TEXT: FUR3−05 
   
   
   
   
   
   
   
   
  Reflections 
   
  A One−Round D&D LIVING GREYHAWK® 
  Furyondy Regional Adventure 
  Version 1.0 
  Round 1 
   
   
  by Jeff Detweiler and J. Allan Fawcett 
  Reviewed by Jason Bulmahn 
   
   
   
   
   
  The Council of Four has been very active since the recovery of the Deep Pearl.  The Defense of Chendl continues to 
  develop, but what could be so important as to draw the aloof Gorn Gydresol into action?  Travel from Chendl to places 
  undiscovered in this regional adventure for characters 1
  st through 12
  th level (APL2-10). The Defense of Chendl – Part 
  Five.   
   
   
   
   
   
  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.  
   
  
  Introduction 
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A four-hour time block has been 
  allocated for each round of this scenario. The rest of the 
  time is spent in preparation before game play, and 
  scoring after the game. The following guidelines are here 
  to help you with both the preparation and voting 
  segment of the game. Read this page carefully so that you 
  know and can communicate to your players the special 
  aspects of playing an RPGA scenario.  
   
  Preparation 
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room along 
  the inside margin to bind the adventure, if you desire.  
   
  Read this entire adventure at least once before you run 
  your game. Be sure to familiarize yourself with any special 
  rules, spells, or equipment presented in the adventure. It 
  may help to highlight particularly important passages.  
   
  When you run an RPGA D&D adventure we assume 
  that you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the Monster 
  Manual. We also assume that you have a set of dice (at least 
  one d4, d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of fun. It is 
  also a good idea to have a way to track movement during 
  combat. This can be as simple as a pad of graph paper and a 
  pencil, as handy as a vinyl grid map and chits, or as 
  elaborate as resin dungeon walls and miniatures. 
   
  Instruct the players either to prepare their characters 
  now, or wait until you read the introduction, depending on 
  the requirements of the scenario as described in the 
  introduction.  
   
  Keep in mind that you must have at least three players 
  (not counting the DM), for the game session to be a 
  sanctioned RPGA event. As well, you cannot have more 
  than six players participating in the game. 
   
  Once you are ready to play, it is handy to instruct each 
  player to place a nametag in front of him or her. The tag 
  should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes it 
  easier for the players (and the DM) to keep track of who is 
  playing which character. 
   
  The players are free to use the game rules to learn 
  about equipment and weapons their characters are 
  carrying. That said, you as the DM can bar the use of even 
  core rulebooks during certain times of play. For example, 
  the players are not free to consult the Dungeon Master’s 
  Guide when confronted with a trap or hazard, or the 
  Monster Manual when confronted with a monster.  
   
  Some of the text in this scenario is written so that you 
  may present it as written to the players, while other text is 
  for your eyes only. Text for the players will be in gray 
  boxes. It’s strongly recommended that you paraphrase the 
  player text instead of reading it aloud. Some of this text is 
  general and must be adapted to the specific situation or to 
  actions of the player characters. 
   
  Scoring 
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and 
  DM score the game. Complete the RPGA scoring grid 
  with names and RPGA numbers only, and the event 
  information at the top. RPGA no longer uses voting for 
  any reported results. Give the Scoring Packet to your 
  event coordinator.  
   
  Reflections  
   
  Page 2 
  
  This is a LIVING GREYHAWK Adventure.  As a LIVING 
  adventure it is expected that players bring their own 
  characters with them.  If players do not have a LIVING 
  GREYHAWK character generated, get a copy of the 
  current LIVING GREYHAWK character generation 
  guidelines, and a character sheet from your convention 
  coordinator or the RPGA Web site, ant then have any 
  players without a character create on.  Once all players 
  have a LIVING GREYHAWK character, play can begin. 
   
  Along with the other materials that you are assumed 
  to have in order to run a D&D game, it is also 
  recommended that you have a copy of the LIVING 
  GREYHAWK Gazetteer. 
   
  Living Greyhawk Levels of Play  
   
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the Average 
  Party Level (APL): 
   
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs trained 
  for war), other than those brought by virtue of a class 
  ability (i.e. animal companions, familiars paladin’s 
  mounts, etc) use the sidebar chart to determine the 
  number of levels you add to the sum above. Add each 
  character’s animals separately. A single PC may only 
  bring four or fewer animals of this type, and animals 
  with different CRs are added separately. 
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  3. 
  Sum the results of 1 and 2, and divide by the number 
  of characters playing in the adventure.  Round to the 
  nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
   
  By following these four steps, you will have determined 
  the APL. Throughout this adventure, APLs categorize the 
  level of challenge the PCs will face. APLS are given in 
  even-numbered increments. If the APL of your group 
  falls on an odd number, ask them before the adventure 
  begins whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
   
  APL also affects the amount of experience you may 
  gain at the end of the adventure. If your character is three 
  character levels or more either higher or lower than the 
  APL this adventure is being played at, that character will 
  receive only half of the experience points awarded for the 
  adventure. This simulates the face that either your 
  character was not as challenged as normal, or relied on 
  help by higher-level characters to reach the objectives. 
   
  Note: 
  LIVING 
  GREYHAWK 
  adventures 
  are 
  designed for APL 2 and higher. Three or four, or 
  sometimes even five 1
  st-level characters may find 
  difficulty with the challenges in a LIVING GREYHAWK 
  adventure. If your group is APL 1 there are two things 
  that you can do to help even the score. 
   
  1. 
  Attempt to create a table of six 1
  st-level characters, or 
  try to enlist higher-level characters to play at that 
  table. 
  2. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. All riding dogs are 
  considered trained to attack. PCs who want their 
  dogs to attack must succeed at a Handle Animal or 
  Charisma check (DC 10). Failure indicates that the 
  animal will not attack that round. This is a free 
  action (spoken command) that may be attempted 
  each round. If an animal loses half or more hp in a 
  single round it flees, unless another check is 
  successful. 
   
  Time Units and Upkeep 
   
   
   
  This is a standard one-round Regional adventure, set in 
  Furyondy.  Characters native to Furyondy pay one Time 
  Unit per round, all others pay two Time Units per round. 
   Adventurer’s Standard Upkeep costs 12gp per Time 
  Unit.  Rich Upkeep costs 50gp per Time Unit.  Luxury 
  Upkeep costs 100gp per Time Unit. 
   
  Reflections  
   
  Page 3 
  
  Adventure Background 
  In this adventure, the PCs become involved in a quest to 
  recover another component of a complex shield spell, the 
  Mirror of Z’ Danfar.  This mirror was lost ages ago on a 
  merchant vessel known as the Tradewinds in a storm 
  caused by a doomed mage’s attempt to use the mirror for 
  his own gain.   
   
  Recently, the diary of the mage was recovered by a 
  merchant named Fazil. The book, badly damaged by the 
  water of Nyr Dyv, was purchased by a specialty importer 
  of goods from Ekbir.  Rumors of the rare text circulated 
  through the merchant circles in Chendl, and eventually 
  reached the ears of Gorn Gydresol, the resident Air 
  Elementalist.  Gorn, realizing that the diary may lead to 
  the resting place of the mirror, decided to nationalize the 
  tome, and eventually the mirror.  To execute his plan, he 
  draws upon a number of sources to find those willing to 
  assist him.  This includes calling in references from his 
  fellow 
  mage, 
  the 
  Lady 
  Pisenten, 
  obtaining 
  recommendations from the nobility, and listening to 
  comments on the reputations of those willing to due his 
  bidding in this mission. 
   
  Adventure Summary  
  Reflections is a low to mid-level module for the Living 
  Greyhawk campaign setting.  This adventure is not 
  designed to be a challenge for PCs over 12
  th level, so those 
  characters are prohibited from playing in this adventure.  
  Players should be encouraged to play a lower-level PC.  
  This adventure continues the Defense of Chendl plot arc 
  that includes FUR2-01 Deep Pearl, FUR2-01 Common 
  Defense, FUR3-03 Heart of the Kingdom and FUR3-04 
  Lost Code of Akanadel.   
   
  Encounter One:  National Debts 
  The PCs learn from Gorn about the book and the 
  importer who should be in possession of the book. Gorn 
  is more anti-social and aloof than some of the other 
  Council of Four.  He knows that a local importer has a 
  rare tome that contains the legends of the mirror, and 
  clues to its whereabouts.  Gorn provides the PCs with 
  signets and instructions to "Nationalize" the tome.  He 
  does not see any need to pay the importer for the book, 
  since he intends to return it when he is finished with it.  
  He does have the official clout to pull this off; but it puts 
  the PCs in an interesting position from a role-playing 
  perspective. 
   
  Encounter Two: Setting Sun 
  The PCs, on instruction from Gorn, make their way 
  towards Fazil’s shop.  The PCs may rely on stealth or 
  diplomacy in this encounter. He has already been visited 
  by another interested party and is caught between a rock 
  and a hard place.  Fazil hopes to somehow make a profit 
  from this situation. 
   
  Encounter Three: 
  Following the lead from the Setting Sun, the PCs will be 
  able to arrive at the shop of a sage, to whom the book was 
  sent for restoration.  The PCs will arrive at the shop just 
  as the group from Ekbir is finishing their own 
  “nationalization” of the book. 
   
  Encounter Four: Fail Safe 
  This is a fall back encounter to be used if the PCs bumble 
  the scenes with Fazil and Gunasis and are not aware of 
  the attack and stolen book.  If this occurs, Gorn’s 
  apprentice will steer them back to the path of the 
  adventure in Encounter Five. 
   
  Encounter Five: Debrief 
  After their run-in with the raiders (or learning about it 
  second hand), the PCs will have another opportunity to 
  meet with Alahandral, Gorn’s apprentice.  He is polite 
  and thorough in his interview, and then will see the PCs 
  are taken to their homes to rest and recuperate.  He will 
  also report to his master and send for the heroes again the 
  following morning. 
   
  Encounter Six:  Overland 
  This encounter outlines the PCs meeting with Gorn and 
  their journey to Willip.  Gorn will tell them how to enter 
  Willip and also equip them with a number of magical 
  potions to use in their quest  
   
  Encounter Seven:  Bon Voyage! 
  The PCs meet Balkif and Venda, two sailors in service to 
  His Majesty. They will also find the ship Gorn has 
  procured for them to take to Siren’s Gate, which is not far 
  from Herechel.  
   
  Encounter Seven:  Down Below 
  The PCs arrive at Siren’s Gate, the last resting place of the 
  Tradewinds.  They must journey under the waves of the 
  Nyr Dyv to continue their quest.  Unfortunately for 
  them, a Locath settlement was destroyed when the ship 
  landed upon it many years ago.  The few survivors were 
  driven mad and view the ship and its contents as sacred 
  to their god of pain.  The locath warriors defend the 
  wreck violently against any intrusion. 
   
  Encounter Eight: Reflections 
  Once the PCs have defeated or evaded the locath, they 
  will be able to enter the remains of the Tradewinds.  
  Once inside, they will find the ghost of Hazir working 
  with the mirror the PCs are seeking.  He has unlocked 
  Reflections  
   
  Page 4 
  
  some of the mirror’s powers and poses a significant 
  danger to the PCs, who must find a way retrieve the 
  mirror. 
   
  Event Summary: Make it or Break it? 
  The critical summary addresses whether or not the PCs 
  were able to retrieve the mirror. They can then return it 
  to Gorn and collect their reward (or animosity if 
  appropriate), knowing that Furyondy is one step closer to 
  being able to raise the magical barrier to protect Chendl. 
   
  Introduction 
  Since the hazards of lycanthropy are a current part of the 
  LIVING GREYHAWK campaign, it is necessary to know the 
  phase of the moon.  During this event, the moon has 
  entered its full phase and will remain full for the duration 
  of the tournament.  Lycanthrope characters are effected 
  by the full moon as outlined in the Monster Manual. 
   
  DMs should make sure to note the phase of the 
  moon and inspect character sheets to see if any of the PCs 
  are lycanthropes.  Also, DMs should remember that any 
  lycanthrope PC is subject to transformation if they suffer 
  ¼ of their hit points in damage. 
   
  Allow the players to introduce themselves to one 
  another and select which characters they will play in this 
  adventure before reading the section below.  DMs may 
  repeat the module blurb from the front cover to assist 
  players in selecting their character for the adventure.  
  Once a player has selected a character, they may not 
  change characters during the adventure.   
   
   
  If anything can be said about the fair nation of 
  Furyondy without debate, it is that the country is an 
  orderly place.  The vast majority of the country’s 
  citizens seem to pride themselves on the sense of 
  duty and order that permeates their everyday lives.  
   
  It is therefore not surprising that individuals of 
  adventuresome 
  spirits 
  and 
  worthy 
  reputations 
  become known to the country’s military, religious, 
  and magical orders.  Life in Furyondy has proven 
  without a doubt that one good turn deserves another, 
  while a few words of notoriety can stay with a person 
  for ages. 
   
  It must be for some past good deed; however 
  small, that the summons came for each of you.  A well 
  dressed young page in the livery of the Council of 
  Four, His Majesty King Belvor IV’s Royal Magicians, 
  seemed quite certain that each and every one of you 
  was wanted by Gorn Gydresol, the resident Air 
  Elementalist. 
   
   
  i
   
   
   
  Given the power of the mage in terms of not only 
  magical prowess but also political might, it made 
  sense to follow the page.  Better to clear up a mistake 
  in person than risk insulting a high ranking official. 
  After all, in the orderly realm of Furyondy such 
  mistakes have a way of sticking with you. 
   
  The page went about his errands steadily 
  gathering a small entourage of people before finally 
  directing the ornate carriage to its final destination: a 
  small private park not far from the holy grounds of 
  the Church of Heironeous. 
   
  Allow the PCs some time to interact in character during 
  the gathering and journey to the park.  They will be 
  picked up in random order and those who frequently 
  travel together may also be picked up together at the 
  player’s discretion. 
   
  The page, Alahandral (hm, NG, Wiz6, Int 16, Cha 
  15) is actually one of Gorn’s apprentices who attends to 
  some of his master’s more interesting errands around 
  town.  PCs that speak with him will find him quick to 
  smile, but very intent upon his business.  He carries no 
  letters or notices of the others he is looking for, but steers 
  the coachmen unerringly on his way.  If questioned 
  about the summons, Alahandral will politely inform the 
  inquisitive PC that Master Gydersol was very specific in 
  his instructions.  PCs that inquire if he is being deceitful 
  may, with an opposed Sense Mot ve versus Alahadral’s 
  Bluff (+5) will realize that he is definitely holding 
  something back, but that he does not bear them any ill 
  will. 
   
  When they arrive at the park, the carriage will stop 
  at the edge of the grounds, and the coachman will lower 
  the steps to allow his passengers to exit.   
   
   
  The evening is unseasonably warm for early 
  Planting, and the breeze in the park appears to be 
  stronger than in most of Chendl.  The young page 
  Alahadral bids you to enter the park. 
   
  “Master Gydersol will be waiting for you near a 
  small private garden tended by Clerics of Heironeous. 
   I am sure that he will reveal whatever reason he had 
  to send for you, or perhaps correct any mistakes that 
  may have been made in your summoning.  Your 
  meeting is to be private, so I will wait for you here. 
  Just follow the path to the center garden, and Gorn 
  will join you shortly.” 
   
  Encounter One: National 
  Debts 
  Nothing will happen until the PCs make their way into 
  the central area of the garden, where they will find Gorn 
  Gydersol (male human, Wiz10) waiting for them, 
  speaking to one of his servants, an invisible stalker.  
  When the PCs arrive, read the following descriptive text. 
  Reflections  
   
  Page 5 
  
   
  The small gardens are well tended and the 
  cobblestone paths are cut with the orderly precision 
  typ cally found in Chendl.  Making your way into the 
  gardens, you see king’s men lighting oil lamps to 
  provide some light in the garden.  In the center of the 
  garden, you see a rather tall man, dressed in elaborate 
  sky blue robes with silver trim, apparently speaking 
  to himself. 
  i
   
  i
   
   
  l
  .
   
   
   
  “See to it, we must ensure that the others are 
  successful in their missions as well.  Maintain your 
  vigilance on our captive, since Lady Pisenten would 
  be quite distressed if someth ng were to happen to it.”
  Suddenly, the man tilts his head, and looks at you 
  as you approach.  He is well over six feet tall and has 
  jet black hair pul ed into a pony tail   His 
  immaculately trimmed beard and goatee frame his 
  handsome angular face.  His robes bear the symbol of 
  the Council of Four, and the sigil of the Crown of 
  Furyondy surrounded by a cloud of lightning.  This 
  can be none other than Gorn Gydresol. 
   
  “Greetings loyal citizens. I trust that Alahandral 
  performed his duty, and I thank you for traveling on 
  short notice.  Your reputations and names are known 
  to me, and those of you who are somewhat new to our 
  lands should take comfort in the seers ability to 
  predict great things from you.  Many of your careers 
  will be shorter than you believe, but great 
  nonetheless.   
  As I am sure you are all aware, our ancient enemy 
  stirs to the north.  It seems he peace has lasted long 
  enough for Old Wicked, and my fellow mages and I 
  have been developing a way to protect Chendl and 
  His Majesty from dark forces, but our abjurations are, 
  shall I say, complex. 
   
  So far, our forces have been successful in 
  gathering three powerful items required for our 
  spells.  Now, another such item, or perhaps clues to 
  its whereabouts, have come within our grasp.  This 
  task will not be without risks, but the rewards are 
  great.  Through your actions, you will be helping to 
  ensure the safety of our capital, our liege, and our way 
  of life.  Will you continue your service to king and 
  country? 
   
  Gorn will not go into further details regarding the 
  mission or the spell until the PCs agree to aid him.  If 
  asked about assistance and compensation for their efforts, 
  Gorn will be a bit disappointed in them, stating that he 
  thought they were heroes of the realm, not simple 
  mercenaries.  He will admit that he intends to aid them 
  in their journey.  If pressed for financial rewards, he will 
  tell them he intends to pay them well but will not go into 
  specific details regarding the amount. 
   
  He will provide a bit of history for those who are 
  new to the area or less versed in the campaign history 
  thus far.  If asked about the other components or spells, 
  Gorn will reveal the following.  DMs should keep in 
  mind that while Gorn does need the heroes, he is an 
  exceptionally powerful and arrogant member of the 
  ruling class. 
   
