TEXT: ONW3-04 
   
   
  SHADOW ON THE STORM 
  A One-Round D&D Living Greyhawk 
  Onnwal Regional Adventure 
  Version 2 
   
  By Tom Moore 
  Based on characters by Max Kraft 
  Circle Reviewer: Creighton Broadhurst 
  Triad Editors: Paul Looby and Stuart Kerrigan 
  Handouts Layout: Steven Arnott 
   
   
   
  It is storm season in Sornhill. Mighty Procan vents his wrath upon land and sea and the works of mortal men. Upon the 
  wings of the tempest come intrigue, treachery and murder. 
   
   
   
  An Onnwal Regional module for levels 1-10 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new 
  DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter 
  Adkison. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any form without 
  permission of the author.  To learn more about the Open Gaming License and the d20 system license, please visit 
  www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast, Inc. 
  LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. This scenario is intended 
  for tournament use only and may not be reproduced without approval of the RPGA Network. 
  Shadow on the Storm 
   
  Page 1 
  
   
   
  Shadow on the Storm 
   
  Page 2 
  
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A four-hour time block has been 
  allocated for each round of this scenario, but the actual 
  playing time will be closer to three hours. The rest of the 
  time is spent in preparation before game play, and 
  scoring after the game. The following guidelines are here 
  to help you with both the preparation and voting 
  segment of the game. Read this page carefully so that 
  you know and can communicate to your players the 
  special aspects of playing an RPGA scenario.  
   
  Preparation 
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room 
  along the inside margin to bind the adventure, if you 
  desire.  
   
  Read this entire adventure at least once before you 
  run your game. Be sure to familiarize yourself with any 
  special rules, spells, or equipment presented in the 
  adventure. It may help to highlight particularly 
  important passages.  
   
  When you run an RPGA D&D adventure we 
  assume that you have access to the following books: the 
  Player’s Handbook, the Dungeon Master’s Guide, and 
  the Monster Manual. We also assume that you have a set 
  of dice (at least one d4, d6, d8, d10, d12, and d20), some 
  scrap paper, a pencil, an RPGA scoring packet, and your 
  sense of fun. It is also a good idea to have a way to track 
  movement during combat. This can be as simple as a pad 
  of graph paper and a pencil, as handy as a vinyl grid map 
  and chits, or as elaborate as resin dungeon walls and 
  miniatures. 
   
  Instruct the players either to prepare their 
  characters now, or wait until you read the introduction, 
  depending on the requirements of the scenario as 
  described in the introduction.  
   
  Keep in mind that you must have at least four 
  players (not counting the DM), for the game session to 
  be a sanctioned RPGA event. As well, you cannot have 
  more than seven players participating in the game. 
   
  Once you are ready to play, it is handy to instruct 
  each player to place a nametag in front of him or her. 
  The tag should have the player’s name at the bottom, and 
  the character’s name, race, and gender at the top. This 
  makes it easier for the players (and the DM) to keep 
  track of who is playing which character. 
   
  The players are free to use the game rules to learn 
  about equipment and weapons their characters are 
  carrying. That said you as the DM can bar the use of even 
  core rule books during certain times of play. For 
  example, the players are not free to consult the Dungeon 
  Master’s Guide when confronted with a trap or hazard, 
  or the Monster Manual when confronted with a 
  monster.  
   
  Some of the text in this scenario is written so that 
  you may present it as written to the players, while other 
  text is for your eyes only. Text for the players will be in 
  grey boxes. It’s strongly recommended that you 
  paraphrase the player text instead of reading it aloud. 
  Some of this text is general and must be adapted to the 
  specific situation or to actions of the player characters. 
   
  Scoring 
  After the players have completed the scenario or the 
  time allotted to run the scenario has run out, the players 
  and DM score the game. The RPGA has three ways to 
  score its games. Consult your convention coordinator to 
  determine which method to use for this scenario: 
  • 
  No-vote scoring: The players write their names and 
  RPGA numbers on the scoring packet grid. You fill 
  in the top of the grid. That is all. No one is rated. 
  This method is used for people who are just playing 
  for fun. 
  • 
  Partial scoring: The players rate the game master 
  and the scenario on their player voting sheet, and 
  provide personal information, but don’t vote for 
  other players. The game master rates the scenario 
  and completes personal and event information, but 
  does not rate the players as a team or vote for 
  players. This method is used when there is no 
  competition, but the event coordinator wants 
  information on how the game masters are 
  performing, or the game master wants feedback on 
  his or her own performance. 
  • 
  Voting: Players and game masters complete the 
  entire packet, including voting for best player. If 
  this method is used, be sure to allow about 15-20 
  minutes for the players to briefly describe their 
  characters to the other players, and about 5-10 
  minutes for voting. This method is used when the 
  players want to know who played the “best” 
  amongst the group, or when the adventure is run in 
  tournament format with winners and prizes.  
   
  When using voting, rank the players in order of your 
  voting choice while they are completing their forms, so 
  that you are not influenced by their comments on your 
  abilities. It’s a good idea to have the players vote while 
  you determine treasure and experience awards for the 
  scenario.  
   
  After scoring, give the Scoring Packet to your event 
  coordinator.  
   
  This is a LIVING GREYHAWK Adventure. As a 
  LIVING adventure it is expected that players bring 
  their own characters with them. It players do not have 
  a LIVING GREYHAWK character generated, get a 
  copy of the current LIVING GREYHAWK character 
  generation guidelines and a character sheet from your 
  convention coordinator or the RPGA Web site, and 
  then have any players without a character create one. 
  Once all players have a LIVING GREYHAWK 
  character, play can begin. 
   
  Along with the other materials that you are 
  assumed to have in order to run a D&D game, it is also 
  recommended that you have a copy of the LIVING 
  GREYHAWK Gazetteer. 
   
  Shadow on the Storm 
   
  Page 3 
  
  LIVING GREYHAWK Levels of 
  Play 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the 
  Average Party Level (APL): 
   
  1. 
  Determine the character level for each of the 
  PCs participating in the adventure. 
  2. 
  If PCs bring animals that have been trained 
  for combat (most likely being war horses, 
  dogs trained for war), other than those 
  brought by virtue of a class ability (i.e. animal 
  companions, familiars paladin’s mounts, etc) 
  use the following chart to determine the 
  number of levels you add to the sum above. 
  Add each character’s animals separately. A 
  single PC may only bring four or fewer 
  animals of this type, and animals with 
  different CRs are added separately.  
  3. 
  Sum the results of 1 and 2, and divide by the 
  number 
  of 
  characters 
  playing 
  in 
  the 
  adventure. Round to the nearest whole 
  number.  
  4. 
  If you are running a table of six PCs, add one 
  to that average. 
   
