TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new 
  DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter 
  Adkison. 
   
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without 
  permission of Wizards of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, 
  please visit www.wizards.com/d20 
   
  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can 
  sanction and run DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s Handbook, 
  Dungeon Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other 
  countries. This material is protected under the copyright laws of the United States of America. Any reproduction or 
  unauthorized use of the material or artwork contained herein is prohibited without the express written permission of 
  Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or 
  events is purely coincidental. © 2005 Wizards of the Coast, Inc and the adventure author or authors. 
  Visit the LIVING GREYHAWK website at www.rpga.com 
   
  For questions specific to this document and your region, please e-mail your triad point of contact (POC) at 
  jeff@shieldlands.net; for LIVING GREYHAWK campaign questions email rpgahq@wizards.com.  
   
  SHL5-01 
   
   
   
   
   
  A Dirty Little Job 
   
  A One-Round D&D LIVING GREYHAWK
  ®  
  Shield Lands Regional Adventure 
  Version 1.0 
   
  by Jeffery A. Dobberpuhl 
  Reviewed by Chris Tulach 
   
   
  The Shield Lands have survived much. Now, as the plague known as the Black Breath sweeps the nation, Adventurers 
  are sent on a quest to find a cure. The first leg of their journey brings them to Bright Sentry where they must seek out 
  an old friend and enlist her aid. An adventure for parties of APL 2-6. 
  
  RPGA SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign------a worldwide, 
  ongoing D&D campaign set in the GREYHAWK setting------
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the table DM (or 
  usually just DM). Sometimes (and almost all the time in 
  the cases of home events) the senior gamemaster is also 
  the table DM. You don’t have to be a HERALD-LEVEL GM 
  to run this adventure if you are not the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second player and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth one (1) point.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2006.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com.  
   
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this adventure 
  as part of an RPGA-sanctioned event, reading beyond this 
  point makes you ineligible to do so. 
   
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D books: Player’s Handbook, Dungeon 
  Master’s Guide, and the  Monster Manual.  
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Sidebars contain important 
  information for you, including special instruction on 
  running the adventure. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Full information on NPCs 
  and monsters are given in Appendix 1.  
  Along with this adventure you’ll find a RPGA 
  Table Tracking sheet. If you’re playing this adventure as 
  part of an RPGA-sanctioned event, complete and turn in 
  this sheet to your senior GM directly after play. You’ll 
  also find a LIVING GREYHAWK Adventure Record (AR).  
   
  LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), other than 
  those brought by virtue of a class ability (such as 
  animal companions, familiars paladin’s mounts) or 
  the warhorse of a character with the Mounted 
  Combat feat, use the sidebar chart to determine the 
  number of levels you add to the sum of step one. Add 
  each character’s animals separately. A single PC may 
  only bring four or fewer animals of this type, and 
  animals with different CRs are added separately.  
  3. 
  Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round up to the nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLS are given in even-
  numbered increments. If the APL of your group falls on 
  an odd number, ask them before the adventure begins 
  whether they would like to play a harder or easier 
  A Dirty Little Job 
   
  Page 1 
  
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. If a player 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character receives only one-half of the 
  experience points and gold for the adventure. This 
  simulates the fact that either the PC was not challenged 
  as much as normal or relied on help by higher-level 
  characters to reach the objectives. 
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may 
  not play the adventure. 
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1
  st-level characters may find the 
  challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them, and fight for them. 
   
  TIME UNITS AND UPKEEP 
  This is a standard one-round regional adventure, set in 
  the Shield Lands.  Characters native to the Shield Lands 
  pay one Time Unit per round, all others pay two Time 
  Units per round. 
   
  Adventurer’s Standard Upkeep costs 12gp per Time 
  Unit.  Rich Upkeep costs 50gp per Time Unit.  Luxury 
  Upkeep costs 100gp per Time Unit. Characters that fail to 
  pay at least Standard Upkeep will retain temporary ability 
  damage until the next adventure, must buy new spell 
  component pouches and healer’s kits, and may suffer 
  other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this scenario. 
   
  A character that does not pay for at least 
  Standard Upkeep may also avoid the above-described 
  penalties by living off the wild.  If the character possesses 
  four or more ranks in the Survival skill and succeeds at a 
  Survival check (DC 20), the character will heal temporary 
  ability damage as if he or she paid for Standard Upkeep, 
  may refill spell component pouches and healer’s kits, and 
  may restock up to 20 arrows or bolts if the character has 
  at least four ranks in Craft (bowmaking).  The player is 
  allowed to Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 3 of the LIVING GREYHAWK Campaign 
  Sourcebook. 
  Adventure Background 
  For the last few years, the Shield Lands has fought hard 
  to reclaim their homelands from the Occupation by Iuz. 
  However, after some all too sweet gains, Iuz struck back! 
  Torkeep, South Keep, Gensal and Bright Sentry were all 
  attacked. Gensal actually fell in the initial assault. And 
  then, with the Iuzian army poised to strike to the heart of 
  the Shield Lands, the Iuzians withdrew… 
  Meanwhile, a virulent plague, known as the Black Breath 
  of Iuz, is sweeping through the Shield Lands. Only 
  Paladins and some Monks seem immune to its effects. 
  Weakened soldiers find it hard to fight and consequently 
  raids on caravans are increasing. Weakened mages and 
  clerics find it difficult to cast spells and consequently 
  divine and arcane solutions seem unlikely… 
  Adventure Summary 
  The Shield Lands has been through a lot. The Lady 
  Katarina died and was returned. The Shield Mages were 
  lost and now are found. Gensal has been overrun, and 
  Torkeep and South Keep have been besieged. Admunfort 
  is now contested land (Yeah!) but Bright Sentry has been 
  invaded (boo!). 
   
  Our tale begins in Bright Sentry. The party, made up 
  of soldiers and pathfinders, are made aware of the 
  sickening and spreading nature of the black breath of Iuz. 
  Bright Sentry was besieged by Iuzian pirate forces when 
  the Admiral took the fleet stationed here and assaulted 
  Admunfort. The fighting was intense but victory went to 
  the Shield Lands. However, the nervous residents here 
  are now afraid of a new invasion: that of the plague! 
  Anyone, except paladins and members of the 
  Open Spirit (read monks) are subject to its debilitating 
  effects. Suspicion that the monks, who were formerly 
  under the leadership of Markuth, may have been behind 
  this plague, has belittled their progress of doing good 
  deeds. 
  The party is sent to Bright Sentry to ask Lineene the Bear 
  to go to Critwall to assist in finding a cure to the plague. 
  Upon landing on the island, the party finds the town has 
  barricaded itself away from "strangers" in an attempt to 
  keep out the plague. The party is turned away from the 
  town. They must seek the Bear on their own. 
   
  Traveling to her last known location, they discover 
  her hut has been destroyed. The party must track her 
  A Dirty Little Job 
   
  Page 2 
  
  down to her new cave, facing raids by goblinoids and 
  worse. There they learn she is attempting a veiling of the 
  island, using ancient magics, similar to what wards 
  Ringland. The party must convince her to abandon 
  isolationism and join the fight against the Old One's 
  curse. 
  Preparation for Play 
  The Black Breath of Iuz: Various characters in the Shield 
  Lands may have the Black Breath of Iuz. It is a nasty virus 
  that seems to be magical in nature. Players should have 
  campaign documentation that explains the details more 
  completely. Non-player characters may have their 
  reaction to infected characters spelled out in the 
  adventure. If not, their reaction will vary from fear and 
  loathing to pity and everything in between.  At the end of 
  the adventure, if there are any party members who have 
  this disease, the other party members might catch it! 
  Characters immune to disease are also immune to this 
  disease. Characters must make a Fortitude Save DC 12 to 
  avoid catching the disease. 
   
  In this adventure, there is a possible encounter with 
  an NPC, Trys. There are two versions of Trys listed in the 
  adventure: Trysta and Trystim. To determine which NPC 
  is in this adventure, randomly select a player character. If 
  the character is male, then use the female Trysta. If the 
  character is female, then use the male Trystim.  
    
  Introduction – The Black 
  Watch 
  NOTE: Player’s Handout One, attached, is a summary of 
  the general state of the Shield Lands. The DM may either 
  hand this out to players to review, or use it for reference 
  for discussions with NPCs, Gather Information Checks, 
  and the like. 
   
  Let the players introduce themselves. They may 
  assume they are on a mission to Bright Sentry for the 
  Shield Lands: either as a Pathfinder or a member of the 
  Standing Army. Independent and visiting characters may 
  have been asked to perform this mission because they are 
  believed to NOT be infected with the plague. 
   
  Read or Paraphrase the following: 
  Waves hit the bow of the Wavester, a cargo ship-now-
  transport in service to the Shield Lands. It’s captain, a 
  sturdy half-orc named Thurgo Greatblade, certainly 
  knows the Nyr Dyv and his ship. Each wave is met for 
  the least resistance and the sails seem to catch every 
  bit of wind. 
    
  t
  l
   
  l
   
  You and your companions were asked to go to 
  Bright Sentry to seek the aid of Lineene the Bear. She 
  is a retired adven urer who is skilled in the healing 
  powers of nature. These skills are sorely needed by 
  the Shield Lands. Only a few months ago, a virulent 
  plague began sweeping through the Shie d Lands. 
  Known as the Black Breath of Iuz, it is nearly 
  impossible to cure once contracted and wracks the 
  body, mind and soul of its victims.  
   