  � The first spell component was a rare stone known as 
  a Deep Pearl (FUR1-01 Deep Pearl).  It was recovered 
  over a year ago and is in safe keeping. 
  � The second item was recovered at Lady Pisenten’s 
  request (FUR2-01 Common Defense, Round 1).  This 
  item, also safely guarded, was recovered from a 
  powerful assassin sent by Old Wicked to take 
  vengeance for Furyondy’s victories in the war. 
  � The third spell component was sent by druids from 
  the Barony of Kalistren (escorted by adventurers 
  south to Chendl in FUR3-03 Heart of the Kingdom).  
  � Gorn will not speculate further on the items above 
  nor on those remaining.  He will also not comment 
  on the nature of the spell.  If asked, he will simply 
  state the nature of the magic is far too complex for 
  them to understand, and also a state secret. 
   
  Once the PCs agree to accept Gorn’s request, he will 
  remind them of the importance of their mission and 
  reveal the following. 
   
  By agreeing to this task, you are performing a deed of 
  great service to your King.  I remind you that the true 
  nature of this mission, the Defense of Chendl, is to 
  remain secret.  To break this trust is treason. 
   
  Gorn will wait a few moments for the reality of this 
  statement to sink in.  PCs that wish to rethink their 
  decision may do so before Gorn continues. 
   
  Long ago, an elder magical spirit of air was captured 
  and imprisoned by magicians of Ekbir.  The mage 
  who accomplished this feat was exceptionally 
  powerful man known as Z’ Danfar. For many years I 
  have aided the spirits of air in their quest to free their 
  ancestor, and I have searched for this object or tales 
  of Z’ Danfar’s exploits.  I have even gone as far as 
  allowing members of the Ekbir nation to establish 
  safe ports in Furyondy to smuggle their goods, all the 
  while watching for signs of Z’ Danfar’s work.  After 
  all, what are a few gold sheridan in taxes compared to 
  the benefits of keeping an eye on illegal activity? 
   
  The time has finally come to act since reference 
  to Z’ Danfar have surfaced.  About 60 years ago one of 
  Z’ Danfar’s hidden labs was discovered and raided by 
  a very talented group of treasure seekers.  They sold 
  Reflections  
   
  Page 6 
  
  the majority of these goods to collectors and the 
  works of Z’ Danfar were distributed all over Oerth. 
   
  One of the Ekbir merchants in this city is a man 
  named Fazi .  He runs a small shop here in Chendl. 
  He keeps long hours and you will find him at the 
  shop this evening.  My sources in Willip tell me that 
  he recently came into possession of the log book of 
  the Tradewinds, penned by a Captain Hazin.  Hazin 
  was a fair captain, but an exceptional thief, for he was 
  among the treasure seekers who raided Z’ Danfar’s 
  hideaway. 
  l
   
  i
  t
  f
   
  I believe that the log book will contain 
  exceptionally useful information, especially since the 
  Tradewinds was lost at sea 50 years ago, along with all 
  hands and her cargo, which may have included some 
  of Z’ Danfar’s creations. 
   
  Gorn will pause here and let the story sink in and allow 
  the PCs to ask a few more questions.  PCs that Sense 
  Motive (DC20) will definitely sense that Gorn is hiding 
  additional details.  If questioned, he will compliment 
  them on their intuition, but inform them that they are 
  simply not in a position that requires them to know 
  everything about the spell and its components.  Another 
  Sense Mot ve (DC20) will give the PCs the sense that he 
  is sincere in this statement, and is not trying to deceive 
  them. 
   
  The mission that faces them is fairly simple - recover 
  the log book of the Tradewinds from the merchant Fazil.  
  Gorn has no respect for thieves and criminals so does not 
  see any reason why Fazil should profit from any actions 
  that may undermine the good of the kingdom. Gorn will 
  allow the PCs to gain the book by whatever means they 
  desire, but will not reimburse the PCs if they seek to buy 
  the tome.  Gorn’s expectations of the PCs are clear – get 
  the book and return it to him. 
   
  Gorn will provide the following information if 
  prompted by the PCs or if the DM feels the players need 
  the information to continue. 
   
  � The log has been deemed important to the safety of 
  the nation, thus the PCs may demand the book’s 
  surrender in his name. 
  � Gorn will provide each PC with an enchanted pin 
  that bears his symbol (the Crown of Furyondy on a 
  background of lightning).  These are enchanted for a 
  limited duration and the lightning bolts move and 
  the crown shifts as if blown by a strong wind.  The 
  enchantment ends when Gorn dispels it at the end 
  of the tournament, reducing the value of these 
  signets to Influence Points. 
  � The Ekbir trader, Fazil, operates his shop in a 
  merchant quarter.  It is called the Setting Sun and 
  deals in rare art and antiquities.  It is also a front for 
  spies and smugglers, so the PCs are warned not to 
  alert Fazil that the King is aware of his illicit dealings 
  if possible.  There are also a number of dealings in 
  the shop at odd hours, so the PCs should be able to 
  visit the shop this evening. 
  � Once they have recovered the book, they should 
  return here and ask for Alahandral who will meet 
  them. 
  � As compensation, Gorn will promise each of the PCs 
  50 wheatsheafs (gold pieces) for this task, half now 
  and half upon delivery.  Discretion is fairly 
  expensive, and 50 gp is quite a lot to pay for such a 
  short duration job. 
   
  Development: Once the PCs have finished negotiating 
  with Gorn and have accepted the mission, proceed to 
  Encounter Two below.  The PCs will have ample time to 
  gather their gear and travel to the shop.  Alahandral will 
  happily drop them off at their residence or in the 
  merchant quarter, but will not drop them directly at the 
  shop for fear of compromising the security of the 
  mission. 
   
  Encounter Two: Setting Sun 
  After their meeting, the PCs will be able to prepare for 
  their discussion at the Setting Sun as they see fit.  
  Assuming the PC’s preparations do not take too long, the 
  PCs will be able to arrive at the shop in the early evening. 
   The store will be lit by several lanterns and Fazil will be 
  in the shop.  However, the shop will not be open for 
  normal business.  The PCs may knock on the door and 
  deal with Fazil directly, or attempt another way of 
  determining if the book is in the store. 
   
  When the PCs arrive at the store and check out the 
  local area, read the following description of the Setting 
  Sun. 
   
  The Setting Sun is a small shop by Chendl’s 
  standards.  It is a simple wooden building in a modest 
  area of the quarter.  It stands two stories tall, with 
  living quarters most likely on the upper level.  Two 
  large windows on the upper level are open, but heavy 
  shutters are closed preventing unwanted visitors 
  from entering the building from above. 
   
  The lower level of the shop also has several 
  windows that are closed as well.  These windows 
  contain smoky glass that does little to hide the gaudy 
  nature of the goods typically on display here.  Light 
  from lan erns inside spills through the holes in the 
  shutters and occasional shadows indicate that 
  someone is moving about the lower level o  the store. 
   
  Reflections  
   
  Page 7 
  
  Most of the items in the main part of the shop appear just 
  as gaudy upon close inspection as they did from the 
  window.  PCs making an Appraise attempt (DC13), will 
  realize immediately that most of these items are not that 
  interesting and worth only a few silver sheridan at most.  
  Fazil uses this junk as cover since he is primarily dealing 
  in information.  In rare instances, such as this one, he 
  actually deals with a highly valuable item. 
   
  All APLs 
  � Fazil, male human Rog4, see Appendix.  
   
  Unknown the to PCs, Fazil has already been visited by 
  another group of visitors this evening.  Descendents of 
  Hazir, the captain of the Tradewinds, have learned of the 
  log’s existence and made their way to Furyondy to 
  recover it.  Fazil is between a rock and a hard place.  If he 
  does not give the book to his countrymen, he is a traitor.  
  If he does not give it to the PCs, he can be branded a spy 
  or worse by Gorn.  Fazil‘s plan is to do the only thing he 
  can think of, put the two forces against one another and 
  try to side with the winner. 
   
  Area Descriptions: 
  1) 
  Main Storefront – this is the area in which most of 
  the legitimate business takes place as described 
  above.  Shelves of gaudy materials and trinkets 
  clutter the area, leaving little room for much else.  
  There is a counter and a small lock box of coins used 
  to transact business.  The box is secured with a high 
  quality lock (DC20), and Fazil has the key with him.  
  Inside the box is a written receipt from Gunasis for 
  the Tradewinds log book. 
  2) 
  Store Room – This is a small area where Fazil stores 
  items that he is buying and selling. Due to the high 
  amount of clutter in this area, a quiet search is 
  exceptionally difficult and may alert Fazil (Listen 
  DC15 or DC20 if sleeping).  Fazil has stashed a fairly 
  large number gems in a hollow statue.  They are very 
  difficult to find (Search DC25).  In addition, the PCs 
  may find several other secret panels in the store 
  room with various Search checks (DC20, DC25 & 
  DC30).  All of these are empty, but do provide clues 
  that Fazil is more than he pretends to be. 
  3) 
  Master Bedroom – this is Fazil’s bedchamber and is 
  quite simple.  A Ekbir style bed and matching 
  furniture set holds most of his personal effects and 
  clothes, which are of high, but not exceptional 
  quality.  Underneath the pillows is a masterwork 
  dagger (just in case). 
   
  Development: This encounter can be resolved in a 
  number of different ways depending on what skills the 
  PCs have and the approach they take toward dealing with 
  Fazil.  PCs that take the direct approach (knocking on the 
  door) have a fair amount of success, while PCs that 
  attempt to steal the book face a harder path.  If PCs take 
  the direct approach, see Encounter 2A below.  If they 
  attempt to take the book by stealth, see Encounter 2B 
  below. 
   
  Regardless of the method used, at the end of this 
  encounter, the PCs should have discovered that the log 
  has been sent to the sage Gunasis for restoration.  They 
  may learn this either through conversations with Fazil or 
  by discovering the receipt in the lock box. 
   
  If the PCs decided to use the “Sneaky Approach” in 
  this encounter, they may arrive too late at the sage’s 
  home.  Essentially, if the PCs wait for Fazil to go to sleep 
  before investigating the shop, the Ekbir raiders will have 
  already obtained the book from Gunasis, and the PCs will 
  be on an alternate adventure path – see Encounter Four. 
   
  Encounter 2A: The Direct Approach 
  When the PCs first knock, Fazil will shout “We are 
  closed, come back tomorrow”.  He will continue to tell 
  the PCs to go away unless they either come up with a 
  convincing Bluff (DC19 – Fazil takes 10) or state they are 
  on the King’s business and successfully Intimidate 
  (DC15) him into opening the door. 
   
  Once Fazil opens the door, read the following 
  description: 
   
  Following the rattling of a lock and chain, the door to 
  the Setting Sun opens, revealing a small cluttered 
  shop.  There are various objects and trinkets on 
  numerous shelves that glitter in the lantern ligh .   
  t
   
  l
  , 
  i
   
  The shop keeper, Fazil, is a short heavy set man 
  with a copper-hued complexion and dark hair.  He is 
  wearing a heavy shirt and breeches, and appears to be 
  struggling to keep warm, despite the warmer than 
  average weather. 
   
  “Well, you have interrupted my record keeping, 
  so what can I do for you?  Make it quick if you p ease
  calculating taxes is difficult, and I fear that if I am not 
  finished by morning, h s Majesty will have increased 
  the tax rate yet again!” 
   
  Fazil will be very suspicious of the PCs who have arrived 
  well after business hours and will try to learn what the 
  PCs are really after.  When he learns they also seek the 
  log from the Tradewinds, he will be visibly distressed. 
   
  Unfortunately, for Fazil, the descendents of Hazir 
  have already visited his shop this evening.  They have 
  made their desire to buy the book well known and have 
  threatened dire implications for Fazil if he does not sell it 
  to them.  When the PCs make their request, Fazil has 
  Reflections  
   
  Page 8 
  
  decides to play the two interested parties against one 
  another.  When they ask about obtaining the book, Fazil 
  relays the following well-rehearsed story (this is the same 
  story he told the Ekbir raiders).  
   
  “Ah, my friends, you know a great deal about my shop 
  I think, for I have only had this book for a few days. 
  Unfortunately for you, the book is not here at the 
  moment. 
   
   
  f 
   
   
  i
  The log of the Tradewinds was badly damaged by 
  water, and I feared a detailed review would damage 
  the text even further. I have sent the book to a 
  colleague o mine who is working to restore it.  I am 
  not sure how much longer he will be, but until it is 
  returned to me, I cannot possibly negotiate any price 
  or terms for a sale of this text.  It may prove to be 
  useless, or have incalculable value.” 
   
  Fazil has practiced this story a bit and receives a +2 
  modifier to his Bluff (D20+11) for any attempts the PCs 
  make to try and Sense Motive.  Fazil is fairly shrewd and 
  believes that neither group of interested parties will 
  provide him appropriate remuneration for the book, and 
  therefore has decided not to sell it to either party. 
   
  PCs that are successful in their Sense Mot ve checks 
  will sense that Fazil is being dishonest with them, but not 
  learn anything specific.  PCs that are using detect 
  thoughts or similar mind reading or enchantments on 
  him, may be able to learn that Fazil is hoping the groups 
  run afoul of one another. 
   
  If the PCs have convinced Fazil they are working for 
  Gorn (by showing him the signets), they will be able to 
  learn that the sage who is working to restore the book is a 
  Velunite (human male, age 65) named Gunasis.  Fazil will 
  also provide them directions to the sage’s home that also 
  houses his workshop.  If this occurs, Fazil will have 
  conceded the loss of the book, but will try and convince 
  the PCs of its value hoping to be compensated for the 
  book. 
   
  Fazil also knows the following bits of information 
  that the PCs may be able to obtain if they are 
  exceptionally clever, use magical charms, or detect 
  thoughts.  
   
  � The Tradewinds belonged to Captain Hazin who was 
  famous for recovering lost items and artifacts – and 
  for the prices he charged for them. 
  � Fazil obtained the book when the widow of an old 
  sailor sold her husband’s effects after his death (of 
  natural causes). 
  � The logbook appears to be a journal as well.  It is 
  written in an ancient dialect that few sages are 
  familiar with.  It may hold clues to other secret 
  caches of treasure belonging to the famous rogue. 
  � Gunasis is a trustworthy sort, only because he is 
  relatively naive.  Fazil believes that he is so 
  interested in restoring the damaged book, he could 
  not care less about the contents.  Fazil is wrong in 
  this belief – See Encounter Three for more details. 
  � The book’s actual value is totally dependent upon its 
  content.  If there are no special clues or maps, the 
  book is likely worth only about 1,000 gold 
  wheatsheafs to a collector.  If there are other clues, 
  its price is easily ten times that figure.  Fazil does not 
  know the actual contents of the book. 
   
  The following information is only available through 
  magical compulsion: 
   
  � Two Ekbir agents came seeking the book.  A street 
  fighter and a wizard by the look of them.  They 
  wanted the book and obtained the sage’s location. 
  � One of the more legible parts of the log spoke of 
  being caught on the water without winds, and then 
  strong storms suddenly catching the crew unaware. 
   
  Encounter 2B: The Sneaky Approach 
  If the PCs decide to use stealth to sneak in and steal the 
  tome, they are going to be disappointed, since the book is 
  not in the store.  Fazil has already shipped the text off for 
  restoration (see above for details). 
   
  The store is a simple layout (see map for details) that 
  can provide the PCs with several entry points.  Fazil lives 
  alone and works in the lower area of the building.  He 
  will be up working until well after midnight before 
  heading upstairs to his living quarters to turn in. 
   
  The windows on the upper level are open, while those 
  on the second floor are locked.  Either way, the PCs will 
  have to get pass the shutters to enter.   
   
  � Upper Level Windows (Shutter only): 1/2 in. thick; 
  hardness 2; hp 5; AC 5; Disable device (to jimmy open) 
  DC 15, Break DC 12. 
  *Breaking the shutters creates a lot of noise that Fazil 
  may detect (Listen DC10). 
   
  Entering the lower level of the shop undetected is next to 
  impossible until Fazil turns in for the evening.  The door 
  and windows are locked, and Fazil is alert for any sign of 
  intrusion.  Once Fazil is asleep, the PCs may attempt to 
  enter through a window or the locked doors.   
   
  � Lower Level Window (Lock & Shutters): 1/2 in. 
  thick; hardness 2; hp 5; AC 5; Open Lock DC 18, Break 
  DC 12. 
  *Breaking the shutters creates a lot of noise that Fazil 
  may detect (Listen DC10). 
  Reflections  
   
  Page 9 
  
   
  � Wooden Doors: 1 in. thick; hardness 5; hp 10; AC 5; 
  Open Lock DC 18, Break DC 15. 
  *Breaking the doors creates a lot of noise that Fazil 
  may detect (Listen DC8). 
   
  If the PCs are detected trying to break into the store, 
  Fazil will immediately begin to call for help.  A group of 
  four King’s Watchmen will arrive 3 minutes (30 rounds) 
  after he begins to cry for help.  The PCs will then be 
  forced to either flee or declare their allegiance with Gorn 
  to avoid being detained by the Chendl watch and dealt 
  with as thieves. 
   
  All APLs 
  � King’s Watchman (4): hp 20 ea, human males, see 
  Appendix.  
   
  Development: If the PCs attempt to break into the store 
  and are caught by the King’s Watchmen, they face a 
  difficult challenge.  As far as the Watchmen know, Fazil 
  is a legitimate merchant and the PCs are robbers. 
   
  If they are caught (DMs should allow reasonable 
  chances for the PCs to flee from the guards), they will be 
  taken into custody.  If this happens, their only chance to 
  avoid imprisonment lies in either magically enchanting 
  the guards or showing the signets Gorn gave them.  If the 
  PCs show the signets in a discreet manner to the patrol 
  leader, the leader will escort them from the area of the 
  shop before releasing them with specific instructions to 
  stay away from Fazil’s shop.  Alahandrel and Gorn will 
  learn if the PCs are caught and will not be pleased to 
  learn of the PCs failures.  
   
  If the PCs are successful in a “Sneaky Approach”, 
  they will be able to learn of the book’s true whereabouts 
  by finding the receipt located in the lockbox within the 
  main storeroom.  Without this piece of knowledge, the 
  PCs will either have to wake the shopkeeper or DMs will 
  have to proceed with the “Fail Safe” encounter. 
   
  Encounter Three: Ekbir 
  Raiders 
  This encounter assumes that the PCs dealt with Fazil in a 
  fairly straightforward manner and proceed directly to the 
  sage’s shop.  If this is not the case (the PCs took too long 
  to prepare, waited out Fazil or are delayed for some other 
  reason), skip this encounter and proceed to Encounter 
  Four. 
   
