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. 
  Visit the LIVING GREYHAWK website at www.rpga.com. 
   
   
  URC6−S02 
   
   
   
   
  Fetch 
   
  A One−Round Dungeons & Dragons® Living 
  Greyhawk™  
  Regional Adventure set in the County of Urnst 
  Version 1.6 
  By Rich Kohl 
  Reviewers: JP Chapleau & the CoU Triad 
   Playtesters: Sean Clark, Sean ‘the Bold’ Curtis, James Foye, John Foye, Pam Foye & Murry McEntire 
  In the wake of the Contessa’s death, adventuring opportunity abound. When it slams into you, you have 
  to fetch something of great value from someone of great power… That sounds like an adventure to me! 
  A one−round introductory adventure set in the County of Urnst for beginning characters of 1st level only 
  (APL 2). 
  The events of this adventure take place 1 week after the tragic events of URC6−M04 Another Revelry at 
  Richfest. 
  
  URC6−S02 Fetch 
   
  Page 1 
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of 
  an RPGA even from the RPGA website, or you 
  received it from your senior gamemaster. To play 
  this adventure as part of the LIVING GREYHAWK 
  campaign—a 
  worldwide, 
  ongoing 
  D&D® 
  campaign set in the GREYHAWK setting—you must 
  sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as 
  simple as a group of friends meeting at the DM’s 
  house.  
   
  To sanction an RPGA event, you must be at 
  least a HERALD−LEVEL™ gamemaster. The person 
  who sanctions the event is called the senior 
  gamemaster, and is in charge of making sure the 
  event is sanctioned before play, runs smoothly on 
  the date sanctioned, and then reported back to 
  the RPGA in a timely manner. The person who 
  runs the game is called the table Dungeon Master 
  (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have 
  to be a HERALD−LEVEL GM to run this adventure if 
  you are not the senior GM.  
   
  By sanctioning and reporting this adventure 
  you accomplish a couple of things. First it is an 
  official game, and you can use the AR to advance 
  your LIVING GREYHAWK character. Second player 
  and DMs gain rewards for sanctioned RPGA play 
  if they are members of the DUNGEONS & DRAGONS 
  REWARDS program. Playing this adventure is 
  worth two (2) points.  
   
  This 
  adventure 
  retires 
  from 
  RPGA−
  sanctioned play on December 31, 2007.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, 
  visit the RPGA website at www.rpga.com.  
  Players Read No Farther 
  If you are planning on playing this adventure, 
  stop reading now. The rest of the information in 
  this adventure is for the DM only. If you read 
  farther than this section, you’ll know too much 
  about its challenges, which kills the fun. Also, if 
  you’re playing this adventure as part of an 
  RPGA−sanctioned event, reading beyond this 
  point makes you ineligible to do so.  
  Preparing for Play 
  To get the most out of this adventure, you need 
  copies of the following D&D rule books: Player’s 
  Handbook, Dungeon Master’s Guide, and the 
  Monster Manual.  
   
  Throughout this adventure, text in bold italics 
  provides 
  player 
  information 
  for 
  you 
  to 
  paraphrase or read aloud when appropriate. 
  Sidebars contain important information for you, 
  including special instruction on running the 
  adventure. Information on nonplayer characters 
  (NPCs) and monsters appear in abbreviated form 
  in the adventure text. Full information on NPCs 
  and monsters are given in Appendix 1. For your 
  convenience, that appendix is split by APL. 
   
  Along with this adventure you’ll find a RPGA 
  Session Tracking sheet. If you’re playing this 
  adventure as part of an RPGA−sanctioned event, 
  complete and turn in this sheet to your senior GM 
  directly after play. You’ll also find a LIVING 
  GREYHAWK Adventure Record (AR).  
  LIVING GREYHAWK LEVELS 
  OF PLAY 
   Because players bring their own characters to 
  LIVING 
  GREYHAWK 
  games, 
  this 
  adventure’s 
  challenges are proportionate to the modified 
  average character level of the PCs participating in 
  the adventure. To determine this modified 
  Average Party Level (APL) follow the steps below: 
  1. 
   Determine the character level for each of 
  the PCs participating in the adventure. 
  2.  If PCs bring animals that have been 
  trained for combat (most likely dogs 
  trained for war), other than those 
  brought by virtue of a class ability (such 
  as animal companions, familiars paladin’s 
  mounts) or the warhorse of a character 
  with the Mounted Combat feat, use the 
  sidebar chart to determine the number of 
  levels you add to the sum of step one. Add 
  each character’s animals separately. A 
  single PC may only bring four or fewer 
  
  URC6−S02 Fetch 
   
  Page 2 
  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 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 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 1st−level 
  characters may find the challenge of an APL 2 
  adventure difficult. Suggest the following to these 
  groups to help increase their chances of success:  
  1. 
  Enlist a sixth player. 
  2. Advise characters to buy riding dogs to 
  help protect them and fight for them. 
  TIME UNITS AND UPKEEP 
  This is a standard one−round regional adventure, 
  set in the County of Urnst. Characters from the 
  County pay one (1) Time Unit per round, while all 
  other characters pay two (2) Time Units per 
  round. 
   
  Adventurer’s Standard Upkeep costs 12 gp per 
  Time Unit. Rich Upkeep costs 50 gp per Time 
  Unit. Luxury Upkeep costs 100 gp per Time Unit. 
  Characters that fail to pay at least Standard 
  Upkeep will retain temporary ability damage 
  until the next adventure, must buy new spell 
  component pouches and healer’s kits, and may 
  suffer other in−game penalties (or possibly gain 
  in−game benefits) as may be detailed in this 
  adventure. 
   
  A character that does not pay for at least 
  Standard Upkeep may also avoid the above−
  described penalties by living off the wild. If the 
  character possesses four or more ranks in the 
  Survival skill and succeeds at a DC  20 Survival 
  check, the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, 
  may refill spell component pouches and healer’s 
  kits, and may restock up to 20 arrows or bolts if 
  the character has at least four ranks in Craft 
  (bowmaking). The player is allowed to Take 10 on 
  this roll. 
   
  More information about Lifestyle and Upkeep 
  can be found in the “Lifestyle and Upkeep” 
  section of Chapter 3 of the Living Greyhawk 
  Campaign Sourcebook. 
  
  URC6−S02 Fetch 
   
  Page 3 
  ADVENTURE BACKGROUND 
  SELINESTOR THE WIZARD 
  As old age and wisdom creeps up on a person, 
  many begin to ponder about their afterlife and 
  looking at what they still have to accomplish 
  before leaving for the next world. Most people 
  gain the serenity that only time can grant. 
   
  Selinestor was a wizard who spent most of his 
  adult life on adventure, traveling the Flanaess and 
  beyond, seeking knowledge, wealth, and magic. 
  Selinestor had it all. However the one thing he 
  lacked was immortality. Though he had many 
  apprentices over the years, he did not feel this 
  was sufficient. He wanted to live and to see the 
  eons to learn more. 
   
  He spent many years studying the plane of 
  Shadow hoping to find a solution to his problem 
  there. He hoped the old saying “it is easier to find 
  light when in darkness” would be true. 
   
  Once he was free of all his earthly duties, he 
  began to look for a way to gain the immortality 
  he craved.  
  ENTER MALACHITE 
   
  Through a series of agents, Malachite learned 
  of Selinestor’s quest. Having gone through the 
  ritual of lichdom himself, Malachite knew 
  immediately when “someone” was looking for 
  some of the spell components for the rite. 
  Malachite contacted Selinestor first through 
  agents, and finally directly. Malachite used the 
  sorcerer to further his own plan promising the 
  complete ritual to Selinestor. The wizard agreed 
  and began following the lich’s commands like a 
  donkey follows the carrot. 
   