   
   
   
   
   
  CR 
  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 
  7 
  7 
  9 
  10 
  11 
   
  By following these four steps, you will have 
  determined the APL. Throughout this adventure, APLs 
  categorize the level of challenge the PCs will face. 
  APLS are given in even-numbered increments. If the 
  APL of your group falls on an odd number, ask them 
  before the adventure begins whether they would like 
  to play a harder or easier adventure. Based on their 
  choice, use either the higher or the lower adjacent APL. 
   
  APL also affects the amount of experience you may 
  gain at the end of the adventure. If your character is 
  three character levels or more either higher or lower 
  than the APL this adventure is being played at, that 
  character will receive only half of the experience points 
  awarded for the adventure. This simulates the face that 
  either your character was not as challenged as normal, 
  or relied on help by higher-level characters to reach the 
  objectives. 
   
  Note: LIVING GREYHAWK adventures are 
  designed for APL 2 and higher. Three or four, or 
  sometimes even five 1
  st level characters may find 
  difficulty 
  with 
  the 
  challenges 
  in 
  a 
  LIVING 
  GREYHAWK adventure. If your group is APL 1 there 
  are three things that you can do to help even the score. 
   
  1. 
  Attempt to create a table of six 1
  st level 
  characters, or try to enlist higher-level 
  characters to play at that table.  
  2. 
  Advise characters to buy riding dogs to help 
  protect them, and fight for them. All riding 
  dogs are considered trained to attack. PCs 
  who want their dogs to attack must succeed at 
  a Handle Animal or Charisma check (DC 10). 
  Failure indicates that the animal will not 
  attack that round. This is a free action (spoken 
  command) that may be attempted each round. 
  If an animal loses half or more hp in a single 
  round it flees, unless another check is 
  successful. 
  3. 
  A group of APL 1 characters that desires an 
  extra hand can “enlist an iconic.” The stats for 
  the 1
  st level versions or Tordek, Mialee, Lidda, 
  and Jozan are included at the end of this 
  adventure. The group may pick one of these 
  characters to accompany them on the 
  adventure. The DM controls that NPC. 
   
  Time Units and Upkeep 
  This is a standard one-round Regional adventure, set in 
  the Free State of Onnwal. Characters native to Onnwal 
  pay one Time Unit per round, all others pay two Time 
  Units per round. Additionally, characters with home 
  region of “Free State of Onnwal” may do other things at 
  the end of this adventure, spending Time Units as per 
  the 
  LIVING 
  GREYHAWK 
  Campaign 
  Sourcebook. 
  Adventurer’s Standard Upkeep costs 12 gp per TU 
  spent. Rich Upkeep costs 50 gp per TU spent. Luxury 
  Upkeep costs 100 gp per TU spent. 
   
  A Brief History of the Norland 
  Dispute 
  Almost two years has passed now since the 
  disappearance of Garamon Relaster, Baron of Norland, 
  in the Lortmil Mountains in Verbobonc. When he did 
  not reappear rumours started about his fall in the 
  Temple of All Consumption, and two claimants to his 
  lands arose.  
   
  Milos Relaster, closest in line to Garamon, and his 
  first cousin Wallac. Unfortunately for Wallac, it 
  seemed a simple matter to settle. Howeveer, from 
  nowhere a stranger appeared claiming to be the 
  nephew of the old Duke of the Storm Coast by his 
  sister – Harnashir Relaster. 
  This brought a new 
  ferocity to the argument, until at last the Szek himself 
  stepped in and appointed Paradd, the young heir to 
  Tygeld Carbani as the Provost of the province and the 
  arbiter in its succession. The decision of who would 
  become the Laird of Norland would fall to Paradd 
  Shadow on the Storm 
   
  Page 4 
  
  Carbani. 
          
  The Rights of the Claimants 
  An outline of the nature and strength of each Relaster’s 
  claim. 
   
  The Right of Harnashir: Hanashir is closest in 
  line. Veryanna, Duchess of the Storm Coast has not yet 
  been legitimised by marriage and is at this time 
  missing. Harnashir has only recently discovered his 
  true heritage.  
   
   
  The Right of Milos: Milos is Baron of Saltirn and 
  a powerful man, especially on the Storm Coast. Milos 
  was Garamon’s clear next in line, and in truth the 
  province was all but his until Harnashir’s arrival. His 
  power slips with every day now, and he is rapidly 
  losing support. He is absentee noble – and given the 
  fate his seat of Greenfalls suffered by Rohal Soldas in 
  592 CY this may have saved his life. 
   
  The Right of Wallac: The most distant to the 
  previous Baron, Wallac claims the lands as ceded to his 
  father, and so to him, through a lost document written 
  50 years ago. Wallac was born and grew up in Norland, 
  for the most part. 
   
  Wallac does not give any credence to Harnashir. 
  Milos, he claims, is a coward for fleeing to Irongate, 
  further proven in the defilement of the mage’s lands at 
  Greenfalls. Spurred on by recent business success, 
  Wallac’s star is rising, and the delay has given him time 
  to build a growing power base on the Storm Coast. 
  Associations with the Wreckers make him an outcast 
  among the older nobility along with his lifestyle. 
  However his charisma has made him very well liked 
  among the common folk, army, some shadier 
  merchants and so forth. 
   
  Paradd Carbani: As soon as he took the reins of 
  the vast and dark swamps of Norland they began to 
  teem with activity of bandits and worse. Paradd began 
  to suspect that there was an active attack upon his rule, 
  for the capture of missives upon a group of bandits, and 
  a message from the Jade Mask itself led him to believe 
  one of the claimants or someone very close to them 
  who was behind it. These attacks worsened as the year 
  went on, the forces seemed to be in possession of a 
  great deal of knowledge about the province – 
  knowledge the Carbani just didn’t have. 
   
  Carbani desperately wants to delay his decision 
  until he can find out the truth. Most have now labelled 
  him a greedy manipulator merely trying to hold the 
  lands for his own gain.  Paradd cannot hold his office 
  for more than a year and a day. He has yet to find the 
  truth. Parties unknown are providing aid, both 
  financial and military, to the unknown foe, and in large 
  quantities. 
   
  Calling the final arbitration at long last, Paradd set 
  one last test – informing only the claimants and his old 
  tutor Elias Hadrel of the meeting, and feigning some 
  excuse to travel to Sornhill. He fully expects some 
  disaster to befall the meeting. 
   
  Adventure Summary 
  One of the claimants has been striking out across the 
  province, backed by an elite group of mercenaries his 
  patron has hired from Ahlissa, led by an assassin by the 
  name of Daius Sejanus, from Kalstrand. They are based 
  in the long abandoned Procanite holy place of 
  Proshcan De’rmar, a great natural wonder off the 
  Norland Peninsula. 
   
