can be found in the Dungeon Master’s Guide page 
  92. The banks are overgrown with a light forest consisting 
  of willows, birch, reed and patches of brambles.  
   
  Creatures: The water is crawling with hungry leeches, and 
  the presence of warm-blooded creatures in the water causes 
  them to get into a hungry frenzy. They quickly form 
  swarms and attack the PCs. Please note all the special 
  abilities of the leeches before running this encounter since 
  they can drain blood undetected (especially in a storm such 
  as this)! 
   
  APL 2 (EL 2) 
  � Leech swarm (1): hp 7; see Appendix 6. 
   
  APL 4 (EL 4) 
  � Leech swarm (3): hp 7; see Appendix 6. 
   
  APL 6 (EL 6) 
  � Leech swarm (5): hp 7; see Appendix 6. 
   
  APL 8 (EL 8) 
  � Leech swarm (7): hp 7; see Appendix 6. 
   
  Tactics: The leech swarm(s) hides in the weeds, taking 10 
  on their Hide check. Once any living creature enters the 
  water the Leech’s use their Anesthetize and blood drain 
  attack. The water around the tree is murky so you need to 
  roll the opposed Spot check in secret for the PC affected 
  against the Hide check of the leech swarms to see if the PC 
  notices the damage being taken. Assume the Leech’s take 
  10 on their hide check. DO NOT tell the PC they are taking 
  damage until they make a Spot check, or fall unconscious! 
  Also have the PC make any Fortitude saves for the dieses 
  once they are aware of the leeches. If a PC leaves the water 
  allow them and others to make a new Spot check, but 
  remember to apply the penalties due to the storm. Use the 
  character information gathered at the beginning of running 
  this scenario. 
   
  Treasure: There is no treasure.  
   
  Development: If the PC’s move the fallen tree out of the 
  way they reach The Giant and Gem Tavern just before 
  nightfall and rest safely for the night. Go to Encounter 7A. 
   
  If the PC’s decide to have the ship go around the 
  obstruction, they do not reach The Giant and Gem Tavern in 
  time and must make camp at the riverside. Go to Encounter 
  7B. 
   
  Troubleshooting: If the PCs can use magic to avoid 
  removing the tree from the water or can speed up the 
  keelboat thus removing the need for award experience for 
  defeating this encounter as normal. 
   
   
  ENCOUNTER 7A: 
  A GOOD REST WELL EARNED 
  The keelboat crew push on late into the day, as Pelor 
  starts to set on you, night closes in threatening a 
  night’s camp by the levy. A yell rings out for all to hear 
  “The Giant and Gem!” reaching The Giant and Gem 
  Tavern just before nightfall you settle in for a good 
  nights rest.   
   
  If the PCs were able to move the fallen tree in time, the 
  keelboat make it to The Giant and Gem Tavern before 
  nightfall allowing a peaceful nights rest. It is a typical 
  tavern, and most of its customers are local fishers, farmers 
  and a couple of merchant and sailors. 
   
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  Page 13 
  
   
  ENCOUNTER 7B: 
  A HOWLING NIGHT 
  The keelboat crew push on. Late into the day as Pelor 
  starts to set on you, and night closes in it becomes 
  apparent that you will not reach The Giant and Gem 
  Tavern by nightfall. “That’s it!” shouts Captain Rithil 
  “We can not risk travelling in the dark we must make 
  camp here by the River side.” 
   
  If the boatmen where required to row the keelboat around 
  the fallen tree, the keelboat does not reach its destination 
  for the night. The boatmen and the soldiers of the Glorioles 
  Army disembark off the keelboat and start to make up a 
  camp by the side of the keelboat. If the PCs do not have any 
  tents Sern order some of the soldiers to double up and lend 
  the PCs their tent. The soldiers guard the camp during the 
  night but the PCs are welcome to post their own. While the 
  Soldiers are setting up camp Vangis approaches the leader 
  of the PCs and ask them if he can stay in their tent. 
   
  “I have a deal to strike with you, you see we were not 
  scheduled to stop here and well I do not have any 
  suitable means for sleeping outdoors. Perhaps if you 
  have room I could rent a spot in your tent? I will see 
  you compensated for your hospitality.” 
   
  Vangis offers 6 gp to use the PCs tents. During the night 
  Vangis wakes up feeling uncomfortable, as he is not used to 
  roughing it outdoors. He wakes the PCs starting with the 
  arcane casters first to warn of a wolf pack closing in to 
  attack.  
   
  “Wake up…WAKE UP! We are under attack outside” 
  As you start to come to your senses you hear the voices 
  of men in battle and the sound of steel on flesh. 
   
  Allow all the PCs to wake and declare their actions, when 
  they get outside of the tent read allowed the following: 
   
  Outside of the tent you see two of the soldiers are 
  chasing off five wolfs. You can see that they have slain 
  another two wolfs near the camp. Seeing that your 
  help is not required you return back to bed.  
   
  Although the wolves do not pose a real threat, the PCs can 
  always decide to help. 
   
  All APLs (EL 0) 
  � Wolf (5): hp 13; see Monster Manual page 283. 
   
  Once the wolves are gone the PCs are free to go back to 
  sleep, but throughout the night several other accidents 
  happen as well (tents crashing down, parts of the camp 
  being flooded and so on). In general it is a rough night.  
   
  Morning comes all to early and you feel tired from 
  your restless night. You pass the Giant and Gem only 
  hours after setting off, the smell of warm breakfast 
  taunts you as you pass on by. 
   
   
  Development: Due to the interruption the PCs do not get 
  a good night sleep and will be fatigued on the following day 
  and will not regain lost spells.  
   
   
  ENCOUNTER 8A: 
  FINISH THE JOB 
  During the first part of the day nothing special happens, 
  but later that day the Trithereonites choose to ambush the 
  keelboat. Read aloud or paraphrase the following: 
   
  The storm clouds that had been responsible for the 
  bad weather experienced the last few days have been 
  pushed away by a southerly wind allowing the 
  temperature to slowly rise throughout the day. As the 
  heat reaches its peak the keelboat veers close to the 
  northern banks of the Thelly River. As it does a large 
  group of men break from the tree line and charge the 
  keelboat shouting and screaming their savage war cry. 
  “Bandits! Defend the keelboat.”  
   
   It would be relatively easy for the keelboat to simply sail 
  away, but Sern and his soldiers see a chance to get rid of 
  some bandits. So Sern orders Sevar and his crew to remain 
  out of the fight, while they deal with the threat. Sern also 
  orders the PCs to help. Sevar certainly gives permission for 
  such an action, agreeing that it is a good opportunity to deal 
  with the bandits. Vangis, Savar and the keelboat crew do 
  not participate and hide below deck.  
   
  The Glorioles Soldiers disembark the keelboat and 
  fight the majority of the Bandits/Neomundian hounds off 
  camera. Sern and a couple of soldiers remain at the back, 
  ready to intervene were necessary.  
   
  Creatures: The raiders are olive skinned Oeridians with 
  grey eyes and auburn hair. They are wearing light chain and 
  hold a large club. Their clothing is light blue and decorated 
  with holy symbols. PCs who succeed at a DC 10 Knowledge 
  (religion) check recognize it and they may react 
  accordingly. Their war cries also make it clear that their aim 
  is to kill the Hextorites. There is no apparent aggressive 
  towards the merchants. In fact, the fact that they never shot 
  an arrow to those aboard should warn the PCs that these are 
  no ordinary bandits. 
   
  Anybody examining the bodies of the Nemoudian 
  Hounds finds a tattoo of a head of a black hound on their 
  upper arm. PCs can recognize the tattoo with a DC 15 
  Knowledge (the Splintered Suns) or DC 20 Knowledge 
  (religion) check as belonging to the Nemoudian Hounds. 
  PCs from Sunndi gain a +5 circumstance bonus on this 
  check and they can try it even untrained. The Nemoudian 
  Hounds is a group of fanatic followers of Trithereonites 
  who consist mainly of orphans from the Greyhawk Wars 
  and various other conflicts raised by Trithereonites in 
  ESA6-03 River to the sea of choices 
   
  Page 14 
  
  Sunndi. They have a  reputation of being rabble rousers 
  even among the Sunndians. 
   
  APL 2 (EL 2) 
  � Wennild Squire of the Chase: Female human 
  Swashbuckler1/Ftr3; hp 36; see Appendix 1. 
  � Nemoudian Hounds (4): Female/male human War1; 
  hp 8; see Appendix 1. 
   
  APL 4 (EL 4) 
  � Wennild Knight of the Chase: Female human 
  Swashbuckler1/Ftr4/Holy Liberator1; hp 58; see Appendix 
  2. 
  � Nemoudian Hounds (4): Female/male human Clr1; 
  hp 10; see Appendix 2. 
   
  APL 6 (EL 6) 
  � Wennild Knight of the Chase: Female human 
  Swashbuckler1/Ftr4/Holy 
  Liberator1/Knight 
  of 
  the 
  Chase2; hp 74; see Appendix 3. 
  � Nemoudian Hounds (4): Female/male human Clr2; 
  hp 17; see Appendix 3. 
   
  APL 8 (EL 8) 
  � Wennild Knight of the Chase: Female human 
  Swashbuckler1/Ftr4/Holy 
  Liberator1/Knight 
  of 
  the 
  Chase4; hp 90; see Appendix 4. 
  � Nemoudian Hounds (4): Female/male human Clr4; 
  hp 31; see Appendix 4. 
   
  Tactics: The Nemoudians prepared the ambush, having 
  spotted the ship long in advance. As such they have 
  prepared quite well for the fight, quaffing potions, applying 
  oils and casting two 1 minute per level spells just before the 
  battle starts. As such Wennils is enlarged at all APLs, and the 
  Hounds at APL 4+. These effects have not yet been applied 
  to stat blocks since the exact spells selected depend on what 
  they might know of the PCs and whether or not the PCs do 
  something unexpected. 
   
  The primary target of the Hounds is to get the book. 
  Once Wennild has it she and the Hounds withdraw as soon 
  as possible. There are more Nemoudian Hounds than listed 
  in the encounter blocks above, which the Ahlissan soldiers 
  will battle. Wennild and a small group of her hounds circle 
  the fight and directly assault the ship (or the PCs if they get 
  involved in the fight on land). 
   
  The Nemoudian Hounds are fanatic, and if their death 
  serves the cause, they gladly give it. They are not fools 
  though, and if they are loosing, they do retreat, but only as a 
  group. They have no mercy for the Ahlissan soldiers, let 
  alone Sern, but they do not kill downed or helpless PCs 
  (although they might knock them unconscious) unless the 
  PCs went out of their way to kill the Nemoundian Hounds 
  as well. The Nemoudian Hounds do not surrender, 
  knowing that they face death, but they accept the surrender 
  of the PCs and the Ahlissan soldiers (but not Sern). Nor do 
  they stop fighting if Wennild is defeated. 
   
  Treasure: Apart from the gear carried by Wennild and the 
  Nemoudian Hounds there is no other treasure, however 
  Wennild has some annotated maps of an Ahlissan manor 
  house and papers with details about the manor house, 
  guard changes and the like.   
   
  APL 2: Loot (111 gp); Coin (1 gp); Magic +1 full plate 
  (221 gp), cloak of resistance +1 (83 gp), 2x potion of enlarge 
  person (21 gp each).  
   
  APL 4: Loot (116 gp); Coin (1 gp); Magic +1 full plate 
  (221 gp), +1 heavy wooden shield (96 gp), cloak of resistance +1 
  (83 gp), potion of cure moderate wounds (25 gp), 2x potion of 
  enlarge person (21 gp each). 
   
  APL 6: Loot (173 gp); Coin (1 gp); Magic +1 full plate 
  (221 gp), +1 heavy wooden shield (96 gp), +1 longsword (193 
  gp), cloak of resistance +1 (83 gp), 8x oil of shillelagh (4 gp 
  each), potion of cure moderate wounds (25 gp), 2x potion of 
  enlarge person (21 gp each). 
   
  APL 8: Loot (590 gp); Coin (1 gp); Magic +2 full plate 
  (471 gp), +2 heavy wooden shield (346 gp), +1 longsword (193 
  gp), cloak of resistance +1 (83 gp), 8x oil of shillelagh (4 gp 
  each), potion of cure moderate wounds (25 gp), 2x potion of 
  enlarge person (21 gp each), 3x scrolls of cure moderate wounds 
  (13 gp each), wand of cure light wounds (63 gp). 
   
  Detect Magic Results: +1 and +2 full plate (Faint 
  Abjuration), +1 longsword (Faint Evocation), +1 and +2 heavy 
  wooden shield (Faint Abjuration), cloak of resistance +1 (Faint 
  Abjuration), potion of cure moderate wounds (Faint 
  Conjuration), potion of enlarge person (Faint Transmutation), 
  potion of shield of faith (Faint Abjuration), scroll of cure 
  moderate wounds (Faint Conjuration), wand of cure light 
  wounds (Faint Conjuration). 
   
  Development: Wennild’s only aim is to get the book and 
  she makes this perfectly clear at the start of the battle by 
  shouting to those present onboard. PCs can use this to 
  negotiate with Wennild and even ally with her. However 
  Sern does not let the PCs take the book without a fight and 
  he tries to stop the PCs by force if they try to take the book. 
  Use Sern’s stats as described in Encounter 8B. 
   
  It is also certainly possible the PCs choose to remain 
  neutral in the fight. As long as they do so, they are left alone 
  by both sides. When it becomes obvious to Sern that he and 
  his men cannot win this fight, he orders the keelboat to 
  leave, even abandoning his men. If this does not trigger the 
  PCs into action, the ship leaves with Wennild shouting 
  about how she is going to find Sern, and get the book back. 
   
  If the PCs defeat Wennild and her soldiers, than the 
  Ahlissan soldiers are victorious as well. Since the keelboat 
  is not big enough to transport more than a handful of 
  Nemoudian Hounds Sern orders them to be executed. It is 
  impossible for the PCs to convince Sern otherwise, and if 
  they want to save the Trithereonites, they need to fight 
  Sern and his men. As far as Sern is concerned there is no 
  need to interrogate the men. They are simple bandits after 
  all, but if the PCs helped him, he allows them to talk with 
  them. The Nemoudian Hounds are very reluctant to talk, 
  but if pressed for information, they reveal that they were 
  trying to steal an evil relic from the Hextorites. They were 
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  Page 15 
  
  planning to leave the merchant and his cargo alone – which 
  is the truth. Once finished, proceed with Conclusion A. 
   
   
  Troubleshooting: In the unlikely case the PCs are caught 
  by the Nemoudian Hounds, they are questioned 
  thoroughly, but within a couple of days they are released 
  with their gear. If the PCs killed any Nemoudian Hound, 
  the Hounds confiscate enough equipment to pay for a raise 
  dead for each slain friend. If on the other hand they went 
  out their way to make sure no Nemoudian was killed 
  (whether successful or not) they are released without any 
  demands. This does not cost additional TUs. 
   
   
  ENCOUNTER 8B: 
   BOOK COLLECTORS 
  During the first part of the day nothing special happens, 
  but later that day the Trithereonites choose to ambush the 
  keelboat. Read aloud or paraphrase the following: 
   
  The storm clouds that had been responsible for the 
  bad weather experienced the last few days have been 
  pushed away by a southerly wind allowing the 
  temperature to slowly rise throughout the day. As the 
  heat reaches its peak the keelboat veers close to the 
  northern banks of the Thelly River. As it does a large 
  group of men break from the tree line and charge the 
  keelboat shouting and screaming their savage war cry. 
  “Bandits! Defend the keelboat.” The lead Bandit you 
  recognise from meeting with her at Hollow tree pass 
  “Now!” she shouts.  
   
  It would be relatively easy for the keelboat to simply sail 
  away, but Sern and his soldiers see a chance to get rid of 
  some bandits. So Sern orders Sevar and his crew to remain 
  out of the fight, while they deal with the threat. Sern also 
  orders the PCs to help. Sevar certainly gives permission for 
  such an action, agreeing that it is a good opportunity to deal 
  with the bandits. Vangis, Savar and the keelboat crew do 
  not participate and hide below deck.  
   
  The Glorioles Soldiers quickly disembark the keelboat 
  and fight the majority of the Bandits/Nemoudian Hounds 
  off camera. Sern and a couple of soldiers remain at the back 
  (but on the river bank!), ready to intervene were 
  necessary. They do prepare for battle. It is this moment that 
  the PCs are most likely to have been waiting for. While 
  Sern might not be expecting treachery, neither is he foolish 
  enough to completely trust the PCs. Roll initiative as 
  normal when the PCs decide to attack Sern and his men. 
  Although Sern does see nothing obviously harmful when 
  the PCs cast a few buffing spells to prepare for the fight. 
   
  Creatures: The Ahlissan soldiers are tanned skinned with 
  mostly brown hair. They wear the uniforms of the Ahlissan 
  army, in which green and brown dominate. The shields are 
  painted green and contain a crude brown nightingale and a 
  golden sun. All have the looks of veteran soldiers. A 
  description of Sern can be found in Appendix 5. 
   
  The soldiers are loyal Ahlissans, and all are dedicated 
  followers of Hextor, although they focus more on his 
  military aspect than his tyranny aspect. They are grim, 
  silent and obedient men who rarely (if ever) question their 
  orders. 
   
  APL 2 (EL 2) 
  � Sern, Hextorite Priest: Male human Clr4; hp 31; see 
  Appendix 1. 
  � Ahlissan Soldiers (4): Female/Male human War1; hp 
  12; see Appendix 1. 
   
  APL 4 (EL 4) 
  � Sern, Hextorite Priest: Male human Clr6; hp 45; see 
  Appendix 2. 
  � Ahlissan Soldiers (4): Female/Male human Ftr1; hp 
  12; see Appendix 2. 
   
  APL 6 (EL 6) 
  � Sern, Hextorite Priest: Male human Clr8; hp 59; see 
  Appendix 3. 
  � Ahlissan Soldiers (4): Female/Male human Ftr2; hp 
  20; see Appendix 3. 
   
  APL 8 (EL 8) 
  � Sern, Hextorite Priest: Male human Clr10; hp 83; see 
  Appendix 4. 
  � Ahlissan Soldiers (4): Female/Male human Ftr4; hp 
  36; see Appendix 4. 
   