  When the PCs arrive at the small home of Gunasis 
  that doubles as his workshop, they will see the following: 
   
  Despite the late hour, there are still a few citizens of 
  Chendl about the streets in this residential area of the 
  city.  The houses are modest, and many are owned by 
  merchants and tradesmen of some type or another. 
   
  Fol owing your directions to Gunasis’ home, you 
  see that it is on a row of similar homes that share 
  small alleyways. There are barrels near the corner of 
  the homes to catch rainwater and the streets are free 
  of trash and debris.   
  l
   
   
  The sound of a lone rider approaching from the 
  north rings out and you notice that there are still 
  lights coming from the windows of the home. 
   
  The group of raiders from Ekbir has staked out the house, 
  hoping to take the sage unaware and steal the book. DMs 
  should have the PCs each make a Spot (DC12+APL) 
  check to see if they notice the raider (Sammel) hiding in 
  a nearby alley. 
   
  NOTE: Each of the raiders’ starting position is noted 
  below in the tactics sections. DMs should read this 
  section carefully before running this encounter. 
   
  Creatures: 
   
  Gunasis: The sage has taken a strong blow to the 
  head, knocking him unconscious.  He is bleeding and 
  wounded, but will not die in this encounter.  Once the 
  battle is over and the PCs revive him, refer to the 
  Development section for additional details on Gunasis. 
   
  Yenidier: The lady rider is a young paladin (female, 
  human, Pal2 – Heironeous, Cha 17).  She will be 
  surprised by the thunderstone attack and thrown from 
  her horse.  The fall will knock her unconscious as well 
  and she will be unable to assist the PCs in this encounter 
  unless treated with a cure light wounds or similar ability. 
   When revived, she will state that she rides the streets in 
  the evening as part of her holy calling to protect the city.  
  She is able to use her Lay on Hands ability (6 hp) to aid 
  any PC that requires her assistance.  She is young, naïve, 
  attractive, 
  aloof, 
  fiercely 
  independent, 
  and 
  very 
  determined to make an impression on the city. 
   
  APL 2 (EL 5) 
  � Askold, hp 8, Rog1, see Appendix. 
  � Sammel, hp 10, Rgr1, see Appendix. 
  � Dunya, hp 12, Ftr1, see Appendix. 
  � Saeunn, hp 6, Sor1, see Appendix.  
   
  APL 4 (EL 7) 
  � Askold, hp 20, Rog3, see Appendix. 
  � Sammel, hp 28, Rgr4, see Appendix. 
  � Dunya, hp 18, Ftr2, see Appendix. 
  � Saeunn, hp 21, Sor4, see Appendix.  
  Reflections  
   
  Page 10 
  
   
  APL 6 (EL 9) 
  � Askold, hp 32, Rog5, see Appendix. 
  � Sammel, hp 40, Rgr6, see Appendix. 
  � Dunya, hp 32, Ftr4, see Appendix. 
  � Saeunn, hp 31, Sor6, see Appendix.  
   
  APL 8 (EL 11) 
  � Askold, hp 50, Rog7, see Appendix. 
  � Sammel, hp 52, Rgr8, see Appendix. 
  � Dunya, hp 46, Ftr6, see Appendix. 
  � Saeunn, hp 41, Sor8, see Appendix.  
   
  APL 10 (EL 13) 
  � Askold, hp 62, Rog9, see Appendix. 
  � Sammel, hp 62, Rgr10, see Appendix. 
  � Dunya, hp 60, Ftr8, see Appendix. 
  � Saeunn, hp 51, Sor11, see Appendix.  
   
  Tactics: The raiders have been waiting for the sage to exit 
  the house, rather than risk any defenses within the home. 
   The sage exits as a lady on horseback (Yenidier) rides 
  past.  The raiders take their cue and Sammel throws his 
  thunderstone and startles the horse, which throws the 
  rider.  When the sage moves to assist the fallen woman, a 
  previously invisible Askold attacks the sage with a sap, 
  knocking him unconscious and taking the book.  The 
  other raiders (Dunya and Saeunn) then provide cover and 
  deal with any resistance that they encounter, revealing 
  their presence only as necessary. 
   
  If the raiders are successful in obtaining the book, 
  they will flee and attempt to lose any obvious pursuers.  
  They will meet at a rendezvous point in a small park 
  nearby before heading to their safe house. 
   
  Development: When the PCs save Gunasis, use the 
  following encounter resolution (modify as situation 
  requires): 
   
  The sage suffered a wicked blow to the head, but the 
  weapon was not designed to kill.  Still, Gunasis will 
  have quite a headache for days to follow. As he finally 
  returns to consciousness, his gray eyes begin to focus 
  on his rescuers. 
   
  “Ah, it seems like all those commons donated to 
  his High Lord Heironeous have paid off – remind me 
  to attend services more often!  Did you recover the 
  book, please tell me that you recovered the book..." 
   
  Gunasis, once he awakes, is a very determined old man.  
  He spent several days working on restoring the text and 
  is quite distressed that anyone would steal it.  If the PCs 
  have the book, he will wish it returned to him (so that he 
  can return it to its rightful owner – Fazil), but when the 
  PCs explain why they also have a claim on the book, 
  Gunasis will relent. 
   
  If the PCs have lost the book, Gunasis will be very 
  disappointed for the loss of such a great treasure.   
   
  “It truly is a tragedy that the book was stolen, it was 
  worth a small fortune to be sure.” 
   
  f
  If they have the text and still wish to converse with the 
  sage, Gunasis can share some of his findings as outlined 
  below. 
   
  “I spent several hours and used one of my own 
  alchemical inventions to restore it to near original 
  condition.  I know that my job was to simply restore 
  the book, but my curiosity was peeked so I confess to 
  reading a page or two… 
   
  That book is the diary of a man named Hazir.  
  Evidently, he was quite a scoundrel and an 
  accomplished practitioner of the arcane arts as well.  
  Seems that he spent much of the money he acquired 
  from his life’s work, ‘artifact recovery’ he liked to call 
  it, on the Tradewinds.  To his misfortune and his 
  crew’s chagrin, Hazir did not know much about 
  sailing. 
   
  According to the log, Hazir’s ship was stalled in 
  the Nyr Dyv after making a hasty departure from an 
  unnamed northern port.  After a few days en route, he 
  never did specify where he was going, his ship 
  suddenly stalled – lost the wind and sat in irons for 
  days, near something called the ‘Siren’s gate’.  Hazir 
  was furious and scribbled notes about a curse in the 
  margins of the book, and the name Z’Danfar.  The last 
  entry stated something about trying to contact the 
  spirit o  Z’Danfar through some relic, and then a 
  terrible storm hit and destroyed the ship. 
   
  The whole story seems quite strange, and I 
  wonder if this Hazir was entirely stable.  Still the few 
  points of history in the book do seem to argue for its 
  authenticity and, given Hazir’s fame, the book is 
  likely quite valuable to collectors. 
   
  Gunasis does not know much more about the book that 
  the tale he reveals.  PCs that have either the skill 
  Knowledge/Geography or Profession/Sailor may attempt 
  a skill check versus DC30.  A successful check indicates 
  that the “Siren’s Gate” is a slang mariner’s term for a rock 
  formation in the Nyr Dyv, likely the last resting place of 
  the Tradewinds.  If questioned further, he will answer to 
  the best of his ability and knows the following additional 
  pieces of information: 
   
  Reflections  
   
  Page 11 
  
  � The majority of the book is written in an old Ekbir 
  tongue, although some parts of it were written in a 
  code of some type that he was unable to decipher. 
  � The book contained many sketches of places and 
  maps of buildings, but none of them were familiar to 
  him. 
  � The cargo manifest indicated about 20,000 golden 
  wheatsheafs on board the Tradewinds, in addition to 
  Hazir’s unnamed personal effects. 
  � The value of the text to a collector is about 3,500 
  wheatsheafs.  The book is actually worth a bit more 
  since some of the maps are accurate, but Gunasis is 
  unaware of this fact. 
  � Fazil is a fellow merchant and the two of them have 
  had only minor business dealings in the past.  He 
  sells mostly junk in his shop, but once and a while 
  comes across a real treasure like this book. 
   
  Treasure: 
  APL 2: L: 14 gp; C: 70 gp; M: 25 gp: Potion of Bull 
  Strength (25 per character) 
  APL 4: L: 14 gp; C: 0 gp; M: 25 gp: Potion of Bull Strength 
  (25 per character) 
  APL 6: L: 20 gp; C: 0 gp; M: 25 gp: Potion of Bull Strength 
  (25 per character) 
  APL 8: L: 20 gp; C: 0 gp; M: 25 gp: Potion of Bull Strength 
  (25 per character) 
  APL 10: L: 43 gp; C: 50 gp; M: 721 gp: Potion of Bull 
  Strength (25 per character), Cloak of Resistance +2 (333 
  per character), Necklace of Fireballs – Type III (363 per 
  character) 
   
  Encounter Four: Failsafe 
  This encounter should only be used if the PCs failed to 
  deal with Fazil in a timely manner and missed the 
  encounter with the raiders above. The most likely course 
  for the adventure in this case is for the PCs to learn of the 
  attack from a local guard patrol once they finally learn of 
  the sage.  If they were unable to even learn of the sage’s 
  existence, Alahandral, Gorn’s apprentice, will visit them 
  and alert them to the attack.  The apprentice will be 
  condescending in his dealing with the bumbling heroes, 
  but will be helpful…eventually.  Alahandral will inform 
  the PCs that a sage, Gunasis, was attacked and an artifact 
  of great value was taken.  He will also arrange for them to 
  meet the sage at a safe haven tended by clerics of 
  Heironeous.  There, Gunasis will review the clues 
  contained in Encounter Three, placing the heroes back 
  on the trail of adventure. 
   
  Encounter Five: Debrief 
  Following the encounter at the sage’s home, the PCs 
  should have either recovered the log book or learned 
  enough about its contents from the sage to report back to 
  Gorn as instructed (return to the palace and ask for the 
  page Alahandral).  If the PCs had to rely on the 
  apprentice to gain the clues, DMs should modify this 
  encounter to reflect Alahandral’s smug attitude.  When 
  the PCs make their way to the palace, provide the 
  following description: 
   
  Following Gorn’s instructions, you make your way 
  back through the city towards the palace. The city is 
  not busy, so you are able to make good time on your 
  return trip.  Upon reaching the royal grounds, guards 
  notice your signets and summon Gorn’s apprentice, 
  Alahandral who arrives shortly. 
   
   
  i
   
   
   
   
  “Welcome! Despite the late hour, my master is 
  taking his evening meditations and has asked that I 
  debrief you from this evening’s activities.  If you will 
  follow me, I will see that you are able to take 
  refreshment and make yourselves comfortable.” 
   
  The apprentice leads you away from the main 
  grounds of the palace through a modest but thick 
  garden. A small building made of pale white marble 
  stands in a clearing, surrounded by stones with a pale 
  blue hue.  The whole scene is reminiscent of a temple 
  in the clouds. 
   
  Once inside, Alahandral issues a soft order to 
  other pages, who begin to set forth a modest meal of 
  fruits, cheeses, and a honeyed wine.  Alahandral takes 
  a seat beh nd a small writing desk along the wall, 
  opens a large leather book, dips a quill in ink, and 
  looks at you. 
  “Now, what have we learned this evening to help
  defend this fair nation?” 
   
  Alahandral will listen the PCs attentively and ask probing 
  questions when needed to fully understand the evening’s 
  events.  While recording their story, Alahandral is all 
  business, and none of his previous smug attitude is 
  present. 
   
  If the PCs have the logbook, Alahardral will relieve 
  them of it, placing it in on the desk beside him – he does 
  not open the book to review it.  He will also provide the 
  additional payment the heroes agreed to during their 
  initial conversation with Gorn. 
   
  If the PCs failed to recover the book, Alahandral will 
  state that he is sure the PCs tried their best, but does not 
  hide his belief that Gorn will be quite unhappy with their 
  results. 
   
  Once the PCs have finished their stories and 
  Alahandral is convinced he has their records straight, he 
  Reflections  
   
  Page 12 
  
  will bid the heroes good night.  He will walk them back 
  to 
  the gates and summon carriages for their 
  transportation to their residences.  When this occurs, 
  read the following: 
   
  After hearing the last of your tale and the answers to 
  his questions, Alahandral closes the book, pushes 
  back from the desk, and smiles wearily. 
   
  “It seems that we have much to review this 
  evening.  I will secure some transport for you to 
  return to your homes, I suggest you get some rest 
  before returning in the morning.  There will be much
  to discuss.” 
   
  l
  t
  i
   
  i
   
  f
   
   
  f 
   
  Development: If Gorn learns the PCs failed to recover 
  the logbook he will be very disappointed.  He knows that 
  with the book outside of his reach, others will eventually 
  unlock its secrets and search for Z’Danfar’s relics.  Thus 
  he is required to act hastily to avoid losing his 
  opportunity.  If the PCs manage to recover the book, he 
  will still be anxious to search for the relic. 
   
  The PCs will be taken to their respective homes 
  where they will be able to rest and equip when they are 
  summoned again the following morning. 
   
  Encounter Six: Overland 
  The following morning, the PCs are awakened by a page 
  sent by Alahandral. The pages will wait patiently for the 
  PCs to gather themselves, instructing them to prepare for 
  a journey of several days.  When the PCs make their way 
  to Gorn’s sanctuary, read the following: 
   
  Shortly after the morning sun rises, you find 
  yourselves once again in the company of pages in the 
  service of Gorn.  With a strict air of business, they 
  have assisted you in gathering your traveling clothes 
  and gear, and then provided a carriage for the trip 
  across Chendl to the sanctuary where you met 
  Alahandral last night. 
   
  The guards let you through the gates and direct 
  you down the small path to the sanctuary building.  
  The morning sun shines off the soft marble and blue 
  stones, and you can see the clever groundskeepers’ 
  illusion of a building in the clouds is truly 
  breathtaking. 
   
  Inside you see Gorn dressed in his fine blue 
  robes pouring through his apprentice’s notes from 
  the previous evening and sets of maps. Upon your 
  arrival, he turns and faces you. 
   
  Gorn’s reaction will vary depending on whether or not 
  the PCs were able to retrieve the book.  Those heroes who 
  recovered the book are greeted with admiration while 
  those who failed are treated with skepticism. 
   
  Despite any concerns he has, Gorn will realize the 
  PCs are his best option for the mission at hand.  If they 
  did not recover the book, Gorn will realize that he does 
  not have enough time to gather another team and will 
  reluctantly send the PCs.  If they were able to recover the 
  book, he is inspired by their ingenuity.  Once the PCs are 
  seated and comfortable, Gorn will reveal what he learned 
  from either the log or from additional conversations with 
  the Gunasis.  Read the following: 
   
  “It seems that there are others that have learned the 
  importance of the log.  My sources indicated that 
  several individuals from Ekbir arrived yesterday to 
  recover the book.  Luckily, we have the advantage of a 
  head start on our opposition, as wel  as some of the 
  King’s men to impede their progress. 
   
  From the log of our ill-fated Cap ain Hazin we 
  are able to tell that h s ship sank in the Nyr Dyv, not 
  far from a place known as Siren’s Gate. Deciphering 
  that reference was quite a challenge since the ancient 
  Ekbir dialect did not really have a word for “Siren”, 
  but I digress… 
   
  The gate, as Hazin describes it, is a spire of rock 
  that rises from the sea and reached out to steal the 
  winds from h s ship.  While the spire is easy enough 
  to find for those of us who know where to look, there 
  is no truth to his ravings about the ship being trapped 
  by the spire.  In fact, there are no credible accounts 
  the spire has any mystic power or even confirmation 
  of any unusual inhabitants in the area. 
  Based on the condition o  the log, it is likely that 
  it spent a several hours in the Nyr Dyv, but not much 
  longer.  It is likely that the log washed up on shore in
  the flotsam, since all hands on the Tradewinds were 
  lost at sea.  It is my belief that the only item from the 
  Tradewinds that is not at the bottom of the Nyr Dyv 
  is the log book. 
   
  All that remains now is to find the wreck of the 
  Tradewinds, and bring back any of Z’Danfar’s relics.  
  Perhaps one o them will hold the key to the trapped 
  elemental spirit I have been looking for. 
   
  Gorn is convinced that the wreck of the Tradewinds 
  holds the item that he is looking for.  He will not reveal 
  the role that this relic will play in the spells to defend 
  Chendl.  He will, however, compliment any PC that asks 
  this question, since they show the proper amount of 
  skepticism and interest in national affairs.  Gorn will 
  reply that elder elemental spirits are highly magical 
  beings, and freeing one would likely garner a powerful 
  ally for the cause of good. 
  Reflections  
   
  Page 13 
  
   
  Gorn is also convinced the PCs will need to be the 
  ones to discover the wreck and recover any items on his 
  behalf.  He will be willing to further contract with the 
  PCs by providing an opportunity to further empower a 
  magical weapon with the “shock” ability. 
   
  If the PCs agree to Gorn’s terms and continue on in 
  the adventure, he will also provide them a bit more 
  assistance.  Read the following: 
   
   
  t
   
   
   
  i
  i
  l
   
   
  l
   
   
   
   
  i
  i
  i
  “Siren’s Gate is located not too far from Herechel 
  in Willip.  The journey by ship is not a long one: a few 
  hours with the proper winds, and I will see to it that 
  the winds cooperate.  The Council keeps a small 
  sailboat, easily big enough to carry a small party such 
  as yours, yet small enough to avoid drawing attention 
  to itself.  The ship is known as the Shadow Dancer, 
  and I will send word ahead to its cap ain, Balkif. He 
  will wait for your arrival and prepare for a quick tour 
  to the Gate. He is very discreet and you may trust him 
  completely. 
  Your signets will prove your identity to h m, and 
  they will also allow you to avo d the normal taxes and 
  unique customs in Willip relating to practicing 
  magic.  Still, you must maintain your discretion and 
  avoid 
  etting others know you are working on 
  Council business.  There is one other thing that may 
  be of use to you.” 
   