  Now 
  aware 
  of 
  Paradd’s 
  information 
  and 
  suspicions, they are stepping up their plan. Paradd has 
  been sentenced to die at the meeting by the hand of 
  Daius, with two claimants also removed from the 
  equation by capture or death. 
   
  With most of the Strom Coast Braetad of the Army 
  of Rebellion tied up in the fighting in the Volanots, 
  there will be little to get in their way. If all goes to plan, 
  then there should be nothing but mere formalities 
  between the remaining candidate and the Cantred of 
  Norland.  
   
  However, the defilement of Proshcan De’rmar by 
  the mercenaries has not gone unnoticed, by those with 
  a deep and abiding concern in it. A clash of 
  conspiracies is rapidly approaching… 
   
  Encounter Summary 
  Introduction 
  The PCs have been returning to Sornhill when a great 
  tempest rolled in from the Gearnat. Before they could 
  cross, the Saltirn River broke its bank, swept the bridge 
  away and flooded the entire area. 
   
  The PCs are forced to make their way toward a 
  fortified coaching inn a few miles to the east that 
  should hopefully provide shelter. 
   
  Encounter One: Fight them on the Beaches 
   
  The PCs find a beached ship upon the shore and 
  interrupt the party of hired Ahlissan assassins trying to 
  murder Harnashir Relaster, returning from the 
  Volanots for the meeting with Paradd. 
   
  Once the fight is over the occupant will introduce 
  himself, and demand that the PCs escort him to safety 
  and ask if they know anything about the half drowned 
  Stormseeker they picked up while in the sea. 
   
  Encounter Two: Guess Who’s Coming to 
  Dinner 
  The PCs will arrive at the coaching inn Elverd’s 
  Steadfast and find that Milos Relaster and Paradd 
  Carbani are there. Freeform roleplaying shall take place 
  with them, and their cohorts. Wallac Relaster has failed 
  to appear. After several hours have passed, Paradd 
  Carbani asks the PCs to find Wallac, or at least what has 
  happened to him. 
   
  Encounter Three: A Departure In the Night 
  During the night, before they can leave at dawn, the 
  half-drowned Stormseeker, Eriann, believing he has 
  Shadow on the Storm 
   
  Page 5 
  
  had a vision, awakes and comes to the PCs to speak 
  with them. He will give them some cryptic 
  instructions and disappear into the storm. 
   
  Encounter Four: The Corpse and the 
  Stormseeker 
  The PCs find the smashed remains of Wallac’s wain 
  several hours travel along the coast, filled with nothing 
  but bodies. A second Stormseeker witnessed the event, 
  tells all that he saw to the PCs. He knows they have 
  taken Wallac to great rock spiral of Proshcan De’rmar 
  and will warn the PCs what they shall find there. 
   
  Encounter Five: ‘Ware the Breakers 
  The PCs reach the breathtaking natural wonder of 
  Proshcan De’rmar - where the Ahlissan assassins have 
  made as their lair.  
   
   
   
  1. The Battle: Upon the PCs entering the Ahlissan 
  mercenaries present will attempt to ambush them - 
  along a water elemental spirit bound to their will. The 
  PCs have a chance to free the spirit - for which it will 
  later return and thank them. 
  2: The Ahlissan’s Quarters and Wallac’s   
  Freedom: If the PCs open the great locked door at the 
  head of the pool they will find the lair of the Ahlissans. 
  Searching will allow the PCs to find documents. 
  Among them will be the details of the plot to murder 
  Paradd within at the meeting in Stormhaven this very 
  night. Wallac is also chained in a cell elsewhere in 
  Proshcan De’rmar. 
  3. The Row to Freedom: The bridge having 
  broken, the PCs will most likely have to row or swim 
  their way back to shore. 
   
  Encounter Six: Stormhaven 
  The PCs arrive at the Red Tower just as Daius prepares 
  to kill Paradd and Harnashir. Regardless of whether 
  they know of this attack, the PCs must save the 
  Provost’s life. 
   
   
  A Note on the Storm 
   The description of the foul weather is entirely at your 
  discretion to expand upon. 
   
  Visibility is very limited, as is hearing. Any of the 
  NPCs and PCs outside and not in cover will generally 
  have to shout to be heard. 
   
  Game Effects- Important 
  Throughout this module, except where stated 
  otherwise, the weather outside approaches a light 
  Windstorm class storm (DUNGEON MASTER’S Guide, 
  page 87) with certain modifications This makes ranged 
  weapon fire impossible and imposes a -8 penalty to all 
  Spot, Search and Listen checks. 
   
   
  Visibility is generally limited to 30 feet unless a 
  move-equivalent action is spent peering through the 
  storm at the start of a round. This will grant them 
  normal visibility as per their species and prevailing 
  illumination. 
   
  In order to move at the start of each round each 
  character (NPC and PC alike) must make a DC 8 + APL 
  Fortitude save. Failure at APL 2 and 4 will mean that 
  movement for medium size creatures is checked and 
  they are unable to move. Small creatures are knocked 
  prone. 
   
  At APL 6 and up failure more means that the 
  medium size creatures are knocked prone and small 
  creatures blown back (eastward) ten feet. 
  This only takes affects whilst in both combat rounds 
  and outside – Encounter Six is as normal, and for the 
  most part PCs can be judged to be handle the weather 
  normally just by taking care and good time when 
  unstressed. . 
   
  Only protected lights are usable and they dance 
  wildly and have a 50 % chance of going out every five 
  rounds. 
  The Persons of the Drama 
  The Merchant House of Carbani and their Supporters 
   
  � Paradd Carbani, Provost Arbiter of Norland, 
  and heir to the Merchant House of Carbani 
   
  � Elias Hadrel, an aging Zilchan priest, and tutor 
  to the Provost. 
   
  � Arthun Dannard, an acolyte of Elias in the 
  Brotherhood of the Father of Coin. 
   
  � Robrenn Kallrack, a fellow merchant and 
  friend of the Provost. 
   
  � Kernan Dernail, a young friend of Paradd and 
  scion of a lesser noble House. 
   
  � Torren Rendrash, the Captain of Carbani’s 
  guard, a most grizzled old veteran. 
   
  � 
  The 
  Provost’s 
  Guards, 
  Servingmen, 
  Attendants, Lackeys. 
   
  The Baron Claimants and Hangers-on 
   
  The party of 
   
  � Harnashir Relaster, a recently appeared 
  stranger from parts unknown, claiming to be the first 
  cousin of the most noble Duchess Saielma Relaster – 
  ruler of the Storm Coast, and a most devoted servant of 
  Pholtus. 
   