  Tactics: At first the primary objective is to kill as many 
  Nemoudian Hounds as possible, although they do not go 
  out of their way to kill any downed opponent. They prefer 
  to arrest people alive, especially Wennild and the PCs, but 
  they do not go out of their way to do so (so they do not use 
  nonlethal force). As soon as Sern realizes the PCs are about 
  to attack him, he realizes he and his men are likely to be 
  outmatched. He tries to return to the ship and flee with the 
  book in his possession as quickly as possible. If cornered, he 
  fights to the death. As long as Sern is alive his soldiers also 
  fight to the death, but once Sern is defeated (or fled with 
  the keelboat) they quickly surrender. 
   
  Since the Ahlissans were not expecting an ambush 
  (unless the PCs warned them), they have not prepared any 
  spell with the exception of a couple of long duration spells 
  (which are already taken into account in the stat blocks). 
  Most of the soldiers rush forward, quickly forming a shield 
  wall to fight the Nemoudian Hounds. This fight takes place 
  off-stage. At the back, Sern remains behind his bodyguards 
  who at higher levels quaff a potion while disembarking. As 
  soon as the PCs attack, Sern orders his men to form a 
  shieldwall between him and march towards the keelboat. 
  He uses the time to buff himself before attacking the PCs as 
  well. 
   
  Treasure: Apart from the gear carried by Sern and the 
  Ahlissan soldiers there is no other treasure. 
  ESA6-03 River to the sea of choices 
   
  Page 16 
  
   
  APL 2: Loot (224 gp); Coin (1 gp); Magic +1 heavy flail 
  (193 gp), 2x scrolls of cure light wounds  (2 gp each), scroll of 
  cure serious wounds (31 gp). 
   
  APL 4: Loot (123 gp); Coin (1 gp); Magic +1 full plate 
  (221 gp), +1 heavy flail (193 gp), 2x scrolls of cure light wounds 
  (2 gp each), scroll of cure serious wounds (31 gp), vest of 
  resistance +1 (83 gp). 
   
  APL 6: Loot (323 gp); Coin (1 gp); Magic +1 full plate 
  (221 gp), +1 heavy flail (193 gp), amulet of natural armor (167 
  gp), 8x potions of bull strength (25 gp each), 4x potions of cure 
  light wounds (4 gp each), ring of protection 1 (167 gp), 2x scrolls 
  of cure light wounds (2 gp each), scroll of cure serious wounds (31 
  gp), vest of resistance +1 (83 gp). 
   
  APL 8: Loot (206 gp); Coin (1 gp); Magic 4x +1 
  breastplate (113 gp each), +2 full plate (471 gp), +1 heavy flail 
  (193 gp), amulet of health +2 (333 gp), 8x potions of bull 
  strength (25 gp each), 4x potions of cure light wounds (4 gp 
  each), 8x potions of shield of faith (4 gp each), ring of protection 1 
  (167 gp), 2x scrolls of cure light wounds (2 gp each), scroll of cure 
  serious wounds (31 gp), vest of resistance +1 (83 gp), wand of cure 
  light wounds (63 gp). 
   
  Detect 
  Magic 
  Results: 
  +1 
  breastplate 
  (Faint 
  Abjuration), +1 and +2 full plate (Faint Abjuration), +1 heavy 
  flail (Faint Evocation), amulet of health +2 (Moderate 
  Transmutation), amulet of natural armor +1 (Faint 
  Transmutation), potion of bull strength (Faint Transmutation), 
  potion of cure light wounds (Faint Conjuration), potion of shield 
  of faith (Faint Abjuration), ring of protection +1 (Faint 
  Abjuration), scroll of cure light wounds (Faint Conjuration), 
  scroll of cure serious wounds (Faint Conjuration), vest of resistance 
  +1 (Faint Abjuration). 
   
  Development: Sern’s only aim is to keep the book PCs can 
  use this to negotiate with Sern and even re-ally with him. 
  However Wennild will not let the PCs stop her from taking 
  the book and fights anyone who stands in her way as 
  discussed in Encounter 8A. Note that as long as the PCs are 
  fighting Sern she focuses on the soldiers, significantly 
  reducing the amount of casualties on her side. Only once 
  she realize the PCs betrayed her, does she rush towards the 
  ship together with the clerics of Trithereon who remained 
  behind to cure any wounded. See Encounter 8A for more 
  details. 
   
  The Nemoudian Hounds only came for the book, and 
  they are not interested in the cargo aboard. If they learn 
  about the gems though, they take it for the cause unless the 
  PCs stop them. If they don’t they are also wanted for theft 
  as discussed in Conclusion B below. The Hounds do not 
  want prisoners, and while they kill Sern, they let any 
  surviving soldier live, even leaving their weapons behind.  
   
  It is assumed the PCs leave with the Hounds bound for 
  Pitchfield. Wennild advises the PCs to do so, since they are 
  likely to be arrested when arriving in Kalstrand. If the PCs 
  express concern for their salary or their contract with Sevar, 
  Wennild promises them to reward them with the lost pay. 
  She also does not fear for the merchant’s life and cargo. 
  There is no real danger from this point on towards 
  Kalstrand. Still, if the PCs insist, she obviously allows them 
  to remain with the merchant. It is their freedom they are 
  playing with.  
   
  Either way, go to Conclusion B, but adapt the text 
  where necessary. In this case they are also immediate 
  arrested, facing trial as discussed. The Royal Guild though 
  does pay the salary as agreed upon. 
   
   
  ENCOUNTER 8C: 
  FOOLS RUSH IN  
  The PCs try to take the book whilst at the outpost; the full 
  military might of the outpost and the galley “Indomitable” 
  will see this theft is punished. Resulting in certain doom 
  for the PCs. The adventure ends here. See Trial in 
  Conclusion B as discussed below for what happens if 
  caught alive. 
   
  Note: if the PCs manage to steal the book undetected, they 
  can flee the ship before being detected. In that case, Sern 
  and his men immediately start pursuing the PCs. They 
  catch up at about the same time as the PCs meet Wennild 
  and the Nemoudian Hounds. In that case the encounter 
  proceeds more or less as described in Encounter 8B 
  although you need to modify parts of the text. 
   
  CONCLUSION A 
  Read aloud or paraphrase the following text once the 
  Nemoudian Hounds are defeated and the PCs have done 
  their business at the sight of the battle: 
   
  You continue on to Kalstrand without further 
  incident. When you arrive, Sevar asks you to unload 
  the cargo and when finished Vangis settles up the 
  payment for protecting the keelboat. Thanking you for 
  all the help you provided.  
   
  Sern thanks you all for your part in protecting the 
  book. “The Church of Hextor will see your actions 
  rewarded, you have helped return a vital artefact 
  which in the wrong hands could have damaged the 
  authority of the Ahlissa govement” and with that he 
  turns and leaves you in the busy port district of 
  Kalstrand. 
   
  The PCs receive their payment from the Royal Guild of 
  Merchants and if they provided aid or equipment to Vangis 
  free of charge they gain his Favor. For protecting the book 
  in Sern’s charge he has arranged a special reward from the 
  church of Hextor. They also earn the disfavor of the 
  Church of Trithereon in the Splintered Suns. 
   
  CONCLUSION B 
  Read aloud or paraphrase the following text once the 
  Ahlissans are defeated and the PCs have done their 
  business at the sight of the battle (adapt when the PCs 
  continue with the merchant): 
   
  ESA6-03 River to the sea of choices 
   
  Page 17 
  
  Your journey takes a different route than planned. You 
  head south with Wennild and the Neomundian 
  Hounds to Pitchfield in Sunndi and the temple of 
  Trithereon. The book is given to the High Priestess 
  Reynallen and taken deeper into the temple for study. 
  “The 
  church 
  of 
  Trithereon 
  welcomes 
  brave 
  adventurers and we shall compensate you of your lost 
  earnings and can make available items and services 
  worthy of your actions. In the fullness of time we will 
  have the knowledge to inflict a powerful blow against 
  those who would oppress innocents thanks to your 
  wise choice”.  
   
  The Royal Guild of Merchants are not pleased with the PCs 
  desertion of the keelboat, but the Establish church of 
  Trithereon compensate the PCs for their lost earnings from 
  the Royal Guild of Merchants. What does the book contain, 
  and will the High Priestess be able to use the information 
  inside? The PCs also earn the disfavor of the Church of 
  Hextor in Ahlissa. 
   
  TRIAL/WANTED 
  Aiding the Trithereonites against Sern is impossible 
  without breaking some of the laws of Ahlissa. At best it is 
  considered theft if the PCs manage to steal the book 
  without drawing any attention at all and at worse murder. It 
  is very likely that there will always be witnesses alive since 
  the PCs are not evil and hence are unlikely to kill Sevar and 
  the crew of the keelboat. Luckily for the PCs, they have 
  unexpected friend (or more likely, the Hextorites have 
  enemies) among the authorities and punishment is not 
  going to be nearly as severe as usually, especially if the PCs 
  did not personally kill any soldiers. 
   
  If the PCs are arrested during the adventure, or shortly 
  afterward, they have to face trial. The trial itself costs 4 TU, 
  but afterwards the PCs are acquitted of any charges of 
  murder. Instead they are found guilty of: 
  • 
  Theft – if they stole the book: fine of 50 gp x APL. 
  • 
  Theft – if they stole the gems (or did not stop it): fine 
  of 50 gp x APL and 12 TUs imprisonment. 
  • 
  Assault – if they used lethal force against the Ahlissan 
  soldiers: 12 TU imprisonment (the official punishment 
  is longer, but they are released for good behavior).  
   
  The punishment is independent of the PCs actions since 
  somebody is already aiding them. The exception is for the 
  theft of the gems, that punishment can be halved with a DC 
  15 Diplomacy or Profession (lawyer) check. 
   
  If the PCs are not arrested they gain the wanted AR 
  entry. Note down on the AR the punishment the character 
  would have gotten had he been arrested, since that is the 
  punishment he gets when caught later. 
   
  CONCLUSION C 
  You flee from the Hextorites and the Trithereonites 
  with the book in hand will you be able to unravel its 
  secrets before either side finally catches up with you? 
   
  The PCs or PC takes the book for himself. What 
  implications will the PCs’ choice have in the future for 
  their character? In this case they gain the disfavor with 
  both churches, and they are likely wanted for crimes as 
  discussed above under Trial/Wanted in Conclusion B. They 
  also gain the disfavor of the Royal Guild and no monetary 
  reward. 
   
  CAMPAIGN  
  CONSEQUENCES 
  This scenario has "Campaign Consequences"; that is the 
  outcome of this module will directly affect future events in 
  the course of the campaign. The answers to some of the 
  questions below may seem trivial or pointless, but because 
  of the complex nature of the back-story and campaign all 
  information requested is vital. 
   
  Please send your answers to rolspeel@planet.nl and 
  mr_smite@yahoo.com as soon as possible. General 
  comments about the module are also welcomed at this 
  address. 
  1. 
  Who had the book at the end? 
  2. 
  Did any PC die? 
  3. 
  Did any NPC’s die? 
  4. 
  What was the best parts of this scenario? 
  5. 
  And why? 
  6. 
  What was the worst parts of this scenario? 
  7. 
  And why? 
   
  The End 
  ESA6-03 River to the sea of choices 
   
  Page 18 
  
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award. Award the total value (objectives plus 
  roleplaying) to each character. 
   
  Encounter 1: Remnants of a glory past 
  Defeating the bandits 
  APL2  
  180  XP  
  APL4  
  240  XP  
  APL6  
  300  XP  
  APL8  
  360  XP 
   
  Encounter 4: There’s something in the water 
  Removing the barier. 
  APL2  
  60  XP  
  APL4  
  120  XP  
  APL6  
  180  XP  
  APL8  
  240  XP 
   
  Encounter 8a/b 
  Acquiring the book or defeating the Nemoudian 
  Hounds.  
  APL2  
  150  XP  
  APL4  
  210  XP  
  APL6  
  270  XP  
  APL8  
  330  XP 
   
  Discretionary Role-playing Award 
  APL2  
  60  XP  
  APL4  
  105  XP  
  APL6  
  150  XP  
  APL8  
  195 XP 
   
  Total Possible Experience:  
   
  APL2  
  450  XP  
  APL4  
  675  XP  
  APL6  
  900  XP  
  APL8  
  1,125XP 
   
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, usually 
  finding it in the possession of their foes. Every encounter 
  that features treasure has a “treasure” section within the 
  encounter description, giving information about the loot, 
  coins, and magic items that make up the encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their earthly 
  possessions. Looting the bodies takes at least 10 minutes per 
  every 5 enemies, and if the characters cannot take the time to 
  loot the bodies, they do not gain this gold. If you feel it is 
  reasonable that characters can go back to loot the bodies, and 
  those bodies are there (i.e., not carted off by dungeon 
  scavengers, removed from the scene by the local watch, and 
  so on), characters may return to retrieve loot. If the characters 
  do not loot the body, the gold piece value for the loot is 
  subtracted from the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a round 
  or so. If for some reason, they pass up this treasure, the coin 
  total is subtracted from the encounter totals given below. 
   
  Next, the magic items are listed. Magic item treasure is 
  the hardest to adjudicate, because they are varied and because 
  characters may want to use them during the adventure. Many 
  times characters must cast identify, analyze dweomer or similar 
  spell to determine what the item does and how to activate it. 
  Other times they may attempt to use the item blindly. If the 
  magic item is consumable (a potion, scroll, magic bolts, etc.) 
  and the item is used before the end of the adventure, its total 
  is subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in the GP 
  Gained field of the adventure certificate. Because this is a 
  Regional scenario, characters may spend additional Time 
  Units to practice professions or create items immediately 
  after the adventure so this total may be modified by other 
  circumstances. 
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items. 
   
  Encounter 1: Remnants of a Glory Past 
  Looting the bandits 
   
  APL 2: Loot: 57 gp; Coin: 5 gp; Magic: Necklace of 
  fireballs I (137 gp), Quaal's feather token (anchor) (4 gp), vest of 
  resistance +1 (83 gp). 
   
  APL 4: Loot: 96 gp; Coin: 7 gp; Magic: Headband of 
  intellect +2 (333 gp), necklace of fireballs I (137 gp), 6x potions of 
  cure light wounds (4 gp each), Quaal's feather token (anchor) (4 
  gp), vest of resistance +2 (333 gp). 
   
  APL 6: Loot: 671 gp; Coin: 7 gp; Magic: Amulet of health 
  +2 (333 gp), headband of intellect +2 (333 gp), necklace of 
  fireballs I (137 gp), 6x potions of cure light wounds (4 gp each), 
  Quaal's feather token (anchor) (4 gp), vest of resistance +2 (333 
  gp). 
   
  APL 8: Loot: 342 gp; Coin: 7 gp; Magic: 6x +1 breastplate 
  (169 gp each), 6x +1 glaive (192 gp each), amulet of health +2 
  (333 gp), headband of intellect +4 (1,333 gp), necklace of fireballs 
  I (137 gp), 6x potion of cure moderate wounds (4 gp each), 
  Quaal's feather token (anchor) (4 gp), vest of resistance +2 (333 
  gp). 
   
  Encounter 7B: A howling night 
  Letting Vangis pay for the use of the tent. 
   
  APL 2: Loot: 0 gp; Coin: 6 gp; Magic: 0 gp. 
   
  APL 4: Loot: 0 gp; Coin: 6 gp; Magic: 0 gp. 
  APL 6: Loot: 0 gp; Coin: 6 gp; Magic: 0 gp. 
  APL 8: Loot: 0 gp; Coin: 6 gp; Magic: 0 gp. 
   
  Encounter 8A: Finish the Job 
  Looting the Nemouding Hounds 
  ESA6-03 River to the sea of choices 
   
  Page 19 
  
   
  APL 2: Loot: 111 gp; Coin: 1 gp; Magic: +1 full plate (221 
  gp), cloak of resistance +1 (83 gp), 2x potion of enlarge person (21 
  gp each).  
   
  APL 4: Loot: 116 gp; Coin: 1 gp; Magic: +1 full plate (221 
  gp), +1 heavy wooden shield (96 gp), cloak of resistance +1 (83 
  gp), potion of cure moderate wounds (25 gp), 2x potion of enlarge 
  person (21 gp each). 
   
  APL 6: Loot: 173 gp; Coin: 1 gp; Magic +1 full plate (221 
  gp), +1 heavy wooden shield (96 gp), +1 longsword (193 gp), 
  cloak of resistance +1 (83 gp), 8x oil of shillelagh (4 gp each), 
  potion of cure moderate wounds (25 gp), 2x potion of enlarge 
  person (21 gp each). 
   
  APL 8: Loot: 590 gp; Coin: 1 gp; Magic: +2 full plate (471 
  gp), +2 heavy wooden shield (346 gp), +1 longsword (193 gp), 
  cloak of resistance +1 (83 gp), 8x oil of shillelagh (4 gp each), 
  potion of cure moderate wounds (25 gp), 2x potion of enlarge 
  person (21 gp each), 3x scrolls of cure moderate wounds (13 gp 
  each), wand of cure light wounds (63 gp). 
   
  Encounter 8B: Book collectors 
  Looting the Ahlissan soldiers and Sern 
   
  APL 2: Loot: 224 gp; Coin: 1 gp; Magic +1 heavy flail 
  (193 gp), 2x scrolls of cure light wounds  (2 gp each), scroll of 
  cure serious wounds (31 gp). 
   
  APL 4: Loot: 123 gp; Coin: 1 gp; Magic: +1 full plate (221 
  gp), +1 heavy flail (193 gp), 2x scrolls of cure light wounds (2 gp 
  each), scroll of cure serious wounds (31 gp), vest of resistance +1 
  (83 gp). 
   
  APL 6: Loot: 323 gp; Coin: 1 gp; Magic: +1 full plate (221 
  gp), +1 heavy flail (193 gp), amulet of natural armor +1 (167 
  gp), 8x potions of bull strength (25 gp each), 4x potions of cure 
  light wounds (4 gp each), ring of protection +1 (167 gp), 2x 
  scrolls of cure light wounds (2 gp each), scroll of cure serious 
  wounds (31 gp), vest of resistance +1 (83 gp). 
   