  The race for the cure has been headed up by the 
  Arcanist’s Society. However, even these learned 
  mages have found nothing in their research that can 
  give them any answers. Desperate, and pushed by the 
  Council of Lords for a solution, the Arcanists have 
  suggested consulting with Lineene while they 
  continue their efforts.  
   
  Unfortunately, magical attempts both arcane and 
  divine to contact this learned sage have fai ed. Thus, 
  it was determined to send you and your companions 
  on this journey.  
   
  As the shout comes down from the sailors that 
  you are approaching the island, word also comes that 
  friendly ships are also approaching… 
   
   
  The Wavester is a good sized cargo ship, a bit faster 
  than one might expect. It is about 120 ft. long and 40 ft 
  across. In addition to the party, it crews 20 sailors and 
  Captain Greatblade. The current cargo is building 
  supplies: wood, nails, hammers, saws, that sort of thing. 
  SPECIAL NOTE: IF ANY PLAYER HAS THE BLACK 
  BREATH OF IUZ. The sailors will be suspicious of that 
  player and will avoid that character as much as possible, 
  except for the half-orcs in the crew, who just don’t seem 
  to care (The rumor, as incorrect as it is, is that Iuz would 
  not have created a plague that would hurt orcs). 
  APL All (EL −) 
  � Captain Greatblade: Male half-orc Ftr4. 
  � Crew (20): Various races War1. 
   
  Greatblade is a likeable, but very gruff sort. He 
  should be seen as competent and very happy to be in 
  service to the Shield Lands. He does not mind the fact 
  that, as a half-orc, many hate him. He has the respect of 
  his crew and his superiors and that is sufficient for him. 
  What he does NOT tell the party is that one of the crew is 
  his son, Sango Greatblade.  
  A Dirty Little Job 
   
  Page 3 
  
   
  The crew itself should also be seen as competent. 
  They like the way Greatblade runs a tight ship and are 
  dedicated to seeing Iuz destroyed. 
  Tactics: Greatblade and his crew, if forced to fight for 
  some reason, do so to overwhelm any captives. If they are 
  evil, they will not hesitate to run them through with 
  their rapiers or even toss them overboard. Non-evil types 
  they will try to overwhelm with numbers (grapple) and 
  then throw in the storage bay for the authorities. 
  Treasure: A cargo bay filled with building supplies. Also, 
  the crew is all armed with daggers and rapiers, as well as 
  leather shirts (leather armor). There are light and heavy 
  crossbows in the armory located in the hold of the ship. 
  Development: The crew and the captain are quite likable. 
  Successfully ‘chatting it up’ with them is simple enough. 
  However, to gain any real information, either a successful 
  diplomacy or Gather Information check is required (DC 
  20 or 15, respectfully. Note: with a DC 20 Diplomacy 
  check, the party will also change the attitude of the crew 
  from “friendly to helpful”. 
   
  Things to learn: 
  1) 
  The plague has not affected paladins or 
  members of the Open Spirit. 
  2) 
  The town of Bright Sentry is, for all practical 
  purposes, run by Lord Natan Enerick, a devotee 
  of Pholtus. 
  3) 
  Lineene the Bear is a witch who commands the 
  very forces of nature! 
  4) 
  You have to be careful around here or you will 
  get attacked by Koa Toans… 
  5) 
  The Vile Word is an Iuzian warship under the 
  command of Captain Irontusk, a horrible pirate! 
   
   
  Approaching from larboard (port or left), is a small 
  warship, the “Godsbreath”. It flies the flags of Bright 
  Sentry and the Shield Lands. As it approaches, it will 
  come along side of the Wavester and its captain, 
  Kineesha (a middle aged Flan woman with dark hair and 
  dusky skin) will demand to speak to the captain of the 
  Wavester.  
   
  Captain Greatblade will leave his post at the wheel 
  and approach the edge of the ship. There the two captains 
  will ‘chat’. Basically, Kineesha will be polite and explain 
  the following: 
  1) 
  All of Bright Sentry is under “the Black Watch”. 
  In other words, no visitors are allowed in until 
  they have gone through a customs check at a 
  newly constructed port just outside of town.  
  2) 
  The Town is very suspicious of anyone coming 
  into town as they have yet to suffer the effects of 
  the plague (and intend on keeping it that way!).  
  3) 
  Typically, all ships are searched and the crews 
  quarantined for 48 hours while they are 
  checked for signs of plague.  
  4) 
  Visitors are free to disembark and visit the 
  island area, although there is not much to see.  
  5) 
  ENTRY TO BRIGHT SENTRY WITHOUT AN 
  OFFICIAL PASS IS PUNISHIBLE BY DEATH! 
   
  Greatblade will groan but acquiesce.  The Wavester 
  will sail to the south side of Bright Sentry and dock at the 
  new port. On the way in, the party can see a number of 
  fishing vessels to the north: local citizens going about 
  their business of trying to survive. 
  APL All (EL −) 
  � Captain Kineesha: Female Ftr2/Rog2. 
  � Crew (20): Various races War1. 
   
  Encounter One – The South 
  Port 
   
  The south port area is built in a cove area. Each ‘arm’ of 
  the cove is made from a rocky promontory stretching out 
  about 800 yards. There are 5 other ships anchored off 
  shore. Anyone with ranks in Profession: Sailor or 
  Survival would be able to tell the cove is protected from 
  the worst any average storm could dish out.  
   
  The players are rowed to shore, along with a dozen of 
  the sailors, one of which is the captain. On the shore 
  there is a hastily constructed “shanty town” of six 
  buildings. Depending on the time available for play, the 
  party can role-play going to each building for clues. 
  Alternatively, 
  they 
  can 
  simply 
  make 
  a 
  Gather 
  Information check for each location listed, with a DC 15 
  necessary to uncover the listed information and rumors. 
  The sailors will encourage the party to check in with the 
  harbormaster before doing anything else. 
  SPECIAL NOTE: IF ANY PLAYER HAS THE BLACK 
  BREATH OF IUZ (contracted in “May the Axe Grow 
  Great”) they may NEVER get a pass. Further, if detected, 
  they suffer an inherent -10 on ALL social interaction 
  charisma checks and skills and will NOT be allowed in 
  the various merchant buildings.  
  A final note on Pholtites: It is VERY EASY to run these 
  religious types as complete jerks. Avoid this. They are 
  A Dirty Little Job 
   
  Page 4 
  
  respectful enough, even when they refer to a non-
  Pholtite as a “heretic” or “walking the darkness”. Further, 
  any clerics or paladins of Pholtus (or similar classes) will 
  be given an incredible level of respect (deep bowing, 
  bending of knees, calling them Most Illuminated Father 
  or Mother, that sort of thing).  
  1) 
  The Harbormaster. This building contains all 
  the information on the ships in the harbor. A 
  dozen guards are here at any given time. They 
  have access to two rowboats. The harbormaster 
  is a Pholtite named Zinder Brightflame. She is a 
  red-haired hag of a woman who seems to have 
  some sort of eye problem as she is always 
  squinting. She appears to be busier than she 
  actually is. 
  INFORMATION: 
  a. 
  Lineene is a well known heretic (non-
  pholtite). She helped save Bright 
  Sentry by commanding the very 
  elements to fight off the goblins! 
  b. 
  Lineene has a hut about 2 miles down 
  the beach, on the other side of the 
  promontory. 
  c. 
  Any 
  party 
  member 
  who 
  played 
  SHLInt04-04 “With Thanks” will be 
  told to go straight to the Church of 
  Pholtus (see below) in order to get an 
  expedited pass (as they had rescued a 
  few of local citizens during the goblin 
  raid and are therefore “trustworthy”). 
  Please note, however, that Bright 
  Sentry itself is not part of this 
  adventure and such excursions are best 
  suited for a Dungeon Master using this 
  adventure in a ‘home play’ as opposed 
  to at a convention. 
  d. 
  Any players who are not carrying the 
  disease will be told they must register 
  with the Church of Pholtus, then wait 
  a full 48 hours before receiving an 
  exam for purity. 
  e. 
  She 
  is 
  absolutely 
  resolute 
  and 
  completely immune to bribery. All 
  charisma skills used on her suffer a -4 
  circumstance modifier and she is so 
  resolute in her duties that she has a +2 
  circumstance 
  modifier 
  versus 
  all 
  enchantment spells and spell like 
  abilities. 
  f. 
  There are still goblins, and worse, in 
  the area! 
  g. 
  There is a sign on the wall: Goblin 
  Heads 6 gp each! 
  2) 
  The Grinning Goblin. This one-level inn is more 
  of a flop house. It has one main bar area and the 
  food is VERY simple. There is a massive second 
  room with common cots available. Outside is a 
  sign “Pig roast tonight!” It can sleep 20 at a time. 
  The staff says the owner is looking at ‘building 
  on’. The owner is a grubby ex-sailor named 
  Morty of mixed blood. They actually don’t have 
  any pig – the sign is old. They do have a pretty 
  lousy stew and weak beer. This flop house is a 
  VERY rough and tumble establishment. Anyone 
  who paid more than adventurer’s standard for 
  upkeep will have a -2 penalty on all social 
  interaction (charisma based) skill checks and 
  will (condescendingly) be referred to as “m’lord” 
  or “m’lady”. 
  INFORMATION: 
  a. 
  Nobody here knows where Lineene 
  can be found. 
  b. 
  The Pholtites are jerks. 
  c. 
  Lord Natan Enerick is staying in 
  Bright Sentry and will not visit 
  Critwall because he is afraid of the 
  plague. 
  d. 
  There are still goblins, and worse, in 
  the area! 
  e. 
  It is rumored that devils are flying in 
  to the island’s jungle area. 
  3) 
  Open Spirit Meeting Hall. This wood building 
  is 20 ft by 20 ft. It has very little furniture inside 
  including a couple of cots. There are food and 
  medical supplies stacked neatly in the room. 
  The main person running this is a Suel-mixed 
  human named Shadswen. Shadswen’s mission is 
  to provide relief to the survivors of the goblin 
  invasion, but the citizens of the town will not let 
  him in because they say the Open Spirit caused 
  the plague. He distributes the food and 
  medicine to those citizens desperate enough to 
  come out of the city walls for assistance.  
  INFORMATION: 
  a. 
  The citizens of Bright Sentry were 
  decimated during the fighting. 
  b. 
  About 65% of the citizens survived the 
  invasion. 
  c. 
  Members of the Open Spirit are now 
  hated on the island because for some 
  reason they are resistant to the plague 
  (it’s 
  because 
  most 
  members 
  are 
  monks!).  
  d. 
  There are still goblins, and worse, in 
  the area! 
  A Dirty Little Job 
   