  Gorn leans down and pulls a small wooden box 
  about twelve inches in length, four inches wide, and 
  three inches high.  “Since Lady Pisenten is currently 
  rather busy, it is up to me to enable your trip to the 
  Tradewinds.  I would rather have her grow each of 
  you gills, but that does not seem to be feasible.  Still, I 
  have been known to brew a potion or two in my day, 
  so use these, they are from my private stock.  They 
  may be a bit o d, but each will grant you the ability to
  breathe water for 22 hours. There are enough so that 
  you will have 1 reserve, in case something unforeseen
  happens and you require extra time. 
   
  The PCs will be able to ask Gorn for additional 
  information, but he believes that he has provided them 
  all the tools they will require for their mission.  If the PCs 
  do not have mounts for the journey to Herechel, Gorn 
  will instruct Alahandral to procure mounts for their use.  
  These will be either light warhorses or riding horses, 
  depending on Alahadral’s assessment of the PCs riding 
  skills.  All will be equipped with standard tack. 
   
  Encounter Seven: Bon Voyage! 
  Nothing unusual happens to the PCs during their 
  journey to Willip.  The travel is quick on the improving 
  roads and their mounts (or those provided by Alahandral) 
  have no trouble keeping a brisk pace. The PCs will arrive 
  safely and be able to move through the city with little 
  interference from the local authorities.  The dock area is 
  easy to find and with a few simple questions, the PCs will 
  locate Shadow Dancer and its captain. 
   
   
  The journey was quick and in a relatively short time 
  you have entered the Barony of Willip.  Following 
  Gorn’s instructions, you revealed your signets to some 
  of the King’s Men, and you were able to make your 
  way to the docks by mid-afternoon. 
  The docks are a lively part of the city and finding 
  the Shadow Dancer was relatively simple. You stand 
  before the ship in the warm afternoon sun.  The ship 
  truly looks like a pleasure craft, with dark woods and 
  dark metal rails providing a unique and stunn ng 
  appearance.  The ship’s lines reveal the boat is 
  obviously made for speed and it appears the crew is 
  likely only one or two men. 
   
  Standing on the deck in leather armor is a wiry 
  man who appears to be n his late thirties.  He has a 
  long pony tail, a rapier on h s side, and a large grin 
  when you meet his gaze. 
   
  “Welcome friends, the winds have been good 
  enough to inform me of your arrival and your 
  destination.  We are ready to cast off as soon as you 
  are on board.” 
   
  The boat is large enough for the PCs to easily store typical 
  gear, but they will be unable to bring exceptionally large 
  items or mounts with them. 
   
  When the PCs begin to board, Balkif gives a shrill 
  whistle and hollers for his mate, Venda, to draw the lines 
  and cast off. Venda works hard to hide her gender from 
  casual observers (she wears a bandanna on her head and 
  baggy clothes) and she is dressed in leather armor and 
  also wears a rapier.  When PCs first see her, allow them at 
  Spot check (DC18) to notice that Venda is disguising her 
  gender. 
   
  The PCs make their way quickly from the harbor as 
  the winds are favorable indeed.  The journey to Siren’s 
  Gate takes a few more hours and the PCs arrive late in the 
  afternoon, about 4:00 p.m.  They will be able to sail within 
  a couple of hundred feet within the spire.  If the PCs 
  wish to inquire from either Balkif or Venda regarding the 
  area of Siren’s Gate, they know the following: 
   
  � Sailors usually avoid the waters around Siren’s Gate 
  since the rocks can cause strange currents. 
  � There have not been tales of any unusual creatures in 
  their memory. 
  � The water is cold, but is remarkably clear.  The water 
  is also fairly deep, over 75 feet at the base of the 
  spire. 
  Reflections  
   
  Page 14 
  
   
  � Balkif (male human, Ftr5/Rog3, AL NG, Str 15, Cha 
  16. 
  � Venda (female human, Ftr6, AL NG, Str 14, Dex18, 
  Cha 18). 
   
  Balkif is obviously a skilled captain and Venda is also 
  skilled.  Balkif and Venda are in the King’s service and 
  have been for years.  Venda is Balkif’s niece and despite 
  her being a full-grown woman, Balkif is fiercely 
  protective of her. 
   
  Venda is curious about the heroes mission but 
  knows enough not to ask overt questions.  She is also 
  aware of how her looks (if revealed) have a way of 
  loosening men’s tongues.  Venda is not interested in any 
  romantic encounters, but enjoys flirting with a handsome 
  roguish character for nothing more than a laugh at her 
  uncle’s expense. 
   
  Once they have arrived, proceed to Encounter Eight. 
   
  Encounter Eight: Down Below 
  The PCs leave the Shadow Dancer for the cold waters of 
  the Nyr Dyv, traveling to the bottom to find the wreck of 
  the Tradewinds. For the duration of their time 
  underwater, several special rules are in effect for the PCs, 
  since they are not aquatic creatures.  
   
  Heroes Underwater: 
  The following information is provided for DMs 
  unfamiliar 
  with 
  judging 
  adventures 
  involving 
  underwater encounters.  It is taken from the article 
  Water, Water Everywhere by Skip Williams published in 
  the January 2002 Dragon Magazine, Issue 60. 
   
  Attack Modifiers: 
   
   
  Condition 
  Slash 
  Bludgeon 
  Attk/Dmg 
   
   
  Move 
   
  Off-Balance
  3 
  Freedom of Movement 
  Normal 
  Norm 
  No 
  Successful Swim Check
  1 
  -2/Half 
  ¼ / ½ 
  No 
  Firm Footing
  2 
  -2/Half 
  ½  
  No 
  None of the above 
  -2/Half 
  ¼ / ½ 
  Yes 
  1 Swim checks are move equivalent actions with a DC12 
  2 Firm footing is weighted PCs walking along the bottom 
  3 Off balance PCs lose Dex modifier to Dex and opponents receive a +2 
  attack bonus  
   
   
  Ranged Attacks: Thrown weapons are ineffective 
  underwater. Other ranged weapons suffer a –2 attack 
  penalty for each 5 feet of water they pass through, in 
  addition to the normal penalties for range. 
   
  Visibility: At the base of the spire, the PCs will be 
  over one hundred feet underwater.  The limited amount 
  of the light from the late afternoon will not provide 
  much light at all – the PCs will need to find a way to 
  provide light, such as light spells, continual fire (it is an 
  illusion – not an actual fire, thus it works underwater) 
  etc. 
   
  Submerged or swimming creatures may also gain 
  concealment from the water, depending on how clear it 
  is. The water around Siren’s Gate is considered perfectly 
  clear, but it still obscures vision, including darkvision, 
  beyond 200 feet. All creatures have one-quarter 
  concealment at 50 feet (10% miss chance), one-half 
  concealment at 100 feet (20% miss chance), three-quarters 
  concealment at 150 feet (30% miss chance), and nine-
  tenths concealment at 200 feet (40% miss chance). 
  Beyond 200 feet, creatures have total concealment (50% 
  miss chance), and opponents cannot use sight to locate 
  the creature. 
   
  Aquatic creatures can see twice as far through the 
  water as other creatures (but twice 0 feet is still 0 feet).  
  Invisible creatures displace water and leave a visible 
  bubble, though such creatures still have half concealment 
  (20% miss chance). 
   
  Exposure: Although the water is deep and fairly 
  cold, it is not severe enough to result in pressure or cold 
  damage for the PCs 
   
  Fire: Non-magical fire (including alchemist’s fire) 
  does not burn underwater. Spells or spell-like effects with 
  the fire descriptor are ineffective underwater unless the 
  caster makes a successful Spellcraft check (DC 15 + spell 
  level). If successful, the spell creates a bubble of steam 
  instead of its usual fiery effect. Supernatural fire effects 
  are ineffective underwater unless their descriptions state 
  otherwise. 
   
  The surface of a body of water blocks line of effect 
  for any fire spell. If the caster has made a Spellcraft check 
  to make the fire spell useful underwater, the surface also 
  blocks the spell’s line of effect. For example, a fireball cast 
  underwater cannot be targeted at creatures above the 
  surface, nor can an underwater fireball spread above the 
  surface. 
   
  Spellcasting: Only characters that are naturally 
  aquatic may cast spells underwater without penalties.  
  PCs who are under the effects of a water breathing spell 
  may not cast spells with verbal components.  Likewise, 
  non-aquatic 
  beings 
  casting 
  spells 
  with 
  somatic 
  components require a successful Concentration skill 
  check DC5+spell level to avoid losing the spell. 
   
  Creatures: Shortly after the PCs begin their descent into 
  the area, Locathahs who live near the wreck will notice 
  them.  These locathah are led by a spellcaster that was 
  driven mad when the ship landed on and destroyed, most 
  of the underwater settlement.  They will leave their 
  hiding place near the base of the spire and attack the PCs 
  Reflections  
   
  Page 15 
  
  when they begin their search for the wreck of the 
  Tradewinds. 
   
  APL 2 (EL 4) 
  � Arkr, hp 26, Clr3, see Appendix. 
  � Locathahs (2), hp 9, see MM. 
   
  APL 4 (EL 5) 
  � Arkr, hp 26, Clr3, see Appendix. 
  � Bangh, hp 33, Bbn3, see Appendix. 
   
  APL 6 (EL 7) 
  � Arkr, hp 34, Clr5, see Appendix. 
  � Bangh, hp 50, Bbn5, see Appendix. 
  � Locathah (2), hp 9, see MM 
   
  APL 8 (EL 9) 
  � Arkr, hp 44, Clr7, see Appendix. 
  � Bangh, hp 66, Bbn7, see Appendix. 
  � Locathah (4), hp 9, see MM 
   
  APL 10 (EL 11) 
  � Arkr, hp 59, Clr10, see Appendix. 
  � Bangh, hp 74, Bbn8, see Appendix. 
  � Locathah (6), hp 9, see MM. 
   
   
  Tactics: Despite having different spells available, the 
  locathah follow some basic combat tactics.  They will use 
  their superior mobility to their greatest advantage (trying 
  to maneuver to attack spellcasters while protecting Arkr) 
  and cast spells to their maximum effect.  One of Arkr’s 
  favorite tactics is to cast Dispel Magic at the obvious air 
  breathers in a hope to eliminate their ability to survive 
  underwater. 
   
  Development: If the PCs somehow capture and are 
  able to converse with, one of the Locathah, they will 
  learn very little of value.  The locath leader, Arkr, is quite 
  mad.  When the Tradewinds sank, the ship fell upon a 
  large reef near the base of the spire.  The destruction 
  wrought by the ship was immense, and the majority of 
  the community was destroyed.  Arkr feels the 
  community was punished by their pain god due to their 
  lack of devotion.  He strives each day to inflict enough 
  pain to bring his people back, and has gone insane in the 
  process.  The other surviving locathah are devout 
  followers who fear Arkr and follow his commands. 
   
  After defeating or evading the locath war parties, the 
  PCs will be able to continue their search for the wreck of 
  the Tradewinds.  Locating the wreck, once free from the 
  Locathah attack, takes just under an hour of searching, 
  less if the PCs have a way to improve their search 
  chances.  When they locate the wreck, proceed to 
  Encounter Nine. 
   
  Encounter Nine: Reflections 
  The wreck of the Tradewinds is located about an eighth 
  of a mile from the base of the spire, and can be found by 
  the PCs with a methodical search.  All that remains of the 
  ship is the mid and aft section.  The bow of the ship was 
  completely destroyed when it impacted the spire so 
  many years ago.  
   
  The intact portion of the ship can be entered easily 
  which leads into the remains of the cargo area.  When the 
  PCs locate the wreck, read the following: 
   
   
  Wedged in an outcropping of rock is the remains 
  of a large merchant vessel.  The ship is badly 
  damaged: the entire bow area is missing and the ship’s 
  keel points sharply down as if tossed aside like a 
  giant’s play toy. 
   
  DMs should refer to the map at the end of the module 
  that outlines the two main areas of the ship.  The PCs will 
  not be able to obtain a good view of the ship until they 
  are relatively close due to the darkness and the effects of 
  water. 
   
  Underneath the ship the PCs will see the remains of 
  the coral shelters that once housed the locath.  The 
  shelters are completely destroyed and there is nothing 
  left for the PCs to explore in that area. 
   
  The first area is the cargo area that contains what 
  little cargo did not break free of its lashings when the 
  ship sank.  The second area of the ship is the aft lounge 
  and living quarters.  This area is completely filled with 
  fresh air thanks to the powers of the Mirror of Z’Danfar. 
   
  Area One: 
  This area is a large cargo hold that once held many of the 
  goods that Hazin and his crew were transporting.  Many 
  of the crates and barrels broke loose when the ship sank 
  and are now lost.  There are a number of barrels and 
  crates that are still in the cargo area that Hazin may use as 
  weapons with his telekinetic ability.   
   
  The crates are completely water logged and the fine 
  silks have been destroyed by years of water damage.  
  Among the barrels are a few casks of fine wine and 
  brandy that are quite valuable if they are recovered. 
   
  Area Two: 
  The aft lounge and captain’s chamber is the only part of 
  the ship that is completely intact.  When Hazin 
  attempted to use the mirror’s powers, the elder spirit 
  called forth storms that destroyed and sank the 
  Tradewinds.  It then cast Hazin from the ship, where he 
  Reflections  
   
  Page 16 
  
  was killed by the fierce storm.  In an attempt to protect 
  itself, the spirit protected the room from the water by 
  creating a bubble of air within the area. This magical 
  barrier will remain in place even if the walls or door of 
  the area are destroyed by the PCs. 
   
  Hazin’s violent death, combined with his inability to 
  harness the mirror’s powers to save his ship, are the tragic 
  circumstances that drove him to become a ghost. 
   
  The mirror is located underneath the table, cleverly 
  disguised to appear as the bottom on the table.  It can be 
  found with a successful Search check DC24.  Any attempt 
  to disturb the mirror will immediately cause Hazin to 
  attack using his most deadly attack.  The mirror is 2 feet 
  wide by 4 feet high. 
   
  The desk also contains some of Hazin’s personal 
  effects, many of which deal with his shipping business 
  and indicate it was not performing well.  A ledger of 
  accounts shows that Hazin’s considerable fortune was 
  nearly depleted, despite several large credits over the last 
  few years of his life.  In the margin of the ledger, the PCs 
  will notice sad musings about having to sell some 
  precious artifacts he had collected over the years.  There 
  is no identification of any type indicating what the items 
  were or to whom they were sold. Likely they were more 
  of Z’Danfar’s creations that Gorn would be interested 
  in… 
   
  A small secret compartment in the desk may be 
  detected by the PCs with a successful Search check 
  (DC25).  Inside are a few of Hazin’s other effects that 
  were not lost with his body. 
   
  Creatures: When the PCs enter the wreck, the ghost 
  of Hazin will become aware of their presence.  He will 
  use his supernatural powers to harass and attack the 
  heroes, trying to drive them away or kill them if they 
  persist in their investigation. 
   
  APL 2 (EL 3) 
  � Hazin the ghost, hp 12, Wiz1, see Appendix. 
   
  APL 4 (EL 6) 
  � Hazin the ghost, hp 34, Wiz3, see Appendix. 
   
  APL 6 (EL 8) 
  � Hazin the ghost, hp 54, Wiz6, see Appendix. 
   
  APL 8 (EL 10) 
  � Hazin the ghost, hp 72, Wiz8, see Appendix. 
   
  APL 10 (EL 12) 
  � Hazin the ghost, hp 90, Wiz10, see Appendix. 
   
  Tactics: Hazin will use his various abilities in an attempt 
  to prevent the heroes from entering the aft area of the 
  ship where the Mirror is stored.  He will use his frightful 
  moan to attempt to panic the heroes, telekinesis to hurl 
  up to 4 barrels per round (require attack roll and each 
  inflicts 4 hp of damage), and at higher APLs his frightful 
  presence attack before resorting to manifestation and 
  spell attacks. 
   
  It is important for DMs to remember that unless the 
  PCs are able to enter the air filled area, Hazin will not use 
  any spells with the fire descriptor due to the limitations 
  posed by the water. 
   
  Development: The ghost of Hazin is consumed with 
  anger over his various failures – controlling the mirror, 
  saving his crew, and losing his fortune.  The Tradewinds 
  is the largest physical manifestation of his failure and 
  unless the ship is somehow completely destroyed, Hazin 
  will remain bound to it for all eternity. 
   
  When the players are able to find the mirror and 
  look into it, proceed to the Conclusion below and end the 
  adventure. 
   
  Conclusion 
  Once the PCs have defeated Hazin, they will have 
  enough time to search the area to locate the mirror.  The 
  mirror is a powerful magic item that will radiate 
  abjuration and conjuration if detected.  The mirror will 
  also have a slight aura of good surrounding it, based on 
  the alignment (CG) of the spirit contained within it. The 
  end of the scenario depends on whether or not the PCs 
  look into the mirror. 
   
  If the PCs look into the mirror: 
   
  An ornate frame holds a perfect silver mirror 
  whose surface appears to be cloudy.  Staring into the 
  surface, you realize the cloudy appearance is actually 
  an image slowly gathering.  The image finally takes 
  shape of a massive bald headed muscular man with a 
  finely manicured beard.  Instead of legs, the man’s 
  entire lower body is obscured by the cloudy image – 
  the mirror casts no reflection. 
   
  “Many years ago there was a clever and devious 
  human known as Z’Danfar.  Through a dark and evil 
  magic he was able to entrap much of my essence in 
  this accursed prison.  Now, you have a chance to right 
  this ancient evil, and free me.  All you must do is 
  shatter the mirror and the balance will be restored”. 
   
  The Mirror of Z’Danfar is one part prison and one part 
  gateway to the Elemental Plane of Air.  The mirror binds 
  a Noble Djinni named Al’Kabar to the prime material 
  plane.  Ages ago, Z’Danfar extracted the three wishes but 
  Reflections  
   
  Page 17 
  
  kept it bound to the mirror, in hopes he could harness 
  the elemental’s power. 
   
  Al’Kabar is hopeful that the newest people to find 
  the mirror will be the ones to set him free.  Breaking the 
  mirror is fairly simple, any hard blow with a weapon or 
  similar object will shatter the thin silver plate.  If the PCs 
  refuse to break the mirror, Al’Kabar will be very 
  disappointed.  Al’Kabar is a very cunning, and will hint 
  that his ability to grant wishes will be restored if he is 
  freed from the prison.  While this is true, he will not be 
  forced or willing to grant wishes unless he is recaptured, 
  which will be beyond the PCs abilities. 
   