  APL 8: Loot: 206 gp; Coin: 1 gp; Magic: 4x +1 breastplate 
  (113 gp each), +2 full plate (471 gp), +1 heavy flail (193 gp), 
  amulet of health +2 (333 gp), 8x potions of bull strength (25 gp 
  each), 4x potions of cure light wounds (4 gp each), 8x potions of 
  shield of faith (4 gp each), ring of protection 1 (167 gp), 2x scrolls 
  of cure light wounds (2 gp each), scroll of cure serious wounds (31 
  gp), vest of resistance +1 (83 gp), wand of cure light wounds (63 
  gp). 
   
  Conclusion A or B 
  Reward from either the Royal Guild or the Trithereonites.
   
   
   
  APL 2: Loot: 0 gp; Coin: 50 gp; Magic: 0 gp. 
   
  APL 4: Loot: 0 gp; Coin: 100 gp; Magic: 0 gp. 
  APL 6: Loot: 0 gp; Coin: 150 gp; Magic: 0 gp. 
  APL 8: Loot: 0 gp; Coin: 200 gp; Magic: 0 gp. 
   
  Total Possible Treasure (Ending A) 
   
  APL 2: Loot: 168 gp; Coin: 57 gp; Magic: 470 gp - Total: 
  695 gp (max 450) 
   
  APL 4: Loot: 212 gp; Coin: 109 gp; Magic: 1,298 gp - 
  Total: 1,619 gp (max 650) 
   
  APL 6: Loot: 844 gp; Coin: 159 gp; Magic: 1,856 gp - 
  Total: 2,859 gp (max 900) 
   
  APL 8: Loot: 932 gp; Coin: 209 gp; Magic: 5,624 gp - 
  Total: 6,765 gp (max 1,300) 
   
  Total Possible Treasure (Ending B) 
   
  APL 2: Loot: 281 gp; Coin: 57 gp; Magic: 352 gp - Total: 
  690 gp (max 450) 
   
  APL 4: Loot: 219 gp; Coin: 109 gp; Magic: 1,363 gp - 
  Total: 1,691 gp (max 650) 
   
  APL 6: Loot: 994 gp; Coin: 159 gp; Magic: 2,246 gp - 
  Total: 3,399 gp (max 900) 
   
  APL 8: Loot: 548 gp; Coin: 209 gp; Magic: 6,375 gp - 
  Total: 7,132 gp (max 1,300) 
   
  ITEMS FOR THE ADVENTURE 
  RECORD 
   
  Favour of Hextor: In addition for regular uses, it can be 
  spend to gain one of the following: 
  • 
  Repair 1 broken magical item for free. 
  • 
  Grant access to the spell hypothermia (SC) 
  • 
  Upgrade any vest or cloak of resistance by 1 up to +3. 
   
  Favor of Trithereon: In addition to regular uses, it can be 
  spend to gain one of the following: 
  • 
  Upgrade any weapon or armor by 1 up to +3. 
  • 
  Grant access to the spell rhino’s rush (SC). 
  • 
  Meta-regional access to a wand of cure light wounds 
  and cure moderate wounds. 
  Only ONE favour may be used. Circle the favour used and 
  record the AR here: _____  
   
  Disfavor church of Hextor/Trithereon: Members of the 
  mentioned church in the Splintered Suns refuse to provide 
  you any spell services (unless directly working for them), 
  their initial attitude is 1 step worse and they can never be 
  more than friendly. The disfavor can be removed with a 
  favor with the mentioned Church. 
   
  Disfavour of the Royal Guild of Merchants – For 
  leaving the keelboat unprotected the PC has gained the 
  disfavour of the Royal Guild of Merchants. This might have 
  repercussions in other adventures. 
   
  Favor of Vangis: For providing equipment so desperately 
  needed for free, Vangis has arranged for a 5% reduction in 
  all NPC spell casting (expensive material components 
  excluded) provided by the Established church of Zilchus 
  for one entire calendar year. 
   
  Wanted in Ahlissa: For 1 calendar year roll a d20 after 
  an adventure set in Ahlissa. On a 1 and 2 the PC is arrested. 
  When arrested the PC is fined for ________ gp and imprisoned 
  for _____ TU. 
   
  ESA6-03 River to the sea of choices 
   
  Page 20 
  
  Spellbook pages: You ripped out a couple of spellbook 
  pages containing the following spells from SC: 
   
  APL 2+: slide and greater slide (cost: 150 gp) 
   
  APL 6+: backslash and earthbind (cost: 300 gp) 
   
  ITEM ACCESS 
  APL 2 
  � Necklace of fireballs I (Adventure; DMG) 
  � Quaal's feather token, anchor (Adventure; DMG)  
  � Vest of resistance +1 (Adventure; CA) 
   
  APL 4 (All of APL 2 plus the following) 
  � Vest of Resistance +2 (Adventure; CA) 
   
  APL 6 (All of APLs 2-4 plus the following) 
   
  APL 8 (All of APLs 2-6 plus the following) 
  � +2 full plate (Adventure; DMG) 
  � +2 heavy wooden shield (Adventure; DMG) 
  � Headband of intellect +4 (Adventure; DMG) 
  � Wand of cure light wounds (Meta-regional; DMG) 
   
  ESA6-03 River to the sea of choices 
   
  Page 21 
  
  APPENDIX 1: 
  APL 2 
  E1: REMNANTS OF A GLORY PAST 
   
  Almorian Raider: Male human War1; CR 1/2; 
  Medium Humanoid (human); HD 1d8-1; hp 7; Init +0; 
  Spd 30 ft.; AC 14 (touch 11, flat-footed 13) [+3 armor, 
  +1 Dex]; Base Atk +1; Grp +2; Atk +2 melee (1d8+1/x3, 
  longspear) or +2 ranged (1d8/19-20, light crossbow) or 
  +2 melee  (1d8+1/19-20, longsword); Full Atk +2 melee 
  (1d8+1/x3, longspear) or +2 ranged (1d8/19-20, light 
  crossbow) or +2 melee  (1d8+1/19-20, longsword); 
  Space/Reach 5 ft./5 ft. (10 ft. with longspear); AL N; SV 
  Fort +1, Ref +1, Will +0; Str 12, Dex 12, Con 8, Int 10, 
  Wis 10, Cha 10. 
   
  Skills and Feats: Handle Animal +3, Hide +2, Ride 
  +4, Swim +1; Born Follower, Mounted Combat. 
   
  Possessions: Longspear, longsword, dagger, light 
  crossbow, 
  20 
  bolts, 
  studded 
  leather 
  armor, 
  thunderstone, and 5gp coin.   
   
  Almorian Wizard: Male human Wiz4; CR 4; Medium 
  Humanoid (human); HD 4d4+8; hp 21(+9 temporary 
  hit points); Init +0; Spd 30 ft., Swim 30 ft.; AC 14 (touch 
  10, flat-footed 14) [+4 armor]; Base Atk +2; Grp +1; Atk 
  +1 melee (1d4-1/19-20, dagger) or +2 ranged (spell); 
  Full Atk +1 melee (1d4-1/19-20, dagger) or +2 ranged 
  (spell); AL LN; SV Fort +4, Ref +2, Will +5; Str 8, Dex 
  10, Con 14, Int 19, Wis 10, Cha 10. 
   
  Skills and Feats: Concentration +9, Knowledge 
  (arcana) +11, Knowledge (the Splintered Sun) +11, 
  Knowledge (history), +11 Knowledge (the Planes) +11, 
  Spellcraft +11; Greater Spell Focus (Transmutation), 
  Scribe Scroll, Spell Focus (Transmutation). 
   
  Spells Prepared (5/5/4; base DC = 14+ spell level): 
  0—acid splash (4), message; 1st—grease (2), mage armor, 
  obscuring mist (2); 2nd—false life, glitterdust, greater slide , 
  swim. 
   
    Base DC = 16 + spell level due to Greater Spell 
  Focus (Transmutation). 
   
  Possessions: Dagger, spell book, spell component 
  pouch, horn, vest of resistance +1, necklace of fireballs I (the 
  5d6 fireball has been used), Quaal's feather token 
  (anchor), scroll of water breathing. 
   
  Hawk Familiar: Male Hawk; CR n/a; Tiny Magical 
  beast; HD 4; hp 10 (+9); Init +3; Spd 10 ft, fly 60 ft. 
  (average); AC 19 (touch 15, flat-footed 16); Base Atk +2; 
  Grp -8; Atk +7 melee (1d4-2 talons); Full Atk +7 melee 
  (1d4-2, talons); Space/Reach 2-1/2 ft./0 ft.; SA Deliver 
  touch spells; SQ Low-light vision, improved evasion, 
  share spells, empathic link; AL N; SV Fort +3, Ref +5, 
  Will +6; Str 6, Dex 17, Con 10, Int 6, Wis 14, Cha 6. 
   
  Skills and Feats: Concentration +7, Knowledge 
  (arcana) +5, Knowledge (the Splintered Suns) +5, 
  Knowledge (history), +5 Knowledge (the Planes) +5, 
  Listen +4, Spellcraft +5, Spot +16; Alertness, Weapon 
  Finesse. 
   
  Possessions: None. 
   
  ENCOUNTER 8A: FINISH THE JOB 
   
  Wennild, Squire of the Chase: Female human 
  Swashbuckler1/Ftr3; 
  CR4; 
  Medium 
  Humanoid 
  (human); HD 4d10+8; hp 36; Init +1; Spd 20 ft.; AC 22 
  (touch 11, flat-footed 21) [+9 armor, +1 Dex, +2 shield]; 
  Base Atk +4; Grp +7; Atk +9 melee (1d8+3/19-20, 
  masterwork longsword) or +5 ranged (1d8/19-20, light 
  crossbow); 
  Full 
  Atk 
  +9 
  melee 
  (1d8+3/19-20, 
  masterwork longsword) or +5 ranged (1d8/19-20, light 
  crossbow); AL CG; SV Fort +10, Ref +4, Will +5; Str 17, 
  Dex 12, Con 14, Int 8, Wis 12, Cha 12. 
   
  Skills and Feats: Bluff +5, Diplomacy +8, Handle 
  Animal +4, Ride +4, Sense Motive +5; Iron Will, 
  Lightning Reflexes, Power Attack, Great Fortitude, 
  Weapon FinesseB, Weapon Focus (longsword). 
   
  Possessions: Masterwork longsword, dagger, light 
  crossbow, 20 bolts, +1 full plate, masterwork heavy 
  wooden shield, cloak of resistance +1, 2x potions of enlarge 
  person and 6 gp coin. 
   
  Nemoudian Hounds: Male human War1; CR 1/2; 
  Medium Humanoid (human); HD 1d8; hp 8; Init +0; 
  Spd 30 ft.; AC 14 (touch 10, flat-footed 14) [+4 armor]; 
  Base Atk +1; Grp +3; Atk +4 melee (1d10+3, greatclub); 
  Full Atk +4 melee (1d10+3, greatclub); AL CN; SV Fort 
  +2, Ref +2, Will +1; Str 14, Dex 10, Con 10, Int 8, Wis 
  13, Cha 8. 
   
  Skills and Feats: Diplomacy +1, Knowledge 
  (religion) +1; Lightning Reflexes, Weapon Focus 
  (greatclub). 
   
  Possessions: Greatclub, dagger, light crossbow, 20 
  bolts, chainshirt, wooden holy symbol of Trithereon, 
  tanglefoot bag. 
   
  ENCOUNTER 8B: BOOK COLLECTORS  
  Sern: Male human Clr4; CR 4; Medium Humanoid 
  (human); HD 4d8+8; hp 31; Init +0; Spd 20 ft.; AC 18 
  (touch 10, flat-footed 18) [+8 armor]; Base Atk +3; Grp 
  +4; Atk +6 melee (1d10+2/19-20, +1 heavy flail) or +3 
  ranged (1d8/19-20, light crossbow); Full Atk +6 melee 
  (1d10+2/19-20, +1 heavy flail) or +3 ranged (1d8/19-20, 
  light crossbow); SA Rebuke undead 10/day, smite 
  1/day, spontaneous inflict; AL LE; SV Fort +6, Ref +1, 
  Will +6; Str 12, Dex 10, Con 14, Int 8, Wis 14, Cha 16. 
   
  Skills and Feats: Concentration +9, Knowledge 
  (arcana) +0, Knowledge (History) +0, Knowledge (the 
  Planes) +0, Knowledge (religion) +0, Spellcraft +2; 
  Divine Metamagic (Quicken), Extra Turning, Quicken 
  Spell, 
  Weapon 
  Focus 
  (heavy 
  flail)B, 
  Weapon 
  Proficiency (heavy flai)B. 
   
  Spells Prepared (5/5/4; base DC = 12 + spell level): 
  0—cure minor wounds, detect magic, detect poison (3); 1st—
  cure light wounds, deathwatch, divine favor, inflict light 
  ESA6-03 River to the sea of choices 
   
  Page 22 
  
  wounds*, shield of faith; 2nd—bears endurance, bull’s 
  strength, cure moderate wounds, spiritual weapon*. 
   
  *Domain 
  spell. 
  Deity: 
  Hextor; 
  Domains: 
  Destruction (smite 1/day, +4 atk and +4 dmg); War. 
   
  Possessions: +1 heavy flail, dagger, light crossbow, 20 
  bolts, masterwork full plate, wooden holy symbol, spell 
  component pouch, 2x scrolls of cure light wounds, scroll of 
  cure serious wounds and 6 gp coin. 
   
  Ahlissan soldiers: Male Human War1; CR 1/2; 
  Medium Humanoid (human); HD 1d8+4; hp 12; Init 
  +1; Spd 30 ft.; AC 18 (touch 12, flat-footed 16) [+4 
  armor, +1 Dex, +1 dodge*, +2 shield]; Base Atk +1; Grp 
  +1; Atk +0 melee (1d6/19-20, shortsword) or +2 ranged 
  (1d8/19-20, light crossbow); Full Atk +0 melee (1d6/19-
  20, shortsword) or +2 ranged (1d8/19-20, light 
  crossbow); AL LE; SV Fort +3, Ref +1, Will -1; Str 10, 
  Dex 12, Con 12, Int 13, Wis 8, Cha 8. 
   
  * The Ahlissan soldiers Combat Expertise for 1 
  BAB, this has been included in the stat block.   
   
  Skills and Feats: Climb -1, Handle Animal +2, 
  Intimidate +3, Jump -1, Swim -5; Combat Expertise, 
  Toughness. 
   
  Possessions: Shortsword, dagger, light crossbow, 20 
  bolts, chainshirt, heavy wooden shield, tanglefoot bag, 
  2x alchemist fire.   
  ESA6-03 River to the sea of choices 
   
  Page 23 
  
  APPENDIX 2: 
  APL 4 
  E1: REMNANTS OF A GLORY PAST: 
   
  Almorian Raider: Male human Ftr1; CR 1; Medium 
  Human (human); 1d10+1; hp 11; Init +2; Spd 30 ft.; AC 
  16 (touch 12, flat-footed 14) [+4 armor, +2 Dex]; Base 
  Atk +1; Grp +4; Atk +6 melee (1d10+4/x3, glaive) or +6 
  melee (1d8+4/19-20, longsword) or +5 ranged (1d8/19-
  20, light crossbow); Full Atk +6 melee (1d10+4/x3, 
  glaive) or +6 melee (1d8+4/19-20, longsword) or +5 
  ranged (1d8/19-20, light crossbow); Space/Reach 5 
  ft./5 ft. (10 ft. with glaive); AL N; SV Fort +3, Ref +2, 
  Will +0 (+2 vs. fear); Str 16, Dex 14, Con 12, Int 10, Wis 
  10, Cha 10. 
   
  Skills and Feats: Handle Animal +3, Hide +2, Ride 
  +5, Swim +0; Born Follower, Mounted Combat, Ride-
  by Attack. . 
   
  Possessions: 
  Glaive, 
  longsword, 
  dagger, 
  light 
  crossbow, 20 bolts, chainshirt, thunderstone, potion of 
  cure light wounds, and 7gp coin.  
   
  Almorian Wizard: Male human Wiz7; CR 7; Medium 
  Humanoid (human); 7d4+14; hp 36 (+12 temporary hit 
  points); Init +0; Spd 30 ft., Swim 30 ft.; AC 14 (touch 
  10, flat-footed 14) (+4 armor]; Base Atk +3; Grp +2; Atk 
  +2 melee (1d4-1/19-20, dagger) or +3 ranged touch 
  (spell); Full Atk +2 melee (1d4-1/19-20, dagger) or +3 
  ranged touch (spell); AL LN; SV Fort +6, Ref +4, Will 
  +7; Str 8, Dex 10, Con 14, Int 21, Wis 10, Cha 10. 
   
  Skills and Feats: Concentration +13, Knowledge 
  (arcana) +15, Knowledge (the Splintered Suns) +15, 
  Knowledge (history) +15, Knowledge (the Planes) +15, 
  Spellcraft +15; Craft Wondrous Item, Greater Spell 
  Focus (Transmutation), Leadership, Scribe Scroll, Spell 
  Focus (Transmutation) . 
   
  Spells Prepared (5/7/5/4/3; base DC = 15 + spell 
  level): 0—acid splash (4), message; 1st—grease (2), mage 
  armor, magic missile (2), obscuring mist (2); 2nd—false life, 
  glitterdust, greater slide (2) , swim; 3rd—haste, slow , water 
  breathing (2); 4th—summon monster IV (3). 
   
    Base DC = 17 + spell level due to Greater Spell 
  Focus (Transmutation). 
   
  Possessions: Dagger, spell book, spell component 
  pouch, horn, vest of resistance +2, headband of intellect +2, 
  necklace of fireballs I, Quaal's feather token (anchor). 
   
  Hawk Familiar: Male Hawk; CR n/a; Tiny Magical 
  beast; HD 7; hp 21 (+12 temporary hit points); Init +3; 
  Spd 10 ft., fly 60 ft. (average); AC 21 (touch 15, flat-
  footed 18); Base Atk +3; Grp -7; Atk +8 melee (1d4-2, 
  talons); Full Atk +8 (1d4-2, talons); Space/Reach 2-1/2 
  ft./0 ft.; SA Deliver touch spells; SQ Low-light vision, 
  improved evasion, share spells, empathic link, speak 
  with master, speak with animals of its kind; AL N; SV 
  Fort +4, Ref +5, Will +7; Str 6, Dex 17, Con 10, Int 9, 
  Wis 14, Cha 6. 
   