  Page 5 
  
  e. 
  Some of the locals have seen strange, 
  dark flying creatures circling the outer 
  forest area. 
  4) 
  General Store. This building has anything in the 
  general equiptment section of the Players 
  Handbook table 7-8 that costs 99 gp or less. The 
  exception 
  is 
  Alchemist’s 
  Fire. 
  He 
  has 
  completely sold out! However the prices are 
  exorbitant (+50% over book prices). However, 
  the proprietor, Melvilium, a very slick Flan male 
  of medium age, did come across a trinket or two 
  when beach combing after the invasion. At APL 
  2 and 4, party members can buy a brooch of 
  shielding, and at APL 6 can also buy a ring of 
  counterspells. 
  5) 
  Church of Pholtus. This is more of a one room 
  building than an actual church. It is circular and 
  built of stone. It is run by an intense looking 
  woman. She is about 5 and ½ feet tall, and has 
  short blond hair. She is wearing simple robes 
  and carries a simple looking oak quarterstaff. 
  Tucked in her waist band is a metal holy 
  symbol: a full moon with a crescent moon over 
  the top (Religion or Intelligence check DC 10 
  reveals it to be that of Pholtus). Her name is 
  Filna the Illuminated. Her hands show horrible 
  signs of scarring. In fact, she is a member of the 
  ultra-zealous flambis morti – a local sect of the 
  Pholtite religion. She believes in ritual 
  purification through fire (and in fact plunges 
  her hands into open flames each day!) (See 
  Appendix B or the Shield  Lands Metaregional 
  Book for more information on this cult). She 
  should be played as being very friendly to the 
  party, but unflinching that anyone not a 
  Pholtite will ultimately die (“does not the fire 
  burn away the plague?”).  Note: She first 
  appeared in SHLIntro03-01 Final Respects. 
  INFORMATION: 
  a. 
  The plague is clearly a curse the gods 
  have allowed to occur to punish the 
  sinful.  
  b. 
  The Open Spirit does good work, but 
  since it was founded by Markuth, a 
  well known felon, and a fugitive from 
  justice, how trustworthy can it be? 
  c. 
  Lord Enerick is doing the best he can 
  for his charges, the citizens of Bright 
  Sentry. 
  d. 
  There are still goblins, and worse, in 
  the area! But, those who are resolute in 
  their faith have nothing to fear… 
  e. 
  Players who were heroes of the goblin 
  invasion 
  (they 
  participated 
  in 
  SHLInt04-04 “With Thanks”) will be 
  given an initial exam (checking of the 
  gums, staring in the character’s eyes, 
  asking them to recite the names of 4 
  good and  holy gods, etc). Upon 
  success, their name will be registered 
  and they will be given a badge of 
  purity to wear (replacements are not 
  given so players are encouraged not to 
  lose one!).  Other characters are asked 
  to register. If, 48 hours from now, they 
  still appear disease free, they will also 
  be given a badge of purity (See Badges 
  of Purity, below). 
  f. 
  She will recommend the Grinning 
  Goblin for a place to sleep and eat and 
  the general store for supplies. 
  6) 
  The Town Walls. Bright Sentry has been walled 
  in. It is manned by guards (war level 1) day and 
  night. The wall is a 20 ft. tall wooden palisade 
  that looks new. There is a very large sign (5 ft 
  tall) on the wall near the gate that says: “No 
  admittance without a pass. Trespassers will be 
  killed.” It is signed by Lord Natan Enerick.  
   
  Badges of Purity. At any given time during the day, there 
  will be 2d20+10 commoners milling about the area. 
  About 2/3rds of them will have a white skull on a silver 
  circle pinned to their clothes. Dangling from it is a 
  parchment, perhaps 4 to 8 inches long. Looking at these 
  more closely will reveal the person’s name, and 
  verification of purity. These are day passes given out in 
  town by the church of Pholtus.  
   
  Players interested in getting a pass (legally) will have 
  to see the harbormaster and the Church of Pholtus. 
  Unfortunately, until they have spent 48 hours in the 
  shanty town, they will not be given a pass.  
   
  Further, there will be Pholtite saying plastered on 
  random corners of buildings, hanging from shop walls, 
  etc.  Such phrases include “Burn the Heretic”, “May the 
  light brighten”, “My child is illuminated”, “Even the 
  blind may see with the bright light of Pholtus”, and “Oh 
  mighty Pholtus deliver us from darkness”. 
  Encounter Two – Enter the 
  Child 
  At some point during the party’s wanderings, the gates to 
  Bright Sentry will open. Depending on where the party 
  A Dirty Little Job 
   
  Page 6 
  
  is, read or paraphrase the following, keeping in mind that 
  Earl Simen Sharn will bump into the party (thus if they 
  are in the Open Spirit, they may not see him exit Bright 
  Sentry):  
  The guards at the wall, as if hearing a command, step 
  forward and lower their weapons in a defensive 
  manner. With a mighty creak, the doors to Bright 
  Sentry open. A troop of five soldiers, dressed in both 
  the livery of the Shield Lands, as well as wearing 
  purity badges of Pholtus, march out of the town.  
   
  l
   
  i
  l
   
  In their midst is a young boy, ooking very 
  embarrassed. He looks tall (4’ 5”) for his age, which is
  somewhere between 10 and 14. Traveling with h m is 
  a man, perhaps 20 years of age, wearing both the holy 
  symbol of Heironeous as wel  as a purity badge.  
   
  The boy is Simen Sharn (technically Earl Simen 
  Sharn). He is 13 years old and has a sheaf of thick black 
  hair. His olive skin sets off his quick dark eyes and his 
  smile is very earnest. He is dressed modestly (shirt, vest, 
  pants, sturdy boots) but well (everything is of excellent 
  quality – Appraise Check 15 will reveal at least 4x the 
  normal costs). From his side hangs a short sword with an 
  ivory grip. He does not openly wear any holy symbol, or a 
  purity symbol, although he does wear a medallion on a 
  gold chain, the medallion being of the sun with six 
  golden rays coming from it). 
   
  The man is Egder Walworth, a distant cousin of Lady 
  Katarina. His wheat-blonde hair and clear blue eyes are 
  classic Walworth. He is clearly a relative of the lady. He 
  has classic good looks, although he is a bit on the thin 
  side. He actually carries the title of knight. He is dressed 
  in a fashion similar to Simen, although of lower quality. 
  He has, strapped to his belt, a none-too-subtle and very 
  ‘this means business’ battle axe. His Heironean holy 
  symbol is of highest quality. 
  � Simen Sharn: Male human aristocrat/1 
  � Egder Walworth: Male human pal/4 
  Simen has the following personality quirks: 
  1) Not shy. He is very gregarious and enjoys meeting 
  new people. 
  2) While understanding his birth makes him ‘noble’, 
  he looks for the inner strength in others. 
  3) A feeling of trapped by birth. He cannot play with 
  other children nor can he go on adventures. He will 
  truly 
  admire 
  any 
  adventurers/soldiers 
  he 
  encounters. 
  4) He understands his place. He IS the future of 
  Bright Sentry. Upon his 16
  th birthday he becomes 
  the Earl. He knows this makes him the “better” of 
  nearly everyone else, but instead of being spoiled by 
  it, comes off as needing to find good people to 
  surround himself with for “when the time comes”.  
  5) REALLY likes Egder Walworth. This is one of the 
  ‘good people’ he intends on surrounding himself 
  with… 
   
  Egder comes off as the following: 
  1) 
  He has the Walworth gift of Charisma (16). He 
  is very likeable and comes off as genuine, not 
  forced, in his desire to help where he can. 
  2) 
  He is an up-and-coming paladin in the Church 
  of Heironeous. 
  3) 
  He has nothing but respect for Lady Katarina. 
   