  If they refuse to break the mirror, he will not resort 
  to threats.  He will immediately cancel the spell effect 
  that is keeping the aft cabin filled with air.  This may 
  result in the destruction of many of the papers on the 
  desk that Gorn would be interested in recovering. 
   
  If the PCs shatter the mirror, Al’Kabar will be 
  thankful, but will not stay around very long.  If this 
  occurs, read the following (Be sure to modify this text if 
  they wait to break the mirror on the surface): 
   
  As the mirror shatters, you hear a triumphant yell 
  throughout the area, “FREE!!!  You have done me a 
  favor, and for that I am thankful.  In exchange for 
  your k ndness, I will maintain this area of fresh air 
  within the wreck until you return to the surface.  
  Once you have taken what you desire from this 
  prison, I will see you safely to the surface.” 
  i
   
  l
   
  True to his word, Al’Kabar will protect the PCs until they 
  return to the surface.  Once they are on board the ship, 
  Al’Kabar’s influence will vanish and the elder elemental 
  will be free again. 
   
  When the PCs return to Chendl, Gorn will be very 
  disappointed the mirror is lost but will be somewhat 
  appeased if they recovered the papers from Hazin’s desk.  
  Gorn will allow the PCs to keep his signets (although the 
  magical effects will end) and bid them farewell. 
   
  If the PCs keep the mirror Intact 
  If the PCs do not look at the mirror and make a deal with 
  Al’Kabar, then the magical effect providing air in the 
  cabin will end when the mirror is taken from the area.  
  The PCs will be able to return to the surface with the 
  mirror intact (unless they are extremely careless) and 
  return the mirror to Gorn in Chendl.  When they arrive 
  in Chendl, Gorn and Alahandral will be waiting to take 
  possession of the mirror.  PCs that wish to keep the 
  mirror will be disappointed.  Gorn and his agents will be 
  aware of the mirror’s presence and failure to produce it, 
  or bargain for additional rewards, will result in the 
  character being declared a traitor by one of the Council of 
  Four.  Any such foolish characters will be unable to 
  adventure in Furyondy regional adventures unless a 
  special mission for redemption is completed (contact the 
  local triad for more information).  When they return the 
  mirror to Gorn, read the following: 
   
  Your return to Wilip and Chendl pass uneventfully 
  and quickly.  As you are nearing the gates of Chendl, 
  you are greeted by a small group of King’s Men being 
  led by Alahandral, who is smiling broadly at your 
  return. 
   
  Within moments, you are escorted through the 
  city to the sanctuary of Gorn.  The mage is dressed in 
  his finest robes and is quite pleased at your return.   
   
  “You have done your country a great service, and 
  have brought us one step closer to providing a level of
  protection against our Ancient Enemy.  While it is 
  best for all if your deeds do not become widely 
  known, you should keep my signets so that others of 
  influence will know that you may be trusted in the 
  future.  Keep our secret wel , and soon, very soon, our 
  walls will be impenetrable.” 
   
  The End 
   
  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 Three: Ekbir Raiders 
  Defeat Ekbir Raiders 
   
  APL2 150 xp; APL4 210 xp; APL6 270 xp;  
  APL8 330 xp; APL10 390 xp; 
   
  Story Award 
  Recover Tradewinds Log 
  APL2 45 xp; APL4 60 xp; APL6 90 xp; 
  APL8 110 xp; APL10 135 xp; 
   
  Encounter Eight: Down Below 
  APL2 120 xp; APL4 150 xp; APL6 210 xp;  
  APL8 270 xp; APL10 330 xp;  
   
  Encounter Nine: Reflections 
  APL2 90 xp; APL4 180 xp; APL6 240 xp;  
  APL8 300 xp; APL10 360 xp;  
   
  Story Award 
  Return mirror without breaking 
  APL2 45 xp; APL4 75 xp; APL6 90 xp; 
  APL8 115 xp; APL10 135; 
  Reflections  
   
  Page 18 
  
   
  Total possible experience:  
   
  APL2 450 xp; APL4 675 xp; APL6 900 xp; 
  APL8 1125 xp; APL10 1350; 
   
  Treasure Summary 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their earthly 
  possessions.  Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold.  If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot.  If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A normal 
  adventuring party can usually gather this wealth in a round 
  or so.  If for some reason, they pass up this treasure, the 
  coin total is subtracted from the encounter totals given 
  below. 
   
  Next, the magic items are listed.  Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure.  Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it.  Other times they may 
  attempt to use the item blindly.  If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the item 
  is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure.  Write the total in the 
  GP Gained field of the adventure certificate.  Because this is 
  a Regional scenario, characters may spend additional Time 
  Units to practice professions or create items immediately 
  after the adventure so this total may be modified by other 
  circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, 
  and other valuables; M = Magic Items. 
   
  L:  Looted gear from enemy 
   
  C:  Coin, Gems, Jewelry, and other valuables 
   
  M:  Magic Items (sell value)  
   
  Encounter One:  National Debts 
   
  ALL APLs: L: 0 gp; C: 25 gp; M: 0 gp 
   
  Encounter Two:  Setting Sun 
   
  ALL APLs: L: 25 gp; C: 0 gp; M: 0 gp 
   
  Encounter Three: Ekbir Raiders  
   
  APL 2: L: 14 gp; C: 70 gp; M: 25 gp: Potion of Bull 
  Strength (25 per character) 
   
  APL 4: L: 14 gp; C: 0 gp; M: 25 gp: Potion of Bull 
  Strength (25 per character) 
   
  APL 6: L: 20 gp; C: 0 gp; M: 25 gp: Potion of Bull 
  Strength (25 per character) 
   
  APL 8: L: 20 gp; C: 0 gp; M: 25 gp: Potion of Bull 
  Strength (25 per character) 
   
  APL 10: L: 43 gp; C: 50 gp; M: 721 gp: Potion of Bull 
  Strength (25 per character), Cloak of Resistance +2 (333 
  per character), Necklace of Fireballs – Type III (363 per 
  character) 
   
  Encounter Five:  Debrief 
   
  ALL APLs: L: 0 gp; C: 25 gp; M: 0 gp 
   
  Encounter Six:  Overland 
   
  ALL APLs: L: 0 gp; C: 0 gp; M: 63 gp: Potion of Water 
  Breathing (63 per character)  
   
  Encounter Eight: Down Below  
   
  APL 2: L: 25 gp; C: 16 gp; M: 62 gp: Wand of Cure 
  Light Wounds (62 per character) 
   
  APL 4: L: 26 gp; C: 0 gp; M: 62 gp: Wand of Cure 
  Light Wounds (62 per character) 
   
  APL 6: L: 1 gp; C: 0 gp; M: 254 gp: Wand of Cure 
  Light Wounds (62 per character), +1 longspear (192 per 
  character) 
   
  APL 8: L: 1 gp; C: 0 gp; M: 754 gp: Wand of Cure 
  Light Wounds (62 per character), +1 shock longspear 
  (692 per character) 
   
  APL 10: L: 1 gp; C: 10 gp; M: 754 gp: Wand of Cure 
  Light Wounds (62 per character), +1 shock longspear 
  (692 per character) 
   
  Encounter Nine:   
   
  APL 2: L: 50 gp; C: 0 gp; M: 0 gp 
   
  APL 4: L: 25 gp; C: 0 gp; M: 333 gp: Pearl of Power – 
  Second Level (333 per character) 
   
  APL 6: L: 30 gp; C: 0 gp; M: 333 gp: Pearl of Power – 
  Second Level (333 per character) 
   
  APL 8: L: 25 gp; C: 0 gp; M: 333 gp: Pearl of Power – 
  Second Level (333 per character) 
  Reflections  
   
  Page 19 
  
   
  APL 10: L: 50 gp; C: 0 gp; M: 333 gp: Pearl of Power – 
  Second Level (333 per character) 
   
  Total Possible Treasure 
  APL 2: L: 114 gp; C: 136 gp; M: 150 gp  - Total: 400 gp 
  APL 4: L: 90 gp; C: 50 gp; M: 483 gp  - Total: 623 gp 
  (maximum 600) 
  APL 6: L: 76 gp; C: 50 gp; M: 675 gp  - Total: 801 gp 
  (maximum 800) 
  APL 8: L: 71 gp; C: 50 gp; M: 1175 gp  - Total: 1296 gp 
  (maximum 1250) 
  APL 10: L: 119 gp; C: 110 gp; M: 1871 gp  - Total: 2100 
  gp 
   
   
  Special 
   
  Council of Four Influence Point:  The deeds performed 
  by this hero have earned the character an Influence Point 
  (IP) with Gorn Gydresol from the Council of Four in 
  Furyondy.  The PCs each have a signet bearing Gorn’s 
  symbol of the Crown of Furyondy on a lightning filled 
  cloud.  This point is consumed when used (cross off used 
  influence on this adventure certificate), and does not 
  function outside of the Kingdom of Furyondy.  It may 
  not be transferred or sold since it is based on the 
  reputation of the hero. PCs may opt to use this influence 
  point to request Gorn to upgrade any single magical 
  weapon they possess with the Shock ability following a 
  Furyondy regional adventure.  Note that the PC must still 
  pay the difference in cost for the two items in gold. 
  Please be sure to cross off the influence point when used 
  and record the item upgraded on this adventure record as 
  well as on the MIL. 
   
  Items for the Adventure 
  Record 
  Item Access 
  APL 2: Potion of Waterbreathing – brewed at 11
  th level 
  (value = 1650 gp, adventure); Wand of Cure Light 
  Wounds (value = 750 gp, adventure) 
  APL 4: Pearl of Power – Second Level (value 4000 gp, 
  adventure) 
   
  APL 2 Items 
  APL 6 & 8: +1 Shock Longspear (8305 gp, adventure) 
   
  APL 2 & 4 Items 
  APL 10: Cloak of Resistance +2 (4000 gp, adventure), 
  Necklace of Fireballs – Type III (4350 gp, adventure) 
   
  APL 2, 4, 6 & 8 Items 
   
  Reflections  
   
  Page 20 
  
  Appendix One: NPC and Monster Statistics 
   
  Encounter Two: Setting Sun 
  � Fazil: male human Rog4; CR 4; medium humanoid; 
  HD 4d6+4; hp 22; Init +2; Spd 30 ft.; AC 12 (touch 12, 
  flatfooted 12) [+2 dex]; Atk +3 melee (1d4/19-20 
  dagger) or +5 ranged (1d4/19-20 dagger); SA: Sneak 
  Attack +2d6; SQ: Evasion, Uncanny Dodge; AL CN; SV 
  Fort +4, Ref +8, Will +6; Str 10, Dex 14, Con 12, Int 16, 
  Wis 12, Cha 14. 
   
  Skills and Feats: Appraise +8, Bluff +9, Decipher 
  script +8, Diplomacy +6, Disguise +7, Escape artist +7, 
  Forgery +10, Gather information +9, Hide +6, Listen 
  +7, Pick pocket +7, Read lips +8, Search +9, Sense 
  motive +8, Spot +8, Use magical device +5; Alertness, 
  Iron will, Quick draw. 
   
  Possessions: robes, dagger, Cloak of resistance +2 
   
  � King’s Watchman (4): Human male, Fig2; HD 
  2d10; HP 20; Init +5 (+4 feat, +1 dex); Spd 20 ft; AC 18 
  (+5 chainmail, +1 Dex, +2 Lrg shield); Atk: +5 
  (Battleaxe: 1d8+2, x3) or +3 (Lt crossbow 1d8, x3); Sv: 
  Fort +5, Ref +1, Wil +1; Str 15, Dex 12, Con 14, Int 10, 
  Wis 12, Cha 10; AL LG 
   
  Skills:  Handle animal +4, Profession (Soldier) +4, 
  Ride +2, Search +1, Sense motive +2, Spot +3 
   
  Feats:  Improved initiative, Weapon focus 
  (Battleaxe), Power attack, Cleave 
   
  Equipment: Chainmail armor, Lrg. Steel shield, 
  Battleaxe, Lt. Crossbow w/20 bolts 
   
   
  Encounter Three: Ekbir 
  Raiders 
  APL 2 (EL 5)  
  � Askold: male human Rog1; CR 1; medium 
  humanoid; HD 1d6+2; hp 8; Init +7; Spd 30 ft.; AC 15 
  (touch 13, flatfooted 15) [+3 dex, +2 leather]; Atk +1 
  melee (1d4/19-20 dagger) or +3 ranged (1d6/X3 
  shortbow); SA: Sneak Attack +1d6; SQ: Sneak attack; 
  AL LN; SV Fort +2, Ref +5, Will +3; Str 11, Dex 16, Con 
  14, Int 16, Wis 13, Cha 11. 
   
  Skills and Feats: Appraise +6, Balance +6, Climb 
  +6, Diplomacy +4, Disable Device +7, Gather Info +4, 
  Move Silently +7, Open Lock +7, Pick Pocket +7, 
  Search +7, Spot +7, Tumble +7; Dodge, Improved 
  Initiative, Iron Will. 
   
  Possessions: leather armor, sap, dagger, shortbow, 
  20 arrows, Potion of Invisbility (already consumed), 30 
  gp. 
   
  � Sammel, male human Rgr1: CR 1; medium 
  humanoid; HD 1d10; hp 10; Init +2; Spd 30 ft.; AC 15 
  (touch 12, flatfooted 13)[+3 studded leather, +2 dex]; 
  Atk +3 melee (1d8+4/19-20 longsword) or +1 
  (1d8+3/19-20 
  longsword) 
  and 
  +1 
  (1d6+1/19-20 
  shortsword); SA: Favored Enemy: Elves; AL: CN; SV 
  Fort +2, Ref +3, Will +0; Str 16, Dex 15, Con 10, Int 10, 
  Wis 12, Cha 10. 
   
  Skills and Feats: Animal Empathy +4, Climb +5, 
  Handle Animal +4, Knowledge nature +3, Spot +4; 
  Alertness, 
  Ambidexterity, 
  Track, 
  Two 
  Weapon 
  Fighting. 
   
  Possessions: Studded Leather, Long Sword, Short 
  Sword, Thunderstone (used in opening), 30 gp. 
   
  � Dunya: female human Ftr1; CR 1; medium 
  humanoid; HD 1d10+2; hp 12; Init +2; Spd 30 ft.; AC 15 
  (12 touch, 13 flatfooted) [+2 dex, +3 armor]; Atk +4 
  melee (1d6+2/19-20 short sword) or +3 ranged (1d8/19-
  20 light crossbow); AL: N; SV Fort +3, Ref +2, Will +1; 
  Str 15, Dex 15, Con 13, Int 16, Wis 12, Cha 14. 
   
  Skills and Feats: Bluff +3, Climb +4, Handle 
  Animal +7, Jump +6, Move Silently +4, Ride +5, Swim 
  +4, Use Rope +3; Ambidexterity, Power Attack, 
  Weapon Focus – Short Sword. 
   
  Languages Spoken: Common, Goblin. 
   
  Possessions: short sword, studded leather armor, 
  light crossbow, 20 bolts, Potion of Bull Strength, 10 gp. 
   
  � Saeunn: female human Sor1; CR 1; medium 
  humanoid; HD 1d4+2; hp 6; Init +4; Spd 30 ft.; AC 10; 
  Atk -1 melee (1d4-1/19-20 dagger), or +2 ranged (1d4 
  sling); AL: CN; SV Fort +2, Ref +0, Will +2; Str 8, Dex 
  10, Con 15, Int 11, Wis 10, Cha 17. 
   
  Skills and Feats: Alchemy +4, Concentration +11, 
  Spellcraft +4, Knowledge (arcana) +2; Combat Casting, 
  Improved initiative, Scribe Scroll. 
   
  Possessions: dagger, sling, 20 bullets 
   
  Spells Known  (6/4; base DC = 13 + spell level): 
  0— Dancing Lights, Detect Magic, Flare, Ghost Sound, 
  Mage Hand, Ray of Frost; 1
  st - Magic Missile, Shield. 
   
  APL 4 (EL 7)  
  � Askold: male human Rog3; CR 3; medium 
  humanoid; HD 3d6+6; hp 20; Init +7; Spd 30 ft.; AC 15 
  (touch 13, flatfooted 15) [+3 dex, +2 leather]; Atk +2 
  melee (1d4/19-20 dagger) or +5 ranged (1d6/X3 
  shortbow); SA: Sneak Attack +2d6; SQ: Evasion, 
  Reflections  
   
  Page 21 
  
  Uncanny Dodge; AL LN; SV Fort +3, Ref +6, Will +4; 
  Str 11, Dex 16, Con 14, Int 16, Wis 13, Cha 11. 
   
  Skills and Feats: Appraise +9, Balance +9, Climb 
  +6, Diplomacy +6, Disable Device +9, Gather Info +6, 
  Move Silently +9, Open Lock +9, Pick Pocket +9, 
  Search +9, Spot +7, Tumble +9; Dodge, Improved 
  Initiative, Iron Will. 
   
  Possessions: leather armor, sap, dagger, shortbow, 
  20 arrows, Potion of Invisbility (will drink before 
  ambush) 
   
  � Sammel, male human Rgr4: CR 4; medium 
  humanoid; HD 4d10; hp 28; Init +3; Spd 30 ft.; AC 16 
  (touch 13, flatfooted 13)[+3 studded leather, +3 dex]; 
  Atk +7 melee (1d8+4/19-20 longsword) or +5 
  (1d8+3/19-20 
  longsword) 
  and 
  +5 
  (1d6+1/19-20 
  shortsword); SA: Favored Enemy: Elves; AL: CN; SV 
  Fort +6, Ref +6, Will +2; Str 16, Dex 16, Con 10, Int 10, 
  Wis 12, Cha 10. 
   
  Skills and Feats: Animal Empathy +8, Climb +12, 
  Handle Animal +6, Knowledge nature +5, Spot +7; 
  Alertness, Ambidexterity, Great Fortitude, Lightning 
  Reflexes, Track, Two Weapon Fighting. 
   
  Possessions: Studded Leather, Long Sword, Short 
  Sword, Thunderstone (used in opening) 
   
  � Dunya: female human Ftr2; CR 2; medium 
  humanoid; HD 2d10+2; hp 18; Init +2; Spd 30 ft.; AC 15 
  (12 touch, 13 flatfooted) [+2 dex, +3 armor]; Atk +5 
  melee (1d6+2/19-20 short sword) or +4 ranged (1d8/19-
  20 light crossbow); AL: N; SV Fort +4, Ref +2, Will +1; 
  Str 15, Dex 15, Con 13, Int 16, Wis 12, Cha 14. 
  Skills and Feats: Bluff +3, Climb +6, Handle Animal +7, 
  Jump +6, Move Silently +4, Ride +6, Swim +7, Use 
  Rope +3; Ambidexterity, Dodge, Power Attack, 
  Weapon Focus – Short Sword. 
   