  Though Selinestor’s conscience warned him 
  about the dangers of dealing with the Lich, his 
  desire for immortality was too strong. So 
  Selinestor worked for Malachite crafting magic 
  items and creating apparatuses for the Lich. 
   
  For the Lich, the best part is that he has 
  managed to do so without attracting any undue 
  attention by the Knights of the Swan or the 
  Church of Pelor.  
  THE NEW SINGER 
  Unknown to him—he has grown increasingly 
  distracted in his twilight years−Selinestor’s new 
  familiar is an Imp. When Selinestor summoned his 
  familiar, devils were pouring into the County 
  through the Tovag. He heard the summons and 
  responded. 
   
  Singer has been leading Selinestor down the 
  path of doom. Selinestor has followed the imp’s 
  careful insight. The imp hasn’t been opposed to 
  using some poison herbs that increase Selinestor’s 
  arthritis pains to “encourage” him to follow his 
  ideas. 
   
  However, as Selinestor began embarking on 
  the path to lichdom and following Malachite more 
  and more, the imp has felt rejected and has 
  actively plotted to sour the relations between 
  Selinestor and Malachite. 
   
  Of course, Singer has always appeared as a 
  raven to Selinestor and the staff. 
  TREACHERY! 
  Malachite asked Selinestor to create apparatuses 
  for some dark purpose. The apparatuses would 
  allow Malachite to focus their energy to open the 
  Tovag, the great monolith found in the County. 
  The Tovag did open and it allowed Malachite to 
  bring onto the Flanaess a number of undead 
  creatures, some of whom still roam the world 
  today. 
   
  Unknown to all, the apparatuses had a flaw. 
  Singer the Imp, jealous of the relation Selinestor 
  had with Malachite, sabotaged the apparatuses so 
  they would not function optimally in effect 
  limiting the number of usage the machines had. 
  He also informed some the Knights of the Swan.  
   
  During URC6−M03 Blast from the Past, 
  adventurers, 
  under 
  order 
  of 
  Lady 
  Rachel 
  Duncombe and Bishop Andre Trabeaux, ventured 
  close to Nerull’s castle to destroy a series of 
  apparatuses powered by a minor relic of Nerull. 
  The adventurers were crowned with success and 
  the Tovag was closed. 
  
  URC6−S02 Fetch 
   
  Page 4 
  THE THEFT 
  Malachite has had enough of leading the wizard 
  on and so has decided to put an end to the 
  charade by having Selinestor perform one last 
  mission for him. The cost is high, but so is the 
  reward: the entire ritual. 
   
  Malachite wants Selinestor to steal two items 
  from the vaults of the local baron, Ymbard Gellor. 
  One is the baronial staff and the other a magic 
  item whose theft is not noticed during this 
  adventure.  
   
  The baronial staff is only a lure to make 
  Selinestor believe he has all the pieces of the 
  puzzle. Malachite only desires the other item, for 
  his own, dark purpose. 
  THE PUPIL 
  The theft went on without problem. Selinestor 
  teleported in and got both items without being 
  seen. As he was making his way out, one of his 
  former pupils, the current Constable of Geralenn, 
  Melinaria, saw him. When he wouldn’t answer her 
  challenge, the Constable gave chase. During the 
  pursuit, she saw the staff. 
   
  As the heroes become involved in the 
  adventure, the Constable is aware only of the 
  missing staff and not the other item.  
   
  Melinaria belongs to the Gellor family but she 
  is only distantly related to the Baron.  
  THE STATE OF THE COUNTY 
  This adventure takes place a few days after the 
  death of Contessa Elone Hofre Gellor. The Baron, 
  Ymbard Gellor has left with his entourage for 
  Radigast where they are to attend to the Contessa 
  and Lady Cyanna’s funerals. 
   
  Lord Duncombe has declared martial law 
  throughout the County. The County is at peace 
  but mercenaries are being recruited by every 
  noble in the land. If a new Count isn’t selected 
  soon, the threat of another civil war is very real. 
  HEARING MALACHITE’S NAME 
  When the heroes first hear Malachite’s name or 
  see him, call for a Knowledge (local/nmr) or 
  Bardic Knowledge check DC 10 (for heroes with 
  County of Urnst as their home region) or DC 15 
  (for heroes from other regions). Pelorites who 
  belong to the College of the Divine and Knights of 
  the Swan get a +5 circumstance bonus to this roll.  
   
  Heroes also get a similar roll when they first 
  see him.  
   
  Success on any of these rolls yield the 
  following information: 
  • 
  Malachite is a powerful lich. He can open 
  gates to other planes. He even opened the 
  Tovags to allow undead horrors to flood the 
  County. (URC6−I03 Blast from the Past) 
  • 
  Malachite is believed to have the blessings of 
  Nerull himself. 
  • 
  Malachite has killed a number of high−level 
  adventurers and was responsible for sending 
  death knights, hordes of skeletons, and other 
  vile creatures.  
  • 
  Malachite is said to be responsible for Lady 
  Cyanna’s death.  
  • 
  Malachite leads many powerful undead 
  including 
  vampires, 
  ghosts, 
  and 
  other 
  horrors. 
  Make sure that heroes who get this information 
  can, WITHOUT A DOUBT (even Intelligence 3 
  characters), know that Malachite is WAY more 
  powerful than they are.  
  ADVENTURE SUMMARY 
  Introduction: The heroes have been hired as 
  mercenary guards to protect the town of 
  Geralenn. They witness Selinestor escape town.  
  Encounter 1: The Constable: The heroes are 
  ordered to return the staff. 
  Encounter 2: We’re just passing through: On the 
  road, the heroes are ambushed by raiders. 
  Encounter 3: A night at the Inn: The heroes spend 
  a night at an inn. They have a chance to learn 
  some rumors. 
  Encounter 4: Undead Patrols: The heroes must 
  either outwit or face the undead that patrols the 
  ground around Selinestor’s house. 
  
  URC6−S02 Fetch 
   
  Page 5 
  Encounter 5: Inside the house: The heroes go 
  through the house where the last servants have a 
  surprise for them. 
  Encounter 6: Terror in the Lab: The heroes 
  witness the failed ritual of lichdom. They also 
  have to face Singer, Selinestor’s last familiar. 
  Conclusion: The heroes return to Geralenn and 
  collect their rewards.  
  PREPARATION FOR PLAY 
  Remember 
  this 
  event 
  is 
  an 
  introductory 
  adventure. It is for play by 1st level PCs only. As 
  such, be sure the players have fun, but are not 
  overwhelmed by the information given. 
   
  You may give them Player Handout 0: County 
  Heraldry 
  INTRODUCTION 
  Adventurers are the ones with all the luck. It 
  seems that adventure just waits around the 
  corner for them. But not for you… 
   
  A week ago, when you saw a local posting 
  asking for mercenary guard in the town square of 
  Geralenn in the south of the County, you thought 
  this would be your chance to become an 
  adventurer. You walked up to the recruitment 
  center and signed up to join the local military as a 
  mercenary. The pay isn’t stellar. It’s almost non−
  existent.  
   
  You have been assigned, along with a few 
  others, to guard the south gate, the Fennelmore 
  gate.  
   
  Things have been very calm since Contessa 
  Elone was murdered near Jorvive the Shield 
  during the Richfest festivities just a short week 
  ago. Lord Terard Duncombe has declared martial 
  law and named himself regent. Word is the 
  Council of Lords is debating who should be 
  crowned. It is a fragile peace in the County. 
  Allow the heroes to introduce themselves to each 
  other. 
  ENCOUNTER 1: THE 
  CONSTABLE 
  Suddenly, a cloaked man holding a staff and 
  riding a ghostly horse collides with [the hero to 
  your right]. The rider just seems to ride on by and 
  onto the plains beyond, disappearing in the 
  distance at a speed that could not be matched by 
  any living horse. In a second he has left arrow 
  range. 
   