  Simen will find the party if they do not find them. 
  He has a perceptive mind and can discern the party’s 
  inherent quality compared to the commoner. It is 
  common for him to come out of the town to visit, 
  although it REALLY irritates his uncle, Lord Natan 
  Enerik (perhaps, in part, this is why he does it). He does 
  not believe any purity seal will protect him from the 
  plague, nor does he think the plague will ever cross the 
  waters. In this sense he still has that feeling of 
  immortality that all youth seem to possess If a player has 
  the plague, he will not meet with them but will be 
  willing to meet with those who do not. 
   
  Simen just wants to meet adventurers.  
  1) 
  He will be admiring of their freedom and 
  respectful.  
  2) 
  He asks them their business on Bright Sentry.  
  3) 
  He asks if they are here to help fight the 
  goblins.  
  4) 
  He has been told there are goblin war parties 
  still in the forests outside of town (although its 
  been a week since anyone saw one). He does say 
  there is a bounty, to be collected on goblin 
  heads, still in effect at the gate. (It is 6 gp per 
  head). 
  5) 
  If pressed (Diplomacy check DC 15) after being 
  asked about his uncle, he will reveal the 
  following: 
  a. 
  His Uncle calls himself “Lord” when 
  technically he is only a regent.  
  b. 
  His Uncle comes off as loving, but 
  Simen is not convinced. Just a feeling 
  he cannot shake. 
  c. 
  He is still saddened by the deaths from 
  a couple of years ago (In SHL03-02 
  Patron of Bright Sentry). Essentially a 
  doppelganger cult tried to assassinate 
  members of his family, including his 
  uncle, in the name of Heironeous. 
  A Dirty Little Job 
   
  Page 7 
  
  d. 
  On his 14
  th birthday, he is legally 
  entitled to sit in on Council meeting if 
  his Uncle finds him fit, although he 
  does not get to vote or rule or stuff 
  until he is 16.  
  e. 
  If the party makes a Diplomacy Check 
  DC 20, he will add, in a very hushed 
  voice, and only AFTER making sure 
  Egder and the guards are otherwise 
  occupied, he is suspicious that his 
  Uncle may not want him to become 
  16, because then the Uncle gets to stay 
  on as Lord… 
   
   
  Simen does not want anything else. He is just out to 
  meet folks and get some air outside of Bright Sentry. He 
  cannot give out passes or help the party out at this time. 
   
  At some point the players should be interested in 
  setting off to find Lineene: Proceed to Encounter Four. 
  Encounter Three – In Search of 
  the Bear 
  The party can leave the shanty-town and head east. The 
  weather is overcast, humid and cool. To the north is 
  heavy forest. Knowledge Local or Knowledge Geography 
  DC 15 (or if anyone asked in town as it is common 
  knowledge for the island) will reveal that much of the 
  island (known as Scraghome Island because of the sea 
  trolls that live in the swamps) is rocky and mountainous 
  with a vast region of low-lying swamps to the interior and 
  east.  
   
  Travel to where Lineene is supposed to live is about a 
  two miles on the other side of the rocky ridge wall. The 
  beach area is fairly rocky with some stretches of smooth 
  sand. The forest occasionally stretches out to the Nyr Dyv 
  cutting off visibility every 100 yards or so. Because of the 
  tricky terrain, it can take about an hour or so to make it to 
  Lineene’s.  
   
  As the party travels, make sure to advise them of 
  various forest noises. Various bird sounds, cracking of 
  branches, and rustling leaves are not uncommon, and the 
  shores of the Nyr Dyv give off a constant “splash splash 
  splash”. If the party wants to travel through the forest, the 
  time necessary to get to Lineene’s will increase to almost 
  three hours because it is especially dense. However, 
  traveling through the forest might allow them to surprise 
  the ambushers, below: 
  APL 2 (EL 1) 
  � Goblins (3): hp 5 each; see Monster Manual page 133. 
  APL 4 (EL 2) 
  � Goblins (6): hp 5 each; see Monster Manual page 133. 
  APL 6 (EL 3) 
  � Goblins (6): hp 5 each; see Monster Manual page 133. 
  � Goblin Shaman (1): Male goblin clr 1, hp 9; see 
  Appendix A. 
  Tactics: The goblins are waiting inside the forest at about 
  the 600 yard mark. They will wait there, hiding (Spot 
  Check equals DC 19 as they took 10 and have cover) and 
  moving silently (Listen Check equals DC 19 +2 for each 
  20 feet the party is away from the goblins as they took 10 
  and there is lots of forest/shore background noise). They 
  will wait until the party is about 60 to 40 feet away, then 
  charge out of the forest, throwing their javelins. If there 
  is a shaman, he will use his spells to support his troops. 
  Treasure:  
  APL 2 Goblin heads – 3gp.  
  APL 4 Goblin heads – 6gp  
  APL 6 Goblin heads – 7gp 
  Even though they have some goblin weaponry, it is of 
  poor quality and it is not wanted in town. 
  Development: 
   
  This combat is not supposed to be overly 
  challenging, but rash parties may use up some resources 
  on this combat. Still, a few lucky goblins may severely 
  injure or kill a party member. The goblins are tattooed 
  (Knowledge Local DC 15 to know it is a mercenary 
  tattoo) and the goblin shaman, if present, will have a 
  wood holy symbol to Maglubiyet, the goblin god of 
  chaos, evil and trickery.  
   
  The goblins can be easily tracked (Survival Check 
  DC 15) back to their campsite. It is apparent they have 
  been here for the last few months, probably harassing 
  travelers and living off the forest critters. 
   
  After the defeat of the goblins, read or paraphrase 
  the following: 
   
  You are able to continue your journey with no 
  further interruptions. Breaking through the forest 
  wall, you can see where Lineene has set up her home. 
  Or had… 
  A Dirty Little Job 
   
  Page 8 
  
   
  The clearing is about 300 ft. across. The Nyr Dyv 
  splashes on the smooth beach sand while the forest 
  forms a natural set of barriers on each side of the 
  clearing. Above it all, inland, is the peak of Skrag-
  bone Mountain. 
   
  A wooden hut, fifteen feet on a side, stands on 
  four wood pillars, about 20 feet off the ground. There 
  appears no way to reach it. The hut has a single door 
  facing the waters of the Nyr Dyv and a single window 
  set into the center of each of the other three walls. 
   
  Save for the waves hitting the beach and the 
  sound of the forest, the beach itself is silent. Looking 
  around, there is no sign of Lineene. 
   
  The party can search the area. Without the use of any 
  special skill, they can discern the area has a lot of 
  footprints on it, all of which seem to be smaller booted 
  footprints. A player with Track can make a Search check 
  (DC 20) to reveal the small foot prints are perhaps 2 days 
  old, at best (given the fact they do not exist below the 
  high-water mark) and under them is a single set of larger 
  (normal human sized) foot prints leading into the forest. 
  If the search check was 25 or higher, the player will 
  determine the footprints are female. 
   
  The hut itself can be reached by any means the party 
  can come up with, noting that the hut is designed to 
  discourage the average climber (there is no wall beneath 
  the door, the doors and windows are closed, etc.). Inside 
  the hut is a coiled rope ladder as well as simple living 
  components (a small cot, a chest of well-worn clothes and 
  sewing gear, cooking equipment – but no stove, a desk 
  with writing equipment, a number of books illustrating 
  local flora and fauna, and a watercolor set (paints, brush, 
  etc.). A Search check DC 20 will reveal in the papers 
  notes dealing with Lineene’s exploration of the animals 
  and plants living on Skrag-bone Mountain. The notes 
  suggest she camps up there for weeks at a time to do her 
  studies. 
  Encounter Four – Bear Tracks 
  The party should feel free to explore Lineene’s Hut. It is 
  important that the party is given the impression that 
  Lineene may be back at any time. Thus, they should rest 
  for the night (if for no other reason than to re-select some 
  spells). If for some reason they decide to press on, they 
  will actually encounter the goblins listed below at their 
  camp, possibly surprising them. 
  Just after dawn the next day the goblins will attack. If 
  there are party members sleeping, the encounter is late 
  enough that casters should have had a full eight hours 
  sleep. Anyone sleeping has a 50% chance of being awake 
  at the start of this encounter. Awake party members can 
  make Listen checks against DC 20 or Spot Checks against 
  DC 20. Successful checks will reveal movement in the 
  forest coming towards the campsite. Goblins will rush 
  out of the forest to attack. It will be difficult to surprise 
  the goblins as they are a raiding party. They don’t know if 
  there will be anyone here or not but they have found 
  humans here before (Lineene). These are not the same 
  band of goblins who previously captured Lineene three 
  days prior (although they know of her capture). 
  APL 2 (EL 1) 
  � Goblins (1): hp 5 each; see Monster Manual page 133.  
  APL 4 (EL 2) 
  � Goblins (3): hp 5 each; see Monster Manual page 133. 
  APL 6 (EL 3) 
  � Goblins (3): hp 5 each; see Monster Manual page 133. 
  � Goblin Warrior (1): Male goblin war 3, hp 21; see 
  Appendix A. 
  Tactics:  The goblins will come charging out of the forest. 
  They will be under the orders of their leader (It is one of 
  the random goblins at APLs 2 and 4. It is the goblin 
  fighter at APL 6.) They will fight cohesively, attacking 
  just one or two characters until that character drops, then 
  move to the next. If the leader is taken out, they will act 
  less unified, randomly (within reason) selecting their 
  targets. 
  The goblin’s morningstars and javelins are poisoned with 
  sassone leaf residue (See DMG pg 297).  
  Sassone Leaf Residue: Type = Contact, DC 16. Initial 
  damage = 2d12 hp. Secondary damage = 1d6 Con. At APL 
  2 and 4, the poison was watered down a bit. At APL 2 the 
  initial damage is only 2d4 and at APL 4 the initial damage 
  is only 2d8. 
  Treasure:  
  If tracked to their lair (see below), the party can also find 
  some doses of sassone leaf residue. Also at APL 2 there 
  will be two dead goblins found along the trail (killed by 
  Lineene) and at APL 6 there will be three dead goblins 
  found along the trail (killed by Lineene) 
  APL 2 Goblin heads – 3gp, Sassone leaf residue – 50 gp.  
  APL 4 Goblin heads – 6gp, Sassone leaf residue – 100 gp.  
  APL 6 Goblin heads – 7gp, Sassone leaf residue – 150 gp. 
  A Dirty Little Job 
   