  Languages Spoken: Common, Goblin. 
   
  Possessions: short sword, studded leather armor, 
  light crossbow, 20 bolts, Potion of Bull Strength 
   
  � Saeunn: female human Sor4; CR 4; medium 
  humanoid; HD 4d4+8; hp 21; Init +4; Spd 30 ft.; AC 10; 
  Atk +1 melee (1d4-1/19-20 dagger), or +2 ranged (1d4 
  sling); AL: CN; SV Fort +3, Ref +1, Will +4; Str 8, Dex 
  10, Con 15, Int 11, Wis 10, Cha 17. 
   
  Skills and Feats: Alchemy +6, Concentration +13, 
  Spellcraft +6, Knowledge (arcana) +2; Combat Casting, 
  Improved initiative, Scribe Scroll. 
   
  Possessions: dagger, sling, 20 bullets 
   
  Spells Known  (6/7/4; base DC = 13 + spell level): 
  0— Dancing Lights, Detect Magic, Flare, Ghost Sound, 
  Mage Hand, Ray of Frost; 1st—Change Self, Magic 
  Missile, Shield; 2nd— Invisibility. 
   
  APL 6 (EL 9)  
  � Askold: male human Rog5; CR 5; medium 
  humanoid; HD 5d6+10; hp 32; Init +7; Spd 30 ft.; AC 15 
  (touch 13, flatfooted 15)[+3 dex, +2 leather]; Atk +3 
  melee (1d4/19-20 dagger), or +4 ranged (1d6/X3 
  shortbow); SA: Sneak Attack +3d6; SQ: Evasion, 
  Uncanny Dodge; AL: LN; SV Fort +3, Ref +6, Will +4; 
  AL LN; Str 11, Dex 17, Con 14, Int 16, Wis 13, Cha 11. 
   
  Skills and Feats: Appraise +11, Balance +11, Climb 
  +8, Diplomacy +8, Disable Device +11, Gather Info +8, 
  Move Silently +11, Open Lock +11, Pick Pocket +11, 
  Search +11, Spot +9, Tumble +9; Dodge, Improved 
  Initiative, Iron Will. 
   
  Possessions: leather armor, sap, dagger, shortbow, 
  20 arrows, Potion of Invisbility (will drink before 
  ambush) 
   
  � Sammel: male human Rgr6; CR 6; medium 
  humanoid; HD 6d10; hp 40; Init +7; Spd 30 ft.; AC 16 
  (touch 13, flatfooted 13)[+3 studded leather, +3 dex]; 
  Atk +9/+4 melee (1d8+4/19-20 longsword) or +7/+2 
  (1d8+3/19-20 
  longsword) 
  and 
  +7 
  (1d6+1/19-20 
  shortsword); SA: Favored Enemy: Elves (+2), Dwarves 
  (+1); AL: CN; SV Fort +7, Ref +7, Will +3; AL CN; Str 
  16, Dex 16, Con 10, Int 10, Wis 12, Cha 10. 
   
  Skills and Feats: Animal Empathy +9, Climb +12, 
  Handle Animal +7, Hide +4, Knowledge nature+7, Spot 
  +10; 
  Alertness, 
  Ambidexterity, 
  Great 
  Fortitude, 
  Improved Initiative, Lightning Reflexes, Track, Two 
  Weapon Fighting. 
   
  Possessions: Studded Leather, Long Sword, Short 
  Sword, Thunderstone (used in opening) 
   
  Spells Prepared (0/2; base DC = 11 + spell level): 
  1st—Entangle, Delay Poison 
   
  � Dunya: female human Ftr4; CR 4; medium 
  humanoid; HD 4d10+4; hp 32; Init +2; Spd 30 ft.; AC 16 
  (12 touch, 14 flatfooted) [+2 dex, +4 armor]; Atk +8 
  melee (1d6+5/19-20 short sword) or +6 ranged (1d8/19-
  20 light crossbow); AL: N; SV Fort +5, Ref +3, Will +2; 
  Str 16, Dex 15, Con 13, Int 16, Wis 12, Cha 14. 
   
  Skills and Feats: Bluff +4, Climb +8, Handle 
  Animal +9, Jump +8, Move Silently +4, Ride +8, Swim 
  +9, Use Rope +3; Ambidexterity, Cleave, Dodge, Power 
  Attack, Weapon Focus – Short Sword, Weapon 
  Specialization – Short Sword. 
   
  Languages Spoken: Common, Goblin. 
   
  Possessions: short sword, chain shirt, light 
  crossbow, 20 bolts, Potion of Bull Strength 
   
  � Saeunn: female human Sor6; CR 6; medium 
  humanoid; HD 6d4+12; hp 31; Init +4; Spd 30 ft.; AC 
  10; Atk +2 melee (1d4-1/19-20 dagger), or +3 ranged 
  Reflections  
   
  Page 22 
  
  (1d4 sling); AL: CN; SV Fort +4, Ref +4, Will +5; Str 8, 
  Dex 10, Con 15, Int 11, Wis 10, Cha 17. 
   
  Skills and Feats: Alchemy +8, Concentration +15, 
  Spellcraft +8, Knowledge (arcana) +2; Combat Casting, 
  Improved Initiative, Lightning Reflexes, Scribe Scroll. 
   
  Possessions: dagger, sling, 20 bullets 
   
  Spells Known  (6/7/6/4; base DC = 13 + spell 
  level): 0— Dancing Lights, Detect Magic, Flare, Ghost 
  Sound, Mage Hand, Ray of Frost; 1st—Change Self, 
  Magic Missile, Shield; 2nd— Invisibility. 
   
  APL 8 (EL 11)  
  � Askold: male human Rog7; CR 7; medium 
  humanoid; HD 7d6+14; hp 50; Init +7; Spd 30 ft.; AC 15 
  (touch 13, flatfooted 15)[+3 dex, +2 leather]; Atk +5 
  melee (1d4/19-20 dagger), or +7 ranged (1d6/X3 
  shortbow); SA: Sneak Attack +4d6; SQ: Evasion, 
  Uncanny Dodge; AL: LN; SV Fort +4, Ref +8, Will +5; 
  AL LN; Str 11, Dex 17, Con 14, Int 16, Wis 13, Cha 11. 
   
   
  Skills and Feats: Appraise +13, Balance +13, Climb 
  +10, Diplomacy +10, Disable Device +13, Gather Info 
  +10, Move Silently +13, Open Lock +13, Pick Pocket 
  +13, Search +13, Spot +11, Tumble +13; Dodge, 
  Improved Initiative, Iron Will, Quick Draw. 
   
  Possessions: leather armor, sap, dagger, shortbow, 
  20 arrows, Potion of Invisbility (will drink before 
  ambush) 
   
  � Sammel: male human Rgr8; CR 8; medium 
  humanoid; HD 8d10; hp 52; Init +7; Spd 30 ft.; AC 16 
  (touch 13, flatfooted 13)[+3 studded leather, +3 dex]; 
  Atk +11/+6 melee (1d8+4/19-20 longsword) or +9/+4 
  (1d8+3/19-20 
  longsword) 
  and 
  +9 
  (1d6+1/19-20 
  shortsword); SA: Favored Enemy: Elves (+2), Dwarves 
  (+1); AL: CN; SV Fort +8, Ref +7, Will +3; AL CN; Str 
  16, Dex 16, Con 10, Int 10, Wis 13, Cha 10. 
   
  Skills and Feats: Animal Empathy +9, Climb +12, 
  Handle Animal +9, Hide +6, Knowledge nature +10, 
  Spot +12; Alertness, Ambidexterity, Great Fortitude, 
  Improved Initiative, Lightning Reflexes, Track, Two 
  Weapon Fighting. 
   
  Possessions: Studded Leather, Long Sword, Short 
  Sword 
   
  Spells Prepared (0/2; base DC = 11 + spell level): 
  1st—Entangle, Delay Poison 
   
  � Dunya: female human Ftr6; CR 6; medium 
  humanoid; HD 6d10+6; hp 46; Init +2; Spd 30 ft.; AC 16 
  (12 touch, 14 flatfooted) [+2 dex, +4 armor]; Atk +10/+5 
  melee (1d6+5/19-20 short sword) or +8/+3 ranged 
  (1d8/19-20 light crossbow); AL: N; SV Fort +6, Ref +4, 
  Will +3; Str 16, Dex 15, Con 13, Int 16, Wis 12, Cha 14. 
   
  Skills and Feats: Bluff +5, Climb +9, Handle 
  Animal +11, Jump +10, Move Silently +4, Ride +9, 
  Swim +11, Use Rope +4; Ambidexterity, Cleave, Dodge, 
  Mobility, Power Attack, Spring Attack, Weapon Focus 
  – Short Sword, Weapon Specialization – Short Sword. 
   
  Languages Spoken: Common, Goblin. 
   
  Possessions: short sword, chain shirt, light 
  crossbow, 20 bolts, Potion of Bull Strength 
   
  � Saeunn: female human Sor8; CR 8; medium 
  humanoid; HD 8d4+16; hp 41; Init +4; Spd 30 ft.; AC 
  10; Atk +3 melee (1d4-1/19-20 dagger), or +4 ranged 
  (1d4 sling); AL: CN; SV Fort +4, Ref +4, Will +6; Str 8, 
  Dex 10, Con 15, Int 11, Wis 10, Cha 18. 
  Skills and Feats: Alchemy +10, Concentration +17, 
  Spellcraft +10, Knowledge (arcana) +2; Combat 
  Casting, Improved Initiative, Lightning Reflexes, 
  Scribe Scroll. 
   
  Possessions: dagger, sling, 20 bullets 
   
  Spells Known  (6/7/7/6/4; base DC = 14 + spell 
  level): 0— Dancing Lights, Detect Magic, Flare, Ghost 
  Sound, Mage Hand, Ray of Frost; 1st—Change Self, 
  Magic Missile, Shield; 2nd— Invisibility. 
   
  APL 10 (EL 13)  
  � Askold: male human Rog9; CR 9; medium 
  humanoid; HD 9d6+18; hp 62; Init +8; Spd 30 ft.; AC 16 
  (touch 14, flatfooted 16)[+4 dex, +2 leather]; Atk +6/+1 
  melee (1d4/19-20 dagger), or +10/+5 ranged (1d6/X3 
  shortbow); SA: Sneak Attack +5d6; SQ: Evasion, 
  Uncanny Dodge; AL: LN; SV Fort +5, Ref +10, Will +6; 
  AL LN; Str 11, Dex 18, Con 14, Int 16, Wis 13, Cha 11. 
   
   
  Skills and Feats: Appraise +15, Balance +16, Climb 
  +12, Diplomacy +12, Disable Device +16, Gather Info 
  +12, Move Silently +16, Open Lock +16, Pick Pocket 
  +16, Search +15, Spot +13, Tumble +16; Dodge, 
  Improved Initiative, Iron Will, Quick Draw, Run. 
   
  Possessions: leather armor, sap, dagger, shortbow, 
  20 arrows, Potion of Invisbility (will drink before 
  ambush), 20 gp. 
   
  � Sammel: male human Rgr10; CR 10; medium 
  humanoid; HD 10d10; hp 62; Init +7; Spd 30 ft.; AC 16 
  (touch 13, flatfooted 13)[+3 studded leather, +3 dex]; 
  Atk +14/+9 melee (1d8+5/19-20 longsword +1) or 
  +12/+7 
  (1d8+4/19-20 
  longsword 
  +1) 
  and 
  +11 
  (1d6+1/19-20 shortsword); SA: Favored Enemy: Elves 
  (+3), Dwarves (+2), Half-Orcs (+1); AL: CN; SV Fort +9, 
  Ref +8, Will +6; AL CN; Str 16, Dex 16, Con 10, Int 10, 
  Wis 13, Cha 10. 
  Skills and Feats: Animal Empathy +11, Climb +14, 
  Handle Animal +11, Hide +8, Knowledge nature +10, 
  Spot +14; Alertness, Ambidexterity, Great Fortitude, 
  Reflections  
   
  Page 23 
  
  Improved Initiative, Lightning Reflexes, Track, Two 
  Weapon Fighting. 
   
  Possessions: Studded Leather, Long Sword +1, 
  Short Sword, Thunderstone (used in opening), 20 gp. 
   
  Spells Prepared (0/2/1; base DC = 11 + spell level): 
  1st—Entangle, Delay Poison, 2
  nd – Hold Animal 
   
  � Dunya: female human Ftr8; CR 8; medium 
  humanoid; HD 8d10+8; hp 60; Init +3; Spd 30 ft.; AC 17 
  (13 touch, 14 flatfooted) [+3 dex, +4 armor]; Atk +13/+8 
  melee (1d6+5/18-20 short sword) or +11/+6 ranged 
  (1d8/19-20 light crossbow); AL: N; SV Fort +7, Ref +5, 
  Will +3; Str 16, Dex 16, Con 13, Int 16, Wis 12, Cha 14. 
   
  Skills and Feats: Bluff +6, Climb +11, Handle 
  Animal +13, Jump +12, Move Silently +4, Ride +11, 
  Swim +13, Use Rope +4; Ambidexterity, Cleave, Dodge, 
  Improved Critical – Short Sword, Mobility, Power 
  Attack, Spring Attack, Weapon Focus – Short Sword, 
  Weapon Specialization – Short Sword. 
   
  Languages Spoken: Common, Goblin. 
   
  Possessions: masterwork short sword, chain shirt, 
  light crossbow, 20 bolts, Potion of Bull Strength, 10 gp. 
   
  � Saeunn: female human Sor11; CR 11; medium 
  humanoid; HD 11d4+22; hp 51; Init +4; Spd 30 ft.; AC 
  10; Atk +3 melee (1d4-1/19-20 dagger), or +4 ranged 
  (1d4 sling); AL: CN; SV Fort +7, Ref +7, Will +9; Str 8, 
  Dex 10, Con 15, Int 11, Wis 10, Cha 18. 
   
   
  Skills and Feats: Alchemy +13, Concentration +20, 
  Spellcraft +10, Knowledge (arcana) +5; Combat 
  Casting, Enlarge Spell, Improved Initiative, Lightning 
  Reflexes, Scribe Scroll. 
   
  Possessions: dagger, sling, 20 bullets, Necklace of 
  Fireballs (type III), Cloak of Resistance +2.  
   
  Spells Known  (6/7/7/7/7/4; base DC = 14 + spell 
  level): 0— Dancing Lights, Detect Magic, Flare, Ghost 
  Sound, Mage Hand, Ray of Frost; 1st—Change Self, 
  Magic Missile, Shield; 2nd— Invisibility. 
  Encounter Eight: Down Below 
  APL 2 (EL 4)  
  � Arkr: male locathah Clr3; CR 3; medium humanoid 
  (aquatic); HD 2d8 + 3d8; hp 26; Init +1; Spd 10 ft. Swim 
  60ft; AC 14 (touch 11, flatfooted 13)[+1 dex, +3 natural]; 
  Atk +4 melee (1d8/X3 longspear); AL: N; SV Fort +8, 
  Ref +3, Will +7; Str 10, Dex 12, Con 10, Int 13, Wis 17, 
  Cha 11 
   
  Skills and Feats: Concentration +8, Heal +4, 
  Knowledge Religion +5, Spot +5, Swim +6; Blind-fight, 
  Combat Casting, Silent Spell. 
   
  Languages Spoken: Aquan, Common, Abyssal. 
   
  Possessions: Wand of Cure Light Wounds, 
  Masterwork longspear, 16 gp. 
   
  Spells Prepared (4/3+1/2+1; base DC = 13 + spell 
  level): 0 - Cure minor wounds, Detect magic, Mending, 
  Resistance; 1
  st - Obscuring mist*, Bane, Entropic shield, 
  Random action; 2
  nd- Fog cloud *, Death knell, Hold 
  person. 
   
  *Domain spell. Domains: Water (Turn or destroy 
  fire creatures as a good cleric turns undead.  Rebuke or 
  command water creatures as an evil cleric rebukes 
  undead); Protection (Generate a Protective Ward, a 
  spell like ability to grant someone you touch a 
  resistance bonus on her next saving throw equal to 
  your level. Activating this power is a standard action. 
  The Protective Ward is an abjuration effect with a 
  duration of one hour that is usable once per day). 
   
   
  APL 4 (EL 5)  
  � Arkr: male locathah Clr3; CR 3; medium humanoid 
  (aquatic); HD 2d8 + 3d8; hp 26; Init +1; Spd 10 ft. Swim 
  60ft; AC 14 (touch 11, flatfooted 13)[+1 dex, +3 natural]; 
  Atk +3 melee (1d8/X3 longspear); AL: N; SV Fort +8, 
  Ref +3, Will +7; Str 10, Dex 12, Con 10, Int 13, Wis 17, 
  Cha 11 
   
  Skills and Feats: Concentration +8, Heal +4, 
  Knowledge Religion +5, Spot +5, Swim +6; Blind-fight, 
  Combat Casting, Silent Spell. 
   
  Languages Spoken: Aquan, Common, Abyssal. 
   
  Possessions: Wand of Cure Light Wounds, 
  Longspear 
   
  Spells Prepared (4/3+1/2+1; base DC = 13 + spell 
  level): 0 - Cure minor wounds, Detect magic, Mending, 
  Resistance; 1
  st - Obscuring mist*, Bane, Entropic shield, 
  Random action; 2
  nd- Fog cloud *, Death knell, Hold 
  person. 
   
  *Domain spell. Domains: Water (Turn or destroy 
  fire creatures as a good cleric turns undead.  Rebuke or 
  command water creatures as an evil cleric rebukes 
  undead); Protection (Generate a Protective Ward, a 
  spell like ability to grant someone you touch a 
  resistance bonus on her next saving throw equal to 
  your level. Activating this power is a standard action. 
  The Protective Ward is an abjuration effect with a 
  duration of one hour that is usable once per day). 
   