  Just as [the hero to your right] stands up, 
  someone else collides with [him/her]. Only this 
  time the person bounces back.  
   
  The frail middle−aged Suel/Oeridian woman 
  now sprawled on the ground wears the livery of 
  the Gellors and looks quite infuriated. As she 
  stands back up, you recognize Melinaria Gellor, 
  the local Constable. For a moment, you expect 
  that she will explode in a torrent of rage.  
   
  “Damn! I almost had him… Someone will 
  have to go after him and bring back the staff.” 
   
  She looks around to assess your numbers. 
  “You! Yes, you! I’m charging you with bringing 
  back the stolen baronial staff! Since you couldn’t 
  stop him from getting out, this will be a good way 
  to earn your keep.” 
  A Spellcraft check DC 18 identifies the man’s 
  “ghostly horse” as a phantom steed spell. 
   
  Melinaria is willing to answer questions. 
  • 
  Who are you? I’m the Constable of Geralenn, 
  Melinaria Gellor. 
  • 
  Who was that? Master Selinestor, my mentor 
  and teacher. He is an old man and senility 
  may have had the better of him. Master 
  Selinestor hasn’t been in town in about two 
  years.  
  • 
  What did he take? I caught him with the 
  Baronial Staff of Justice. 
  • 
  Did he take anything else? Not that I know of. 
  • 
  What does the Staff looks like? It is a long 
  staff with a single strand of platinum running 
  the entire length. The top depicts a Swan 
  head, also made of platinum. 
  
  URC6−S02 Fetch 
   
  Page 6 
  • 
  Are you a wizard? Yes, I am a member of the 
  Obsidian Conclave. 
  • 
  Why is the staff so important? The staff is 
  used by the baron to dispense justice. It has 
  been used in Geralenn since the time this was 
  but a mere Sueloise trading post. 
  • 
  Does the staff have any special abilities? It is 
  non−magical, but there are rumors that it is 
  some sort of artifact. 
  • 
  Why did he steal the staff? I don’t know. It 
  makes no sense. 
  • 
  Dispense justice… you mean give people a 
  beating? No, it is used to sound the opening 
  and closing of court. (The Baron, or his 
  constable, knocks it on the ground when 
  holding court.) 
  • 
  Where is the Baron? Baron Ymbard Gellor has 
  left to attend the state funerals of the 
  Contessa and Lady Cyanna. He will not return 
  for at least a week. Be back by then and you 
  will receive great rewards. 
  • 
  How long do we have to complete this 
  mission? Be back in a week’s time at the 
  latest. 
  • 
  You’re a Gellor why aren’t you at the 
  funerals? My duty lies here and I can not 
  abandon my post without my Lord’s consent. 
  • 
  What do we get out of this? You are currently 
  employed by the Baron. You receive pay as 
  usual. However, depending on your swiftness 
  and how you resolve the situation, I’m more 
  than willing to offer you a few gold nobles. 
  • 
  Where does he live? About two days west of 
  here on the edge of the Fennelmore Swamp. 
  (She gives the heroes very detailed directions, 
  Refer to Map 1: Overland Map .) 
  • 
  Don’t you think we’re in a little over our 
  heads? No, my master is not dangerous. He 
  has a strong distaste for battle and battle 
  magic. 
  • 
  What kind of horse was that? A phantom 
  steed spell. 
  • 
  What is his school of choice? Master 
  Selinestor was a generalist who did not 
  believe in specialization. However, he has not 
  learned a single evocation spell in over 50 
  years and has a profound distaste for the 
  school and all of its practitioners. Last I spoke 
  with him he was studying necromancy. 
  • 
  Why necromancy? I don’t know. He did have a 
  personal fascination for the plane of shadows 
  and has been studying it both in books and 
  on−site for many years. 
  TALKING TO THE GUARDS 
  The guards only saw Selinestor as he was leaving 
  and they did not have time to react. You may fill 
  in some of the details with the content of 
  Adventure Background. However, the guards 
  have not seen anything.  
  WORD ON THE STREET 
  In this section, the heroes can get some hints as to 
  where to look for information by making a Gather 
  Information check with a variable DC . Making a 
  check takes 1d4+1 hours. Give a +1 bonus for each 
  gp spent, to a maximum of +4. 
  • 
  DC 5 The Contessa is dead… The throne of 
  the County is vacant. Lord Duncombe has 
  declared himself Regent. 
  • 
  DC 7 The Council of Lords has been unable to 
  agree upon the line of succession.  
  • 
  DC 
  10 
  Lord 
  Duncombe 
  has 
  issued 
  a 
  proclamation stating that he is not after the 
  throne. 
  • 
  DC 13 “Our” Archbaron is now the head of the 
  Gellor family and should be the next in line 
  for the throne. 
  • 
  DC 14 The County’s army is split between the 
  factions. Some units have decided to garrison 
  their 
  base 
  city 
  instead 
  of 
  involving 
  themselves. 
  • 
  DC 15 The Council of Lords has sent envoys to 
  Lord Duncombe, demanding that he stand 
  down and disband his army. Lord Duncombe 
  has refused to disband his troops and insisted 
  the Council submit his Regency 
  
  URC6−S02 Fetch 
   
  Page 7 
  • 
  DC 16 Lord Agnard Gellor of Fennelmore has 
  openly thrown his support behind the Council 
  of Lords.  
  • 
  DC 17 On orders of the Lord Admiral, the 
  Navy has blockaded the ports of Bampton 
  and Holbrook.  
  • 
  DC 18 The Torquann family has lodged a 
  number of protests to the Council of Lords 
  over the blockade of the Nyr Dyv and have 
  sided with Lord Duncombe 
  • 
  DC 20 Rumor has it that the Torquanns have 
  offered Lord Duncombe a lot of money to 
  “liberate Bampton”.  
  • 
  DC 
  23 
  The 
  Archbaron 
  of 
  Auberfranz, 
  Archbaron Roulart Dane, is raising a levy of 
  troops from the refugees in Trigol. He has 
  sent these units under the command of his 
  own house troops to reinforce various towns 
  and 
  city, 
  mostly 
  on 
  the 
  border 
  with 
  Eastmarch and around Trigol.  
  • 
  DC 24 Lord Mage Jacobis Underley has not 
  been seen since the death of the Contessa. 
  • 
  DC 25 The Contessa received a group of 
  Duergar diplomats in Radigast! She even gave 
  them part of the County. Now THAT is 
  strange for a paladin of Heironeous.  
  • 
  DC 28 I heard that Lord Nimar was present 
  when the Contessa was murdered. He took 
  part of the festivities. Why would he 
  disappear and not intervene?  
  • 
  DC 30 No one wants Lord Nimar to succeed 
  to the throne. That is maybe the one thing 
  Lord Duncombe and the Council agree on.  
  Development: The heroes can make purchases in 
  town before leaving. When they get on the road, 
  proceed to Encounter 2. 
  ENCOUNTER 2: WE’RE JUST 
  PASSING THROUGH 
  About half a day’s ride out of Geralenn, the 
  heroes skirt the Fennelmore swamp, but keep 
  following the road towards Stone Battle. The 
  heroes see a plume of smoke coming from up 
  ahead. A Survival check DC 12 indicates this to be 
  a campfire made with some wet swamp wood.  
   