  Page 9 
  
  Even though they have some goblin weaponry, it is of 
  poor quality and it is not wanted in town.  
  Development: 
   
  This combat is not supposed to be overly 
  challenging, but the addition of poison may be difficult 
  for some parties. The goblins are tattooed similar to the 
  first group (Knowledge Local DC 15 to know it is a 
  mercenary tattoo) and the goblin fighter, if present, will 
  have an especially nasty tattoo that reveals him to be a 
  follower of Maglubiyet, the goblin god of chaos, evil and 
  trickery.  
   
  The goblins can be easily tracked (Survival Check 
  DC 15) back to their campsite. By the appearance of the 
  campsite (describe it as little more than a cleared out 
  section of forest floor, with some old raggedy blankets 
  thrown about) it does not look like this was a permanent 
  residence. A Search Check DC 20 will reveal a few odd 
  looking leaves. The leaves are dark green in the center, 
  fading out to a sickly purple on the edges, and seem to be 
  clumped three to a sprig. Craft (Alchemy), Knowledge 
  Nature, Profession (Herbalist) or Survival checks, DC 20 
  each, will reveal these to be Sassone leaves. There are 
  enough here for ½ per APL (So 1 at APL 2, 2 at APL 4, 
  etc.). Players could crush the leaves for use, but doing so 
  will remove the leaves from the treasure. 
   
  There is also a scrap of animal hide (squirrel). On it, 
  in crude handwriting, in orc, is the words “Yoo keep hut 
  watched. Mebbe grabz annuder humie. We waten fer da 
  bozz ordrz on wot ta do wit der humie grabbed alreddee.” 
  (See Player Handout #2) 
   
  Please note there are oodles of forest trails, all of 
  which will run the party in circles. Due to the heavy 
  undergrowth, humidity, and rapid plant growth, any 
  practical ability to track beyond this camp is negated. 
   
  Once the goblins are defeated, (and their camp 
  hopefully looted by the players) the party should decide 
  to head back to the village. 
  Encounter Five –  
  Kissed Chances 
  The following encounter is either with Trysta or Trystim 
  (Trys). It takes place about halfway between the ports and 
  Lineene’s. It occurs as the party passes through one of the 
  line of trees.  
   
  Trys should be run as competent. Trys is interested 
  in discovering if there is a potential new love in this party 
  of adventurers but will not just fall “head over heals”, at 
  least in an obvious manner. 
   
  Trys is a sorcerer from the Far East (Trys most 
  recently spent time honing his/her skills in Eastfair in 
  the Great Kingdom of Northern Aerdy).  However, Trys 
  does not like to reveal any of his/her background, at least 
  at this time. Characters who are able to use skills or magic 
  to learn more about Trys’ background will only get that 
  Trys is Blakunish, a sorcerer, is exploring the area (but is 
  being paid by an unrevealed employer for anything 
  learned), and is, genuinely, interested in a member of the 
  party. 
   
  If the party member Trys is interested in is overly 
  rude, or just uninterested, then Trys will move on to 
  another suitable (opposite sex) member of the party, etc. 
  If there are no other suitable candidates, then Trys will 
  politely take his/her leave. Can Trys be influenced by a 
  DIFFERENT character with diplomacy? Technically yes, 
  but Trys is driven more by what is inside a player rather 
  than mere words. 
   
  Read or paraphrase the following (for Trysta or 
  Trystim): 
  Trysta: As your party heads back to the harbor, you 
  pass through yet another l ne of trees stretching from 
  the forest to the sea. Ahead of you, about 30 feet, is a 
  young woman. She is dressed in black, from her 
  pointed wide-brimmed hat, down to her thigh-high 
  leather boo s. Her olive skin and dark hair set off her 
  equally dark eyes. She is holding a broom, upside 
  down, and using the handle to stir through the sand. 
  A black cat sits nearby, lazily licking at a paw. The 
  woman ooks up at you and gives you a bright smile. 
  “Well hello there…” 
  i
  t
  l
  Trystim: As your party heads back to the harbor, you 
  pass through yet another l ne of trees stretching from 
  the forest to the sea. Ahead of you, about 30 feet, is a 
  young man. He is dressed in black, from his pointed 
  wide-brimmed hat, down to his sturdy leather boots. 
  His olive skin and dark hair set off his equally dark 
  eyes. He is holding a quarterstaff which he is using to 
  stir through the sand. A black cat sits nearby, on a 
  hand woven carpet, azi y licking at a paw. The man 
  looks up at you and gives you a warm smi e. “Well 
  hello there…” 
  i
  l
  l
  l
  Trys tries not to focus on a character’s negative aspects 
  (I.e. low ability scores) but focus on anything positive the 
  character exhibits. Think of this a bit as an intangible 
  connection between Trys and the randomly chosen 
  character. Trys will try to introduce himself/herself to 
  the chosen character first. Then she/he will ask for that 
  character’s assistance. 
  A Dirty Little Job 
   
  Page 10 
  
   
  Trys lost one of his/her bracers (it is a +2 bracers) 
  when flying over the island. Trys will embarrassedly 
  reveal he/she was adjusting it when it snapped off and 
  fell on to the beach, just around this area. The broom and 
  carpet are both of the flying variety. 
   
  The bracer is easily enough found: it requires a 
  Search Check, DC 19, or use of detect magic spell. If the 
  party does not return it, it will do them no good without 
  its mate (which Trys still wears). Also lost in the sand, is a 
  bottle. It must have been washed ashore. It requires a 
  Search Check of DC 24 (or a detect magic) to uncover 
  and is a potion of protection from arrows 10/magic. 
   
  If the character Trys is currently interested in helps 
  search for the bracer, then Trys will complement that 
  character in some relevant manner. If the character won’t 
  help search, Trys will complement the character’s 
  independence. 
   
  Here are some example words Trys might use to 
  compliment someone based on their prowess in a 
  particular area (or the DM can make up their own): 
  � Strength: able, athletic, determined, powerful 
  � Dexterity: agile, deft, handy, quick, sly 
  � Constitution: experienced, hardy, rugged, tough 
  � Intelligence: bright, clever, insightful, quick,  
  � Wisdom: caring, intuitive, perceptive, wise 
  � Charisma: assertive, confident, determined, self 
  assured 
  � Fighter-ish: decisive, skilled, hunter 
  � Wizard-ish: 
  brother/sister 
  of 
  the 
  arts, 
  mysterious, star-touched, fate-maker 
  � Cleric-ish: leader, oracle, gods-blessed, old soul 
  � Rogue-ish: mysterious, dangerous, sly, clever 
   
  Trys will not reveal why Trys is on the island except 
  to say that he/she is just a humble traveler, off to see the 
  sights that Oerth has to offer. He/she will reveal he/she 
  is from the east but will not be more specific. After the 
  bracer is found, Trys will thank the party, especially the 
  person he/she is interested in, and say “I hope to see you 
  around!” With that, Trys will get back on the 
  broom/carpet, with the cat perched nearby, and blow the 
  interested person a kiss. Then, without looking back, will 
  fly off, heading down the island away from the port. The 
  character lucky enough to flirt with Trys will get “A Kiss 
  from Trys” on the Adventure Record. 
   
  If a party member has flying, etc. and really wants to 
  follow Trys, Trys will drink a potion of invisibility and 
  then a potion of non-detection. If this still does not work, 
  then Trys will drink a potion of water breathing and fly 
  straight into the Nyr Dyv. If all of this does not get rid of 
  the party member, that character gets to follow Trys back 
  to the mainland of the Shield Lands to a campfire and 
  gets “Hatred of Trys”. See the Adventure Record. 
  � Trysta: Female human ?* 
  � Trystim: Male human ?* 
  *Not revealed at this time. See future Shield Lands 
  adventures for more information. 
  Treasure: potion of protection from arrows 10/magic – 
  25 gp. 
  Encounter Six –  
  A Dirty Little Job 
  The party will eventually make it back to the harbor area. 
  As they break through the last forested area, they will see 
  smoke rising up from the other side of the rocky 
  promontory. When they cross the rocks, read or 
  paraphrase the following to them: 
  It is clear that another attack has taken place. Many of 
  the buildings have suffered battle damage, and a few 
  (the tavern and the harbormaster’s) are smoldering. 
  Bodies lie everywhere, both of the locals and goblins.  
   