  � Alerdnia, a most mysterious and graceful Priest 
  of the Shining Light. 
   
  � A small Number of Harnashir’s Guards 
   
  The party of 
   
  � Milos Relaster, Baron of Saltirn, and a mage of 
  some power. 
   
  � Sarisa Langdrenn, a most dark and exotic 
  young woman, apprentice to Baron Milos. 
   
  � A small Number of Milos’ Guards 
   
  The party of 
  Shadow on the Storm 
   
  Page 6 
  
   
  � Wallac Relaster, a most renowned and daring 
  hellion. A rogue who fought with the Wreckers during 
  the war, he claims the lands of Norland by dint of deed 
  and by legacy of the document penned by his father 
  and the father of his first cousin, Lord Milos. 
   
  � Darien Kessel, a Wrecker and raider. A close 
  friend and comrade of Wallac from the their time in 
  Headlands. 
   
  � A small number of Wreckers, friends and 
  supporters 
   
  The Most Perfidious and Evil Villains 
  � Daius Sejanus, a most evil hired assassin and 
  mercenary from Ahlissa – kidnapper of Wallac 
  Relaster, and would be murderer of Harnashir and 
  Provost Carbani. 
   
  � Ehlissa, a most alluring and evil sorceress and 
  temptress, lover of Sejanus. 
   
  � Fellow evil Men and Orcs, assassins, thugs 
  and other likewise mercenaries in large number. 
   
  The Stormseekers 
   
  The Stormseeker, a most mysterious and 
  deranged follower of Procan, God of Storms. 
   
  � Eriann, a likewise mad cultist, mortally 
  wounded at sea. 
   
  � The Spirit of Proshcan De’rmar, a most pitiful 
  spirit of the sea, bound to the malevolent will of Ehlissa 
  and calling out for help and freedom. 
   
  � Soldiers of Onnwal, citizens of Sornhill and 
  Divers Alarums. 
   
  Player’s Introduction 
  The scenario begins with the PCs on the road some 
  ways along the coast from Sornhill- trapped out in the 
  storm after the sweeping away of parts of the Saltirn 
  Bridge. 
   
  When the players are ready, read or paraphrase the 
  following: 
   
  From where you stand, as travellers, merchants, 
  fishermen and countless others have stood before, 
  on the shores of Noxtia Bay, you would expect to 
  see the brilliance of Osprem’s Light, calling out 
  through the darkness.   As close to the coast as you 
  are, its absence comes as a disturbing reminder of 
  the predicament you have found yourself in. 
   
  f
   
  f
  f
   
   
  i
  l
  i
  .
   
   
   
  The Light was built as a bastion and a beacon to 
  the ships that sailed the violent waters of the Storm 
  Coast. However, now the tempest that has 
  descended upon the town o  Sornhill shrouds the 
  temple’s beacon light in sheets of driving rain and 
  clouds of spray scoured from the crests of the waves 
  by the ferocious gale. The blackness of the seething 
  clouds overhead is lifted only by the sporadic bolts 
  of lightning that arc back and forth across the 
  heaving waters of the Bay of Notxia. 
   
  Even the flickering lights o  Sornhill, scarce a 
  mile away, can barely be made out through the fog 
  and the blinding rain. 
   
  As soldiers of fortune, work has been plentiful 
  of late as the ever-shifting fate of the Free State 
  focuses upon events in the Volanots. You were 
  returning to Sornhill from the east to find respite 
  from the ceaseless patrol duties, when the storm 
  broke. 
   
  Drenched and scattered you quickly found 
  yourself cut off from the town, as the Saltirn River 
  swelled, and broke its banks and overwhelmed the 
  stone bridge spanning it, leaving succour and 
  shelter tantalisingly close, but beyond your grasp. 
  As the floodwaters seethed and mingled with the 
  waves driven ever higher onto the shore by the 
  tempest, the great tower keep of Darkbane, 
  guarding Sornhill from the east bank o  the river 
  soon stood alone and beleaguered. All attempts to 
  reach even its outer wall have been met with abject 
  failure, the wind forcing you irresistibly eastward. 
  Now, as it howls straight through you and you 
  trudge resolutely back east along the coast road, you 
  know that if you do not find some form of shelter, 
  in such weather, you will not last the n ght. 
   
  Al  that you can think of is a coaching nn you 
  passed two hours ago- roughly three miles east of 
  Sornhill along the coast, set on a headland jutting 
  out into the sea. You can only hope that in such a 
  place as that, it proved sturdier than the bridge over 
  the River Saltirn  
  The scenario has begun, and the PCs will likely be 
  faced with little choice to head eastward to the 
  coaching inn. Any attempts to magically alter the 
  effects of the storm will instantly fail, and the PC 
  making the attempt will feel deeply shaken, as if a 
  colossal force is opposing them. 
   
  Attempts at flight will blow the PC spiralling 
  eastward out of control, and trying to move back west 
  against the wind will prove virtually impossible.  
   
  Proceed to Encounter One. 
   
  Encounter One:  
  Fight them on the Beaches 
   
  Read aloud or paraphrase the following: 
  Steadying yourself against the wind, the long, slow 
  march along the coast proves no less arduous than 
  you were expecting, struggling for what seems like 
  an age through the gale and downpour, barely able 
  to keep you balance at times. 
  Then, very slowly, at first scarcely audible over 
  the din of the wind, you almost think you can hear 
  the sounds of voices raised in anger and pain. 
  Suddenly 
  an 
  almost 
  bestial 
  roar 
  pierces 
  unmistakably through the tumult. Then, as quickly 
  as they came, a gust of wind cuts a pause in the 
  sounds of the cries.  
  Shadow on the Storm 
   
  Page 7 
  
   
  f
   
  f
  i
   
  As you slowly round the crest o  a hill, peering 
  through the gloom, you make out, about a hundred 
  feet distant on the rocky beach, the shattered hull 
  of a small ship, as well as the flickering o  lanterns 
  surrounding it.            
   
  At that very moment a spark of l ghtning arcs 
  out across the sky, illuminating a flag fluttering 
  wildly above the ruined hull … a flag bearing the 
  white chevron on black of the Great House of 
  Relaster. 
  Once the PCs have approached close enough read or 
  paraphrase the following: 
   
  You approach the wrecked hulk, forced to move 
  slowly just to be able to stand upright on the open, 
  unsheltered beach as you do. Drawing near, you 
  catch sight of a dozen figures struggling in the 
  midst of the ruined ship through the gloom, some 
  wearing the garb of sailors, the others shrouded in 
  black, hooded, cloaks. 
   
  All have weapons drawn and bodies lie strewn 
  across the beach. 
   