  A band of marauding goblins was camping 
  here and decided to set up an ambush for 
  passersby. The goblins have hidden themselves 
  and are hoping to ambush the party. Allow a Spot 
  Check DC 15 to avoid being surprised by the 
  goblins.  
  APL2 (EL2) 
  � Goblin raiders (6): hp5 each, see Monster 
  Manual p 133 
    
  Tactics: If the goblins get a surprise round, they 
  use it to move into melee with the heroes, 
  ganging up on one. From their hidden positions, 
  they CANNOT charge on the first round of 
  combat. They are not stupid and flee if more than 
  three of them are slain. They surrender if the 
  odds are against them and they are given a 
  chance. 
   
  Tracking them shows them coming from the 
  Fennelmore swamp.  
  Treasure: The goblins have been somewhat 
  successful so far.  
   
  APL2: L: 20gp C: 80gp M: 0gp 
  Development: If taken prisoner, none of the 
  goblins 
  know 
  anything 
  about 
  Selinestor. 
  However, they have avoided the haunted house 
  (which is Selinestor’s house). 
  ENCOUNTER 3: A NIGHT AT 
  THE INN 
  Toward evening on the first day, the heroes 
  approach the Crossroads Inn. They may wish to 
  continue on but should be reminded that they will 
  be tired if they do. A night at the Inn, including 
  Dinner, costs 1 gp for a single room or 7 sp to use 
  the common room (this is covered by standard 
  upkeep). There is a stable for the horses, but no 
  feed. 
   
  The Crossroads Inn is located on a very 
  important crossroads. It is roughly halfway 
  between Stone Battle and Geralenn, but there is 
  also a path through the Fennelmore that joins the 
  
  URC6−S02 Fetch 
   
  Page 8 
  Floating Road deep in the swamp. While few 
  merchants ever use it, it is used by soldiers, 
  adventurers, and rangers, wishing to reach the 
  Duchy faster. Bandits also use it to avoid 
  detection. The path is tricky and has many 
  dangers: bandits, lizardfolk, quicksand, crocodiles 
  to name but a few. 
   
  Selinestor is located about 10 miles north of 
  here. 
   
  Heroes who make a Knowledge:  (local/nmr) 
  or Bardic Knowledge check of DC  15 have heard 
  of a massacre that occurred here during the Civil 
  War. A large group of Lord’s Fist, Lord 
  Duncombe’s personal guard, disappeared. Blood 
  was found everywhere but no bodies were ever 
  found. The place has had a sinister reputation 
  since. The heroes may discover what has 
  happened here later in the adventure.  
   
  Currently staying at the inn is a merchant and 
  his two guards plus the innkeeper and his wife. All 
  are in the main room when the heroes arrive. 
   
  The night goes without incident. You may skip 
  this part if you feel you are pressed for time. 
  PANDELINGTON THE MERCHANT 
  Pandelington Veltuer is an Oeridian merchant in 
  his 40’s who travels the southern county “from 
  the Mardreths to the Dosselfords”. He belongs to 
  the minor house of Veltuer (a Knowledge 
  (nobility), or Bardic Knowledge, or Profession 
  (merchant) check DC 15 tells the hero that the 
  house is a mostly−Suel house, based around 
  Bampton and that it is specializing in exotics 
  wares). 
   
  While traveling, Pandelington, is always on 
  the look out to make a few extra coins from those 
  he meets. Very outgoing and talkative, he always 
  tries to interest those he talks with in his wares. 
  He offers alchemist fires, oil, torches, acid, and 
  any item you believe adventurers should have. 
  Make sure the heroes don’t leave without making 
  a purchase. 
   
  The heroes may be able to purchase a few 
  items from the merchant (only non−magical 
  items under 30gp, maximum of 5 items of one 
  type). He keeps most of his wares in his room. He 
  owns a portable hole that he hides in his thick 
  blanket. He also own 4 scrolls and 2 potions of 
  cure light wounds he is willing to sell at the DMG 
  price. 
  APL2 (EL5) 
  � Pandelington Veltuer, male Oeridian Exp6, 
  Appraise +9, Bluff +7, Craft (weaving) +8, 
  Knowledge 
  (geography) 
  +8, 
  Profession 
  (merchant) +9, Profession (tailor) +6, Sense 
  Motive +4 
  GELAN AND BREKNA: THE GUARDS 
  Gelan and Brekna are brother and sister. They are 
  both Tenha (Flan) mercenaries who have just 
  begun to hire themselves out. They make a living 
  from it and currently work for Pandelington. 
  They are down−to−earth people, but a little 
  cowardly and have no interest in dying while 
  fighting. 
  � Gelan and Brekna: Tenha, War1, hp 8 each. 
  THE INNKEEPER AND HIS WIFE 
  Deniland is a Suel/Oeridian man in his mid 30’s. 
  He makes his living by offering good meals and 
  beds at a decent price. His wife is known for her 
  cooking, so he never has to worry about pleasing 
  those who stay here. He served in Lord 
  Duncombe’s armies during the Civil War and was 
  the first man to discover the deaths at the inn. 
  When the war ended, he left the army and 
  returned here, re−opened the inn, and got 
  married.  
   
  His wife Corinelia is a non−descript Oeridian 
  woman in her 20’s. She usually stays in the 
  kitchen doing what she loves—cooking. She is 
  easily embarrassed when complimented but takes 
  pleasure in watching people enjoy her food. She 
  was a refugee from the war when Deniland saved 
  her from a pack of angry wolves. The two fell in 
  love, got married, and have lived together since.  
   
  The pair has only one problem: they do not 
  yet have children. Both are worshippers of Pelor 
  and treat any priest of Pelor who come into their 
  inn as a guest of honor, asking for his blessing.  
  � Deniland: 
  male 
  Suel/Oeridian, 
  Rgr6, 
  Profession (innkeeper) +5, AL NG 
  
  URC6−S02 Fetch 
   
  Page 9 
  � Corinelia: female Oeridian, Com2, Craft (cook 
  +5), AL NG 
  TROUBLESHOOTING: HEROES TURN BANDITS 
  If the heroes decide to waylay Pandelington, 
  Gelan and Brekna immediately attempt to flee, 
  abandoning the merchant to his own device. 
  Pandelington does not pose any resistance once 
  his guards have run away. 
  Treasure:  
   
  APL2: L: 50gp C: 50gp M: 0gp 
  ENCOUNTER 4: UNDEAD 
  PATROLS 
  When the heroes get within two miles of the 
  Selisnestor’s home, the terrain begins to change. 
  It slowly becomes more desolate. The first 
  noticeable change is a lack of animals and then 
  the plants become more ashen in color, eventually 
  looking as if some strange blight has come to this 
  land. The puddles of water smell foul. Make sure 
  the place seems very creepy. Have fun. 
   
  Heroes who succeed at a Knowledge (the 
  planes) or Bardic Knowledge check DC 15 find the 
  area to apparently be filled with some kind of 
  negative energy akin to the one found in the 
  plane of shadow. There must be some kind of 
  connection to that plane active nearby. 
  THE HOUSE 
  The house you see in the distance is a simple 2−
  story cottage whose only real distinction is the 
  fact that it is the only habitation you have seen 
  for miles. The vegetation here died a long time 
  ago, giving way to a muddy field. The air has the 
  foul smell common in swamps and the area is 
  very desolate. 
  Ask for Spot checks DC  25 to notice that the 
  soldiers patrolling the area move in “odd” 
  patterns. If someone succeeds at the check, and 
  warns the others, allow them to make a 
  Knowledge (religion) check DC  11 to recognize 
  the outer group as zombies. 
   
  Refer to Map 1 for an eagle−eye view of the 
  area and the patrol zones. 
  THE ZOMBIE PATROL ZONE 
  Between 100 and 200 feet from the house is the 
  zombie patrol zone. The zombies constantly 
  crisscross the area and never leave it. Though 
  there are no marks or physical lines, such as a 
  fence, the zombies themselves do not leave the 
  “donut” of their zone. 
  DM Note: It is possible for the heroes to sneak 
  through the zombie zone: either by waiting for a 
  moment when the zombies have passed, or when 
  they are too far away. Another option is to 
  destroy them using missile weapons. 
   