  Skills and Feats: Concentration +10, Knowledge 
  (arcana) +9, Knowledge (the Splintered Suns) +9, 
  Knowledge (history), +9 Knowledge (the Planes) +9, 
  Listen +4, Spellcraft +9, Spot +16; Alertness, Weapon 
  Finesse. 
   
  Possessions: None. 
   
  ENCOUNTER 8A: FINISH THE JOB 
  Wennild, Knight of the Chase: Female human 
  Swashbuckler1/Ftr4/Holy Liberator1; CR 6; Medium 
  Humanoid (human); HD 6d10+18; hp 58; Init +1; Spd 
  20 ft.; AC 23 (touch 11, flat-footed 22) [+9 armor, +1 
  Dex, +3 shield]; Base Atk +6; Grp +9; Atk +11 melee 
  (1d8+3/19-20, masterwork longsword) or +7 ranged 
  (1d8/19-20, light crossbow); Full Atk +11/+6 melee 
  (1d8+3/19-20, masterwork longsword) or +7 ranged 
  (1d8/19-20, light crossbow); SA Smite evil 1/day (+1 
  atk, +1 dmg); SQ Detect evil at will; AL CG; SV Fort +14, 
  Ref +5, Will +5; Str 17, Dex 12, Con 14, Int 8, Wis 12, 
  Cha 12. 
   
  Skills and Feats: Bluff +5, Diplomacy +8, Handle 
  Animal +5, Ride +5, Sense Motive +6; Great Fortitude, 
  Iron Will, Improved Toughness, Lightning Reflexes, 
  Power Attack, Weapon FinesseB, Weapon Focus 
  (longsword), Weapon Specialization (longsword).  
   
   
  Spells Prepared (1; base DC = 11 + spell level): 1st—
  rhino’s rush. 
   
  Possessions: Masterwork Longsword, dagger, light 
  crossbow, 20 bolts, silver holy symbol of Trithereon, +1 
  full plate, +1 heavy wooden shield, cloak of resistance +1, 
  potion of cure moderate wounds, 2x potions of enlarge person, 
  2x potions of shield of faith, scroll of locate object and 6 gp 
  coin. 
   
  Nemoudian Hounds: Male human Clr1; CR 1; 
  Medium Humanoid (human); HD 1d8+2; hp 10; Init 
  +1; Spd 20 ft.; AC 16 (touch 11, flat-footed 15) [+5 
  armor, +1 Dex]; Base Atk +0; Grp +2; Atk +4 melee 
  (1d10+3, masterwork greatclub); Full Atk +4 melee 
  (1d10+3, masterwork greatclub); SA Turn undead 
  2/day; SQ Spontaneous cure; AL CN; SV Fort +4, Ref 
  +3, Will +4; Str 14, Dex 12, Con 14, Int 12, Wis 15, Cha 
  8. 
   
  Skills and Feats: Concentration +6 Diplomacy +3, 
  Knowledge (religion) +5, Spellcraft +5; Lightning 
  Reflexes, Weapon Focus (greatclub). 
   
  Spells Prepared (3/3; base DC = 12 + spell level): 0—
  guidance, resistance, virtue; 1st—cause fear, doom, enlarge 
  person*. 
   
  * Domain spell. Deity: Trithereon; Domains: Chaos 
  (+1 CL chaos spells), Strength (+1 enhancement bonus 
  Str for 1 rd).   
   
  Possessions: Masterwork greatclub, dagger, light 
  crossbow, 20 bolts, chain mail, wooden holy symbol of 
  Trithereon, spell component pouch, tanglefoot bag. 
  ESA6-03 River to the sea of choices 
   
  Page 24 
  
   
  ENCOUNTER 8B: BOOK COLLECTORS  
  Sern: Male Human Clr6; CR 6; Medium Humanoid; 
  HD 6d8+12; hp 45; Init +4; Spd 20 ft.; AC 19 (touch 10, 
  flat-footed 19) [+9 armor]; Base Atk +4; Grp +5; Atk +7 
  melee (1d10+2/19-20, +1 heavy flail) or +4 ranged 
  (1d8/19-20, light crossbow); Full Atk +7 melee 
  (1d10+2/19-20, +1 heavy flail) or +4 ranged (1d8/19-20, 
  light crossbow); SA Rebuke Undead 10/day, smite 
  1/day, spontaneous inflict; AL LE; SV Fort +8, Ref +3, 
  Will +8; Str 12, Dex 10, Con 14, Int 8, Wis 14, Cha 16. 
   
  Skills and Feats: Concentration +11, Knowledge 
  (arcana) +0, Knowledge (history) +0, Knowledge (the 
  Planes) +0, Knowledge (religion) +0, Spellcraft +4; 
  Divine Metamagic (quicken), Extra Turning, Improved 
  Initiative, Quicken Spell, Weapon Focus (heavy flail)B, 
  Weapon Proficiency (heavy flail)B. 
   
  Spells Prepared (5/5/5/3; base DC = 12 + spell level): 
  0—detect magic, detect poison (3), cure minor wounds; 1st—
  deathwatch, divine favor, cure light wounds, inflict light 
  wounds*, shield of faith; 2nd—bears endurance, cure 
  moderate wounds (2), hold person, spiritual weapon*; 3rd—
  dispel magic, magic circle against chaos, magic westment *. 
   
  *Domain 
  spell. 
  Deity: 
  Hextor; 
  Domains: 
  Destruction (smite 1/day, +4 atk and +6 dmg), War. 
   
  Possessions: +1 heavy flail, dagger, light crossbow, 20 
  bolts, +1 full plate, vest of resistance +1, wooden holy 
  symbol, spell component pouch, 2x scrolls of cure light 
  wounds, scroll of cure serious wounds and 6 gp coin. 
   
  Ahlissan soldiers: Male Human Ftr1; CR 1; Medium 
  Humanoid (human); HD 1d10+2; hp 12; Init +2; Spd 20 
  ft.; AC 20 (touch 13, flat-footed 17) [+5 armor, +2 Dex, 
  +1 dodge*, +2 shield]; Base Atk +1; Grp +5; Atk +3 
  melee (1d6+2/19-20, masterwork shortsword) or +3 
  ranged (1d8/19-20, light crossbow); Full Atk +3 melee 
  (1d6+2/19-20, masterwork shortsword) or +1 melee 
  (1d6+2/19-20, masterwork shortsword) and +1 melee 
  (1d6+1, spiked heavy shield) or +3 ranged (1d8/19-20, 
  light crossbow); AL LE; SV Fort +4, Ref +2, Will +0; Str 
  14, Dex 15, Con 14, Int 14, Wis 10, Cha 8. 
   
  * The Glorioles soldiers Combat Expertise for 1 
  BAB, this has been included in the stat block.   
   
  Skills and Feats: Climb +0, Handle Animal +3, 
  Intimidate +3, Jump -6, Swim -6; Combat Expertise, 
  Improved Shield Bash, Two-Weapon Fighting. 
   
  Possessions: Masterwork shortsword, dagger, light 
  crossbow, 20 bolts, breastplate, spiked heavy steel 
  shield, tanglefoot bag, 2 alchemist fire.   
   
   
  ESA6-03 River to the sea of choices 
   
  Page 25 
  
  APPENDIX 3: 
  APL 6 
  E1: REMNANTS OF A GLORY PAST 
   
  Almorian Raider: Male human Ftr2; CR 2; Medium 
  Human (human); HD 2d10+2; hp 18; Init +2; Spd 30 ft.; 
  AC 17 (touch 12, flat-footed 15) [+5 armor, +2 Dex]; 
  Base Atk +2; Grp +5; Atk +8 melee (1d10+4/x3, 
  masterwork glaive) or +8 melee (1d8+4/19-20, 
  masterwork longsword) or +7 ranged (1d8/19-20, 
  masterwork light crossbow); Full Atk +8 melee 
  (1d10+4/x3, masterwork glaive) or +8 melee (1d8+4/19-
  20, masterwork longsword) or +7 ranged (1d8/19-20, 
  masterwork light crossbow); Space/Reach 5 ft./5 ft. (10 
  ft. with glaive); AL N; SV Fort +4, Ref +2, Will +0 (+2 vs. 
  Fear); Str 16, Dex 14, Con 12, Int 10, Wis 10, Cha 10. 
   
  Skills and Feats: Handle Animal +4, Hide +1, Ride 
  +5, Swim +1; Born Follower, Mounted Combat, Ride-
  by Attack, Spirited Charge. 
   
  Possessions: 
  Masterwork 
  glaive, 
  masterwork 
  longsword, dagger, masterwork light crossbow, 20 
  bolts, masterwork breastplate, potion of cure light wounds, 
  thunderstone, and 7gp coin.   
   
  Almorian Wizard: Male human Wiz9; CR 9; Medium 
  Humanoid (human); HD 9d4+27; hp 55 (+14 temporary 
  hit points); Init +0; Spd 30 ft, Swim 30 ft.; AC 14 (touch 
  10, flat-footed 14) [+4 armor]; Base Atk +4; Grp +3; Atk 
  +3 melee (1d4-1/19-20, dagger) or +4 ranged touch 
  (spell); Full Atk +3 melee (1d4-1/19-20, dagger) or +4 
  ranged touch (spell); AL LN; SV Fort +8, Ref +5, Will 
  +8; Str 8, Dex 10, Con 16, Int 22, Wis 10, Cha 10. 
   
  Skills and Feats: Concentration +15, Knowledge 
  (arcana) +17, Knowledge (the Splintered Suns) +17, 
  Knowledge (history) +17, Knowledge (the Planes) +17, 
  Spellcraft +17; Craft Wondrous Item, Empower Spell, 
  Greater Spell Focus (Transmutation), Leadership, 
  Scribe Scroll, Spell Focus (Transmutation). 
   
  Spells Prepared (5/7/7/5/4/3; base DC = 16 + spell 
  level): 0—acid splash (4), message; 1st—grease (2), mage 
  armor, magic missile (2), obscuring mist (2); 2nd—
  earthbind , false life, glitterdust, greater slide (3) , swim; 
  3rd—fireball, haste, slow , water breathing (2); 4th—
  backlash, empowered scorching ray, dispel magic, magic circle 
  against good; 5th—summon monster V (3). 
   
    Base DC = 18 + spell level due to Greater Spell 
  Focus (Transmutation). 
   
  Possessions: Dagger, spell book, spell component 
  pouch, horn, vest of resistance +2, headband of intellect +2, 
  amulet of health +2, necklace of fireballs I, Quaal's feather 
  token (anchor). 
   
  Hawk Familiar: Male Hawk; CR n/a; Tiny Magical 
  beast; HD 9; hp 27 (+14 temporary hit points); Init +3; 
  Spd 10 ft., fly 60 ft. (average); AC 22 (touch 15, flat-
  footed 19); Base Atk +4; Grp -6; Atk +9 melee (1d4-2, 
  Talons); 
  Full 
  Atk 
  +9 
  melee 
  (1d4-2, 
  Talons); 
  Space/Reach 2-1/2 ft./0 ft.; SA Deliver touch spells; SQ 
  Low-light vision, improved evasion, share spells, 
  empathic link, speak with master, speak with animals 
  of its kind; AL N; SV Fort +5, Ref +6, Will +8; Str 6, Dex 
  17, Con 10, Int 10, Wis 14, Cha 6. 
   
  Skills and Feats: Concentration +12, Knowledge 
  (arcana) +12, Knowledge (the Splintered Suns) +12, 
  Knowledge (history), +12 Knowledge (the Planes) +12, 
  Listen +4, Spellcraft +12, Spot +16; Alertness, Weapon 
  Finesse. 
   
  Possessions: None. 
   
  ENCOUNTER 8A: FINISH THE JOB 
   
  Wennild Knight of the Chase: Female human 
  Swashbuckler1/Ftr4/Holy Liberator1/Knight of the 
  Chase2; CR 8; Medium Humanoid (human); HD 
  8d10+24; hp 74; Init +1; Spd 20 ft.; AC 23 (touch 11, 
  flat-footed 22) [+9 armor, +1 Dex, +3 armor]; Base Atk 
  +8; Grp +12; Atk +15 melee (1d8+7/19-20, +1 longsword) 
  or +9 ranged (1d8/19-20, light crossbow); Full Atk 
  +15/+10 melee (1d8+7/19-20, +1 longsword) or +9 
  ranged (1d8/19-20, light crossbow); SA Smite evil 
  1/day (+1 atk, +1 dmg); SQ Detect evil at will, insight of 
  vengeance; AL CG; SV Fort +18, Ref +5, Will +6; Str 18, 
  Dex 12, Con 14, Int 8, Wis 12, Cha 12. 
   
  Skills and Feats: Bluff +5, Diplomacy +8, Handle 
  Animal +6, Knowledge (Religion) +1, Ride +8, Sense 
  Motive +6, Survival +3; Great Fortitude, Improved 
  Toughness, Iron Will, Lightning Reflexes, Power 
  Attack, TrackB, Weapon FinesseB, Weapon Focus 
  (longsword), Weapon Specialization (longsword). 
   
  Insight of Vengeance: +1 insight bonus on 
  attack rolls with longswords and short spears. 
   
  Spells Prepared (2; base DC = 11 + spell level): 1st— 
  bless, rhino’s rush. 
   
  Possessions: +1 longsword, dagger, light crossbow, 20 
  bolts, silver holy symbol of Trithereon, +1 full plate, +1 
  heavy wooden shield, cloak of resistance +1, potion of cure 
  moderate wounds, 2x potions of enlarge person, 2x potions of 
  shield of faith, scroll of locate object and 6 gp coin. 
   
  Neomundian Hounds: Male human Clr2; CR 2; 
  Medium Humanoid (human); 2d8+4; hp 17; Init +1; 
  Spd 20 ft.; AC 17 (touch 11, flat-footed 16) [+6 armor, 
  +1 Dex]; Base Atk +1; Grp +3; Atk +5 melee (1d10+3, 
  Greatclub) or +2 ramged (1d8/19-20, light crossbow); 
  Full Atk  +5 melee (1d10+3, Greatclub) or +2 ramged 
  (1d8/19-20, light crossbow); SA Turn undead 2/day; SQ 
  Spontaneous cure; AL CN; SV Fort +5, Ref +3, Will +5; 
  Str 14, Dex 12, Con 14, Int 12, Wis 15, Cha 8. 
   
  Skills and Feats: Concentration +7 Diplomacy +4, 
  Knowledge (religion) +6, Spellcraft +6; Lightning 
  Reflexes, Weapon Focus (Greatclub). 
   
  Spells Prepared (4/4; base DC = 12 + spell level): 0—
  detect magic, guidance, resistance, virtue; 1st—divine favor, 
  doom, enlarge person*, shield of faith.   
  River to the sea of choices 
   
   
   
   
   
   
   
  Page 26 
  
   
  Possessions: Masterwork greatclub, dagger, light 
  crossbow, 20 bolts, masterwork banded mail, wooden 
  holy symbol of Trithereon, spell component pouch, 
  tanglefoot bag, 2 oils of shillelagh. 
   
  ENCOUNTER 8B: BOOK COLLECTORS  
  Sern: Male Human Clr8; CR 8; Medium Humanoid; 
  HD 8d8+16; hp 59; Init +4; Spd 20 ft.; AC 22 (touch 11, 
  flat-footed 22) [+10 armor*, +1 deflection, +1 natural]; 
  Base Atk +6; Grp +7; Atk +10 melee (1d10+3/19-20, +1 
  heavy flail*) or +6 ranged (1d8/19-20, light crossbow); 
  Full Atk +10/+5 melee (1d10+3/19-20, +1 heavy flail*) or 
  +6 ranged (1d8/19-20, light crossbow); SA Rebuke 
  undead 10/day, smite 1/day, spontaneous inflict; AL 
  LE; SV Fort +9, Ref +3, Will +9; Str 12, Dex 10, Con 14, 
  Int 8, Wis 14, Cha 16. 
   
  * Greater magic weapon and magical vestment are 
  taken into account. 
   
  Skills and Feats: Concentration +13, Knowledge 
  (arcana) +0, Knowledge (history) +0, Knowledge (the 
  Planes) +0, Knowledge (religion) +0, Spellcraft 6; 
  Divine Metamagic (quicken), Extra Turning, Improved 
  Initiative, Quicken Spell, Weapon Focus (heavy flail)B, 
  Weapon Proficiency (heavy flail)B. 
   
  Spells Prepared (6/6/5/5/3; base DC = 12 + spell 
  level): 0—cure minor wounds (2), detect magic, detect poison 
  (3); 1st—bless, cure light wounds (2), divine favor, inflict 
  light wounds*, shield of faith; 2nd—aid, bears endurance, 
  cure moderate wounds (2), spiritual weapon*; 3rd— dispel 
  magic, magic circle against chaos, magic vestment*, prayer, 
  spell immunity; 4th—divine power*, greater magic weapon, 
  freedom of movement. 
   
  *Domain 
  spell. 
  Deity: 
  Hextor; 
  Domains: 
  Destruction (smite 1/day, +4 atk and +8 dmg), War. 
   
  Possessions: +1 heavy flail, dagger, light crossbow, 20 
  bolts, +1 full plate, amulet of natural armor +1, ring of 
  protection +1, vest of resistance +1, wooden holy symbol, 
  spell component pouch, 2x scrolls of cure light wounds, 
  scroll of cure serious wounds and 6 gp coin. 
   
  Glorioles soldiers: Male Human Ftr2; CR 2; Medium 
  Humanoid (human); HD 2d10+4; hp 20; Init +2; Spd 20 
  ft.; AC 19 (touch 12, flat-footed 17); Base Atk +2; Grp 
  +6; 
  Atk 
  +5 
  melee 
  (1d6+2/19-20, 
  masterwork 
  shortsword) or +5 melee (1d6+2, masterwork spiked 
  heavy wooden shield) or +4 ranged (1d8/19-20, light 
  crossbow); 
  Full 
  Atk 
  +5 
  melee 
  (1d6+2/19-20, 
  masterwork 
  shortsword) 
  or 
  +5 
  melee 
  (1d6+2, 
  masterwork spiked heavy wooden shield) or +3 melee 
  (1d6+2/19-20, masterwork shortsword) and +3 melee 
  (1d6+1, masterwork spiked heavy wooden shield) or +4 
  ranged (1d8/19-20, light crossbow); AL LE; SV Fort +4, 
  Ref +2, Will +0; Str 14, Dex 15, Con 14, Int 14, Wis 10, 
  Cha 8. 
   