  The City guard is organized both on the walls, as 
  well as in the field. They have set up two regiments of 
  crossbowmen facing the forest. They are supported by 
  a few clerics of Pholtus. 
   
  i
  l
   
  The commoners, merchants, and sailors look as if 
  they gave as well as they got, but unfortunately, they 
  got it bad. Bodies are everywhere. Captain Greatblade 
  sits crosslegged on the sand, cradl ng one of his fal en 
  half-orc sailors in his lap. As he sees you, he looks up 
  and sobbing says “He were me little boy, me only lad 
  he was…” 
  You also see Egder, lying near the tavern. There is 
  no sign of Simen. 
   
  The party can do what they want to help the 
  suffering. Of all the named NPCs mentioned, only the 
  above are wounded. Greatblade is severely wounded, and 
  in fact has suffered a severe blow to his legs, shattering 
  one of them. Egder is near death, having been hit by 
  multiple javelins. For purposes of this adventure, clerical 
  healing will save their life but not bring them to fighting 
  fitness.  
  A Dirty Little Job 
   
  Page 11 
  
   
  The goblins attacked about two hours ago. There was 
  a horde of them led by an ogre of some skill. The battle 
  was ferocious, but eventually the goblins were killed 
  when the city guard rallied from the walls. Fortunately, 
  Simen was NOT here when the goblins attacked, but was 
  safely within the walls.  
   
  Both Captain Greatblade and Egder speak goblin. 
  Also, a few of the patrons of the Grinning Goblin are 
  fluent in the tongue. The party can discover by talking to 
  any of these witnesses that the goblins kept saying “Find 
  the boy” and “Grab the boy” and “Boss wants the boy” 
  (and things like that). 
   
  The guards will all be VERY reluctant to go into the 
  forest without specific orders. However, charismatic 
  characters might be able to convince them to go 
  (Diplomacy Check DC 25). If convinced, then 1D6 
  soldiers will go with the party. They are presumed to 
  have a 12 for each of their abilities, are commoners with 
  the toughness feat and carry a light crossbow, a short 
  sword, and wear leather armor. They have 10 hit points 
  each. 
   
  Players can talk to any of the locals. They will reveal 
  there were about fifty goblins and a massive ogre that 
  invaded the harbor area. Of these, maybe a dozen or so 
  remain (Counting the bodies will reveal 38 dead goblins). 
  It is presumed for purposes of this encounter that the 
  party will be moving while it is still daylight. Adjust the 
  encounters accordingly if the party for some reason is 
  traveling by night. When the party is ready to enter the 
  forest, read or paraphrase the following: 
   
   
  l
  i
   
   
  There is no doubt that even the worst of trackers 
  could follow the trail left by the goblins. Sunlight 
  forcing itself through the leaves reveals hacked and 
  trampled foliage, bloody foot prints, and discarded 
  war gear. These are only a few of the various signs of 
  the war-band’s passage.  
  Fol owing the fleeing gobl ns, one can only hope 
  they lead you to the missing Lineene the Bear. 
  Finding Lineene has certainly turned into one dirty 
  little job. 
  Presuming the party learned about the commands being 
  barked in goblin during the raid, continue with the 
  following: 
  How disturbing the attack by goblins appeared to 
  be timed so perfectly as to apparently try and catch 
  the young master away from the safety of the walls of 
  Bright Sentry. Thank the gods Simen Sharn was safe 
  behind the walls! Perhaps there is something to the 
  reports of the goblins being led by a mysterious, dark
  power… 
  The party will find themselves traveling about an hour 
  out of town. The path varies from 10 to 15 feet in width 
  and is rough to travel. At any given time there are small 
  rocks, busted tree limbs and nasty roots slowing travel. 
  The party can move at three-quarter speed. Depending on 
  when the party is moving (day or night, for example). 
   
  After traveling for about an hour, the party will 
  encounter a trap the goblins had prepared over the last 
  few weeks to guard their camp. It is a spiked pit trap set 
  into the forest floor and covered with leaves and 
  branches. 
  Spiked Pit Trap: CR 2; mechanical; location trigger; 
  automatic reset; DC 20 Reflex save avoids; 20 ft. deep 
  (2d6 fall); multiple targets (first target in each of two 
  adjacent 5’ squares); pit spikes, (Atk +10 melee, 1d4 spikes 
  per target for 1d4+2 each); Search DC 18; Disable Device 
  DC 15. 
  Depending on how the party is traveling (at a dead run, 
  for example), this trap might be especially deadly. 
  Further, there are a number of strings with junk (busted 
  morningstars, leaky copper pots, that sort of thing) on 
  them about half-way down the trap. If the trap is set off, 
  the goblins will be warned visitors are approaching (See 
  encounter six, below).  
  Encounter Seven –  
  The Final Foes (part 1) 
  The party will, about 40 yards after the pit trap, approach 
  a clearing in the forest. Advise them the path is starting 
  to gently rise.  They can try to sneak in, if they want to. 
  The clearing is about 45 feet across. There is a campfire in 
  the middle and numerous ‘nests’ of cut leaves and grass 
  the goblins have used for beds. Strewn about the 
  campsite are a number of animal carcasses. Treat the 
  entire area as severely obstructed (1/2 movement, -5 on 
  tumble checks, no cover or concealment bonuses). 
   
  On the far side of the camp will be a break in the 
  forest wall. It is difficult to see from this side of the camp 
  (Spot check DC 15 for a casual glance). Arranged in a 
  semi-circular fashion on the far side of the forest, just 
  inside the tree cover, are the goblin defenders. At APL 2 
  and 4, one of the goblins carries a javelin of lightning. At 
  APL 6, it is carried by the Goblin Warchief. 
  APL 2 (EL 4) 
  � Goblins (12): hp 5 each; see Monster Manual page 
  133. 
  A Dirty Little Job 
   
  Page 12 
  
  APL 4 (EL 6) 
  � Goblins (9): hp 5 each; see Monster Manual page 
  133. 
  � Dire Wolves (2): hp 45 each; see Monster Manual 
  page 65.  
  APL 6 (EL 8) 
  � Goblins (12): hp 5 each; see Monster Manual page 
  133. 
  � Dire Wolves (3): hp 45 each; see Monster Manual 
  page 65.  
  � Goblin Warchief (1): Male goblin ftr 7, hp 56. See 
  Appendix.  
  Tactics: The goblins will use the cover to their advantage, 
  if possible, throwing javelins at players as they cross the 
  open area. When the players get close, the goblins will 
  charge as best they can. The dire wolves are vicious and 
  trained to attack anyone not a part of the goblin’s war 
  party. If the goblin Warchief is present, he will direct the 
  attacks at 1 or 2 characters only.  
   
  A special note on the javelin of lightning. At APL 2, 
  depending on the party make up, be given at least one 
  round’s notice this is going to be used against them. Have 
  the goblins chattering excitedly for a round as one of the 
  goblins un-wraps the javelin from yellowed waxy hide. 
  Avoid using it on a group of APL 2 party members, and 
  just target one unlucky member (although if a few of the 
  city watch can be hit along with a party member, so much 
  the better!). At APL 4 and 6, the goblins can still chatter 
  excitedly as the javelin is unwrapped, but the goblin will 
  use it on the same round it is unwrapped, trying to catch 
  as many party members as possible in its line of fire. The 
  intent is for there to be one javelin used on the party and 
  one for them to find on the body of one of the goblins. 
  So, if one is used in combat, there will be one more on 
  one of the goblin’s bodies. If none are used, then there is 
  still only one javelin available. 
  Treasure:  
  APL 2 Goblin heads – 12 gp, javelin of lightning – 125 gp. 
  APL 4 Goblin heads – 9 gp, gem encrusted helmet – 162 
  gp, I – 125 gp. 
  APL 6 Goblin heads – 13 gp, helm of ogre power – 333 
  gp, javelin of lightning – 125 gp. 
  Development: If any of the goblins are captured or speak 
  with dead is used, it will turn out they are merely 
  mercenaries hired to bolster the Old One’s presence on 
  the Nyr Dyv. They will reveal they heard a voice from the 
  forest telling them when to attack, but beyond that they 
  know nothing. 
  Encounter Eight –  
  The Final Foes (part 2) 
  Once the goblins are defeated, the party can move out to 
  follow the trail to its conclusion. Adjust the following 
  based on the APL to reflect the correct sort of monsters 
  being encountered: 
  The forest path widens and clears out. You can hear 
  the sound of running water. Turning a bend you see 
  Lineene, bound with ropes. She is RIGHT next to a 
  cliff’s edge. You can see that immediately behind her 
  is a waterfall pounding down to unknown depths 
  while next to her is an abomination – a cruel looking 
  ogre. With a fl ck of his foot, he kicks Lineene over 
  the edge as he draws his weapon to attack you. 
   