  The moment the party gets to within 15 feet, one of the 
  cloaked figures’ hoods will fall back, just as an arc of 
  lightning - outlining the ugly malformed head of a 
  euroz, lights up the beach. 
   
  Once into combat rounds keep in mind the saves 
  to stay standing in the wind. 
  The assassins are cautious and will attempt to eliminate 
  all opposition instead of merely throwing all their 
  efforts at Harnashir (who will be extremely weak at 
  higher Apls compared to the opponents). They attempt 
  to perform subdual damage upon Harnashir when 
  hitting him – they have been told to make this death 
  look accidental. 
   
  Troubleshooting: Teleporting PCs 
  At higher levels of play PCs may be capable of casting 
  the spell teleport (or something similar). If they wish to 
  do this, have them hear the cry and the roar just before 
  they do so.  
   
  If they decide to ignore it completely then they 
  arrive much more quietly at their destination. 
  Harnashir, however, will be slain. In this event, Paradd 
  Carbani decides to wait to see if Wallac turns up on his 
  own, unaware of Harnashir’s death. Paradd is killed the 
  next day at the meeting as outlined in conclusion three. 
   
  If the PCs wish to teleport after the fight, 
  Harnashir will refuse any form of foul magics to take 
  him anywhere and will demand that the PCs 
  accompany him (see below). If they still refuse he will 
  appeal to their sense of charity as he has wounded, and 
  Elverd’s Stead is nearby in any case. 
   
  APL 2 (EL2) 
  � Castamere: human male Rog1/Ftr1; hp 14; see 
  Appendix 1. 
  � Orc Assasins (6): Orc male; hp 8, 8, 7, 8, 6, 7; see 
  Appendix 1. 
  � Harnashir Relaster: human male Ftr2; hp 26; see 
  Appendix 1. 
  � Bodyguards (3): human male Ftr1; hp 10; see 
  Appendix 1. 
   
  APL 4 (EL3) 
  � Castamere: human male Rog1/Ftr1; hp 14; see 
  Appendix 1. 
  � Orc Assasins (4): Orc male Ftr1; hp 14, 13, 13, 14, 
  14, 14; see Appendix 1. 
  � Harnashir Relaster: human male Ftr2; hp 26; see 
  Appendix 1. 
  � Bodyguards (3): human male Ftr1; hp 10; see 
  Appendix 1. 
   
  APL 6 (EL5) 
  � Castamere: human male Rog3/Ftr2; hp 24; see 
  Appendix 1. 
  � Orc Assasins (4): Orc male Ftr2; hp 29, 28, 27, 29, 
  29, 24; see Appendix 1. 
  � Harnashir Relaster: human male Ftr2; hp 26; see 
  Appendix 1. 
  � Bodyguards (4): human male Ftr3; hp 21; see 
  Appendix 1. 
   
  APL 8 (EL7) 
  � Castamere: human male Rog3/Ftr2/Ass2; hp 43; 
  see Appendix 1. 
  � Orc Assasins (4):  human male Ftr4; hp 36, 41, 39, 
  41; see Appendix 1. 
  � Harnashir Relaster: human male Ftr2; hp 26; see 
  Appendix 1. 
  � Bodyguards (4): human male Ftr3; hp 21; see 
  Appendix 1. 
   
  APL 10 (EL8) 
  � Castamere: human male Rog3/Ftr2; hp 43; see 
  Appendix 1. 
  � Orc Assasins (6): male Orc Ftr4; hp 40, 41, 39, 41, 
  37, 38; see Appendix 1. 
  � Harnashir Relaster: human male Ftr2; hp 26; see 
  Appendix 1. 
  � Bodyguards (4): human male Ftr3; hp 21; see 
  Appendix 1. 
   
  The Aftermath 
  Once the enemies are defeated and dead, their target, 
  Harnashir Relaster, will make himself known to the 
  PCs. 
   
  Note that at no point should Harnashir ever 
  directly thank the PCs, but he grills the PCs 
  thoroughly before being satisfied. He is a paranoid self 
  righteous sort, all the worse for the attempt on his life. 
  Shadow on the Storm 
   
  Page 8 
  
  He brooks no impudence, nor answer any questions 
  until his are answered. 
   
  Read aloud or paraphrase the following: 
   
   
   
   
   
   
   
   
   
   
   
  f
   
   
   
  f
   
  i
  i
  As the last of the attackers falls dead to the ground, 
  you see most of those you have saved pause, 
  panting, blooded and spent, then gradually look 
  toward their dead and wounded.   
  One however, stares intently towards you. Dressed 
  as plainly as the rest, but taller by far, he is gaunt, 
  his hair shorn into the scalp. 
   
  With a sudden and surprising speed he darts 
  forward, and then bellows at you over the wind: 
   “Who sent you?!” 
  � Harnashir Relaster, Ftr2 (LG):  See Appendix 3 for 
  character information. 
   
  Once the PCs have answered he will step back and 
  beckon them into the shelter of the leeward side of the 
  ship where they can crouch down low to be heard 
  more easily. 
   
  Read aloud or paraphrase the following: 
                  
  “Out, alone on the coast way, heading away from 
  Sornhill, in weather such as this?  And you just 
  “came across” us by the random luck of wanderers 
  on the road? That is most strange chance… Why?” 
  Harnashir asks. 
   
  Harnashir will probe for the answer as to why they are 
  out travelling the road, and where they are going until 
  he is satisfied, and then continue: 
  “Very well, the ‘random travellers on the road’ it is 
  then. Your names? Whom DO you serve?” 
   
  Once the PCs have had a chance to answer, to 
  Harnashir’s satisfaction, he will continue: 
  “Very well, that is acceptable. Your aid proved 
  useful. Know that you have served Onnwal this 
  night with your actions. 
  “My name is Harnashir Relaster, rightful Baron 
  of Norland, and Heir-Apparent to the Duchy of the 
  Storm Coast. 
   
   “That blood is why I would have been seen 
  dead this night. My men are now spent, our 
  numbers diminished, and the night is harsh. We 
  must find shelter as soon as possible. No one can 
  live in this for long”. 
  He pauses momentarily to wipe water from his 
  brow then continues: 
  “You will need to escort me to safety, as soon as 
  our wounded are gathered. I assume you concur?” 
  It is extremely likely at this point that the PCs may not 
  concur. Harnashir thinks the PCs have a duty to him as 
  Onnwalon subjects, drafting them into his service 
  (technically he has no right to do this). Any requests 
  for a reward or re-numeration of any kind will be 
  treated with cold fury.  
   