  Skills and Feats: Climb +1, Handle Animal +4, 
  Intimidate +4, Jump -5, Swim -3; Combat Expertise, 
  Improved Shield Bash, Improved Trip, Two-Weapon 
  Fighting. 
   
  Possessions: Masterwork shortsword, dagger, light 
  crossbow, 
  20 
  bolts, 
  masterwork 
  breastplate, 
  masterwork spiked heavy wooden shield (spikes and 
  shield are masterwork), 2x potions of bull strength, potion 
  of cure light wounds, tanglefoot bag, 2x alchemist fire. 
  River to the sea of choices 
   
   
   
   
   
   
   
  Page 27 
  
  APPENDIX 4:  
  APL8
  E1: REMNANTS OF A GLORY PAST 
   
  Almorian Raider: Male human Ftr3; CR 3; Medium 
  Human (human); HD 3d10+3; hp 25; Init +2; Spd 30 ft.; 
  AC 18 (touch 12, flat-footed 16) [+6 armor, +2 Dex]; 
  Base Atk +3; Grp +7; Atk +10 melee (1d10+5/x3, +1 
  glaive) 
  or 
  +9 
  melee 
  (1d8+3/19-20, 
  masterwork 
  longsword) or +8 ranged (1d8/19-20, masterwork light 
  crossbow); Full Atk +10 melee (1d10+5/x3, +1 glaive) or 
  +9 melee (1d8+3/19-20, masterwork longsword) or +8 
  ranged (1d8/19-20, masterwork light crossbow); 
  Space/Reach 5 ft./5 ft. (10 ft. with glaive); AL LN; SV 
  Fort +4, Ref +2, Will +0 (+2 vs. fear); Str 16, Dex 14, Con 
  13, Int 10, Wis 10, Cha 10. 
   
  Skills and Feats: Handle Animal +5, Hide +2, Ride 
  +7, Swim +1; Born Follower, Mounted Combat, Ride-
  by Attack, Spirited Charge, Weapon Focus (glaive). 
   
  Possessions: +1 glaive, masterwork longsword, 
  dagger, masterwork light crossbow, 20 bolts, +1 
  breastplate, potion of cure moderate wounds, thunderstone, 
  and 7gp coin.   
   
  Almorian Wizard: Male human Wiz10; CR 10; 
  Medium Humanoid (human); HD 10d4+30; hp 61 (+15 
  temporary hit points); Init +0; Spd 30 ft., Swim 30 ft.; 
  AC 14 (touch 10, flat-footed 14) [+4 armor]; Base Atk 
  +5; Grp +4; Atk +4 melee (1d4-1/19-20, dagger) or +5 
  ranged touch (spell); Full Atk +4 melee (1d4-1/19-20, 
  dagger) or +5 ranged touch (spell); AL LN; SV Fort +8, 
  Ref +5, Will +9; Str 8, Dex 10, Con 16, Int 24, Wis 10, 
  Cha 10. 
   
  Skills and Feats: Concentration +16, Knowledge 
  (arcana) +19, Knowledge (the Splintered Suns) +19, 
  Knowledge (history) +19, Knowledge (the Planes) +19, 
  Spellcraft +19; Craft Wondrous Item, Empower Spell, 
  Extend Spell, Greater Spell Focus (Transmutation), 
  Leadership, Scribe Scroll, Spell Focus (Transmutation). 
   
  Spells Prepared (5/7/7/6/5/4; base DC = 18+ spell 
  level): 0—acid splash (4), message; 1st—grease (2), mage 
  armor, magic missile (2), obscuring mist (2); 2nd—
  earthbind , false life, glitterdust, greater slide (3) , swim; 
  3rd—dispel magic, fireball, haste, slow , water breathing (2); 
  4th—backlash , empowered scorching ray (3), extended 
  magic circle against good; 5th—summon monster V (4). 
   
    Base DC = spell level + 20 due to Greater Spell 
  Focus (Transmutation). 
   
  Possessions: Dagger, spell book, spell component 
  pouch, horn, vest of resistance +2, headband of intellect +4, 
  amulet of health +2, necklace of fireballs I, Quaal's feather 
  token (anchor). 
   
  Hawk Familiar: Male Hawk; CR n/a; Tiny Magical 
  beast; HD 10; hp 30 (+15 temporary hit points); Init +3; 
  Spd 10 ft., fly 60 ft. (average); AC 22 (touch 15, flat-
  footed 19); Base Atk +5; Grp -5; Atk +10 melee (1d4-2, 
  talons); 
  Full 
  Atk 
  +10 
  melee 
  (1d4-2, 
  talons); 
  Space/Reach 2-1/2 ft./0 ft. SA Deliver touch spells; SQ 
  Low-light vision, improved evasion, share spells, 
  empathic link, speak with master, speak with animals 
  of its kind; AL N; SV Fort +5, Ref +6, Will +8; Str 6, Dex 
  17, Con 10, Int 10, Wis 14, Cha 6. 
   
  Skills and Feats: Concentration +13, Knowledge 
  (arcana) +13, Knowledge (the Splintered Suns) +13, 
  Knowledge (history), +13 Knowledge (the Planes) +13, 
  Listen +4, Spellcraft +13, Spot +16; Alertness, Weapon 
  Finesse. 
   
  Possessions: None. 
   
  ENCOUNTER 8A: FINISH THE JOB 
  Wennild Knight of the Chase: Female human 
  Swashbuckler1/Ftr4/Holy Liberator1/Knight of the 
  Chase4; CR 10; Medium Humanoid (human); HD 
  10d10+30; hp 90; Init +1; Spd 20 ft.; AC 26 (touch 11, 
  flat-footed 25) [+10 armor, +1 Dex, +1 natural, +4 
  shield]; Base Atk +10; Grp +14; Atk +17 (1d8+7/17-20, 
  +1 longsword) or +11 ranged (1d8/19-20, light 
  crossbow); Full Atk +17/+12 (1d8+7/17-20, +1 
  longsword) or +11 ranged (1d8/19-20, light crossbow); 
  SA Smite evil 1/day (+1 atk, +1 dmg); SQ Detect evil at 
  will, insight of vengeance, Nemoud’s brethren; AL CG; 
  SV Fort +18, Ref +5, Will +6; Str 18, Dex 12, Con 14, Int 
  8, Wis 12, Cha 12. 
   
  Skills and Feats: Bluff +5, Diplomacy +8, Handle 
  Animal +6, Knowledge (Religion) +1, Ride +8, Sense 
  Motive +6, Survival +7; Great Fortitude, Improved 
  Critical (longsword), Improved Toughness, Iron Will, 
  Lightning Reflexes, Power Attack, TrackB, Weapon 
  FinesseB, 
  Weapon 
  Focus 
  (longsword), 
  Weapon 
  Specialization (longsword). 
   
  Spells Prepared (4/1; base DC = 11 + spell level): 
  1st—bless, divine favor, rhino’s rush, shield of faith; 2nd—
  cure moderate wounds. 
   
  Possessions: +1 longsword, dagger, light crossbow, 20 
  bolts, silver holy symbol of Trithereon, +2 full plate, +2 
  heavy wooden shield, amulet of natural armor +1, cloak of 
  resistance +1, potion of cure moderate wounds, 2x potions of 
  enlarge person, 2x potions of shield of faith, scroll of locate 
  object and 6 gp coin. 
   
  Nemoud’s Brethren: Riding Dog [war-trained]; CR 
  N/A; Medium Animal; HD 2d8+4; hp 13; Init +2; Spd 
  40ft.; AC 18 (touch 12, flat-footed 16) [+2 Dex, +6 
  natural]; Base Atk +1; Grp +3; Atk +3 melee (1d6+3, 
  bite); Full Atk +3 melee (1d6+3, bite); SA Deliver touch 
  spells, trip; SQ Low-light vision, scent; AL N; SV Fort 
  +5, Ref +5, Will +1; Str 15, Dex 15, Con 15, Int 7, Wis 
  12, Cha 6. 
   
  Skills and Feats: Jump +8, Listen +5, Spot +5, Swim 
  +3, Survival +1*; Alertness, TrackB. 
   
  Trip (Ex): A war-trained dog that hits with a bite 
  attack can attempt to trip the opponent (+2 check 
  River to the sea of choices 
   
   
   
   
   
   
   
  Page 28 
  
  modifier) as a free action without making a touch 
  attack or provoking an attack of opportunity. If the 
  attempt fails, the opponent cannot react to trip the 
  wolf. 
   
  Possessions: Collar 
   
  Nemoudian Hounds: Female and male human Clr4; 
  CR 4; Medium Humanoid (human); HD 4d8+8; hp 31; 
  Init +1; Spd 20 ft.; AC 19 (touch 11, flat-footed 18) [+8 
  armor, +1 Dex]; Base Atk +3; Grp +5; Atk +6 melee 
  (1d10+3, masterwork greatclub) or +4 ranged (1d8/19-
  20, light crossbow); Full Atk +6 melee (1d10+3, 
  masterwork greatclub) or +4 ranged (1d8/19-20, light 
  crossbow); SA Turn undead 2/day; SQ Spontaneous 
  cure; AL CN; SV Fort +5, Ref +3, Will +6; Str 14, Dex 
  12, Con 14, Int 12, Wis 16, Cha 8. 
   
  Skills and Feats: Concentration +9 Diplomacy +6, 
  Knowledge (Religion) +8, Spellcraft +8; Lightning 
  Reflexes, Power Attack, Weapon Focus (Greatclub). 
   
  Spells Prepared (5/5/4; base DC = 13 + spell level): 
  0—detect magic, guidance, read magic, resistance, virtue; 
  1st—divine favor, doom, enlarge person*, sanctuary, shield of 
  faith; 2nd— aid, bears endurance, bull Strength*, sound 
  burst. 
   
  * Domain Spell. Deity: Trithereon; Domains: Chaos 
  (+1 CL chaos spells), Strength (+4 enhancement to 
  Strength for 1 rd. 1/day). 
   
  Possessions: Masterwork greatclub, dagger, light 
  crossbow, 20 bolts, masterwork full plate, wooden holy 
  symbol of Trithereon, spell component pouch, 
  tanglefoot bag, 2 oils of shillelagh. 
   
  One has a wand of cure light wounds. The others 
  have 1 scroll of cure moderate wounds. 
   
  ENCOUNTER 8B: BOOK COLLECTORS  
  Sern: Male Human Clr10; CR 10; Medium Humanoid 
  (human); HD 10d8+30; hp 83; Init +4; Spd 20 ft.; AC 21 
  (touch 11, flat-footed 21) [+10 armor, +1 deflection]; 
  Base Atk +7; Grp +8; Atk +11 melee (1d10+3/19-20, +1 
  heavy flail*) or +7 ranged (1d8/19-20, light crossbow); 
  Full Atk +11/+6 melee (1d10+3/19-20, +1 heavy flail*) or 
  +7 ranged (1d8/19-20, light crossbow);; SA Rebuke 
  undead 10/day, smite 4/day, spontaneous inflict; AL 
  LE; SV Fort +11, Ref +4, Will +10; Str 12, Dex 10, Con 
  16, Int 8, Wis 14, Cha 16. 
   
  * Effect of greater magic weapon taken into account. 
   
  Skills and Feats: Concentration +16, Knowledge 
  (arcana) +0, Knowledge (history) +0, Knowledge (the 
  Planes) +0, Knowledge (religion) +0, Spellcraft 8; 
  Divine Metamagic (quicken), Extra Smiting, Extra 
  Turning, Improved Initiative, Quicken Spell, Weapon 
  Focus (heavy flail)B, Weapon Proficiency (heavy flail)B. 
   
  Spells Prepared (6/6/6/5/4/3; base DC = 12 + spell 
  level): 0—cure minor wounds (2), detect magic, detect poison 
  (3); 1st—bless, cure light wounds (2), divine favor, inflict 
  light wounds*, shield of faith; 2nd—bears endurance, cure 
  moderate wounds (2), resist energy (2), spiritual weapon*; 
  3rd—contagion (2)*, dispel magic, magic circle against chaos, 
  spell immunity; 4th— cure critical wounds, divine power*, 
  freedom of movement, greater magic weapon; 5th—
  flamestrike*, greater vigor, righteous might. 
   
  *Domain 
  spell. 
  Deity: 
  Hextor; 
  Domains: 
  Destruction (smite 1/day, +4 atk and +10 dmg), War. 
   
  Possessions: +1 heavy flail, dagger, light crossbow, 20 
  bolts, +2 full plate, ring of protection +1, amulet of health +2, 
  vest of resistance +1, wooden holy symbol, spell 
  component pouch, 2x scrolls of cure light wounds, scroll of 
  cure serious wounds, wand of cure light wounds and 6 gp 
  coin. 
   
  Glorioles soldiers: Male Human Ftr4; CR 4; Medium 
  Humanoid (human); HD 4d10+8; hp 36; Init +3; Spd 20 
  ft.; AC 25 (touch 16, flat-footed 20) [+5 armor, +3 Dex, 
  +2 dodge*, +5* shield]; Base Atk +4; Grp +8; Atk +6 
  melee (1d6+2/19-20, masterwork shortsword) or +6 
  melee (1d6+2, masterwork spiked heavy wooden 
  shield) or +7 melee (1d8/19-20, light crossbow); Full 
  Atk +6 melee (1d6+2/19-20, masterwork shortsword) 
  or +4 melee (1d6+2/19-20, masterwork short sword) 
  and +4 melee (1d6+1, masterwork spiked heavy 
  wooden shield) or +7 melee (1d8/19-20, light 
  crossbow);AL LE; SV Fort +6, Ref +4, Will +1; Str 14, 
  Dex 16, Con 14, Int 14, Wis 10, Cha 8.  
  * The Glorioles soldiers Combat Expertise for 
  2 BAB and Phalanx Fighting, this has been included in 
  the stat block.   
   
  Skills and Feats: Climb +5, Handle Animal +6, 
  Intimidate +6, Jump -1, Swim +1; Combat Expertise, 
  Improved Shield Bash, Improved Trip, Phalanx 
  Fighting, Two-Weapon Fighting, Weapon Focus (short 
  sword). 
   
  Possessions: Masterwork shortsword, dagger, light 
  crossbow, 20 bolts, +1 breastplate, masterwork spiked 
  heavy 
  wooden 
  shield 
  (spikes 
  and 
  shield 
  are 
  masterwork), 2x potions of bull strength, potion of cure light 
  wounds, 2x potion of shield of faith, tanglefoot bag, 2x 
  alchemist fire. 
   
  ESA6-03 River to the sea of choices 
   
  Page 29 
  
  ESA6-03 River to the sea of choices 
   
  Page 30 
  
  APPENDIX 5: 
  NPC’S 
  SERN “CLERIC OF HEXTOR” 
   
    
  Appearance 
  Sern is a 5’9” Oridian Man aged 27 he wears a suit of worn 
  Full-Plate, which has had a replacement left thigh plate 
  added due to the straps and buckles being in a better state 
  of repair. Over this he wears a black with red trim tabard 
  which displays a red symbol of a gauntlet holding 6 
  arrows facing downwards. Flashes of a blue article of 
  clothing can be seen in between the joints in his armour, 
  when he moves. He is also wearing a black with silver 
  trim cloak which again displays the same symbol as the 
  tabard; he pulls the cloak tightly around him as if cold. He 
  has dark brown hair, which is missing a small patch above 
  his right eye, and he has a small scar on his chin. He 
  wields a Heavy Flail, which has been extensively 
  reinforced and appears to almost be too heavy for him 
  pulling him over so slightly to his left, this is magnified 
  further as he walks with a slight limp favouring his right 
  leg over the left. He has a pleasant voice but a tone of 
  authority with it, he is a confident man but is quiet and 
  secretive only revealing as much as he believes he needs 
  to. He has little compassion for others but is not cruel, 
  unless he needs to be. He’s actions are driven by the 
  motive to gain the respect and love of his farther and he 
  seeks vengeance against his brother whom he is jealous of 
  for his relationship with their farther. 
   
  History 
  Sern was the second born of a petty prince-ling of house 
  Naleax, and was forced into the clergy by his father at a 
  young age. He hated his older brother who stood to 
  inherit everything and was always put first, Sern was 
  always in his brother’s shadow peering in at the 
  relationship between farther and eldest son. Sern had 
  great admiration for his father and wanted nothing more 
  than his love and respect but he resented the way he was 
  treated by him. He worked hard to rise up the ranks of 
  the clergy; but it was not until he found he could channel 
  his hatred of his brother into the divine gifts Hextor 
  bestowed upon him, that he started to make real progress. 
  Having the ability to make Hextors gifts more potent 
  than normal was much admired by his peers and speed up 
  his progression within the order of Hextor greatly, 
  although it earned him many jealous rivals. Serns hatred 
  towards his brother became his greatest asset, he would 
  envision the face of his brother upon his opponents in the 
  sparing grounds and on the battlefield, and could often be 
  heard saying such things as “He is my father too!”, “You 
  never deserved to be first, it should have been me.” 
  his ferocity in battle was unparallel, but often results in 
  heavy casualties in units that he leads, but despite that he 
  flourished in the clergy. Five months prior to the 
  adventure Serns’ farther became ill, and called for his two 
  sons by his bed side, he spoke of his legacy and confirmed 
  what Sern had know all along that his older brother was 
  to take up the mantle of his farther. Sern new that if he 
  was to ever be recognised in his own right he had to 
  succeed were his brother could not, and began plotting 
  against him. Due to his illness Serns farther had 
  appointed his eldest son guard and custodian of “The 
  Book of Unholy Rites” a prestigious position placed upon 
  the house since prior to the Greyhawk wars. Sern knew 
  that if the book was stolen his brother would be banished 
  for such a failure, and better still if he could recover and 
  return it, he would win the admiration and respect from 
  his farther that he craved his hole life. Sern spread 
  rumours of a book listing imprisoned souls that House 
  Naleax had to form an alliance with powerful Battezzu. 
  He then sought out a powerful warrior of Trithereon and 
  provided her with the necessary information to steal the 
  book right from under his brother’s nose. Then using his 
  influence and his family ties he convinced the church 
  that he was the best person to try and recover it. 
  Gathering up a small army of Glorioles soldiers he 
  marched directly off towards the Trithereon warrior, 
  knowing exactly who had the book and were they were 
  thanks to his involvement and some powerful divination 
  magic. 
   