  The zombies travel in pairs of two so the 
  heroes should be able to face only two or four at a 
  time. Another group arrives every 2 rounds. 
  APL2 (EL4) 
  � Human Zombie (8): hp16 each, see Monster 
  Manual p.265 
  Tactics: They’re zombies… They stumble forward 
  trying to kill. 
  Development: if any hero inquires about what 
  may originally have killed the zombies, a Heal 
  check DC 15 reveals they were hit by two small 
  fangs. Knowledge (religion) checks DC  15 (the 
  DC  is raised because the wounds are not exactly 
  fresh) reveals these are viper bites. The zombies 
  wear 
  tattered 
  armor 
  identifying 
  them 
  as 
  members of the Lord’s Fist.  
  THE SKELETON PATROL ZONE 
  Between 0 and 100 feet from the house is the 
  skeleton patrol zone. The skeletons constantly 
  crisscross the area. Unlike the zombies, the 
  skeletons CAN leave their patrol zone, but never 
  go beyond the zombie patrol zone. Although there 
  is no demarcation, the zombie themselves do not 
  leave the “donut” of their zone.  
   
  The skeletons are organized in two patrol 
  groups that circle the house at opposing ends. The 
  other group of skeletons arrives one turn after 
  combat has started. They also wear heavy cloaks 
  hiding their skeletal state. However once combat 
  starts, they immediately begin moving and reveal 
  their shape. Allow for a Knowledge (religion) 
  check DC 11 to know more about skeletons. 
  
  URC6−S02 Fetch 
   
  Page 10 
   
  The skeletons do not leave their patrol zone 
  unless the heroes enter it. The skeletons do not 
  enter the house.  
  DM Note: Due to the connection to the Plane of 
  Shadow, all turn undead checks are made with a −
  2 penalty. This penalty only applies in the 
  skeleton patrol zone. 
  APL2 (EL2) 
  � Skeletons (6): hp6 each, see Monster Manual 
  p. 225. 
  Development: The skeletons wear tattered armor 
  identifying them as members of Lord’s Fist. 
  TROUBLESHOOTING: RUNNING THE 
  GAUNTLET 
  It is possible that the heroes decide to simply try 
  to outrun the skeletons and the zombies, they 
  may. Proceed to Encounter 5: Inside the House 
  and the locked door. Award them full experience 
  for the encounter. It is very likely they end up 
  fighting some of the skeletons. 
   
  Use of the hide from undead spell would work 
  perfectly here. 
  TROUBLESHOOTING: FLEEING THE SCENE 
  Some heroes may decide to withdraw and rest. 
  That is perfectly acceptable; the undead do not 
  pursue outside of the patrol zones. 
  ENCOUNTER 5: INSIDE THE 
  HOUSE 
  Once the heroes get to the door, they must keep 
  the undead at bay while someone opens the 
  locked door. All the shutters are closed and 
  locked on both stories. 
  � Good wooden doors and shutters: 2 in. thick; 
  hardness 5; hp 20; AC 5; Break DC  18, Lock DC  
  20, Disable Device DC  18 (shutters only). 
  THE SNAKE IN THE BASKET. 
  Once inside, the two servants of the house 
  attempt to dissuade any intruders. They should 
  have had time to prepare due to the noise from 
  the undead outside.  
   
  They have taken up positions on the second 
  level balcony overlooking the main lobby and 
  make a surprise attack by dropping a bucket of 
  Cottonmouths on the heroes. The snakes do not 
  take damage from the fall (the servants have 
  placed pillows at the bottom of the basket). 
   
  When the snakes are revealed, ask for a 
  Knowledge (nature) check DC 12 to recognize the 
  Fennelmore cottonmouths. They are a rather 
  aggressive race of vipers found in this area. 
  APL2 (EL2) 
  � Fennelmore Cottonmouths (2): hp9 each, see 
  Monster Manual p.281 (use Medium Viper Snake 
  stats). 
  Development: The Cook and the Butler surrender 
  without a fight once the snakes are defeated or if 
  they are threatened. They were simply following 
  orders from Master Selinestor.  
   
  If the heroes extract information from them 
  (through use of Bluff, Diplomacy, Intimidation, 
  promising them their freedom, or charm−style 
  magic), 
  either 
  can 
  reveal 
  the 
  following 
  information.  
  • 
  They can give the heroes a layout of the 
  house. However, they believe the study IS the 
  laboratory 
  • 
  The master is in his laboratory with his “new 
  mentor”.  
  • 
  Neither of them has seen the mentor. The 
  master speaks highly of the man.  
  • 
  They warn the heroes about disturbing the 
  master. 
  • 
  They also warn the heroes that the master’s 
  raven familiar, Singer, is quite unpleasant and 
  tends to be vulgar and abusive. 
  • 
  They only see Singer and leave all the 
  master’s meals in front of the study door. 
  • 
  They rarely see the master anymore, only 
  Singer who comes to give them the master’s 
  orders 
  • 
  They don’t like Singer, but won’t do anything 
  against him. 
  
  URC6−S02 Fetch 
   
  Page 11 
  • 
  They don’t acknowledge the zombies and 
  skeletons outside as anything other than “the 
  guards” (who do not attack them). 
  After talking to them, the heroes should get an 
  idea that these men have been charmed and 
  dominated repeatedly by their master to such a 
  degree that their will power has been affected. 
  They are effectively robots who do exactly as the 
  master and Singer say. 
  � Cook and Butler: male Oeridian Exp1; hp 8 
  each 
  EXPLORING THE HOUSE (MAIN FLOOR) 
   
  Refer to Map 1 for an eagle−eye view of the 
  house. 
  A: Grand Lobby 
  This entrance is where most guests are greeted. 
  From this room are doors leading to the dinning 
  room, kitchen, parlor, and the servants’ rooms. 
  There is also a stairway leading up to the second 
  floor. 
  B: Kitchen 
  This is where the meals are prepared for the 
  master and his servants. Besides the usual 
  utensils, there appears to be enough foodstuffs 
  stored to last a month. 
  C: Dinning Room 
  This room contains a large table with seating for 
  six. In a side buffet are some pewter place 
  settings.  
  D: Parlor 
  This room contains two comfortable chairs and a 
  large sofa for meeting with guest. The bar has a 
  fine collection of various liquors and wines, 
  including: 
  • 
  3 bottles of Elven Wine from Celene 
  • 
  2 bottles of the Yarne Special reserve 
  • 
  1 bottle of Urnstian Gold Ribbon Brandy (the 
  Lord Vintner’s personal reserve) 
  • 
  1 pint bottle of Blackmoor Brandy (there is a 
  “For men only: drink with caution” label that 
  appears below a powerful−looking dwarf) 
  DM Note: Blackmoor Brandy is illegal to sell in 
  most civilized countries (including the County of 
  Urnst) and it may cause death or blindness 
  (300−proof alcohol). Anyone drinking this must 
  make a Fortitude Save DC 15 or go blind for 1TU. 
  They also receive the “Drank the Blackmoor 
  Brandy” AR Reward. The blindness is immediate.  
   