  At ANY point should any of the PCs show any 
  behaviour mercenary, selfish, insubordinate, sly, 
  distrustful or in any other form lacking in character in 
  his eyes, he will step up to them and say slowly: 
   
  “These are dark, dark times, and it would seem the 
  way o  iniquity has fallen upon these lands. Its 
  people have clearly turned from the light of the 
  One True Path. 
  “But the will of Pholtus will win through in the 
  end, by my hand, or by that of another, understand, 
  and your despicable and dissolute character and its 
  ilk will be cast down, by sword or by flame.” 
   
  “I am the only nephew of he that was the last 
  that wear the Silver Diadem of the Storm Coast. I 
  am a rightful Laird of the Szek, and a humble 
  warrior in service of the Blinding Light in the 
  highest regard. And my life is under threat by the 
  sworn enemies of Onnwal. Perhaps there is more to 
  whom you say you serve than you told me…” 
  He will wait until a PC starts to answer then interrupt 
  him:- 
          
  “But be that as it may, this weather will be the death
  of us i  we do not find shelter, one way or another. 
  Willing or otherwise, our paths lie together...” 
  This is indeed true. Harnashir enquires closely about 
  the coaching inn, or any other forms of shelter the PCs 
  know of.  
   
  As abrupt and arrogant as he may seem, he is a 
  pragmatic man, willing to work with the PCs to ensure 
  the safety of his retinue, including the Glimmering 
  Priestess Alerdnia - whom Harnashir treats with a 
  respect bordering on reverence. 
   
  Should the PCs enquire as to his purpose he will 
  be guarded and circumspect, but if  approached with 
  diplomacy he alludes to a meeting that he is to attend - 
  an arbitration of great importance in Sornhill. 
   
  Any of the PCs with a relevant knowledge skill 
  receive a check (Knowledge (Local) or Knowledge 
  (Nobility); DC 15) to see if they recognise Harnashir as 
  one of the three claimants to Norland. Any players who 
  already know about the Norland struggle may posses 
  the knowledge in character for free in any case. 
   
  If asked about what had happened on the beach 
  before the PCs got there he will explain: 
   
  “Our ship was bound for Sornhill, I would never 
  have risked sea travel at this time of year, but it was 
  vital that I got here in time. Even with the seas as 
  they were things should not have gone as they did, 
  even with that l ghthouse a mere fl cker through 
  the dark.” 
   
  He mops his sodden and bloody brow, 
  grimaces, the goes on, hoarsely: 
   
   “The ship drove ITSELF eastward; it turned 
  from the harbour and threw itself onto the rocks. 
  Shadow on the Storm 
   
  Page 9 
  
  And then they were there. Waiting, in the shadows, 
  like the blackguards they were.” 
   
  The end of this sentence is punctuated by a 
  deafening peal of thunder, as Harnashir looks 
  thoughtful and turns toward the other end of the 
  ship. You catch sight of a large bundle being 
  offloaded from the wreck. The Pholtan steps 
  forward, quickly, and beckons for you to follow. 
  Looking more closely you see that shivering, 
  twitching shape of a man. 
   
   
  i
   
  ,
   
  -
  i
   
   
  ,
   
   
   
  We found him floating in a boat no bigger than 
  a cart, all alone, half drowned,” Harnashir says, 
  gesturing down toward the figure. 
   
  “It was the moment after we took him aboard 
  that the ship steered itself off course. Who he is, I 
  have no idea.”  
  He kneels down and pulls back the cloak of the 
  p tiful, bedraggled shape, and points at a medallion
  around his neck. 
   
   “He wears a heretical icon of a false religion. 
  The symbol of the one the blasphemous call Procan. 
  Does this mean anything to you?” he asks.  
   
  The unconscious man cannot be woken by any means 
  magical or otherwise. He lies in a trance. 
   
  Harnashir and his men gather the wounded but 
  leave the dead on the beach - he will object to the PCs 
  looting the assassins, but waits. Any attempt to loot the 
  bodies of his men is met with swords. 
   
  Assuming the PCs have nothing else to say, he will 
  want to be on his way as soon as possible.         
   
  Encounter Two:  
  Guess Who’s Coming to Dinner 
  In this encounter the PCs gain access to information 
  that may prove crucial, as well as the long twisted 
  convoluted story, turned bitter (and now bloody) 
  argument over the Cantred of Norland.  As they 
  journey there, there is little room for conversation, 
  words must be shouted too those close just to be heard, 
  and most of the group’s intent is just on getting to 
  shelter as quickly as possible.  
   
  The entire march will be miserable and desperate, 
  punctuated by thunder and lightning, and the roaring 
  of the tide. 
   
  As they get there present the following:  
        
  Your journey is brought to a close mercifully 
  quickly, as you soon reach the coaching inn of 
  Elverd’s Steadfast. Four dark, thick  brooding walls 
  surrounding a fortified inn. The compound is 
  perched on the edge of a cliff on a headland lancing 
  out to the sea. .  
  Dripping, bedraggled and laden with wounded, 
  you make a somewhat sorry sight as you trudge up 
  the hill toward the open gateway into the 
  courtyard. The moment you step through, however, 
  a pike meets you, pointing right toward your throat. 
   
  To your left and right you see two young 
  soldiers, wearing tabards emblazoned with a 
  brightly 
  coloured 
  gold-coin on-blue 
  emblem, 
  hefting their weapons almost nervously in your 
  direction. A third soldier beh nd them shouts out: 
  “Hold travellers, explain your intent”. His hoarse 
  voice is barely a croak over the wind and rain.  
  The guards will be easily satisfied, merely wishing 
  some verbal assurance that the party mean only to seek 
  shelter 
   
  Uncharacteristically Harnashir will say nothing, 
  leaving the PCs to answer. This is because he is now far 
  too caught up in trying to see if these soldiers really are 
  bearing the emblem of House Carbani upon them. Any 
  PCs who don’t engage the guards in conversation will 
  easily notice him almost gawking at the men’s tabards, 
  and then shielding his face from their sight. 
   
  Harnashir is immediately suspicious of the strange 
  chance of his being attacked with the others so very 
  near. He does not believe in coincidence and take this 
  as a matter of concern. 
   
  As the guard moves off, Harnashir will beckon for 
  the PCs to step close so he can address them. Under the 
  arch way out of the wind he will bellow, gesturing at 
  the soldier’s tabard: 
   
  “I know that emblem – and I was NOT expecting to 
  see it quite yet. There is treachery in this mark my 
  words.”  
  He stops to hold up his hand.  
   
  “The truth may come sooner than I had 
  thought – hold your tongue when we enter, those 
  within must answer OUR questions before we 
  answer theirs, and much may come to pass that is 
  above you and yours”. 
  Without waiting to see if the PCs understand his 
  cryptic remarks Harnashir will storm up the steps – 
  almost running- and heave the double doors open with 
  both arms. 
   