  Play Notes 
  Sern casts the following spells in the morning and then as 
  they expire throughout the day too continually gain the 
  benefits of them:  
  1. 
  Status on the four Glorioles soldiers that fight 
  with him.   
  2. 
  Magic Vestment on his Full-plate. 
  3. 
  Greater Magic Weapon on his Flail. 
  4. 
  Contagion is cast into the spell-storing flail. 
  5. 
  Detect Poison before every meal. 
   
  WENNILD “KNIGHT OF THE CHASE” 
    
  Description 
  Wennild is an old weathered lady of 47 years, standing at 
  5’2” high. She has unkempt short brown hair, which has 
  many split-ends. Wennild wears a suit of finely polished 
  full-plate, which has a number of heavy dents around the 
  chest area inflicted by a heavy bludgeoning weapon. She 
  has on her back a light blue cloak with silver trim and the 
  rune of pursuit emblazoned on it (PC Handout 2). The 
  cape  is held together at the front with a pin of a small 
  sailing ship. Her movements seem stiff and she winces as 
  she moves her arms although she does her best to hide it. 
  She carries a tower shield which appears to have been 
  repaired after having been sundered recently. At her hip 
  is a decorated scabbard which depicts galleons on an open 
  River battling with the weather, inside is a plain looking 
  longsword. Wennild is a stubborn lady who has a 
  steadfast determination. She seeks to free all oppression 
  ESA6-03 River to the sea of choices 
   
  Page 31 
  
  in whatever form it takes and can be considered extreme 
  by other followers of Trithereon. 
   
  History 
  Wennild was once a care free mother of 5 children, but 
  this changed when the slavers of the Projarm came to her 
  village like many others that day, her children were taken 
  from her forced into a life of slavery, while she was 
  brutally raped and beaten by Orc’s that accompanied the 
  slavers. Having been left for dead, she was found by a 
  wandering priest of Trithereon. He took Wennild under 
  his wing and taught her the ways of the Summoner. 
  Wennild seeking to free her children from slavery now 
  had an outlet for her anger, and became a knight of the 
  Chase. She is always looking for a lead to her children’s 
  ware bouts, but will liberate any who need liberating on 
  her journeys.  
  It was two months ago that Wennild meet a disguised 
  Sern, he told her that he had been seeking a champion of 
  justice as he had details about an unholy book which 
  contained the true names, of souls who had been 
  prevented eternal rest in the after life, and had been 
  tortured for many hundreds of years by Batezzu as part of 
  a sacrifice made by House Naelax to the Batezzu.  Sern 
  went on to supply detailed maps of the mansion and 
  details about the guards and guardians of the book. 
  Wennild felt that such an act of liberating thousands of 
  tortured souls from eternal unrest was sure to attract the 
  attention of Trithereon himself, and that he may be so 
  kind as to grant Wennild her wish, retribution against the 
  slavers and the freedom of her children. 
   
  Play Notes: 
  Wennild drinks a potion of enlarge before entering 
  combat; this has been represented in her stat block 
  already. 
  Wennild targets any obvious oppressors or tyrants first, 
  then obvious Healers/Divine casters, she has had little 
  experience of arcane magic and considers it little more 
  than cheap tricks so targets arcane casters last.  
  Once Wennild has selected a target she continues to 
  attack them until they are defeated, unless it is fool hardy 
  to do so.  
  She will power attack those in light or no armour. 
   
  SEVAR “OF THE ROYAL GUILD OF 
  MERCHANTS” 
  Stat’s as per sample 2nd level Rogue on page 123 DMG.  
   
  Description 
  Sevar is 56 years old 5’9” he has a reddish tint to his nose, 
  and flushed checks. He has a long thin moustache, which 
  falls either side of his mouth, which Sevar is prone to 
  stroking when in deep thought. He wears bright attire 
  favouring lime green pantaloons with a mustard yellow 
  chemise, topped off with a pink cravat. On his feet he 
  wears pointed blue loafers with bells attached, and upon 
  his head he wears a trilby hat with a Coutal feather 
  sticking out of it, at a jaunty angle. He has a gold ring with 
  a different coloured stone on each finger, a platinum leaf 
  which hangs from a golden silk sash and a plain piece of 
  string with a small cheap iron locket around his neck, 
  within is a lock of hair from his departed wife, Sevar is so 
  attached to that locket that he will not permit anyone to 
  touch it or have it, to the point that he will fight to the 
  death to prevent it from leaving his possession. Sevar is 
  prone to mood swings during the day he is a happy man 
  and always willing to talk to people and make new friends 
  and customers. He will try to sell gems to the PCs citing 
  them as a more reliable means of trade than gold. 
  However during the night, when honest trading ceases, 
  his thoughts wander to his departed wife. This makes 
  Sevar depressed and irritable, he will not want to talk to 
  anyone and will just drink or weep into his mug.  
   
  History 
  Sevar has been a member of the Royal Guild of Merchants 
  since the age of sixteen, and has been attending the 
  Windmarch fair since before the Greyhawk wars. During 
  the war Sevar was an accomplished smuggler taking 
  supplies to friendly troops behind enemy lines, and other 
  such acts of daring in 591CY Sevars wife of 22 years died 
  of illness. Her death hit Sevar hard and he turned to the 
  bottle heavily, so much so that in 593CY Sevar was almost 
  kicked out of the Royal Guild of Merchants for losing his 
  entire stock in a gambling match. However due to his 
  circumstances and his previous record, he was permitted 
  to stay with the Royal Guild of Merchants but has been 
  on thin ice ever since. And he has been unable to kick the 
  drinking habit, it was due to his late night drinking that 
  he forgot to hire guards for the keelboat, and has resorted 
  to using adventures on this occasion. 
   
  VANGIS “CLERIC OF ZILCHUS” 
  Stat’s as per sample 1st level Cleric on page 114 DMG, 
  except no equipment.  
   
  Description 
  Vangis is a young man of 15 he is still finding his footing 
  within the church of Zilchus and has been assigned to act 
  as Sevars “Honest Deal Mediator” and Adviser. He wares 
  Plain grey robes which has been accessorised with gold 
  and jewellery, he does his best to keep his cloths clean but 
  is struggling to do so. 
  He carries no weapons and wears no armour; in fact he 
  has very little on his person at all. This is due to 
  inexperience more than anything else, however he is 
  learning fast that equipment is needed, and would be 
  willing to purchase arms and armour from the PCs and 
  although he will haggle his best, due to his desperation he 
  is willing to pay up to 10% over the PHB list price. 
  However any PC that gives Vangis any item for free will 
  earn his Favour. 
   
  History 
  An aspiring follower of the coin advising and mediating 
  for Sevar is Vangis first assignment by the clergy. He has 
  been travelling with Sevar since the start of the 
  ESA6-03 River to the sea of choices 
   
  Page 32 
  
  Windmarch Fair, and has learned a lot under him. 
  However Sevars constant drinking has caused Vangis 
  many problems and has given rise to much prayer to 
  Zilchus for guidance on how to best help is friend and 
  employer.  
   
  Play Notes 
  Any PC who gives Vangis aid in the form of arms or 
  armour gains his Favor on the AR. 
   
  KEELBOAT CREW 
  Captain Rithil  
  Stat’s as per sample 6th level Bard on page 113 DMG. 
   
  Description: Captain Rithil is 39 years of age and is 
  of Baklunish / Oeridian descent. Is skin is weathered and 
  he looks older than he is. He is a competent Sailor and a 
  motivator of men.  
   
  History: Captain Rithil is a veteran of the Thelly 
  River having spent his life with his farther on the Hands 
  of Geshtai and is very protective of his ship. 
   
  Wella  
  3rd level Expert 
   
  Description: Wella is a pretty Oredian woman of 19 
  years of age. She is a capable sailor and is the daughter of 
  Captain Rithil.  
   
  History: Wella mother died during child birth, 
  forcing Rithil to take Wella on board with him. She grew 
  to be a strong swimmer and an able seaman. She has 
  secretly been seeing Rithimod and is waiting for the right 
  time to tell her farther of their relationship.  
   
  Rithimod  
  1st level Expert 
   
  Description: A handsome man of 23 years of age, 
  Rithimod is cocky and self-assured. He lacks competence 
  at sailing to warrant his traits. 
   
  History: Rithimod meet Captain Rithil and Wella at 
  the docks in Nulbish 5 years ago, and having an attraction 
  to Wella instantly, he pleaded with Captain Rithil to give 
  him a job on board the “Hands of Geshtai”. Rithimod 
  clashed with Rithil but after having bedded Wella, in 
  secret they started a relationship which has lasted 3 years 
  now. Rithimod is against revealing his relationship with 
  Wella, to Rithil for fear of being thrown off the keelboat 
  and prevented from ever seeing Wella again. 
   
  Bindil  
  1st level Expert 
   
  Description: An old lady of 67 years she is of 
  Oeridian descent, with greying hair and brown eyes, she 
  is missing the little finger on her left hand.  
   
  History: Both Bindil and Erdimir were hired last 
  season they are competent ship hands. 
   
  Erdimir  
  1st level Expert 
   
  Description: An aged man of 69 years he has 
  wrinkled Olive skin and green eyes he has an expression 
  of sadness about him. 
   
  History: Both Bindil and Erdimir were hired last 
  season they are competent ship hands. 
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  Page 33 
  
  APPENDIX 6 
  NEW RULES ITEMS 
  FEATS  
   
   
   
   
   
  Born Follower 
  (Source: Dragon #315, page 52) 
  You excel when directed by a natural leader. 
   
  Regions: Gran March, Oeridian, Pale. 
   
  Benefit: You gain a +2 morale bonus on attack 
  rolls and on saving throws against fear effects when 
  within 30 feet of an ally with the Leadership feat. 
   
  Special: You may only take this feat as a 1st-level 
  character. 
   
  Divine Metamagic 
  (Source: Complete Divine, page 80) 
  You can channel energy into some of your divine spells to 
  make them more powerful. 
   
  Prerequisite: Ability to turn undead or rebuke 
  undead. 
   
  Benefit: When you take this feat, choose a 
  metamagic feat. This feat applies only to that metamagic 
  feat. As a free action, you can take the energy from 
  turning or rebuking undead and use it to apply a 
  metamagic feat to spells that you know. You must spend 
  one turn or rebuke attempt, plus an additional attempt for 
  each level increase in the metamagic feat you’re using. For 
  example, Jozan the cleric could sacrifice three turn 
  attempts to empower a holy smite he’s casting. Because 
  you’re using positive or negative energy to augment your 
  spells, the spell slot for the spell doesn’t change. 
   
  Special: This feat may be taken multiple times. 
  Each time you take this feat choose a different metamagic 
  feat to which to apply it. 
   
  Phalanx Fighting  
  (Source: Complete Warrior, page 100) 
  You are trained in fighting in close formation with your 
  allies. 
   
  Prerequisite: Proficiency with a heavy shield, 
  base attack bonus +1. 
   
  Benefit: If you are using a heavy shield and a 
  light weapon, you gain a +1 bonus to your Armour Class. 
  In addition, if you are within 5 feet of an ally who also has 
  this feat, you may form a shield wall. A shield wall 
  provides an extra +2 bonus to AC and a +1 bonus on 
  Reflex saves to all eligible characters participating in the 
  shield wall. For example, a single character with this feat 
  gains a +1 bonus to his AC. If two or more characters who 
  all know this feat are adjacent, they each gain an extra +2 
  bonus to AC (for a total of +3) and a +1 bonus on Reflex 
  saves. 
   
  Special: A fighter may select Phalanx Fighting 
  as one of his fighter bonus feats.  
   
  Improved Toughness  
  (Source: Complete Warrior, page 101) 
  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 Shield Charge as 
  one of his fighter bonus feats. 
   
  SPELLS 
   
   
   
   
   
  Backlash 
  (Source: Spell Compendium page 23) 
  Transmutation 
  Level: Sorcerer/wizard 4 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Creature touched 
  Duration: 10 minutes/level or until discharge 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
   
  The first time the target creature attempts to cast a spell or 
  use a spell-like ability, the magic of that spell backfires. 
  The spell is expended, and the creatures takes 1d6 points 
  of damage per level of the spell being cast. This discharge 
  ends the spell. 
   
  Earthbind 
  (Source: Spell Compendium page 76) 
  Transmutation 
  Level: Druid 2, sorcerer/wizard 2 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Target: One creature 
  Duration: 1 minute/level (D) 
  Saving Throw: Fortitude negates 
  Spell Resistance: Yes 
   
  You hinder the subject creature’s ability to fly (whether 
  through natural or magical means) for the duration of the 
  spell. If the target fails its saving throw, its fly speed (if 
  any) becomes 0 feet. An airborne creature subjected to 
  this spell falls to the ground as if under the effect of a 
  feather fall spell. Even if a new effect would grant the 
  creature the ability to fly, that effect is suppressed for the 
  duration of the earthbind spell. 
   
  Earthbind has no effect on other forms of movement, 
  or even on effects that might grant airborne movement 
  without granting a fly speed (such as jumping or levitate or 
  air walk spells). 
   
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  Rhinos Rush 
  (Source: Spell Compendium page 176) 
  Transmutation 
  Level: Paladin 1, Ranger 1, Wrath 1 
  Components: V, S 
  Casting Time: 1 swift action 
  Range: Personal 
  Target: You 
  Duration: 1 round 
   
  This spell allows you to propel yourself in a single deadly 
  charge. The first charge attack you make before the end of 
  the round deals double damage on a successful hit. 
   
  Slide, Greater  
  (Source: Spell Compendium, page 192) 
  Transmutation 
  Level: Sorcerer/wizard 2 
  Components: V 
  Casting Time: 1 standard action 
  Range: Medium (100 ft.+ 10ft./2 levels) 
  Target: One creature 
  Duration: Instantaneous 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
   
  You slide the subject creature along the ground a distance 
  of 20 feet in any direction. (If the creature is flying or 
  otherwise not on the ground, it moves parallel to the 
  ground.) You can’t slide the subject into a space that is 
  occupied by an ally, an enemy, or a solid object; if you 
  attempt to do so, the spell automatically ends. You cannot 
  slide the subject up or down, but you can slide it over the 
  edge of a cliff or other drop-off if you desire. 
   
  This movement does not provoke attacks of 
  opportunity. 
   
  Swim 
  (Source: Spell Compendium page 217) 
  Transmutation 
  Level: Druid 2, sorcerer/wizard 2 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: Medium (100 ft.+ 10ft./2 levels) 
  Target: One creature 
  Duration: 10 minutes/level (D) 
  Saving Throw: None 
  Spell Resistance: Yes (harmless) 
   
  This spell gives the recipient a swim speed of 30 feet 
  (although not the ability to breathe water or hold one’s 
  breath beyond normal limits). As long as the creature isn’t 
  carrying more than a light load, it can swim without 
  making Swim checks. It also gains a +8 bonus on any 
  Swim check to perform special actions or avoid hazards, 
  though it still takes the normal penalty for weight carried 
  (-1 per 5 pounds). The recipient can choose to take 10 on 
  Swim checks, even if rushed or threatened, and can use 
  the run action while swimming if it swims in a straight 
  line. 
   
  If the creature is carrying more than a light load, 
  it must make Swim checks to move (taking the normal 
  penalty for weight carried), but all other benefits of the 
  spell still apply. 
   
  Material Component: A goldfish scale. 
   
  Vigor, Greater 
  (Source: Spell Compendium page 229) 
  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 4 hit 
  points per round until the spell ends and automatically 
  becoming stabilized if it begins dying from hit point loss 
  during that time. Greater 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. 
   
  ITEMS AND EQUIPMENT  
   
   
  Vest of Resistance 
  (Source: Complete Arcane page 150) 
  These garments offer magic protection in the form of a +1 
  to +5 resistance bonus on all saving throws. 
   
  Faint adjuration; CL 5th; Craft Wondrous Item, 
  resistance, creator’s caster level must be at least three times 
  the vest’s bonus; Price 1,000 gp(+1), 4,000 gp(+2), 9,000 
  gp(+3), 16,000 gp(+4), 25,000 gp(+5); Weight 1 lb. 
   
  PRESTIGE AND NEW BASE CLASSES 
   
  Holy Liberator 
  (Source: Complete Divine page 45) 
  The Holy liberator is a holy warrior, a distant cousin of 
  the paladin, who is dedicated to overthrowing tyranny 
  where-ever it may be found. These champions of freedom 
  and equality are strong-willed, independent-minded, and 
  virtuous. They particularly direct their efforts against 
  lawful evil societies (dictatorships or plutocracies), 
  slaveholders and slave traders, and powerful, corrupt 
  governments, but they also recognize the possibility for 
  tyranny even in a state of anarchy (where strong 
  individuals may impose their will on people weaker than 
  they). 
   
  Members of all classes-with the prominent 
  exception of monks-are often drawn to the holy liberator 
  prestige class. Chaotic good fighters and rangers are 
  natural holy liberators, augmenting their already 
  significant combat abilities with the holy powers of the 
  ESA6-03 River to the sea of choices 
   
  Page 35 
  
  prestige class. Many clerics are also drawn to become holy 
  liberators-particularly chaotic clerics of Pelor and certain 
  clerics of Kord. Many rogues also adopt the holy liberator 
  class, working with stealth and steel for the cause of 
  freedom. 
   
  NPC holy liberators are usually loners, though 
  they may organize rebellious forces in a tyrannical nation. 
  They often have powerful celestial allies, from celestial 
  animals to ghaele eladrins, assisting their cause, but tend 
  to work in a loose network rather than a structured or 
  close association. Just as holy liberators rarely accept 
  orders from anyone, they are loath to give them, choosing 
  to form alliances and friendships rather than manipulate 
  minions or servants. 
   
  Hit Die: d10 
   
  Requirements 
  To qualify to become a holy liberator, a character must 
  fulfil all the following criteria. 
   
  Alignment: Chaotic good. 
   
  Base Attack Bonus: +5. 
   
  Skills: Diplomacy 5 ranks, Sense Motive 5 ranks  
   
  Feats: Iron Will. 
   