  i
  i
  (At APL 4) Next to him stands a pair of body guards, 
  ready to defend h m with their lives. 
  (At APL 6) As he does so, you hear him snarl in some 
  arcane tongue. 
  APL 2 (EL 4) 
  � Ogre (1): hp 29; see Monster Manual page 199. 
  APL 4 (EL 6) 
  � Ogres (3): hp 39, 29, 29; see Monster Manual page 
  199. 
  APL 6 (EL 8) 
  � Ogre Mage (1): hp 37; see Monster Manual page 
  200. 
  At all APLs, one of the ogres is wearing a ring of 
  protection +1 and should have its armor class adjusted 
  appropriately. 
  Tactics: At all APLs the ogres will, on their turn, move at 
  least five feet away from the edge of the cliff. Each ogre 
  will pick a target and try to concentrate their attacks on 
  that particular victim, then move on to the next. The ogre 
  mage will not hesitate to use its cone of cold or 
  invisibility spells to attack the party. However, it is fairly 
  arrogant for an ogre mage and will not use its gaseous 
  form unless it starts its turn at less than 5 hit points. 
  Treasure:  
  APL All: ring of protection +1 - 167. 
  A Dirty Little Job 
   
  Page 13 
  
  Development: If any of the monsters are captured or 
  speak with dead is used, it will turn out they are merely 
  mercenaries hired to bolster the Old One’s presence on 
  the Nyr Dyv. They will reveal they heard a voice from the 
  forest telling them when to attack, but beyond that they 
  know nothing. The biggest ogre will have a wooden 
  unholy symbol of Hextor in its possession. If captured 
  alive, or speak with dead is used, it will reveal it was 
  mixed in with some maps (long since burned) of the 
  island given to it by ‘da boss’. 
  Upon killing the ogres, the party can look over the edge 
  of the cliff (they may find a way to do so during the 
  encounter…). There they will find an unconscious 
  Lineene, dangling from her ropes. The ropes have caught 
  themselves on a tree limb sticking out from the cliff face 
  10 feet from the cliff’s edge. What a lucky (and unique) 
  set of events! 
  The party can, with little danger, retrieve Lineene, the 
  simplest method being to lower someone on a properly 
  secured rope and then bringing the lady back up. The fall 
  is 30 feet to the rough waters and rocks below (3d6 
  damage) and would require a Swim Check DC 15 to get 
  back to shore. 
  Notes on playing Lineene: Lineene has the appearance of 
  an ancient woman, but full of wiry strength. She used to 
  be an accomplished adventurer in her day, but has retired 
  here about 6 years ago. She no longer wishes to get 
  directly involved in anything. She has a fright-wig of a 
  hair do ~ grey and white strands shoot everywhere from 
  her head and many cover her dark piercing eyes. Her 
  skin is leathery and sun-tanned and her movements, even 
  for someone so ancient, are quick and precise. She 
  dresses in plain leathers and cottons and her clothes look 
  quite old and patched (and re-patched and re-patched…). 
  She is not afraid of anyone with the plague, but will 
  instead be fascinated by them. 
  She will thank the party profusely for her rescue and 
  then reveal the following: 
  � She was here during the invasion three weeks 
  ago. She had advised the Admiral to NOT take 
  so many forces with him to Admundfort, but he 
  just would not listen. 
  � The fighting was terrible. She did not know if 
  the island would survive. The goblins seemed to 
  be driven by a dark, malevolent power. Their 
  attacks were just a little TOO organized. 
  � If any of the party members had assisted her in 
  the event SHLInt04-04 “With Thanks” she will 
  suddenly recognize them and be thoroughly 
  embarrassed for not seeing who they were 
  sooner. She will thank them again for all their 
  assistance.  
  � She advises that she had gone into the forest to 
  do some research on some magical energy she 
  recently 
  noticed. 
  Unfortunately, 
  she 
  got 
  ambushed and captured by the monsters (there 
  were a LOT more goblins). She has been badly 
  mishandled at the hands of the ogres and the 
  goblins and believes she was stew material if the 
  party had not shown. 
  � She believes there is still a sizeable horde of 
  goblins on the island, and just hopes they have 
  not joined forces with/recruited the scrags (Sea 
  Trolls).  
  � She is planning on going back to Skrag-bone 
  Mountain when she is feeling better. She 
  believes there is a source of ancient power in 
  that area that could be reactivated to shroud this 
  island in protective magic. 
  � If asked about the plague, she will, reluctantly, 
  agree to go to Critwall to see if there is anything 
  she can do. While it, directly is not something 
  she is familiar with, she seems to remember 
  some tomes (that might be with the Arcanists) 
  that could reveal more information. She will do 
  her best. 
  � As a way of thanks, she will request the city of 
  Bright Sentry to make an item recovered during 
  the goblin raid to be made available for the party 
  to purchase (specifically, a wand of backbiter). 
  Conclusion – Just Rewards 
  The players can return to town. If any city watch went 
  with them and died, the party will still be met as heroes, 
  but there will be a true gloom to any celebrations. 
  Otherwise, various officials from the church of Pholtus 
  have arrived from the safety of the city by the time the 
  party returns. Using divine magic, they discern that the 
  party has rousted the last of the invading goblins from 
  Scraghome Island. Anyone in the party who does not 
  have the plague will get a purity badge. 
  It turns out Simen just happened to be going on one of 
  his regular walks with Egder when the goblins attacked. 
  Egder did his best but was overcome by the goblins (how 
  embarrassing!). He is VERY grateful to the party for 
  saving his life and promises to make it up to them some 
  day. 
  Lineene finally arrives and says she is ready to assist the 
  party in any way possible. 
  A Dirty Little Job 
   
  Page 14 
  
  Captain Greatblade will thank the party for avenging his 
  son’s death. If there are any half-orcs in the party, he will 
  tell them he knows of a blade just made for those of 
  orcish blood. As a favor, he will, on their request, set sail 
  for it and get it for them (it is an Orc Razor. See the 
  Adventure Record). 
  Finally, Shadswen, of the Open Spirit, is grateful for the 
  party assisting the common folk by ridding the island of 
  goblins. The Open Spirit is willing to train any party 
  member (for 100 gp and 1 weeks time) in Powerful 
  Charge and Sidestep. 
  Read or paraphrase the following to the party: 
  Bright Sentry is safe, from the goblins at least. But 
  who or what was organizing their strikes so precisely? 
  The Shield Lands are still under siege from the effects 
  of the Black Breath. Hopefully a cure will soon be 
  found, no doubt some strange formula requiring great 
  feats of heroics and perilous adventures. But that is a 
  quest, if you are to be a part of it, for another day.  
  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 
  Defeating the Goblins 
   
  APL2 30 xp 
   
  APL4 60 xp 
   
  APL6 90 xp 
  Encounter Four 
  Defeating the Goblins 
   
  APL2 30 xp 
   
  APL4 60 xp 
   
  APL6 90 xp 
  Encounter Six 
  Bypassing/disabling/defeating the trap 
   
  APL2 60 xp 
   
  APL4 60 xp 
   
  APL6 60 xp 
  Encounter Seven 
  Defeating the Goblins 
   
  APL2 120 xp 
   
  APL4 180 xp 
   
  APL6 240 xp 
  Encounter Eight 
  Defeating the Ogres 
   
  APL2 120 xp 
   
  APL4 180 xp 
   
  APL6 240 xp 
  Story Award 
  Objective of Saving Simen Sharn met: 
   
  APL2 45 xp 
   
  APL4 62 xp 
   
  APL6 90 xp 
  Discretionary roleplaying award 
   
  APL2 45 xp 
   
  APL4 63 xp 
   
  APL6 90 xp 
   
  Total possible experience: 
   
  APL2 450 xp 
   
  APL4 675 xp 
   
  APL6 900 xp 
  Treasure Summary 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their earthly 
  possessions.  Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold.  If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  A Dirty Little Job 
   
  Page 15 
  
  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. 
  Encounter Three:   
   
  APL 2: L: 3 gp 
   
  APL 4: L: 6 gp 
   
  APL 6: L: 27 gp  
  Encounter Four:   
   
  APL 2: L: 53 gp;  
   
  APL 4: L: 106 gp; 
   
  APL 6: L: 157 gp;  
  Encounter Five:   
   
  APL 2: M: potion of protection from arrows 
  10/magic – 25 gp. 
   
  APL 4: M: potion of protection from arrows 
  10/magic – 25 gp. 
   
  APL 6: M: potion of protection from arrows 
  10/magic – 25 gp. 
  Encounter 7:   
   
  APL 2: L: 12 gp; M: 292 gp. javelin of lightning – 125 
  gp, ring of protection +1 - 167 
   
  APL 4: L: 171 gp; M: 292 gp. javelin of lightning – 
  125 gp, ring of protection +1 - 167 
   
  APL 6: L: 13 gp; M: 625 gp. javelin of lightning – 125 
  gp, ring of protection +1 – 167, helm of ogre power – 333 
  gp. 
  Encounter 8: 
   
  APL 2: M: 167 gp. ring of protection +1 – 167 gp 
   
  APL 4: M: 167 gp. ring of protection +1 – 167 gp 
   
  APL 6: M: 167 gp. ring of protection +1 – 167 gp  
   
  Total Possible Treasure 
  APL 2: L: 68 gp; M: 317 gp  - Total: 385 gp 
  APL 4: L: 283 gp; M: 317 gp  - Total: 600 gp 
  APL 6: L: 197 gp; M: 650 gp  - Total: 847 gp 
   
  Special 
  Note: Only one player can obtain “A Kiss from Trys”, 
  although all the players can achieve “Hatred of Trys”. 
   