  When the PCs follow in after him continue; 
      
  The doors bang back as the wind gusts into the 
  room. At the frightening suddenness of Harnashir’s 
  entrance, the relaxed gaiety spilling out into the 
  night ceases, and every eye in the room slowly 
  turns toward the bedraggled fellowship upon the 
  doorstep. 
   
  No one in the room seems to want to say 
  anything, until  a young man, striking in the 
  exquisite clothes he wears, slowly rises. 
   “Harnashir?”  
  His eyes dart back and forth from Harnashir to 
  his men, and even yourselves, taking in the bloody 
  and battered state with a rapidly growing 
  apprehension on his face. 
   
   “Yes, My Lord Provost.” Harnashir replies, 
  “Perhaps you would condescend to tell me how, of 
  all places, you came to find yourself here as well?” 
   “The same reason I imagine you found yourself 
  here, Harnashir”, snaps another man from the 
  Shadow on the Storm 
   
  Page 10 
  
  shadows in the corner, a rich, sneering voice, its 
  tone dripping with a profound rritation. The owner 
  leans forward into the dim light slowly revealing a 
  tall, scowling figure, in dark green robes, “It’s a bit 
  wet outside, in case you hadn’t noticed, cousin,” he 
  continues, almost spitting the last word. 
  i
   
   
   
   
    
  f
   
   
  t
   
   
   “You 
  could 
  not 
  possibly 
  imagine 
  the 
  circumstance that has forced me here, Milos.” 
  Harnashir’s eyes narrow,  
   
  “Or maybe you can. Maybe you know exactly 
  what happened.”  
   
   “Harnashir!,” barks the young man, before the 
  robed nobleman has a chance to react. “Whatever 
  may have happened to you,” his eye wanders to the 
  ugly wound upon Harnashir’s forehead, “This is not 
  the time, nor the place. 
   
  “Baron Saltirn and I found ourselves outside 
  needing shelter when the storm broke...’” 
  Harnashir interjects: “Just you and Saltirn?”   
   
  “I thought Wallac was to be travelling with 
  you?  
  “Wallac has….not appeared.” 
   
  Before Harnashir can interrupt again, the 
  young man steps up to him, and speaks softer, 
  almost whispering. 
  “But please Harnashir, whatever is the cause of 
  all o  this, we are all here and this is now.”  
   
  He leans in slightly and has a very rapid 
  whispered conversation, glancing over to you from 
  time to time. He then holds up his hand sharply, 
  motioning for Harnashir to be silent, then turns to 
  face you. 
   
   “It would appear that we ALL owe you a great 
  debt of gratitude.” 
  If the party contains no half-euroz (orcs) he will extend 
  his hand and shake those of the PCs while continuing 
  warmly. 
   
  If there are half-orcs present however, he will not 
  extend his hand and seem considerably more aloof and 
  cold.  
   
   “I am Paradd Carbani, Lord Provost of the Cantred 
  of Norland, and the arbiter of the… matter of its 
  succession”. 
  He inclines his head. 
   
  “Thank you. I think I will wan  to speak with 
  you later tonight. You are of course more than 
  welcome to stay here the night.” 
  Any half-orcs in the party will notice him direct a sneer 
  in their direction as he says the last sentence. 
   
  Paradd will then lead Harnashir off to a room at 
  the back. Several clerics of Zilchus will approach and 
  offer to tend to any wounded among Harnashir’s party 
  or the PCs, in particular taking the shivering 
  unconscious Stormseeker into a bedroom to be cared 
  for.  
   
  2A. The Common Room of Elverd’s 
  Steadfast  
  The broad, high raftered common room into which the 
  PCs have entered is filled to bursting with people 
  sheltering from the storm. Milos and Paradd are each 
  accompanied by guards, courtiers, advisors and friends. 
  There are also- several of Wallac’s companions who had 
  been waiting for him. Following Harnashir’s dramatic 
  entrance all of these will be very intrested in the PCs 
  and in hearing their tale of events that brought them 
  here.  
   
  The current proprietor of Elverd’s Steadfast is 
  Lakaster Felshas, semi-retired Sertern of the Free State 
  Army. Lakaster was placed in command of Elverd’s 
  Stead (along with the small garrison that man the Inn 
  and keep watch over the seaward approaches to Notxia 
  Bay) after being heavily injured in the retaking of 
  Sornhill. He keeps it open as a refuge and a supply base 
  for travellers and the numerous parties of freeswords 
  fighting around Notxia Bay. 
    Tonight however, Paradd has politely relieved him of 
  command and placed his own guards around the walls. 
  Since the failure of Wallac to arrive, Paradd has been 
  growing more and more paranoid. 
   
  The Patrons of Elverd’s Steadfast 
  This encounter is very complex and you should be 
  conversant with it before continuing. It is here the PCs 
  will have the chance to glean much information about 
  the bitter (and now bloody) struggle among the upper 
  echelons of the Storm Coast as well as the dark and 
  mysterious things happening in Norland. 
   
  It is probable the characters may want to talk too 
  many of the people here. Extensive roleplay notes will 
  be found here and in Appendix 3. 
   
  Roleplaying Note: The complexity and the 
  amount of information used are entirely up to the DM. 
  Much of it is unnecessary to the plot at large, and the 
  GM can supplement or replace less important NPCs if 
  he wishes. 
   
  Ultimately almost all of the material is entirely 
  optional and dependent on how much the PCs want to 
  know. 
   
  All the information on Page 4- A Brief History of 
  the Cantred of Norland should be available too them. 
  You can give this to them as a player handout if you so 
  wish or if time is an issue. The manner in which this 
  encounter is run is up to you. 
   
  If the pace starts to slacken have Paradd Carbani 
  send for them. They can always return to the 
  conversation in the room afterwards. 
   
  Read aloud or paraphrase the following: 
   
  The room has now calmed down after the 
  disturbance caused in the wake of Harnashir’s 
  dramatic entrance, and its busy clamour has once 
  again risen. Even as large as it is, the room still 
  seems ill-suited to contain the vast throng o  people 
  that crowds it now. 
  f
  Shadow on the Storm 
   
  Page 11 
  
   
  You do note, however, that many of the tap 
  room’s occupants seem to be paying you some 
  attention- most casually, but a few less so. 
   
   
  i
  Even in the dim light it is still easy to make out 
  that the vast majority of its occupants look to be 
  soldiers, or guardsmen. 
  Most bear the gold-coin-on-blue device that the 
  sentirs outside wore. They cluster around the 
  centre of the room drink ng, telling tales and 
  otherwise passing the bitter night.  
   