  Class Skills 
  The holy liberator’s class skills (and the key ability for 
  each skill) are: Concentration (Con), Craft (Int), 
  Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), 
  Intimidate (Cha), Knowledge (religion) (Wis), Profession 
  (Wis), Ride (Dex), and Sense Motive (Wis). See Chapter 4: 
  of the PC’s Handbook for skill descriptions. 
   
  Skill Points at Each Level: 2 + Int modifier. 
   
  Class Features 
  All of the following are class features of the holy liberator 
  prestige class. 
   
  Weapon and Armour Proficiency: Holy liberators 
  are proficient with all simple and martial weapons, with 
  all types of armour, and with shields. 
   
  Spells per Day: A holy liberator has the ability 
  to cast a small number of divine spells. To cast a spell, the 
  holy liberator must have a Wisdom score of at least 10 + 
  spell level, so a holy liberator with a Wisdom of 10 or 
  lower cannot cast these spells. Holy liberator bonus spells 
  are based on Wisdom, and saving throws against these 
  spells have a DC of 10 + spell level + the holy liberator’s 
  Wisdom modifier. When the holy liberator gets 0 spells at 
  1st level, he gets only bonus spells. (A holy liberator with-
  out a bonus spell for that level cannot yet cast a spell of 
  that level.) 
   
  The holy liberator uses the paladin spell list, 
  with a few changes. The holy liberator’s spell list does 
  include any spells with the law descriptor. The following 
  spells are added to the holy liberator’s spell list: 1st-
  protection from law; 2nd-heroism; 3rd-magic circle against law; 
  4th-dispel law, freedom of movement. A holy liberator 
  prepares and casts spells just as a cleric does (though the 
  liberator cannot spontaneously cast cure or inflict spells). 
   
  Aura of Good (Ex): The power of a holy 
  liberator’s aura of good (see the detect good spell) is equal to 
  his class level plus his cleric level, if any. 
   
  Detect Evil (Sp): The holy liberator can use 
  detect evil as a spell-like ability at will. 
   
  Smite Evil (Su): Once per day, a holy liberator 
  may attempt to smite evil with one normal melee attack. 
  He adds his Charisma modifier (if positive) to his attack 
  roll and deals 1 extra point of damage per class level. For 
  example, a 9th-level holy liberator armed with a longsword 
  would deal 1d8+9 points of damage, plus any additional 
  bonuses for high Strength or magical effects that 
  normally apply. If the holy liberator accidentally smites a 
  creature that is not evil, the smite has no effect but it is 
  still used up for that day. 
  At 5th level, the holy liberator may smite evil twice per 
  day, and at 10th level three times per day. 
   
  Remove Fatigue (Su): A holy liberator of 2nd 
  level or higher can eliminate fatigue in any creature he 
  touches. Using this ability is a standard action; the holy 
  liberator may use it a number of times per day equal to 3 + 
  his Charisma modifier.  
   
  Aura of Resolve (Ex): Beginning at 3rd level, 
  the holy liberator gains immunity to all charm and 
  compulsion effects. His mind is his own, and no other 
  creature can control his thoughts or actions Each ally 
  within 10 feet of him gains a +4 morale bonus on saving 
  throws against charm or compulsion effects. This ability 
  functions while the holy liberator is conscious, but not if 
  he is unconscious or dead. 
   
  Divine Grace (Su): A holy of 4th level or higher 
  applies his Charisma modifier (if positive) as a bonus on 
  all saving throws.  
   
  Break Enchantment (Sp): Beginning at 4th 
  level, a holy liberator can use break enchantment once per 
  week. He can use the ability twice per week at 8th level. 
   
  Celestial Companion (Sp): Upon reaching 6th 
  level, a holy liberator gains the service of a celestial 
  companion (a cat, eagle, hawk, warhorse, owl, pony, 
  riding dog, or wolf) to serve him in his struggle against 
  tyranny (see sidebar). The creature has the celestial 
  template (see page 31 of the Monster Manual). This 
  creature may willingly act as a guardian (such as a hawk), 
  a helper (such as a cat), or a mount (such as a horse). 
   
  Once per day, as a full-round action, a holy 
  liberator may magically call his companion from the 
  celestial realms in which it resides. The companion 
  immediately appears adjacent to the holy liberator and 
  remains for 2 hours per holy liberator level; it may be 
  dismissed at any time as a free action. The companion is 
  the same creature each time it is summoned, though the 
  holy liberator may release a particular companion from 
  service (if it has grown too old to join her struggle, for 
  instance). Each time the companion is called, it appears in 
  full health, regardless of any damage it may have taken 
  previously. The companion also appears wearing or 
  carrying any gear it had when it was last dismissed 
  (including barding, saddle, and the like for mounts). 
  Calling the companion is a conjuration (calling) effect. 
  ESA6-03 River to the sea of choices 
   
  Page 36 
  
   
  Should the holy liberator’s companion die, it 
  immediately disappears, leaving behind any equipment it 
  was carrying. The liberator may not call another 
  companion for thirty days or until he gains a liberator 
  level, whichever comes first, even if the companion is 
  somehow returned from the dead. During this thirty-day 
  period, the liberator takes a -1 penalty on attack and 
  weapon damage rolls. 
   
  Treat the companion as a special mount for the 
  purpose of spells that specifically affect a paladin’s special 
  mount (such as heal mount). 
   
   Code of Conduct: Holy liberators must be of 
  chaotic good alignment and lose all special class abilities if 
  they ever willingly commit an act of evil. True to their 
  alignment, holy liberators have no more formalized code 
  of conduct than that. 
   
   
  Celestial Companion 
  The holy liberator’s celestial companion is superior to a normal animal of 
  its type. It has the celestial template, as described in the Monster Manual. 
  It further gains HD and special abilities based on the holy liberator’s 
  character level (see the table) 
  Level 
  Bonus HD 
  Natural 
  Armor 
  Adj. 
  Dex 
  Adj. 
  In
  t 
  Special 
  12th or 
  less 
  +2 
  +1 
  +1 
  6 
  Empathic link, 
  improved 
  evasion, 
  improved speed 
  +10 ft., share 
  saving throws, 
  share spells 
  13th-
  15th 
  +4 
  +3 
  +2 
  7 
  Speak with holy 
  liberator 
  16th-
  18th 
  +6 
  +5 
  +3 
  8 
  Blood bond, 
  improved speed 
  +20 ft. 
  19th-
  20th 
  +8 
  +7 
  +4 
  9 
  Spell resistance 
  See the Paladin’s Mount sidebar in the PC’s Handbook for definitions of 
  the terms in this table, except as listed below. 
  Dex Adj.: Add this figure to the companion’s Dexterity score. 
  Improved speed (Ex): The mount’s speed increases by 10 ft. if its liberator’s 
  character level is 15th or lower. If the liberator’s character level is 16th or 
  higher, the mount’s speed increases by  total of +20 feet. 
  Blood Bond (Ex): The companion gains a +2 bonus on all attacks, checks, 
  and saves if it witnesses the holy liberator being threatened or harmed. 
  Spell Resistance (Ex): A companion’s spell resistance equals the liberator’s 
  class level +10. 
   
   
  Class 
  Base 
  Fort 
  Ref 
  Will 
   
  Spells per Day 
  Level 
  Attack Bonus 
  Save 
  Save 
  Save 
  Special 
  1st 
  2nd 
  3rd 
  4th 
  1st 
  +1 
  +2 
  +0 
  +0 
  Aura of good, detect evil, smite evil 1/day 
  0* 
  - 
  - 
  - 
  2nd 
  +2 
  +3 
  +0 
  +0 
  Remove faigue 
  1 
  - 
  - 
  - 
  3rd 
  +3 
  +3 
  +1 
  +1 
  Aura of resolve 
  1 
  0* 
  - 
  - 
  4th 
  +4 
  +4 
  +1 
  +1 
  Break enchantment 1/week, divine grace 
  1 
  1 
  - 
  - 
  5th 
  +5 
  +4 
  +1 
  +1 
  Smite evil 2/day 
  1 
  1 
  0* 
  - 
  6th 
  +6 
  +5 
  +2 
  +2 
  Celestial companion 
  1 
  1 
  1 
  - 
  7th 
  +7 
  +5 
  +2 
  +2 
  - 
  2 
  1 
  1 
  0* 
  8th 
  +8 
  +6 
  +2 
  +2 
  Break enchantment 2/week 
  2 
  1 
  1 
  1 
  9th 
  +9 
  +6 
  +3 
  +3 
  - 
  2 
  2 
  1 
  1 
  10th 
  +10 
  +7 
  +3 
  +3 
  Smite evil 3/day 
  2 
  2 
  2 
  1 
  *Provided the Holy liberator has sufficient Wisdom to have a bonus spell of this level 
   
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  Knight of the Chase Prestige Class  
  (Source: LGJN #13) 
  The Knights of the Chase are loosely organized into a 
  knighthood made up exclusively of fanatical followers of 
  Trithereon the Summoner, Oerth’s god of individuality, 
  liberty, retribution, and self-defence. Most knights come 
  from the ranks of wronged clerics or fighters, although 
  some rangers (and even a few rogues) have joined the 
  fellowship. Members of other classes are welcome within 
  the order, though rare. Due to the usually unhappy 
  circumstances surrounding their birth, many half-orcs 
  and half-elves find themselves attracted to the order. 
   
  Most knights work and travel alone, although on 
  some occasions, small groups of Chasers have acted in 
  concert to rid the Flanaess of would-be oppressors. Such 
  groups rarely stay together long, as the highly 
  individualistic, chaotic personalities of the members are 
  seldom conducive to long-term teamwork. 
   
  As befits the chaotic nature of its members, the 
  Order of the Chase was for many years an informal 
  organisation 
  dedicated 
  to 
  following 
  Trithereon’s 
  liberating doctrine. The order organized itself into its 
  current incarnation during the series of conflicts that 
  marked the eastward retreat of the Great Kingdom after 
  the independence of Nyrond in the late 350s CY. Three 
  knights of the order took the field in the legendary Battle 
  of a Thousand Banners in 447 CY, and Chasers have 
  stood watch along the eastern border of Almor since the 
  foundation of that realm.  
   
  In the West, the order first gained popularity among 
  those opposed to Keoish expansion. As the Throne of the 
  Lion’s interest in its neighbours waned, the resident 
  Chasers (typical for Trithereonites) flocked to the 
  southern borders to protect local folk from the 
  depravities of the slave-taking Sea Princes. 
   
  Today, individual knights mete out justice and 
  vengeance as they see fit. No official hierarchy exists 
  within the order, though most members defer to the 
  views of experienced Chasers. All recognize the authority 
  of senior clerics of Trithereon, and the church’s tacit 
  support of what many consider a terrorist organisation 
  has led to a great deal of tension between Trithereonite 
  superiors and the leaders of their resident communities. 
  Though most temple clerics deny a strong correlation 
  between their belief and the knighthood, membership in 
  the Order of the Chase comes only through invitation by 
  senior clerics of the Summoner, usually as recognition of 
  the individual’s dedication to liberty and vengeance.   
   
  Though the order’s support structure remains a 
  poorly guarded secret, the knights themselves seldom 
  take precaution against detection. Most knights clad 
  themselves in distinctive blue chainmail emblazoned 
  with a metallic rune of pursuit (Trithereon’s holy 
  symbol) across the chest. Most Chasers choose a silver 
  colour for this device, but particularly devout or powerful 
  knights often favour gold. Like their divine patron, most 
  Knights of the Chase travel with one or more animal 
  companions. Members of the order favour the longsword 
  and shortspear, with many naming their favoured 
  weapons in homage to Trithereon. 
   
  Wanderers all, Knights of the Chase travel the 
  Flanaess fighting oppression and freeing those who are 
  enslaved or held for no just cause. As wanderers they 
  own only what they carry, but many bear extra weapons 
  to gift to those  
  in need.  
   
  Many Chasers travel with sleek, swift dogs well 
  trained in the arts of hunting and warfare. These hounds, 
  known as Nemoud’s Brethren, are specially selected and 
  trained at centres of Trithereonite worship and share a 
  special bond with proven members of the order. 
  Particularly accomplished knights may call upon the 
  services of intelligent hawks known collectively as 
  Harrukin. No one outside the order knows how the 
  Chasers come by these majestic beasts. Some suggest that 
  the Summoner himself dispatches a Harrukin when one 
  of his favoured knights has earned its companionship 
  through word and deed. 
   
  Knights of the Chase are highly individualistic, 
  devoted folk used to acting on their own initiative to 
  right the wrongs of the world. Merciless opponents, they 
  relentlessly hunt those who have earned their ire. 
  Chasers rarely turn over apprehended transgressors. 
  Instead, each knight deals with his captives as he sees fit. 
  Within the order’s infrequent counsels, actions most 
  definitely speak louder than words, and decisions are 
  made swiftly and without mercy. 
   
  The order’s legendary disregard for the laws and 
  customs of civilized lands often brings knights into 
  conflict with local rulers eager to defend their authority. 
  Since the knights represent a destabilizing influence 
  upon the downtrodden and desperate, few in positions of 
  authority appreciate the meddling of a Chaser in pursuit 
  of his prey. 
   
  A Knight of the Chase will never turn away from 
  those in need of rescue or protection, as doing so is a 
  mortal sin in the eyes of their patron. Knight’s live their 
  lives by the following four principles. 
   
  Individuality: Live your life as you see fit as long as you 
  act in the cause of good. Do not force your beliefs on others. Let 
  your conscience guide you, but do not allow unbelievers to sway 
  you. The end justifies the means. 
   
  Liberty: Freedom is an individual’s greatest treasure, 
  which should be safeguarded at all costs. Laws can be oppressive 
  whether enacted for “good” or “evil.” Those who oppress or 
  enslave others should be persecuted without mercy. Unjust laws 
  should be denounced and opposed wherever uncovered. 
   
  Retribution: Avenge yourself against those who have 
  wronged you. Justice comes from the heart and can only be truly 
  meted out by the persecuted. The law is often inadequate and 
  should be ignored if it fails to dispense justice.  
   
  Self-Defence: All folk deserve the ability to defend 
  themselves and their property. Those who cannot defend 
  themselves should be protected so that they remain free. Killing 
  another is justified if he wrongs you. 
   
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  Hit Dice: d8 
   
  Requirements 
  To qualify to become a Knight of the Chase, a character 
  must fulfil all the following criteria. 
   
  Alignment: Chaotic good. 
   
  Base Attack Bonus: +6. 
   
  Handle Animal: 4 ranks. 
   
  Ride: 4 ranks. 
   
  Feats: Weapon Focus (longsword). 
   
  Special: The character must be an ardent worshiper 
  of 
  Trithereon 
  who 
  has 
  performed 
  some 
  great 
  undertaking in the name of his deity. 
   
  Class Skills 
  The Knight of the Chase’s class skills (and the key ability 
  for each skill) are: Concentration (Con), Craft (Int), 
  Handle Animal (Cha), Knowledge (religion) (Wis), 
  Profession (Wis), Ride (Dex), Survival (Wis) and Swim 
  (Str). See Chapter 4: Skills in the PC’s Handbook for full 
  descriptions of these skills. 
   
  Skill Points at Each Level: 2 + Int modifier. 
   
  Class Features 
  All of the following are class features of the Knight of the 
  Chase prestige class. 
   
  Weapon and Armour Proficiency: A knight is 
  proficient in the use of all simple and martial weapons, 
  all armours (heavy, medium, and light), and shields (but 
  not tower shields). 
   
  Spells per Day: A Knight of the Chase has the 
  ability to cast a small number of divine spells from the 
  cleric spell list (see PC’s Handbook, page 183). To cast a 
  spell, the Knight of the Chase must have a Wisdom score 
  of at least 10 + spell level, so a Knight of the Chase with a 
  Wisdom of 10 or lower cannot cast these spells. Knight 
  of the Chase bonus spells are based on Wisdom, and 
  saving throws against those spells have a DC of 10 + spell 
  level + the Chaser’s Wisdom modifier. When the Knight 
  of the Chase gets 0 spells of a given level, such as 0 1st-
  level spells at 2nd level, he gets only bonus spells. A 
  Knight of the Chase prepares and casts spells as a cleric 
  does (though he cannot spontaneously cast cure or inflict 
  spells). 
   
  Special Hindrances: A knight must always follow 
  the Code of the Chase (see sidebar). Should a senior 
  cleric of Trithereon determine that the knight has acted 
  against the code, the character may not attain another 
  level in this class until the senior cleric willingly casts 
  atonement upon him. This usually involves a quest at the 
  behest of the cleric’s church, the difficulty of which 
  greatly depends upon the seriousness of the Chaser’s 
  transgression. 
   
  Track: At 1st level, a knight gains Track as a bonus 
  feat. If the knight already possesses the Track feat, he 
  gains a +2 synergy bonus to associated skill checks 
  instead. 
   
  Insight of Vengeance: When fighting with a 
  longsword or shortspear, a knight gains a +1 insight 
  bonus to attack rolls. 
   