  � Bangh: male locathah Bbn3; CR 3; medium 
  humanoid (aquatic); HD 2d8 + 3d12 + 3; hp 33; Init +3; 
  Spd 20 ft. Swim 70ft; AC 16 (touch 13, flatfooted 13)[+3 
  dex, +3 natural]; Atk +8 melee (1d8+5 masterwork 
  longspear); SA: Rage; AL: CN; SV Fort +7, Ref +5, Will 
  +4; Str 16, Dex 16, Con 12, Int 14, Wis 14, Cha 10. 
  Reflections  
   
  Page 24 
  
   
   
  Skills and Feats: Handle Animal +6, Intimidate +6, 
  Intuit Direction +7, Listen +7, Swim +11, Wilderness 
  Lore +8; Blind-fight, Cleave, Power Attack. 
   
  Rage: +4 Str & Con, +2 morale bonus to Will 
  saves, -2 penalty to AC. Duration 6 rounds, then fatigue 
  (-2 Str & Dex) until encounter ends  
   
  Languages Spoken: Aquan, Common. 
  Possessions: Masterwork Longspear 
   
  APL 6 (EL 7)  
  � Arkr: male locathah Clr5; CR 5; medium humanoid 
  (aquatic); HD 2d8 + 5d8; hp 34; Init +1; Spd 10 ft. Swim 
  60ft; AC 14 (touch 11, flatfooted 13)[+1 dex, +3 natural]; 
  Atk +4 melee (1d8/X3 longspear); AL: N; SV Fort +9, 
  Ref +3, Will +8; Str 10, Dex 12, Con 10, Int 13, Wis 18, 
  Cha 11 
   
  Skills and Feats: Concentration +10, Heal +5, 
  Knowledge Religion +6, Spot +7, Swim +6; [Blind-
  fight], Combat Casting, Silent Spell. 
   
  Languages Spoken: Aquan, Common, Abyssal. 
   
  Possessions: Wand of Cure Light Wounds, 
  Longspear 
   
  Spells Prepared (5/4+1/3+1/2+1; base DC = 14 + 
  spell level): 0 - Cure minor wounds, Detect magic, 
  Mending, Light, Resistance; 1
  st - Obscuring Mist*, 
  Bane, Magic weapon, Entropic shield, Random action; 
  2
  nd - Fog cloud *, Death knell, Hold person, Spiritual 
  weapon, 3
  rd – Protection from elements*, Dispel magic, 
  Prayer. 
   
   
   
  *Domain spell. Domains: Water (Turn or destroy 
  fire creatures as a good cleric turns undead.  Rebuke or 
  command water creatures as an evil cleric rebukes 
  undead); Protection (Generate a Protective Ward, a 
  spell like ability to grant someone you touch a 
  resistance bonus on her next saving throw equal to 
  your level. Activating this power is a standard action. 
  The Protective Ward is an abjuration effect with a 
  duration of one hour that is usable once per day). 
   
  � Bangh: male locathah Bbn5; CR 5; medium 
  humanoid (aquatic); HD 2d8 + 5d12 + 8; hp 50; Init +3; 
  Spd 20 ft. Swim 70ft; AC 16 (touch 13, flatfooted 13)[+3 
  dex, +3 natural]; Atk +10 melee (1d8+5 longspear +1); 
  SA: Rage; AL: CN; SV Fort +8, Ref +5, Will +4; Str 16, 
  Dex 16, Con 12, Int 14, Wis 14, Cha 10. 
  Skills and Feats: Handle Animal +8, Intimidate +8, 
  Intuit Direction +10, Listen +10, Swim +11, Wilderness 
  Lore +10; Blind-fight, Cleave, Power Attack. 
   
  Rage: +4 Str & Con, +2 morale bonus to Will 
  saves, -2 penalty to AC. Duration 6 rounds, then fatigue 
  (-2 Str & Dex) until encounter ends 
   
  Languages Spoken: Aquan, Common. 
  Possessions:  Longspear +1 
   
  APL 8 (EL 9)  
  � Arkr: male locathah Clr7; CR 7; medium humanoid 
  (aquatic); HD 2d8 + 7d8; hp 44; Init +1; Spd 10 ft. Swim 
  60ft; AC 14 (touch 11, flatfooted 13)[+1 dex, +3 natural]; 
  Atk +6 melee (1d8/X3 longspear); AL: N; SV Fort +10, 
  Ref +3, Will +8; Str 10, Dex 12, Con 10, Int 13, Wis 18, 
  Cha 11. 
   
  Skills and Feats: Concentration +12, Heal +5, 
  Knowledge Religion +6, Spot +8, Swim +8; [Blind-
  fight], Brew Potion, Combat Casting, Silent Spell. 
   
  Languages Spoken: Aquan, Common, Abyssal. 
   
  Possessions: Wand of Cure Light Wounds, 
  Longspear 
   
  Spells Prepared (6/5+1/4+1/3+1/2+1; base DC = 14 
  + spell level): 0 - Cure minor wounds (x2), Detect 
  magic, Mending, Light, Resistance; 1
  st - Obscuring 
  mist*, Bane, Detect poison, Magic weapon, Entropic 
  shield, Random action; 2
  nd- Fog cloud *, Death knell, 
  Hold person, Spiritual weapon, Shatter; 3
  rd- Protection 
  from elements*, Dispel magic, Inflict serious wounds, 
  Prayer; 4
  th – Control water*, Dispel Magic (silent), 
  Inflict critical wounds. 
   
  *Domain spell. Domains: Water (Turn or destroy 
  fire creatures as a good cleric turns undead.  Rebuke or 
  command water creatures as an evil cleric rebukes 
  undead); Protection (Generate a Protective Ward, a 
  spell like ability to grant someone you touch a 
  resistance bonus on her next saving throw equal to 
  your level. Activating this power is a standard action. 
  The Protective Ward is an abjuration effect with a 
  duration of one hour that is usable once per day). 
   
  � Bangh: male locathah Bbn7; CR 7; medium 
  humanoid (aquatic); HD 2d8 + 7d12 + 10; hp 66; Init 
  +3; Spd 20 ft. Swim 70ft; AC 16 (touch 13, flatfooted 
  13)[+3 
  dex, 
  +3 
  natural]; 
  Atk 
  +12/+7 
  melee 
  (1d8+5+1d6/X3 +1 shock longspear); AL: CN; SV Fort 
  +9, Ref +6, Will +5; Str 16, Dex 16, Con 12, Int 14, Wis 
  14, Cha 10. 
   
  Skills and Feats: Handle Animal +10, Intimidate 
  +10, Intuit Direction +12, Listen +12, Swim +13, 
  Wilderness Lore +12; Blind-fight, Cleave, Power 
  Attack, Quick draw. 
   
  Rage: +4 Str & Con, +2 morale bonus to Will 
  saves, -2 penalty to AC. Duration 6 rounds, then fatigue 
  (-2 Str & Dex) until encounter ends 
   
  Languages Spoken: Aquan, Common. 
   
  Possessions: +1 Shock Longspear 
   
  APL 10 (EL 11)  
  � Arkr: male locathah Clr10; CR 10; medium 
  humanoid (aquatic); HD 2d8 + 10d8; hp 59; Init +1; Spd 
  Reflections  
   
  Page 25 
  
  10 ft. Swim 60ft; AC 14 (touch 11, flatfooted 13)[+1 dex, 
  +3 natural]; Atk +8/+3 melee (1d8/X3 longspear); AL: 
  N; SV Fort +12, Ref +7, Will +11; Str 10, Dex 12, Con 
  10, Int 13, Wis 18, Cha 12. 
   
  Skills and Feats: Concentration +12, Heal +4, 
  Knowledge Religion +9, Spot +7, Swim +11; [Blind-
  fight], Brew Potion, Combat Casting, Lightning 
  Reflexes, Silent Spell. 
   
  Languages Spoken: Aquan, Common, Abyssal. 
   
  Possessions: Wand of Cure Light Wounds, 
  Longspear, 10 gp.  
   
  Spells Prepared (6/5+1/5+1/4+1/4+1/2+1; base DC 
  = 14 + spell level): 0 - Cure minor wounds (x2), Detect 
  magic, Mending, Light, Resistance; 1
  st - Obscuring 
  mist*, Bane, Detect poison, Magic weapon, Entropic 
  shield, Random action; 2
  nd- Fog cloud *, Bulls Strength, 
  Death knell, Hold person, Shatter, Spiritual weapon; 
  3
  rd- Protection from elements*, Dispel magic, Inflict 
  serious wounds, Magic circle vs good, Speak with 
  plants; 4
  th – Control water*, Dispel Magic (silent), 
  Inflict critical wounds, Poison, Summon monster IV; 
  5
  th – Ice storm*, Greater command, Slay living,  
  *Domain spell. Domains: Water (Turn or destroy 
  fire creatures as a good cleric turns undead.  Rebuke or 
  command water creatures as an evil cleric rebukes 
  undead); Protection (Generate a Protective Ward, a 
  spell like ability to grant someone you touch a 
  resistance bonus on her next saving throw equal to 
  your level. Activating this power is a standard action. 
  The Protective Ward is an abjuration effect with a 
  duration of one hour that is usable once per day). 
   
  � Bangh: male locathah Bbn8; CR 8; medium 
  humanoid (aquatic); HD 2d8 + 8d12 + 11; hp 74; Init 
  +3; Spd 20 ft. Swim 70ft; AC 16 (touch 13, flatfooted 
  13)[+3 
  dex, 
  +3 
  natural]; 
  Atk 
  +13/+8 
  melee 
  (1d8+5+1d6/X3 +1 shock longspear); AL: CN; SV Fort 
  +10, Ref +6, Will +5; Str 16, Dex 16, Con 13, Int 14, Wis 
  14, Cha 10. 
   
  Skills and Feats: Handle Animal +11, Intimidate 
  +11, Intuit Direction +12, Listen +12, Swim +13, 
  Wilderness Lore +13; Blind-fight, Cleave, Power 
  Attack, Quick draw. 
  Rage (3/day): +4 Str & Con, +2 morale bonus to 
  Will saves, -2 penalty to AC. Duration 6 rounds, then 
  fatigue (-2 Str & Dex) until encounter ends 
   
  Languages Spoken: Aquan, Common. Possessions: 
  +1 Shock Longspear 
   
  Encounter Nine: Reflections 
  DM Note: *indicates spells currently in memory 
   
  APL 2 (EL 3)  
  � Hazin: male human ghost Wiz1; CR 3; medium 
  undead; HD 1d12; hp 12; Init +1; Spd 30 ft. Fly 30ft 
  (perfect); AC 14 (touch 14, flatfooted 13)[+1 dex, +3 cha 
  deflection]; Atk +1 melee (1d4 corrupting touch) or +1 
  ranged; 
  SA: 
  Manifestation, 
  Corrupting 
  Touch, 
  Frightful Moan; SQ: Undead type, Incorporeal type, 
  Rejuvenation, Turn Resistance; AL: NE; SV Fort +0, 
  Ref +1, Will +5; Str 10, Dex 12, Con -, Int 15, Wis 12, 
  Cha 17. 
   
  Skills and Feats: Alchemy +6, Concentration +7, 
  Hide +9, Knowledge (arcana) +6, Listen +10, Search 
  +10, Spellcraft +6, Spot +10; Combat Casting, Iron Will, 
  Scribe 
  Scroll. 
   
  Spells Known  (3/2; base DC = 13 + spell level): 
  0— Arcane Mark, Dancing Lights, Daze*, Detect 
  Magic*, Detect Poison, Disrupt Undead, Flare, Ghost 
  Sound, Light, Mage Hand, Mending, Open/Close, 
  Prestidigitation*, Ray of Frost, Read Magic, Resistance; 
  1st— Burning Hands, Change Self, Charm Person*, 
  Magic Missile, Shield*. 
   
  Manifestation (Su): When ethereal, a ghost may 
  not affect or be affected by anything on the material 
  world.  When they manifest, ghosts are visible but 
  incorporeal.  A manifested ghost can strike with its 
  touch attack or a ghost touch weapon.  It remains on 
  the Ethereal Plane but can be attacked by creatures on 
  the Material or Ethereal Plane.  When a spell casting 
  ghost manifests, its spells can affect creatures on the 
  Material or Ethereal Planes normally unless the spells 
  rely on touch.  Touch spells of a manifested ghost do 
  not work on material targets.     
   
  Corrupting Touch (Su): A ghost that hits a living 
  target with its incorporeal attack deals 1d4 damage.  
  Against material opponent, it adds its Dexterity 
  modifier to attacks only. 
   
  Frightful Moan (Su): A ghost can moan as a 
  standard action.  All living creatures in a 30 foot spread 
  must succeed at a Will save (DC 14) or become 
  panicked for 2d4 rounds.  This is a sonic, mind-
  affecting fear effect.  A creature that successfully saves 
  against the moan cannot be effected by the same 
  ghost’s moan for one day. 
   
  Rejuvenation (Su): In most cases, its difficult to 
  destroy a ghost through simple combat: the “destroyed” 
  spirit will typically restore itself in 2d4 days.  The only 
  way to get rid of a ghost for sure is to determine the 
  reason for its existence and set right whatever prevents 
  it from resting in peace. 
   
  Turn Resistance (Ex): A ghost has +4 turn 
  resistance (see MM).   
   
  Undead Type: Immune to poison, sleep, paralysis, 
  stunning, disease, death effects and necromantic 
  Reflections  
   
  Page 26 
  
  effects.  Ignore mind influencing effects and are not 
  subject to critical hits, subdual damage, ability damage, 
  ability drain or energy drain.  Has no Constitution 
  score and is therefore immune to any effect requiring a 
  Fortitude save, unless it effects objects.  Uses Charisma 
  modifier for Concentration checks.  Negative energy 
  heals undead creatures.  Not at risk of death from 
  massive damage but dies when it reaches 0 hit points.   
   
  Incorporeal Type: Can be harmed only by other 
  incorporeal creatures, +1 or better weapons, spells, 
  spell-like abilities or supernatural abilities.  Immune to 
  all non-magic attack forms.  When hit by spells or 
  magic weapons, it has a 50% chance to ignore any 
  damage from a corporeal source.  Can pass through 
  solid objects at will but not through force effects. 
   
  APL 4 (EL 6)  
  � Hazin: male human ghost Wiz4; CR 6; medium 
  undead; HD 4d12; hp 34; Init +1; Spd 30 ft. Fly 30ft 
  (perfect); AC 15 (touch 15, flatfooted 14)[+1 dex, +4 cha 
  deflection]; Atk +3 melee (1d4 corrupting touch) or +3 
  ranged; 
  SA: 
  Manifestation, 
  Corrupting 
  Touch, 
  Frightful Moan; AL: NE; SV Fort +1, Ref +2, Will +7; 
  Str 10, Dex 12, Con -, Int 15, Wis 12, Cha 18. 
   
  Skills and Feats: Alchemy +8, Concentration +9, 
  Hide +9, Knowledge (arcana) +8, Listen +10, Search 
  +10, Spellcraft +8, Spot +10; Combat Casting, Enlarge 
  Spell, 
  Iron 
  Will, 
  Scribe 
  Scroll. 
   
  Spells Known  (4/4/3; base DC = 13 + spell level): 
  0— Arcane Mark, Dancing Lights, Daze*, Detect 
  Magic*, Detect Poison, Disrupt Undead, Flare, Ghost 
  Sound, Light, Mage Hand, Mending, Open/Close, 
  Prestidigitation*, 
  Ray 
  of 
  Frost, 
  Read 
  Magic*, 
  Resistance; 1st— Burning Hands, Change Self, Charm 
  Person*, Expeditious Retreat, Magic Missile**, Shield*; 
  2nd— Invisibility, Mirror Image*, See Invisibility**, 
  Web. 
   
  Manifestation (Su): When ethereal, a ghost may 
  not affect or be affected by anything on the material 
  world.  When they manifest, ghosts are visible but 
  incorporeal.  A manifested ghost can strike with its 
  touch attack or a ghost touch weapon.  It remains on 
  the Ethereal Plane but can be attacked by creatures on 
  the Material or Ethereal Plane.  When a spell casting 
  ghost manifests, its spells can affect creatures on the 
  Material or Ethereal Planes normally unless the spells 
  rely on touch.  Touch spells of a manifested ghost do 
  not work on material targets.     
   
  Corrupting Touch (Su): A ghost that hits a living 
  target with its incorporeal attack deals 1d4 damage.  
  Against material opponent, it adds its Dexterity 
  modifier to attacks only. 
   
  Frightful Moan (Su): A ghost can moan as a 
  standard action.  All living creatures in a 30-foot spread 
  must succeed at a Will save (DC 15) or become 
  panicked for 2d4 rounds.  This is a sonic, mind-
  affecting fear effect.  A creature that successfully saves 
  against the moan cannot be effected by the same 
  ghost’s moan for one day. 
   
  Rejuvenation (Su): In most cases, its difficult to 
  destroy a ghost through simple combat: the “destroyed” 
  spirit will typically restore itself in 2d4 days.  The only 
  way to get rid of a ghost for sure is to determine the 
  reason for its existence and set right whatever prevents 
  it from resting in peace. 
   
  Turn Resistance (Ex): A ghost has +4 turn 
  resistance (see MM).   
   
  Undead Type: Immune to poison, sleep, paralysis, 
  stunning, disease, death effects and necromantic 
  effects.  Ignore mind-influencing effects and are not 
  subject to critical hits, subdual damage, ability damage, 
  ability drain or energy drain.  Has no Constitution 
  score and is therefore immune to any effect requiring a 
  Fortitude save, unless it effects objects.  Uses Charisma 
  modifier for Concentration checks.  Negative energy 
  heals undead creatures.  Not at risk of death from 
  massive damage but dies when it reaches 0 hit points.   
   
  Incorporeal Type: Can be harmed only by other 
  incorporeal creatures, +1 or better weapons, spells, 
  spell-like abilities or supernatural abilities.  Immune to 
  all non-magic attack forms.  When hit by spells or 
  magic weapons, it has a 50% chance to ignore any 
  damage from a corporeal source.  Can pass through 
  solid objects at will but not through force effects. 
   
  APL 6 (EL 8)  
  � Hazin: male human ghost Wiz6; CR 8; medium 
  undead; HD 6d12; hp 54; Init +1; Spd 30 ft. Fly 30ft 
  (perfect); AC 15 (touch 15, flatfooted 14)[+1 dex, +4 cha 
  deflection]; Atk +4 melee (1d4 corrupting touch) or +4 
  ranged; SA: Manifestation, Telekinesis, Corrupting 
  Touch, Frightful Moan; AL: NE; SV Fort +1, Ref +2, 
  Will +6; Str 10, Dex 12, Con -, Int 15, Wis 12, Cha 18. 
   