  Anyone who succeeds at a Knowledge (local: 
  (any)), or any alcohol−related Profession or 
  Bardic Knowledge check DC 10, informs the hero 
  of the fact that it is illegal in the County of Urnst. 
  The same check at DC 15 informs the hero that 
  many people who have drunk Blackmoor Brandy 
  have gone blind. 
  E & F: Servants Rooms 
  These two rooms contain the personal belongings 
  of the servants. Normal clothing and various 
  knickknacks can be found. 
  EXPLORING THE HOUSE (FIRST FLOOR)  
  G & H: Guest Bedrooms 
  These two rooms have been made up for any 
  guest who may be staying at the house. From the 
  amount of dust covering everything, they haven’t 
  been used in the past year. 
  I: Selinestor’s Bedroom 
  This is Selinestor’s bedchamber. Looking through 
  this room will reveal that this man did not care 
  for style but for the practical. There are a few sets 
  of traveling garb and some other personal items, 
  but nothing of value. 
  J: Study 
  Within this room are various books detailing the 
  environment of the Plane of Shadow; many books 
  of legend; and thick volumes on the nature of 
  death, life, and time.  
   
  With a Search check DC 12, the heroes find 
  Selinestor’s journal. Give them Player handout 1: 
  Excerpts from Selinestor’s journal. When the 
  heroes read the name Malachite, call for the 
  check in the Adventure Background. 
   
  A secret passage lies behind the bookcase in 
  the study (Search check DC  21). This passage 
  leads down to the laboratory in the basement of 
  
  URC6−S02 Fetch 
   
  Page 12 
  this house. Proceed to Encounter 6: Terror in the 
  Lab, when the heroes open the door.  
  ENCOUNTER 6: TERROR IN 
  THE LAB 
  The 
  heroes 
  have 
  found 
  the 
  entrance 
  to 
  Selinestor’s laboratory. Refer to Map 2. Don’t be 
  afraid to play with the heroes’ nerves. This 
  encounter should terrify them.  
  As you open the door, air rushes out of the 
  newly−revealed staircase. It smells of candle wax 
  and ozone. The air fills with static making you 
  shudder. Arcane words of power are being 
  spoken down there. You feel them pulse with 
  power as the static charges.  
  When the heroes decide to head downstairs, 
  continue. 
  The stone stairs seem to have been carved using 
  magic and the walls are unnaturally smooth. The 
  arcane winds keep shifting as you proceed 
  forward. 
   
  After following the passageway down about 
  50 feet, it turns and opens up into a large room, 
  about 35x20ft.  
   
  The tingle of magic and a faint smell of sulfur 
  reach your nostrils. The room beyond is lit by the 
  red glow of an eldritch circle etched on the floor. 
  Lightning arcs crackle in the air.  
   
  Seated in front of you is a well−dressed man 
  with the Staff in his lap. The skin on his face and 
  hands is pulled tight over the bones and muscles. 
  The eyes are black pits that stare at you from 
  across the room.  
  Another gaunt figure stands with his back to 
  you. It is wearing wizardly robes and its long, 
  once elegant hands, are skeletal. It is obviously 
  undead in origin. 
  With an unearthly voice, the figure speaks in 
  a sardonic tone, “Impetuous fool, unworthy 
  maggot.  Did you really believe you could fool me 
  old man?" The corpse spits across the arcane 
  energy, "Frail human, Selinestor. You ruined my 
  plan by informing the Knights. Did you really 
  expect I would not know? Do you think I am a 
  fool? Now my apparatuses are no more, 
  destroyed by these cursed adventurers.” 
  “Just like you did to me, I gave you a flawed 
  ritual… Enjoy death, for undeath will not come 
  for you.”  
  When the heroes first see Malachite, call for the 
  check in the Adventure Background. Then, every 
  hero has to make a Will save DC 16 or be 
  paralyzed with fear. For every hero who made the 
  save, go around the table once and ask what they 
  are doing. Emphasize that attacking Malachite is 
  NOT a good idea.  
   
  Malachite walks up to the dying wizard and 
  takes a bright gem and the spell book from his 
  corpse before greater teleporting away, laughing. 
   
  If the heroes interrupt Malachite or prevent 
  him from leaving (heroes are a surprisingly 
  creative bunch), he casts a finger of death spell 
  on them the hero who dared to attack him (Fort 
  save DC  23) before leaving. (Ouch)  
   
  The corpse is Selinestor. His attempt at 
  becoming a Lich has failed due to Malachite’s 
  flawed ritual. The ritual he was attempting was 
  the cause of the arcane winds. Though he looks 
  like a lich, Selinestor is simply dead.  
   
  Looking around the room, the heroes find a 
  once well−kept laboratory. Dead bodies (of the 
  servants) have been shackled to walls and 
  operated on. The room is quite disgusting. 
  However a permanent prestidigitation spell keeps 
  the places smelling fresh. 
  ANGRY IMP 
  Singer, the former familiar, saw and felt his 
  master’s death. He decides to try and destroy the 
  heroes before they can loot HIS stuff (he feels 
  quite 
  possessive 
  about 
  all 
  of 
  Selinestor’s 
  possessions). 
   
  Singer used to be a lot more powerful but the 
  death of his master has left him significantly 
  weaker (as a normal imp), something he does not 
  appreciate very much. Note that Singer was gated 
  in and not summoned. 
  
  URC6−S02 Fetch 
   
  Page 13 
  “You… you all have ruined my plans! You will die 
  at my hands! Curse on all of you” says a shrill, 
  high−pitched voice. 
  Singer gets an attack off from invisible and start 
  combat. Roll initiative. 
  APL2 (EL2) 
  � Singer: Imp, hp13, see Monster Manual p. 56. 
  Tactics: Singer uses his invisibility to maximum 
  effect. He targets those with lower AC first, and 
  those who may be most affected by his poison. He 
  fights to the death without surrendering or asking 
  for mercy. 
  Development: the heroes can find in the room 
  Singer’s own journal, written in Infernal (Player 
  handout 2: Excerpts from Singer’s journal). They 
  can take the Baronial Staff from Selinestor’s cold, 
  dead hands, without problem. 
   
  If the heroes bring back Selinestor’s body to 
  Geralenn, his soul refuses to return to life.  
  CONCLUSION 
  The heroes’ return trip back to Geralenn is 
  uneventful. If the heroes have returned within a 
  week (remember it takes two days travel to get 
  there or back), proceed to “The heroes return 
  within a week”. Otherwise, proceed to “More than 
  a week”. 
  THE HEROES RETURN WITHIN A WEEK 
  You present yourselves at the doors of Geralenn 
  and you are immediately told to follow the 
  sergeant−at−arms. An escort forms around you 
  as you are escorted to the Constable’s office in 
  the keep.  
   
  As you enter, Melinaria rises. Her voice is 
  filled with anticipation, “Did you bring back the 
  Staff?” 
   
  Once she gets the Staff, she visibly relaxes. 
  “Thank you. May Pelor light your days.” 
  Melinaria asks for the return of any of her former 
  master’s belonging. She turns over all dangerous 
  texts to the Obsidian Conclave for further study. 
  The heroes have earned the “Favor of Melinaria 
  Gellor” AR Reward. 
  Treasure: For returning the Baronial Staff to 
  Geralenn on time (Melinaria’s bounty) 
   
  APL2: L: 0gp C: 100gp M: 0gp 
  For bringing proof Selinestor is guilty of the 
  Crossroads Inn massacre. 
   
  APL2: L: 0gp C: 50gp M: 0gp 
  As a payment by the Obsidian Conclave for the 
  content of the library 
   
  APL2: L: 0gp C: 200gp M: 0gp 
   
  When the Baron returns a few days later, 
  Melinaria invites you to a feast. Though you are 
  not important enough to meet with the Baron, 
  you are treated to a sumptuous meal.  
   
  It seems that adventure did not even turn a 
  corner, it just charged right into you! Enjoy a 
  good 
  night’s 
  rest. 
  It 
  may 
  charge 
  again 
  tomorrow… 
  Proceed to AR Rewards. 
  MORE THAN A WEEK 
  You present yourselves at the doors of Geralenn 
  and you are immediately told to follow the 
  sergeant−at−arms. An escort forms around you 
  as you are escorted to the Constable’s office in 
  the keep.  
   