  Nemoud’s Brethren: At 3rd level, the knight gains 
  the services of a specially selected hound. This hound is 
  similar to a war dog (use the statistics for a Riding Dog on 
  page 272 of the Monster Manual), however it also gains 
  abilities in a comparable fashion to a wizard’s familiar 
  (see the War Dog Special Abilities chart in this article 
  and page 52 of the PC’s Handbook). Nemoud’s Brethren, 
  however, do not grant their master any special powers 
  (such as the weasels +2 bonus to Reflex saves) in the way 
  that familiars do. If the dog is slain, the knight gains no 
  replacement until he has gained an additional level as a 
  knight.  
  War Dog Special Abilities 
  Knight 
  Level 
  Natura
  l AC 
  Int 
  Special 
  3 
  +1 
  6 
  Alertness, 
  improved 
  evasion, 
  share 
  spells, 
  empathic link 
  4 
  +2 
  7 
  Deliver touch spells 
  5-6 
  +3 
  8 
  Speak with master 
  7-8 
  +4 
  9 
  Speak with animals of its 
  type 
  9-10 
  +5 
  10 
  - 
   
  Flight of Krelestro (Su): Once per day a knight can 
  affect a shortspear as if a true strike spell has been cast 
  upon it. If the spear has previously been blessed by a 
  cleric of The Vengeful One, its range increment is 
  tripled. The act of imbuing a shortspear with the Flight 
  of Krelestro is a move-equivalent action that provokes an 
  attack of opportunity. The effect lasts until the spear is 
  used in combat or for a number of rounds equal to the 
  knight’s class level, whichever occurs first. 
  Class 
  Base 
  Fort 
  Ref 
  Will 
   
  Spells per Day 
  Level 
  Attack Bonus 
  Save 
  Save 
  Save 
  Special 
   
  1st 
   
  2nd 
   
  3rd 
   
  4th 
  1st 
  +1 
  +2 
  +0 
  +0 
  Special hindrances, Track 
  - 
  - 
  - 
  - 
  2nd 
  +2 
  +3 
  +0 
  +0 
  Insight of vengeance 
  0* 
  - 
  - 
  - 
  3rd 
  +3 
  +3 
  +1 
  +1 
  Nemoud’s brethren 
  1 
  - 
  - 
  - 
  4th 
  +4 
  +4 
  +1 
  +1 
   
  2 
  0* 
  - 
  - 
  5th 
  +5 
  +4 
  +1 
  +1 
  Flight of Krelestro 
  2 
  1 
  - 
  - 
  6th 
  +6/+1 
  +5 
  +2 
  +2 
   
  3 
  2 
  0* 
  - 
  7th 
  +7/+2 
  +5 
  +2 
  +2 
  Harrukin 
  3 
  2 
  1 
  - 
  8th 
  +8/+3 
  +6 
  +2 
  +2 
   
  3 
  3 
  2 
  0* 
  9th 
  +9/+4 
  +6 
  +3 
  +3 
   
  4 
  3 
  2 
  1 
  10th 
  +10/+5 
  +7 
  +3 
  +3 
  The doom of inescapable retribution 
  4 
  3 
  3 
  2 
  *Provided the Knight has sufficient Wisdom to have a bonus spell of this level 
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  Page 39 
  
   
  Harrukin: At 7th level, the knight gains the 
  services of an intelligent hawk. This bird has the basic 
  characteristics of a hawk (as noted in the Monster 
  Manual, page 273), and in addition gains further abilities 
  in a similar fashion to a wizard’s familiar (see the 
  Harrukin Special Abilities chart below and page 52 of the 
  PC’s Handbook). Harrukin, however, do not grant their 
  master any special powers (such as the weasel’s +2 bonus 
  on Reflex saves) in the way that familiars do. If the hawk 
  is slain, the knight gains no replacement until he has 
  gained an additional level as a knight.  
   
   
  Harrukin Special Abilities 
  Knight 
  Level 
  Natural 
  AC 
  Int 
  Special 
  7 
  +1 
  6 
  Alertness, 
  improved 
  evasion, 
  share 
  spells, 
  empathic link 
  8 
  +2 
  7 
  Deliver touch spells 
  9 
  +3 
  8 
  Speak with master 
  10 
  +4 
  9 
  Speak with animals of its 
  type 
   
  The Doom of Inescapable Retribution (Sp): Only the 
  most powerful of knights can invoke this ability, the 
  power for which is said to come directly from Trithereon 
  himself. Because of this, they use it sparingly and only 
  against those who are guilty of denying others their 
  freedom. In the past it has been inflicted upon dictators, 
  brutal military officers, slaveholders, and high priests of 
  certain highly lawful religions. 
   
  A Knight of the Chase can use this spell-like ability 
  once per day. To invoke this power the knight must 
  make a successful touch attack against his opponent 
  while declaring: “In the name of the Summoner, I mark 
  you!” If the attack is successful, the target must succeed 
  at a Will save (DC = 10 + 1/2 the knight’s Hit Dice + the 
  knight’s Wisdom bonus). The Doom of Inescapable 
  Retribution has two main effects: 
   
  � The rune of pursuit is burnt into the forehead of the 
  target. This process inflicts 2d8 points of fire 
  damage upon the target. This effect occurs even if 
  the subject made a successful saving throw. 
  � The target is subjected to a mark of justice spell as 
  though cast by a cleric of the knight’s character 
  level.  
   
  The most common behaviour proscribed by a knight is 
  the keeping of slaves. If the target already has slaves, he 
  must release his slaves immediately, renounce slavery, 
  and never keep slaves again or suffer the curse of the 
  mark of justice. 
   
  The mark of justice spell can be removed by the means 
  outlined in the spell’s description, but the rune of pursuit 
  scar remains until the target is healed by a heal spell or 
  atones for his misdeeds and receives the benefit of an 
  atonement spell. 
   
  NEW MONSTER 
   
   
   
   
  Leech Swarm 
  Fine Vermin (Aquatic, Swarm) 
  Hit Dice: 2d8–2 (7 hp) 
  Initiative: +0 
  Speed: Swim 10 ft. (2 squares) 
  Armor Class: 18 (+8 size, +0 Dex, +0 natural), touch 18, 
  flat-footed 18 
  Base Attack/Grapple: +1/— 
  Attack: Swarm (1d6 plus blood drain) 
  Full Attack: Swarm (1d6 plus blood drain) 
  Space/Reach: 10 ft./0 ft. 
  Special Attacks: Anesthetize, blood drain, disease, 
  distraction 
  Special Qualities: Immune to weapon damage, low-
  light vision, swarm traits 
  Saves: Fort +2, Ref +0, Will +1 
  Abilities: Str 1, Dex 11, Con 8, Int —, Wis 12, Cha 2 
  Skills: Hide +16, Swim +3 
  Feats: — 
  Environment: Warm marsh 
  Organization: Solitary or plague (2–4 swarms) 
  Challenge Rating: 1 
  Treasure: None 
  Alignment: Always neutral 
  Advancement: None 
  Level Adjustment: — 
   
  The water squirms with uncounted thumb-sized sluglike 
  creatures, each one wriggling in an unsettling manner. 
   
  Leeches are found in murky water, where they can 
  approach prey unseen. 
   
  Combat 
  A leech swarm relies on stealth and blood drain to quietly 
  disable its target. An unobservant creature can be drained 
  dry without even realizing the cause of its weakness. 
   
  (DM Tip: Take note of the PCs’ Spot checks and AC 
  before running an encounter with a leech swarm. Record 
  damage dealt by undetected leeches, but do not inform 
  the PC of the damage until his or her character notices 
  the attack.) 
   
  Anesthetize (Ex): A creature attacked by a leech 
  swarm must succeed on a Spot check (opposed by the 
  swarm’s Hide check) to notice the attack if both the leech 
  swarm and its target are in murky water at least 2 feet 
  deep. Each round of blood drain entitles the creature to 
  another Spot check to notice the leeches, with a 
  cumulative +2 bonus on the check per round after the 
  first. Characters attacked in clear water, or who have 
  some means of detecting the leech swarm without seeing 
  it, notice the attack automatically. 
   
  Blood Drain (Ex): Any living creature damaged by 
  a leech swarm also takes 1 point of Constitution damage 
  as the swarm drains its blood. This damage repeats every 
  round thereafter unless the creature successfully exits 
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  the swarm and spends a full-round action removing 
  leeches from its body. 
   
  Disease (Ex): A creature damaged by a leech swarm 
  must succeed on a DC 15 Fortitude save or contract red 
  ache (see page 292 of the Dungeon Master’s Guide). 
  Distraction (Ex): Any living creature vulnerable to the 
  leech swarm’s damage who notices the swarm and begins 
  its turn with a swarm in its square is nauseated for 1 
  round; a DC 10 Fortitude save negates the effect. Even 
  with a successful save, spellcasting or concentrating on 
  spells within the area of a swarm requires a 
  Concentration check (DC 20 + spell level). Using skills 
  requiring patience and concentration requires a DC 20 
  Concentration check. 
   
  The save DC is Constitution-based. 
   
  Swarm Traits (Ex): See page 316 of the Monster 
  Manual. 
   
  Skills: A leech swarm has a +8 racial bonus on any 
  Swim check to perform a special action or avoid a hazard. 
  It can always choose to take 10 on a Swim check, even if 
  distracted or endangered. It can use the run action while 
  swimming, provided it swims in a straight line. 
  ESA6-03 River to the sea of choices 
   
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  APPENDIX 7:  
  DM’S MAPS
  ENCOUNTER 4: THERE’S SOMETHING IN THE WATER 
   
  1 sq. = 5 ft.
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  APPENDIX 8:  
  THE GLORIOLES AT A GLANCE
  These low, worn, densely wooded mountains are the only 
  peaks of note in the whole southeastern portion of the 
  Flanaess. Blurring almost imperceptibly into the 
  Hestmark Highlands to the south, their lower slopes and 
  foothills are thickly cloaked in dense, gloomy coniferous 
  forests. To the west, the leafy Rieuwood grows in the 
  very shadow of these mountains, its towering Ipps, 
  mingling with the more predominant firs and cedars of 
  the interior. Shrouding the lower hills and valleys in an 
  almost impenetrable veil, these forests are home to cave 
  bears, wolves, red deer, wild boar and a few remaining 
  black panthers. Other, less savory things also lurk in the 
  half-gloom of the forest. Ogres and giants infest the 
  lower slopes while wyverns nest in a few lonely 
  outcroppings of rock that struggle above the treeline. 
   
  Human settlers also dwell here, establishing small 
  communities in the foothills that slowly slope away from 
  the range proper. They live here in relative harmony 
  with the noniz and hobniz who have lingered here since 
  elder times.  
   
  Two major, and a host of minor, peaks jut above the 
  forest mantle, thrusting their blunted granite summits 
  proudly skyward. Worn with age the largest of the 
  mountains are named Kilvangath1 and Bolwhurgirn2 by 
  the dwur. Forming the nuclei of the proud and ancient 
  dwur kingdom of Glorvardum3 they are also known as 
  Kroonburzh and Parentarr by the lowlanders. The latter 
  is also referred to colloquially as Panther Peak after the 
  sleek ebon-hued great cats that dwelt among the high 
  crags when the Oeridians first came to the lands below.  
   
  Several deep passes cut through the Glorioles 
  linking Sunndi with the outside world. One, the Anbek, 
  is strongly held by the dwur of Glorvardum. The other 
  located further to the west is strategically important as 
  Pitchfield lies at its terminus and has been the site of 
  considerable conflict over the centuries. Alternately held 
  by dwur, giants and imperial forces of the Great 
  Kingdom it is now firmly under Sunndian control.  
   
  DESCRIPTION 
  Seemingly hewn from great gray shards of granite 
  arbitrarily hurled here by some otherworldly power, 
  these ancient mountains are now worn and eroded with 
  age. The Glorioles’ foothills and lower slopes rise in a 
  series of gradual plateaus that undulate for many miles 
  out from the range proper. The interior is more remote 
  and 
  craggy 
  particularly 
  around 
  Kilvangath 
  and 
  Bolwhurgirn with plunging, steep-sided valleys and 
  towering cliffs hindering exploration.  
                                                               
   
  1 Meaning “Powerful Homeland-Tunnel” 
  2 Meaning “Hidden Iron Mountain Hold” 
  3 Meaning “Glitter Exile-Home” 
   
  No Rivers course down the upper flanks of these 
  mountains although many small streams tumble down 
  the shallow gorges and valleys of the upper slopes. They 
  are fed by several dark-watered tarns themselves 
  replenished by the frequent rain that falls here, the 
  streams cut narrow passages through the gloom of the 
  forests. Lower down the mountains, many of these 
  streams converge to form narrow, swiftly flowing Rivers, 
  along which human settlements cluster. 
   
  Below the tree line, low-lying land tends to become 
  boggy and noisome. Localized and characterized by a 
  preponderance of reeds and other damp-loving plants, 
  these areas are avoided by all. Some few have been 
  drained and transformed into particularly fertile 
  meadows by the hobniz who prize the surrounding 
  uplands. 
   
  Small pools are also dotted throughout the range. 
  Often fed by the natural run off of water from the land or 
  by underground sources these natural waterholes act as a 
  focus for the rich animal life and often serve as meeting 
  places for hunters and travelers alike. Communities often 
  meet in such place in moot or in celebration in such 
  places and followers of Beory view these places as sacred. 
   
  The coniferous forest that cloaks this region clusters 
  thickly about the lower slopes. Brownish-gray barked firs 
  intermingle with green needle-laden larches, slender 
  white barked silver birches and a scattering of mighty 
  oaks.  
   
  Beneath the tree canopy on the forest floor 
  vegetation is sparse. Perennial grasses, mosses and ferns 
  as well as occasional clumps of heather, whortleberry and 
  cranberry bushes are prevalent here. In the rare areas 
  where the tree-cover is broken bracken and wild flowers 
  cluster thickly. Fungi abound, as does a plethora of 
  medicinal herbs. In the warm summer month’s swarms 
  of insects plague these forest and all year round birds 
  roost in great numbers amongst the heavily laden 
  boughs. Predacious sparrowhawks hunt these skies 
  hunting the more numerous blackbirds, woodpeckers 
  and finches. Badgers, rabbits, foxes and squirrels teem 
  through these woods and are hunted for meat and for 
  their furs that are cured, sometimes dyed and then sold 
  in Ahlissan cities. 
   
  Above the tree line on Kilvangath and Bolwhurgirn 
  only hardy grasses and the stunted Gloriole gorse bush 
  survive. 
   
  CLIMATE 
  Low-lying clouds often obscure the highest peaks of the 
  range and rain frequently falls here. Throughout the 
  winter months and early spring the higher peaks are 
  often mantled in a thick snow covering while lesser 
  snowfalls dust the forest. Avalanches are an occasional 
  hazard and in exposed areas the wind chill can be 
  ESA6-03 River to the sea of choices 
   
  Page 43 
  
  murderous. In exceptional cold years snow can persist 
  throughout Coldeven.  
   
  From Growfest through Harvester the mountains 
  enjoy warm weather although it often drizzles for much 
  of any given day.   
   
  Throughout the early autumn months the weather 
  once again draws inward and becomes noticeably cool. 
  Fogs and mists blanket the woods more thickly, giving 
  them an eerie, ethereal quality. Even skilled woodsman 
  can lose their way in these conditions, some disappearing 
  never to be seen again. Throughout Ready’reat the mists 
  gradually give way to snow.  
   
  Rain is frequent here, and the forest floor is often 
  moist and slick. The sounds of dripping water are near 
  constant, muting the other more expected woodland 
  sounds. 
   
  SENTIENT LIFE 
  Noniz, hobniz and human settlers all dwell in the lower, 
  wooded portions of the range. No large settlements exist 
  here and in the main the races do not intermingle much. 
  The human settlers have undertaken limited logging to 
  clear dells and glades for their villages. Almost 
  exclusively carried out along Riverbanks, these villages 
  are surrounded by sizable expanses of farmed land. 
  Hunters still stalk the mountains and limited trade now 
  takes places with nearby Ahlissan and Sunndian 
  settlements. Several hundred Almorans also dwell here. 
  In the main soldiers and camp followers who survived 
  Osson’s campaigns they are a bitter, dejected people. 
  Trapped hundreds of miles from home they have 
  founded several well hidden and heavily fortified villages 
  on the wooded fringes of the range’s foothills. They still 
  cling to their traditions and values, however many 
  advocate a guerrilla war against the old enemy.  
   
  Hill and stone giants still infest the upper slopes of 
  the Glorioles, served by their ogre brethren. Organized 
  into a loose confederation of tribes led by shamans strong 
  in the auspices of Grolantor they occasionally climb done 
  from their high places to prey upon the lowlanders. 
  Trolls can also be encountered deep in the inner 
  fastnesses of the mountains and some serve Grolantor’s 
  followers. 
   
  The northeastern reaches of the Glorioles are 
  claimed by the dwur of Glorvardum. Their realm is 
  clustered around the peaks and high places of Kilvangath 
  and Bolwhurgirn. Both peaks are warded by strong 
  fortifications and are riddled with mines, holds and 
  citadels. Their delvings have bored deep into the very 
  roots of the mountains, ever questing for the rich veins 
  of silver that once ran here. Now all but exhausted, these 
  delvings and workings lie silent and in the main 
  abandoned. 
   
  Barely numbering 10,000 the dwur are a dwindling 
  people still clinging to their independence. While 
  closely allied with Sunndi the dwur here do not actively 
  participate in defending the rest of the range except 
  when an enemy force is attempting to force the passes. 
  The scattering of noniz, hobniz and human settlements 
  in the lower portions of the range are wholly 
  independent of Glorvardum although some trade is 
  carried on in the summer months. A few hundred noniz 
  and hobniz do dwell amongst the dwur acting as 
  intermediaries, negotiators, mercenaries, scouts or other 
  specialist roles. Although on friendly terms with the 
  humans, the dwur avoid contact with in the main and 
  none dwell on the high mountains. Glorvardum holds a 
  seat on Sunndi’s Congress of Lords but does not often 
  participate in council sessions except in times of war. 
   
  GAME MECHANICS 
  When running a scenario within the Glorioles it is 
  advisable to be familiar with the climbing rules as well as 
  the effects of the environment on combat. Climbing 
  rules can be found on page 69 of the PC’s Handbook. The 
  Glorioles are considered rugged mountains when there is 
  a need to randomly determine the environment (see the 
  Dungeon’s Master Guide page 89), though on the lower 
  slopes light undergrowth is much more prevalent than in 
  the tables in the Dungeon’s Master Guide. 
  ESA6-03 River to the sea of choices 
   
  Page 44 
   
  
  DM’S AID 1: FLOW CHART ENCOUNTERS 
   
   
   
   
  Encounter 1 
  Encounter 2 
  Encounter 3 
  Encounter 4 
  Encounter 5a 
  Encounter 5b 
  Encounter 6 
  Encounter 7a 
  Encounter 7b 
  Encounter 8a 
  Encounter 8b 
  Conclusion A 
  Conclusion B 
  Introduction
  Encounter 8c 
  Conclusion C 
   
  ESA6-03 River to the sea of choices 
   
  Page 45 
   
  
  ESA6-03 River to the sea of choices 
   
  Page 46 
   
  PCS’ HANDOUT 1 
   
   
  1 Hex = 30 Miles 
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Meta-Region The Splintered Suns/596/Normal Scenarios/ESA6-03 - River to the Sea of Choice (APL 2-8)/ESA6-03 - River to the Sea of Choice.pdf