  A Kiss from Trys: Ah, love… 
   
  Hatred of Trys: Scorn is never pretty… 
   
  Thanks of Simen Sharn: This is one influence point 
  with the Council of Lords. 
   
  “Kutter’s Edge” (Orc Razor): Captain Greatblade will 
  seek out this falchion for you. Cross this favor out if you 
  are not a half-orc. Mark as “used” if you have purchased it. 
  This +1 falchion has a special affinity for those of orc 
  blood. In the hands of someone who has orc blood, it 
  grants the wielder +2 enhancements to dexterity and 
  constitution. It must be wielded to get this bonus. This 
  favor does not count as access for crafting. It first 
  appeared in Savage Species.  
   
  Moderate transmutation; CL 5th; Craft Magic Arms 
  and Armor, cat’s grace, bear’s endurance; Price 17,375 gp.   
   
  Open Spirit Training: The Open Spirit accepts you into 
  a rigid training program.  This costs you 100 gp and 1 TU. 
  Upon completion you will now have access to the feats 
  A Dirty Little Job 
   
  Page 16 
  
  Powerful Charge and Sidestep (from Miniatures 
  Handbook). You must choose to undergo this training at 
  this time and mark your decision on this AR. 
   
  A Mild Case of the Black Breath: You have a mild case 
  of the Black Breath of Iuz, a dehabilitating magical 
  disease. It requires a caster level check DC 30 to remove 
  (with remove disease). During your next 3 adventures, 
  you have a -2 to a randomly determined ability score. The 
  ability affected is randomly chosen each time. 
   
  Wand of Backbiter. This cruel black iron wand is tipped 
  with a splinter of jagged silver. It is covered completely 
  with runes that are painful to look at. 
   
  Faint necromancy; CL 1st; Craft Wand, backbiter 
  (from Complete Arcane); Price 750 gp. 
   
  Items for the Adventure 
  Record 
  Item Access 
  APL 2 and 4: 
  • 
  Javelin of lightning (Adventure, DMG) 
  • 
  Kutter’s Edge (Regional, see above and Savage 
  Species) 
  • 
  Brooch of shielding (Adventure, DMG) 
  • 
  Wand of backbiter (Adventure, see above and CA) 
   
  APL 6 (all of APLs 2-4 plus the following): 
  • 
  Helm of ogre power (as gauntlets of ogre power, 
  except the helm takes up the headband/hat slot) 
  (Adventure, DMG) 
  • 
  Ring of counterspells (Adventure, DMG) 
   
  A Dirty Little Job 
   
  Page 17 
  
  Appendix One – APL 6
  Encounter Three 
   
   
   
   
  Goblin Shaman: Male goblin cleric 1, follower of 
  Maglubiyet; CR 1; small humanoid (goblinoid); HD 
  1d8+1 (cleric)  hp 9; Init +5; Spd 30 ft.; AC 15, touch 12, 
  flat-footed 13 (+1 size, +1 Dex, +2 leather armor, +1 
  small shield); BAB/Grp: +0/+0;  Atk: +0 melee 
  (morningstar 1d6) or +1 ranged (javelin 1d4); Full Atk: 
  +0 melee (morningstar 1d6)] or +1 ranged (javelin 1d4); 
  AL NE; SV Fort +4, Ref +2, Will +4; Str 10, Dex 12, Con 
  12, Int 10, Wis 12, Cha 6.  
  Skills and Feats: Concentration +5, Spellcraft +4. 
  Improved Initiative. 
  Spells Prepared (Chaos and Evil domain. Chaos and 
  Evil spells are cast at one level higher): (3/2+1; base DC 
  = 11 + spell level): 0—[detect magic, guidancex2]; 1st—
  [bane, doom, protection from good*].  *= domain spell. 
  Possessions: leather armor, small wooden shield, 
  morningstar, javelins. 
  Physical Description: Squat yet ferocious, this cleric is 
  unafraid of death. 
  Encounter Four 
   
   
   
   
  Goblin Fighter: Male goblin warrior 3; CR 1; small 
  humanoid (goblinoid); HD 3d8+3 (fighter)  hp 21; Init 
  +1; Spd 30 ft.; AC 17, touch 13, flat-footed 14 (+1 size, 
  +2 Dex, +3 studded leather armor, +1 small shield); 
  BAB/Grp: +3/+4;  Atk: +6 melee (morningstar 1d6+1) 
  or +6 ranged (javelin 1d4+1); Full Atk: +6 melee 
  (morningstar 1d6+1)] or +6 ranged (javelin 1d4+1); AL 
  NE; SV Fort +4, Ref +3, Will +1; Str 12, Dex 14, Con 12, 
  Int 10, Wis 10, Cha 8.  
  Skills and Feats: Intimidate +5, Jump +7. Power attack, 
  Weapon Focus (morningstar). 
  Possessions: studded leather armor, small wooden 
  shield, morningstar*, javelins*. *Poisoned. See the 
  description in the encounter. 
  Physical Description: Vile and self assured, this goblin 
  would rather die than be taken alive. 
   
  Encounter Six 
   
   
   
   
  Goblin Warchief: Male goblin warrior 7; CR 5; small 
  humanoid (goblinoid); HD 7d8+14 (fighter)  hp 56; Init 
  +2; Spd 30 ft.; AC 18* (17 without dodge), touch 14, 
  flat-footed 14 (+1 size, +2 Dex, +3 studded leather 
  armor, +1 small shield, *+1 dodge); BAB/Grp: 
  +7/+2/+10;  Atk: +11/+6 melee (morningstar 1d6+5) or 
  +11 ranged (javelin 1d4+3); Full Atk: +11/+6 melee 
  (morningstar 1d6+5)] or +11 ranged (javelin 1d4+3); AL 
  NE; SV Fort +7, Ref +4, Will +2 Str 14 (16)*, Dex 14, 
  Con 14, Int 10, Wis 10, Cha 10.  
  Skills and Feats: Intimidate +1, Jump +12 (+13*), 
  Tumble 
  +7. 
  Power 
  attack, 
  Weapon 
  Focus 
  (morningstar), Weapon Focus Javelin.  
  Possessions: helm of ogre power*, javelin of lightning, 
  studded 
  leather 
  armor, 
  small 
  wooden 
  shield, 
  morningstar, javelins. 
  Physical Description: This one is bigger than all the 
  other goblins. He looks, well, smarter somehow… 
   
   
   
   
  A Dirty Little Job 
   
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  Appendix or Judge Aid 
   
  A Dirty Little Job 
   
  Page 19 
  
   
   
   
  Appendix or Judge Aid 
  Player Handout #1 
  A short review of the current state of the Shield Land. 
   
  The Shield Lands is currently at war with the forces of Iuz, also known as the Old One. Run by the so-called “Council of 
  Lords”, the Shield Lands have been rebuilding its nation after nearly being completely destroyed approximately 15 years 
  ago. However, over the last year, all that was built was nearly destroyed. 
  The leader of the Shield Lands, Lady Katarina Walworth, was attacked and her very soul was stolen from her. During 
  her absence, the Council of Lords fell upon each other: loyalists (those supporting Lord Franz Torkeep) felt that it was 
  crucial to empower the citizenry and make sure the Shield Lands were well armed. Traditionalists (those supporting 
  Lord Natan Enerick) believe that it is crucial to establish the noble’s power base first, allowing strength of arms to be 
  more easily governed. Both refused to budge. 
  Then, as civil war was about to ignite, the Lady’s soul was returned. Stronger than ever, she unified the council just in 
  time. Iuz had chosen that moment to attack! South Keep, Gensal, and Torkeep each were besieged and at the battle of 
  Torkeep, the vile warlock Waquonis was vanquished. Such a victory was saddened by the loss of Gensal. The Iuzian 
  army that attacked Gensal continued to march on the capital, Critwall, when suddenly and mysteriously it stopped its 
  advance and retreated. Gensal was quickly retaken and fortified, but it truly is more of a no man’s land than an outpost. 
  Meanwhile, the Admiral of Bright Sentry (on Scraghome Island) decided to invade Admundfort, the former capital of 
  the Shield Lands (and still under enemy control). The invasion might have worked had he more soldiers. As it was, he 
  left Bright Sentry wide open for invasion by Iuzian pirates. A note on Bright Sentry: Simen Sharn is destined to be on 
  the Council of Lords. However, his Uncle, Natan Enerick, is currently filling in for him until he is old enough to take 
  his place. 
  Against all of this are rumors of a demoness in the region, a black-hearted beast who lives only to trick, torment and 
  deceive the good men and women of the Shield Lands. Finally, there is the plague. The Black Breath of Iuz came in with 
  the invasions and it has left a hideous scar. Only certain members of the churches and the strange organization known 
  as the Open Spirit are immune… 
   
   
   
   
   
   
   
   
   
  A Dirty Little Job 
   
  Page 20 
  
   
   
   
   
   
  Player Handout #2 
   
  A scrap of animal hide (squirrel) on which, written in orc in crude handwriting is: 
   Yoo keep hut watched.  
  Mebbe grabz annuder humie.  
  We waten fer da bozz ordrz on wot ta do wit der humie grabbed alreddee. 
  A Dirty Little Job 
   
  Page 21 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Shield Lands/595/Normal Scenarios/SHL5-01 - A Dirty Little Job (APL 2-6)/SHL5-01 - A Dirty Little Job.pdf