  Skills and Feats: Alchemy +8, Concentration +10, 
  Hide +9, Knowledge (arcana) +8, Listen +10, Search 
  +10, Spellcraft +8, Spot +10; Combat Casting, Enlarge 
  Spell, 
  Iron 
  Will, 
  Scribe 
  Scroll. 
   
  Spells Known  (4/4/4/2; base DC = 13 + spell 
  level): 0— Arcane Mark, Dancing Lights, Daze*, Detect 
  Magic*, Detect Poison, Disrupt Undead, Flare, Ghost 
  Sound*, Light, Mage Hand, Mending, Open/Close, 
  Prestidigitation, Ray of Frost, Read Magic*, Resistance; 
  1st— Burning Hands, Change Self, Charm Person*, 
  Comprehend Languages, Expeditious Retreat, Magic 
  Missile**(2), Shield*; 2nd— Blur*, Invisibility, Knock, 
  Reflections  
   
  Page 27 
  
  Mirror Image**(2), See Invisibility*, Web; 3rd – Dispel 
  Magic*, Fireball, Haste*. 
   
  Manifestation (Su): When ethereal, a ghost may 
  not affect or be affected by anything on the material 
  world.  When they manifest, ghosts are visible but 
  incorporeal.  A manifested ghost can strike with its 
  touch attack or a ghost touch weapon.  It remains on 
  the Ethereal Plane but can be attacked by creatures on 
  the Material or Ethereal Plane.  When a spell casting 
  ghost manifests, its spells can affect creatures on the 
  Material or Ethereal Planes normally unless the spells 
  rely on touch.  Touch spells of a manifested ghost do 
  not work on material targets.     
   
  Corrupting Touch (Su): A ghost that hits a living 
  target with its incorporeal attack deals 1d4 damage.  
  Against material opponent, it adds its Dexterity 
  modifier to attacks only. 
   
  Frightful Moan (Su): The ghost can moan as a 
  standard action.  All living creatures in a 30 foot spread 
  must succeed at a Will save (DC 17) or become 
  panicked for 2d4 rounds.  This is a sonic, mind-
  affecting fear effect.  A creature that successfully saves 
  against the moan cannot be effected by the same 
  ghost’s moan for one day. 
   
  Telekinesis (Su): The ghost can use telekinesis 
  once per round as a free action, as cast by a sorcerer of 
  12
  th level. 
   
  Rejuvenation (Su): In most cases, its difficult to 
  destroy a ghost through simple combat: the “destroyed” 
  spirit will typically restore itself in 2d4 days.  The only 
  way to get rid of a ghost for sure is to determine the 
  reason for its existence and set right whatever prevents 
  it from resting in peace. 
   
  Turn Resistance (Ex): A ghost has +4 turn 
  resistance (see MM).   
   
  Undead Type: Immune to poison, sleep, paralysis, 
  stunning, disease, death effects and necromantic 
  effects.  Ignore mind influencing effects and are not 
  subject to critical hits, subdual damage, ability damage, 
  ability drain or energy drain.  Has no Constitution 
  score and is therefore immune to any effect requiring a 
  Fortitude save, unless it effects objects.  Uses Charisma 
  modifier for Concentration checks.  Negative energy 
  heals undead creatures.  Not at risk of death from 
  massive damage but dies when it reaches 0 hit points.   
   
  Incorporeal Type: Can be harmed only by other 
  incorporeal creatures, +1 or better weapons, spells, 
  spell-like abilities or supernatural abilities.  Immune to 
  all non-magic attack forms.  When hit by spells or 
  magic weapons, it has a 50% chance to ignore any 
  damage from a corporeal source.  Can pass through 
  solid objects at will but not through force effects. 
   
  APL 8 (EL 10)  
  � Hazin: male human ghost Wiz8; CR 10; medium 
  undead; HD 8d12; hp 72; Init +1; Spd 30 ft. Fly 30ft 
  (perfect); AC 15 (touch 15, flatfooted 14)[+1 dex, +4 cha 
  deflection]; Atk +5 melee or +5 ranged; SA: 
  Manifestation, 
  Telekinesis, 
  Horrific 
  Appearance, 
  Frightful Moan; AL: NE; SV Fort +2, Ref +3, Will +7; 
  Str 10, Dex 12, Con -, Int 16, Wis 12, Cha 18. 
   
  Skills and Feats: Alchemy +14, Concentration +15, 
  Hide +9, Knowledge (arcana) +14, Listen +10, Search 
  +10, Spellcraft +14, Spot +11; Brew Potion, Combat 
  Casting, Empower Spell, Enlarge Spell, Iron Will, 
  Scribe Scroll. 
   
  Spells Known  (4/5/4/4/2; base DC = 13 + spell 
  level): 0— Arcane Mark, Dancing Lights, Daze*, Detect 
  Magic*, Detect Poison, Disrupt Undead, Flare, Ghost 
  Sound*, Light, Mage Hand, Mending, Open/Close, 
  Prestidigitation*, Ray of Frost, Read Magic, Resistance; 
  1st— Burning Hands, Change Self, Charm Person*, 
  Comprehend Languages*, Expeditious Retreat, Magic 
  Missile**(2), Protection from Law, Shield*; 2nd— 
  Alter 
  Self, 
  Blu*r, 
  Invisibility, 
  Knock, 
  Mirror 
  Image**(2), See Invisibility*, Web; 3rd – Dispel 
  Magic*, Fireball*, Haste*, Magic Circle against Law*; 
  4th – Arcane Eye, Charm Monster*, Dimensional 
  Anchor, Ice Storm, Summon Monster IV, Wall of Ice*. 
   
  Manifestation (Su): When ethereal, a ghost may 
  not affect or be affected by anything on the material 
  world.  When they manifest, ghosts are visible but 
  incorporeal.  A manifested ghost can strike with its 
  touch attack or a ghost touch weapon.  It remains on 
  the Ethereal Plane but can be attacked by creatures on 
  the Material or Ethereal Plane.  When a spell casting 
  ghost manifests, its spells can affect creatures on the 
  Material or Ethereal Planes normally unless the spells 
  rely on touch.  Touch spells of a manifested ghost do 
  not work on material targets.     
   
  Horrific Appearance (Su): Any living creature 
  within 60 feet that views the ghost must succeed at a 
  Fort save (DC 18) or immediately suffer 1d4 points of 
  permanent Strength, 1d4 points of permanent 
  Dexterity and 1d4 points of permanent Constitution 
  drain.  A creature that successfully saves against this 
  effect cannot be affected by the same ghost’s horrific 
  appearance for one day. 
   
  Frightful Moan (Su): The ghost can moan as a 
  standard action.  All living creatures in a 30 foot spread 
  must succeed at a Will save (DC 18) or become 
  panicked for 2d4 rounds.  This is a sonic, mind-
  affecting fear effect.  A creature that successfully saves 
  against the moan cannot be effected by the same 
  ghost’s moan for one day. 
  Reflections  
   
  Page 28 
  
   
  Telekinesis (Su): The ghost can use telekinesis 
  once per round as a free action, as cast by a sorcerer of 
  12
  th level. 
   
  Rejuvenation (Su): In most cases, its difficult to 
  destroy a ghost through simple combat: the “destroyed” 
  spirit will typically restore itself in 2d4 days.  The only 
  way to get rid of a ghost for sure is to determine the 
  reason for its existence and set right whatever prevents 
  it from resting in peace. 
   
  Turn Resistance (Ex): A ghost has +4 turn 
  resistance (see MM).   
   
  Undead Type: Immune to poison, sleep, paralysis, 
  stunning, disease, death effects and necromantic 
  effects.  Ignore mind influencing effects and are not 
  subject to critical hits, subdual damage, ability damage, 
  ability drain or energy drain.  Has no Constitution 
  score and is therefore immune to any effect requiring a 
  Fortitude save, unless it effects objects.  Uses Charisma 
  modifier for Concentration checks.  Negative energy 
  heals undead creatures.  Not at risk of death from 
  massive damage but dies when it reaches 0 hit points.   
   
  Incorporeal Type: Can be harmed only by other 
  incorporeal creatures, +1 or better weapons, spells, 
  spell-like abilities or supernatural abilities.  Immune to 
  all non-magic attack forms.  When hit by spells or 
  magic weapons, it has a 50% chance to ignore any 
  damage from a corporeal source.  Can pass through 
  solid objects at will but not through force effects. 
   
  APL 10 (EL 12)  
  � Hazin: male human ghost Wiz10; CR 12; medium 
  undead; HD 10d12; hp 90; Init +1; Spd 30 ft. Fly 30ft 
  (perfect); AC 15 (touch 15, flatfooted 14)[+1 dex, +4 cha 
  deflection]; Atk +6 melee or +6 ranged; SA: 
  Manifestation, 
  Telekinesis, 
  Horrific 
  Appearance, 
  Malevolence; AL: NE; SV Fort +3, Ref +6, Will +9; Str 
  10, Dex 12, Con -, Int 16, Wis 12, Cha 18. 
   
  Skills and Feats: Alchemy +16, Concentration +20, 
  Hide +9, Knowledge (arcana) +15, Listen +10, Search 
  +10, Spellcraft +16, Spot +11; Brew Potion, Combat 
  Casting, Empower Spell, Enlarge Spell, Iron Will, 
  Lightning Reflexes, Quicken Spell, Scribe Scroll. 
   
  Spells Known  (4/5/5/4/4/2; base DC = 13 + spell 
  level): 0— Arcane Mark, Dancing Lights, Daze*, Detect 
  Magic*, Detect Poison, Disrupt Undead, Flare, Ghost 
  Sound*, Light, Mage Hand, Mending, Open/Close, 
  Prestidigitation, Ray of Frost, Read Magic*, Resistance; 
  1st— Burning Hands, Change Self, Charm Person*, 
  Comprehend Languages*, Expeditious Retreat, Magic 
  Missile**(2), Protection from Law, Shield*, Sleep; 
  2nd— Alter Self, Blur*, Invisibility*, Knock, Mirror 
  Image**(2), Pyrotechnics, See Invisibility*, Web; 3rd – 
  Blink, Dispel Magic*, Fireball*, Haste*, Magic Circle 
  against Law*; 4th – Arcane Eye, Charm Monste*r, 
  Dimensional Anchor, Ice Storm*, Solid Fog, Summon 
  Monster IV*, Wall of Ice*; 5th – Cloudkill, Cone of 
  Cold*, Hold Monster, Summon Monster V*. 
   
  Manifestation (Su): When ethereal, a ghost may 
  not affect or be affected by anything on the material 
  world.  When they manifest, ghosts are visible but 
  incorporeal.  A manifested ghost can strike with its 
  touch attack or a ghost touch weapon.  It remains on 
  the Ethereal Plane but can be attacked by creatures on 
  the Material or Ethereal Plane.  When a spell casting 
  ghost manifests, its spells can affect creatures on the 
  Material or Ethereal Planes normally unless the spells 
  rely on touch.  Touch spells of a manifested ghost do 
  not work on material targets.     
   
  Horrific Appearance (Su): Any living creature 
  within 60 feet that views the ghost must succeed at a 
  Fort save (DC 19) or immediately suffer 1d4 points of 
  permanent Strength, 1d4 points of permanent 
  Dexterity and 1d4 points of permanent Constitution 
  drain.  A creature that successfully saves against this 
  effect cannot be affected by the same ghost’s horrific 
  appearance for one day. 
   
  Malevolence (Su): Once per round, the ghost can 
  merge its body with a creature on the Material Plane.  
  This ability is similar to Magic Jar as cast by as 10
  th level 
  sorcerer, except that it does not require a receptacle. If 
  the attack succeeds, the ghost’s body vanishes into the 
  opponent’s body.  The target can resist the effect with a 
  successful Will save (DC 19).  A creature that 
  successfully 
  saves 
  is 
  immune 
  to 
  that 
  ghosts 
  malevolence for one day. 
  Telekinesis (Su): The ghost can use telekinesis 
  once per round as a free action, as cast by a sorcerer of 
  12
  th level. 
   
  Rejuvenation (Su): In most cases, its difficult to 
  destroy a ghost through simple combat: the “destroyed” 
  spirit will typically restore itself in 2d4 days.  The only 
  way to get rid of a ghost for sure is to determine the 
  reason for its existence and set right whatever prevents 
  it from resting in peace. 
   
  Turn Resistance (Ex): A ghost has +4 turn 
  resistance (see MM).   
   
  Undead Type: Immune to poison, sleep, paralysis, 
  stunning, disease, death effects and necromantic 
  effects.  Ignore mind influencing effects and are not 
  subject to critical hits, subdual damage, ability damage, 
  ability drain or energy drain.  Has no Constitution 
  score and is therefore immune to any effect requiring a 
  Fortitude save, unless it effects objects.  Uses Charisma 
  modifier for Concentration checks.  Negative energy 
  heals undead creatures.  Not at risk of death from 
  massive damage but dies when it reaches 0 hit points.   
  Reflections  
   
  Page 29 
  
   
  Incorporeal Type: Can be harmed only by other 
  incorporeal creatures, +1 or better weapons, spells, 
  spell-like abilities or supernatural abilities.  Immune to 
  all non-magic attack forms.  When hit by spells or 
  magic weapons, it has a 50% chance to ignore any 
  damage from a corporeal source.  Can pass through 
  solid objects at will but not through force effects. 
  Reflections  
   
  Page 30 
  
  Appendix Two: Map of Fazil’s Shop 
   
  One Square = 5 Feet 
   
   
   
  Reflections  
   
  Page 31 
  
  Appendix Three: Map of Tradewind’s Remains 
   
   
   
  Reflections  
   
  Page 32 
  
  Critical Event Summary: FUR 3−05 Reflections 
  This form should be used only during YooperCon, the convention at which the adventure debuts.  The following 
  events may be important to future adventures planned in Furyondy.  DMs should circle the appropriate response to the 
  following questions or fill in the information as appropriate and submit it with the scoring materials.  
   
  1.    Did any of the Ekbir Raiders escape the PCs? 
  Yes 
  No 
   
  2. 
  Did the PCs use all of Gorn’s potions?    
  Yes 
  No 
   
  3. 
  Did the PCs recover the Mirror of Z’ Dafan? 
  Yes 
  No 
   
  4. 
  Did the PCs return the mirror to Gorn? 
  Yes 
  No 
   
  5. 
  Did the Mirror break? 
  Yes 
  No 
   
  7. 
  Did any of the PCs die in this event?  
  Yes 
  No 
   
  If so, how many? ______________ 
   
  8. 
  At what APL did this table run? (Circle One)  
  2 
  4 
  6 
  8 
  10 
   
  9. 
  How many players participated at this table? (Circle one) 
   
  3 
  4 
  5 
  6 
   
  10. Additional Comments (use back if necessary): 
   
   
   
   
   
   
   
   
   
   
   
  Reflections  
   
  Page 33 
  
  Appendix: Furyondy Regional Rules 
   
  Rules on Lycanthropy in Furyondy:  
   
  Any person afflicted with lycanthropy may voluntarily turn himself or herself into the Furyondy Court System.  As 
  long as they have not committed any crimes in their lycanthropic form they will be taken to Castle Greylode and 
  treated by the clerics of the facility for one month time (4 TUs) without monetary cost.  They will leave the castle fully 
  cured of their affliction.  Any lycanthrope that has committed any sort of Grevious Crime, Injurious Crime or Crime of 
  Disrepute will be put to death on capture or surrender.  This is also true of anyone who embraces the lycanthropic 
  demon inside them and has willfully changed into the “demonic” form (regardless of the alignment of the lycanthrope). 
    
  Since this module occurs during a full moon, PCs will change at some point during the module if they are afflicted.  If 
  they do not turn themselves in for treatment after discovering their affliction (e.g. being informed by the other PCs), 
  they are considered to have accepted and embraced their lycanthropic aspect.  If this aspect has an evil alignment, their 
  PC alignment also changes to evil and they have become an NPC. 
     
  Rules on Spell Casting in Furyondy:  
   
   
  This adventure occurs in Chendl and the Fairwain Province.  Clerics of the following faith and levels are available 
  for purchasing spells: Heironeous (15
  th), Pholtus (12
  th), Pelor (12
  th), Istus (10
  th), Rao (14
  th), Delleb (10
  th), St. Cuthbert 
  (14
  th), Kord (9
  th), Allitur (11
  th), and Trithereon (13
  th).    
   
  The majority of spells may be purchased with pure coin, however there are some reserved for those who have 
  earned the church’s favor (N/a under Pure GP Cost).  Also, PCs that have influence with a church may also use it (cash it 
  in) for a discount on spell casting costs.  Members of an appropriate religious order, may also benefit from their 
  permanent influence point to further discount the spell purchase price.  This is reflected in the first two columns of the 
  chart – the revised cost and allowable influence expenditure to procure the spell. 
   
   
  Spell 
   
  Cost 
   
  Infl. 
  Pure GP 
  Cost 
  Cure minor wounds 
  5 gp 
  0 
  5 gp 
  Cure light wounds  
  10 gp 
  0 
  10 gp 
  Endure elements   
  10 gp 
  0 
  10 gp 
  Goodberry  
  60 gp 
  0 
  60 gp 
  Cure moderate wounds  
  60 gp 
  0 
  60 gp 
  Gentle repose   
  60 gp 
  0 
  60 gp, 
  Lesser restoration   
  60 gp 
  0 
  60 gp 
  Cure serious wounds 
  150 gp 
  1 
  250 gp 
  Dispel magic   
  150 gp 
  1 
  250 gp 
  Remove blind/deafness 
  150 gp 
  1 
  250 gp 
  Remove curse   
  150 gp 
  1 
  250 gp 
  Remove disease  
  150 gp 
  1 
  250 gp 
  Cure critical wounds  
  280 gp 
  1 
  380 gp 
  Neutralize poison   
  280 gp 
  1 
  380 gp 
  Restoration 
  380 gp 
  1 
  480 gp 
  Break enchantment 
  450 gp 
  2 
  650 gp 
  Healing circle 
  450 gp 
  2 
  650 gp 
  Raise dead 
  950 gp 
  2 
  1150 gp 
  Greater dispelling 
  660 gp 
  5 
  N/a 
  Heal 
  660 gp 
  5 
  N/a 
   
   
  Reflections 
   
  Page 34 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Furyondy/593/Normal Scenarios/FUR3-05 - Reflections (APL 2-10)/FUR3-05 - Reflections.pdf