  As you enter, Melinaria rises, she looks 
  unhappy. “Did you bring back the Staff?” 
   
  Once she gets the Staff, she visibly relaxes. 
  “Thank you. Rest for tonight, but you have guard 
  duty in the morning.” 
  Melinaria asks for the return of any of her former 
  master’s belonging. She turns over all dangerous 
  texts to the Obsidian Conclave for further study. 
  The heroes have earned the “Disfavor of 
  Melinaria Gellor” AR Reward. 
  Treasure: For bringing proof of the man guilty of 
  the Crossroads Inn massacre. 
   
  APL2: L: 0gp C: 50gp M: 0gp 
  As a payment by the Obsidian Conclave for the 
  content of the library 
   
  APL2: L: 0gp C: 200gp M: 0gp 
  
  URC6−S02 Fetch 
   
  Page 14 
  It seems that adventure didn’t even turn a corner, 
  it just charged right into you! Enjoy a good 
  night’s rest. It may charge again tomorrow… 
  Proceed to Legal Problems. 
  LEGAL PROBLEMS 
  If the heroes waylaid Pandelington the merchant, 
  they end up in prison at the end of the adventure. 
  They will be found out and pay the appropriate 
  penalties: 
  • 
  4 TUs and loss of all material wealth for 
  banditry.  
  • 
  24 TUs for each death caused in such a 
  robbery. 
  Proceed to AR Rewards. 
  AR REWARDS 
  Heroes who drank and failed the saving throw for 
  the Blackmoor Brandy receive the “Blind” AR 
  Reward. The hero MUST either spend the TU now 
  or pay for the spell at the end of this adventure.  
   
  Heroes who returned in time receive the 
  “Favor of Melinaria Gellor” AR Reward. 
   
  Heroes who did not return in time receive the 
  “Disfavor of Melinaria Gellor” AR Reward. 
   
  Heroes who are members of the Obsidian 
  Conclave gain access to “Selinestor’s Library” AR 
  Reward. Note that heroes must still cross off 2 
  fields of knowledge, even if they do not belong to 
  the Conclave. However, this favor can be 
  redeemed at a later time. 
   
  Heroes who attacked Pandelington Veltuer 
  receive the “Banditry” AR Reward. 
   
  Heroes who KILL Pandelington Veltuer are 
  executed for murdering a nobleman.  
  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 2: We’re just passing through 
  Defeating the goblins 
  APL 2  
  60 XP 
  Encounter 4: Undead Patrols 
  Defeating or sneaking through the zombies 
  APL 2  
  120 XP 
  Defeating the skeletons 
  APL 2  
  60 XP 
  Encounter 5: Inside the house 
  Defeating the snakes 
  APL 2  
  60 XP 
  Encounter 6: Terror in the Lab 
  Defeating Singer 
  APL 2  
  60 XP 
  Story Award 
  Bringing the staff on time 
  APL 2  
  90 XP 
  Total possible experience: 
  APL 2  
  450 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 
  
  URC6−S02 Fetch 
   
  Page 15 
  off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters 
  may return to retrieve loot. If the characters do 
  not loot the body, the gold piece value for the loot 
  is subtracted from the encounter totals given 
  below. 
   
  The coin total is the number of gold pieces 
  each character gains if they take the coin 
  available. A normal adventuring party can usually 
  gather this wealth in a round or so. If for some 
  reason, they pass up this treasure, the coin total is 
  subtracted from the encounter totals given below. 
   
  Next, the magic items are listed. Magic item 
  treasure is the hardest to adjudicate, because 
  they are varied and because characters may want 
  to use them during the adventure. Many times 
  characters must cast identify, analyze dweomer 
  or similar spell to determine what the item does 
  and how to activate it. Other times they may 
  attempt to use the item blindly. If the magic item 
  is consumable (a potion, scroll, magic bolts, etc.) 
  and the item is used before the end of the 
  adventure, its total is subtracted from the 
  adventure totals below. 
   
  Once you have subtracted the value for 
  unclaimed treasure from each encounter add it up 
  and that is the number of gold pieces a characters 
  total and coin value increase at the end of the 
  adventure. Write the total in the GP Gained field 
  of the adventure certificate.  
   
  Loot = Looted gear from enemy; Coin = Coin, 
  Gems, Jewelry, and other valuables; Magic = 
  Magic Items. 
  Encounter 2: We’re just passing through 
   
  APL2: L: 20gp C: 80gp M: 0gp 
  Encounter 3: A night at the Inn 
   
  APL2: L: 50gp C: 50gp M: 0gp 
  Conclusion 
  For returning the Baronial Staff to Geralenn on−
  time (Melinaria’s bounty) 
   
  APL2: L: 0gp C: 100gp M: 0gp 
  For bringing proof of the man guilty of the 
  Crossroads Inn massacre. 
   
  APL2: L: 0gp C: 50gp M: 0gp 
  As a payment by the Obsidian Conclave for the 
  content of the library 
   
  APL2: L: 0gp C: 200gp M: 0gp 
  Total Possible Treasure 
   
  APL 2: Total: 450gp 
  ITEMS FOR THE ADVENTURE 
  RECORD 
  � Blind! You drank the Blackmoor Brandy and 
  have turned blind. Luckily, you recover after a 
  few days. You must spend 1 TU to recover your 
  sight or pay for a cure blindness spell. 
  � Selinestor’s library: Members of the Obsidian 
  Conclave only may spend 1 TU studying 
  Selinestor’s library. This allows you to gain one of 
  the following benefits (chose one and cross off 
  the others):  
  Used AR:  
   
  o 
  Ancient legends: +2 competence bonus to any 
  skill check dealing with ancient legends of the 
  Oeridian people.  
  o 
  Modern mages: +2 competence bonus to any 
  skill check to find or locate any wizards or 
  scholar. 
  o 
  Shadow magic: you can re−roll any skill 
  check dealing with the Plane of Shadow and 
  its creatures OR spells with the shadow 
  descriptor.  
  � Favor of Melinaria Gellor: The constable of 
  Geralenn feels she owes you one. This counts as 
  an influence point. Cross off once used.  
  � Disfavor of Melinaria Gellor: The constable of 
  Geralenn is angry with you. This counts as an 
  infamy point. You can not gain any further 
  influence points with Melinaria, cannot join 
  House Gellor and you may not advance in or join 
  the army until you have cancelled this point using 
  an influence point from the Gellor Family or 2 
  points with other families. 
  � Banditry: You attacked a merchant of House 
  Veltuer. You are sentenced to  TUs in jail. If you 
  
  URC6−S02 Fetch 
   
  Page 16 
  do not pay upkeep for that time, you begin your 
  next adventure fatigued and with a 2 points of 
  damage to your Str and Con. 
  
  URC6−S02 Fetch 
   
  Page 17 
  APPENDIX 1: DM MAPS 
  MAP 1: OVERLAND MAP 
   
  
  URC6−S02 Fetch 
   
  Page 18 
  MAP 2: EXTERIOR AND 1ST FLOOR 
   
   
   
  Mansion Level 2 DMs Map 
   
   
   
  
  URC6−S02 Fetch 
   
  Page 19 
  MAP 3: THE LABORATORY 
  X: marks Singer’s initial position as the heroes arrive  
  The body is where Selinestor lies. 
   
  
  URC6−S02 Fetch 
   
  Page 20 
  PLAYER HANDOUT 0: COUNTY HERALDRY 
   
  Shield 1: County of Urnst 
   
   
  Shield 2: House Gellor 
   
  
  URC6−S02 Fetch 
   
  Page 21 
  PLAYER HANDOUT 1: EXCERPTS FROM SELINESTOR’S 
  JOURNAL 
  12 Coldeven 592CY 
   
  Singer came up with the perfect solution to my problem: the City of Greyhawk certainly 
  has what I need. The Great Library there must have some clue to the secrets of immortality. It 
  has to. Without traveling to the Baklunish west, I know there is nothing of interest in 
  Nyrond, the Pale or event the former Great Kingdom. 
   
  I heard the Baklunish had a formula for such a thing, some sort of mystical quest. But I 
  don’t have time to finish any more quests.  
  18 Coldeven 592CY 
   
  Singer is dead! Poor little raven was killed by something from the Swamp. I felt his death 
  as a sharp pain.  
  2 Ready’reat 592CY 
   
  Received a letter from Eastfair containing the formula I so desperately sought. I paid over 
  50 thousand gold nobles for it. If it works, it will be worth every copper. 
  4 Ready’reat 592CY 
   
  The formula doesn’t work! That rat sold me an incomplete ritual. I need to find another 
  source for components and materials. I will no longer trust sources in Eastfair, thieves and 
  bandits all of them! I doubt the Obsidian Conclave would approve of my research. Where else? 
  20 Sunsebb 592CY 
   
  Received a letter from a fellow wizard who is researching the secrets of immortality… It 
  seems he has found parts of the steps. He has sent me modified versions of the animate dead 
  spell. I am not really interested in playing with the undead.  
  22 Coldeven 593CY 
   
  Summoned a new familiar, It arrived quickly and is highly intelligent. This new 
  Singer seems much more aware than the previous one. He has already been through most of 
  my spellbooks. 
  23 Coldeven 593CY 
   
  The arthritis is killing me… I could barely make the gestures to have my mage hand 
  write this. Singer has been finding some possible improvements on some of the necromantic 
  rituals I received last year.  
  26 Flocktime 593CY 
   
  HE HAS COME HERE! I’ve met him in person. The man who sent me the notebooks oh… 
  Two years ago? My memory is bad. Lucky for me, Singer is here. 
   
  His name is Malachite. He spent but a few short hours with me. And he already taught 
  me so much. I was both repulsed and attracted to his lichdom. He gave me a number of 
  journals he kept and the things he’s seen… I haven’t slept in 3 days. Singer says that it 
  would be best to work with Malachite so we can obtain all the secrets. 
  
  URC6−S02 Fetch 
   
  Page 22 
  4 Reaping 593CY 
   
  Cursed be that cloud that prevents teleportation that binds the County. I want to see 
  Malachite, but I’m stuck here… I feel like a rat in a cage. I told the servants to keep everyone 
  away. A group of soldiers came trying to commandeer my house. Fools! Now they patrol the 
  outside of my residence. 
  6 Needfest 593CY 
   
  Singer reckons the dimension lock cloud is a means to show my dedication. So this 
  morning I went to the inn and killed everyone there, animated them and brought them back 
  to my place. Singer recommended charming the servants. He is quite insightful. Where 
  would I be without him?  
  3 Fireseek 594CY 
   
  Some of the servant complained today, they can’t do anything right. Oh and the pains 
  have grown so bad. I don’t have time to deal with them. Singer is right, they should be dealt 
  with. For those rebellious spirits need to be channeled in a positive fashion. I brought them to 
  my lab and experimented on them. As I examined my failures to give them immortality, 
  Singer said it was most likely because I needed better quality subject. He pointed out one of 
  Malachite’s notebooks.  
   
  Of course! The answer has always been right there! How could I be so blind! Malachite has 
  already done it. 
  2 Flocktime 596CY 
  Thirty months of work and my circle is finally complete! I haven’t seen the time go by. Most 
  of the servants are gone. It seems they simply left. I don’t care, the portal is nearly done 
  7 Flocktime 596CY  
  Master Malachite has returned. He has given me plans for some strange apparatus. Strange. 
  He says it will be powered by the power of Nerull himself! When the apparatus is completed, he 
  will give me the full ritual, with the divine blessing of Nerull. I can not fail now. Immortality 
  is within my grasp. 
  18 Flocktime 596CY 
   
  Singer was quite happy today. It is Walpurgis… the Dark Night. Master Malachite 
  appeared and opened a gate to a foul, foul plane. He said that Nerull lived beyond. Vile 
  undead things came and took the three apparatuses to that plane of death and despair.  
  [One week ago] 
   
  That’s it. I have it now. Master Malachite will be here shortly to give me the final piece of 
  the puzzle. I’ll soon be immortal!  
  [Two days ago] 
   
  Master Malachite has arrived. He sent me to Geralenn to fetch him two last items The 
  Baronial Staff of Justice and a gem of brightness. He explained to me that the Baronial Staff 
  has some special magical properties that can chase away the powers of time.  
  [This morning] 
  
  URC6−S02 Fetch 
   
  Page 23 
   
  Master Malachite will assist me in my ascension as he calls it. Singer has begun to voice 
  concern about Master Malachite’s goals. But I have no choice; the pains are getting 
  consistently worse. Everything is ready. I only need to wait for the Master. Oh, the waiting is 
  the worst.  
  
  URC6−S02 Fetch 
   
  Page 24 
  PLAYER HANDOUT 2: EXCERPTS FROM SINGER’S JOURNAL 
  20 Coldeven 593CY 
   
  Passed the great gates and onto the land of the Mortals. Let’s see what sort of mischief we can cause. I 
  must act quickly before my superiors notice my departure and call me back.  
  22 Coldeven 593CY 
   
  As I was passing by this house, I felt the summons of a wizard trying to call a familiar. So I swiftly 
  disposed of the raven and took its place. The old fool has no idea, and has called me Singer. He has a lot of 
  spellbooks. Being a familiar is fun; the old geezer has granted me additional powers. I must make sure he 
  does not die. He has been researching on immortality. Some of the books have the potential to contain the 
  ritual of Lichdom. That would be great. 
  23 Coldeven 593CY 
   
  This morning I sprinkled some herbs I found on his food. This will make his pains even worse. Mortals 
  are easier to fool when pain strikes them. I used the opportunity to show him the notebooks. He responds 
  well to stimulation. 
  26 Flocktime 593CY 
   
  I arranged for the old geezer to meet with this powerful lich. This should make him even more pliable. 
  With some prodding, I have kept him awake for days. He is now actively seeking lichdom. Perfect. 
  4 Reaping 593CY 
   
  Soldiers came. I had the old geezer turn them into zombies. The best part is, he didn’t argue and 
  simply obeyed.  
  5 Needfest 593CY 
   
  I told the geezer he needed to dedicate himself fully to his pursuit and the best way to do so is to work 
  with real bodies… He said he’ll procure some. 
  7 Needfest 593CY 
   
  He has done it! 12 people in one go. Oh the joy! He is coming along just fine. 
  2 Needfest 594CY 
   
  The old man is still working on this circle through which I know we will be able to contact allies on 
  other planes. 
  7 Flocktime 596CY  
   
  That damned old fool. He now calls Malachite “Master”. I am the master here. He is my puppet. I 
  brought him on the path he is on. ME! And this decrepit beast will get all the credit. 
  18 Flocktime 596CY 
   
  Malachite came this morning to get his apparatuses… But I have sabotaged them! I made sure the 
  local knights knew he was up to something. Soon they will travel the land looking for what he is doing.  
   [This morning] 
   
  My only hope is that Malachite told the old fart the truth about the ritual, but I seriously doubt it. The 
  lich is much more intelligent and aware than the old fool. I’ll make sure to hide when they perform the 
  ritual.  
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/County of Urnst/596/Intro mods/URCi6-02 - Fetch/URCi6-02 - Fetch.pdf