  A smaller number wear the uniforms of the 
  Free State Army- including, interestingly, the men 
  frenetically manning the keg taps. 
   
  The smallest numbers of guards bear proudly 
  upon their chest the emblem of the Great House of 
  Relaster- and they mingle with no one. Instead they 
  hold closely around the man in green robes - who is 
  staring unwaveringly at you while engaged in a 
  serious conversation with the young woman next to 
  him. 
   
  Paying just as close attention to you are the 
  group of people around the table at which Paradd 
  Carbani was seated, looks of deep interest playing 
  across their faces. 
     It would appear you are in for an interesting 
  night. 
   
  A Spot check (DC 18) will also let the PCs notice that 
  the group of men around the fire are also paying them 
  very close attention, but in a much more circumspect 
  fashion. These are Wallac’s Wrecker friends from 
  Sornhill.  
   
  Allow the PCs to speak to any of the NPCs they 
  choose and feel free to invent any additional characters 
  as you see fit.  
   
  Most of the NPCs will be interested in the PCs, 
  many to the point of fascination, and wanting to hear 
  what it was that had happened with Harnashir. Several 
  of the major characters will actively seek the PCs out 
  for this information – In particular Milos Relaster, 
  Elias Hadrel, Darrien Kessel and Torren Rendrash. 
   
  It should become rapidly apparent to the PCs 
  while that for all the show of relaxation, the 
  atmosphere in the common room is extremely tense 
  and the separate groups – Milos and his men, the 
  friends of Wallac, the Carbani men and Harnashir – are 
  pointedly having nothing to do with each other. 
   
  Individuals Present in the Common Room: 
  Aside from those outlined in Appendix Three there is a 
  small unit of Onnwalon Free Army soldiers – 
  cheerfully relieved from duty and now serving as 
  bartenders - as well as a number of retired soldiers, and 
  a goodly number of farmers sheltering from the 
  elements. Aside from these there are the guards of the 
  two Relasters, the House Carbani guards (who seem to 
  made up either of the very young or the very old) a 
  small number of merchants and the group of Wreckers 
  - friends of Wallac with Darrien, sitting by the fire. 
   
  The Relaster guards will be tight lipped and 
  unfriendly – if asked about the Norland matter they 
  will be fiercely in favour of their master and 
  vehemently critical of his opponents. 
   
  The Wreckers will be considerably more friendly 
  and affable toward the PCs, joining them for a drink - 
  but espousing nothing but the highest praises for 
  Wallac and his superb nature. 
   
  The young Carbani soldiers for the most part will 
  be friendly and eager to converse with the PCs. On 
  Norland they will be broadly in favour of Wallac – 
  most finding the other two to be aloof, stuck up and 
  uncaring. Wallac as well is so much more exciting and 
  a known hero. 
   
  The old ones will be less friendly and more cynical 
  – a good few considering Wallac to be a thief and the 
  black sheep of the Relaster’s, having got into far too 
  much trouble in his life to be trusted. 
   
  Any of the Carbani faction – soldiers and 
  merchants alike will be quite reticent with Half-Euroz 
  PCs. Not all with express the hatred that Paradd does, 
  but there always be slight reservations. 
   
  Most of the patrons are all a typical Storm Coast 
  mix of Sueloise and Oeridian's – save the pure Sueloise 
  footmen of the Relasters’ and the more firmly Oeridian 
  merchants. 
   
  Events 
  1. 
  A fight starts between a group of the 
  Wreckers and Milos’ men – beginning as a 
  fierce and loud argument on Milos’ flight to 
  Irongate during the war - until one of the 
  Wreckers throws a punch. The attempts of 
  several of the Carbani guardsmen to bring 
   
  hostilities to a close only make matters 
  worse. No one will be seriously hurt and the 
  fracas is brought to a close fairly quickly by 
  their respective commanders. How the 
  situation is handled is up to the DUNGEON 
  MASTER to decide, but it should serve to 
  illustrate the bitterness and tension between 
  the factions. 
  2. 
  Halfway through the evening a loud booming 
  chanting starts to come from the room Eriann 
  is in. Examination will find him still 
  unconscious but chanting forcefully in some 
  bizarre and incomprehensible tongue. Any 
  PCs who speak aquatic will recognise it as a 
  similar language but still not recognise the 
  dialect. Casting tongues or any similar spell 
  will bring the PC to their knees, after feeling a 
  terrible, vastly powerful and unspeakably 
  angry presence. They will hear the words 
  “release”, freedom” and “appeasement” but 
  that is all they will make out. 
  3. 
  Any of the PCs detecting evil in the room will 
  notice Arthun Dannard – an acolyte of 
  Zilchus- See Appendix 3.  Although Arthun’s 
  crimes are many, he honestly has no 
  involvement with the crimes at hand. 
   
  Shadow on the Storm 
   
  Page 12 
  
  Rumours 
  Read or paraphrase rumours from the list given below. 
  When imparting a rumour to the players do so in the 
  character of the person they are talking to. 
   
  Who Knows What 
  Skew all rumours to match the political allegiance or 
  general persona of the given NPC. 
  As a rule more liberal NPCs should support Wallac, 
  more conservative ones Milos, and extremely 
  conservative and Pholtans or utterly lawful ones 
  Harnashir.  More intelligent NPCs will deliver the 
  rumour with a greater understanding and different 
  perspective etc. 
   
  Overall most NPCs will be aware of the 
  information given in the “Brief History of Norland”, 
  and the “Rights of the Claimants” barring where 
  exceptions are noted in the module. This should be to a 
  lesser or greater degree depending on their character. 
  Those not part of the Norland groups (the bartenders 
  etc) will be less aware and less interested in the matter. 
   
  Unless they show complete apathy PCs should 
  generally become aware of the basic history and parties 
  involved. 
   
  Only rumours 1, 3, 6, 8 and 13 are of vital 
  importance. The rest are just local gossip and trivia at 
  this point. 
   
  1. 
  Ever since Paradd became Provost, dark and 
  terrible things have happening in Norland. 
  Supply caravans have been destroyed, villages 
  attacked, and the tracks of large numbers of 
  what would appear to be soldiers moving 
  through the swamp. Some smaller Hamlets 
  seem to have disappeared without a trace. 
  2. 
  As only the Provost Arbiter and not a full 
  Baron, Paradd does not have full power within 
  the law to deal with matters as he would wish 
  – he cannot draw levies, nor appoint full 
  judges of the sessions outside the larger 
  settlements for example. 
  3. 
  The attacks within Norland seem to have 
  intent and purpose behind them – generally 
  being co-ordinated to great effect, and by 
  someone who knows the land incredibly well 
  – far better than the Provost’s men. 
  4. 
  Most of the more experienced, yet still fit 
  fighting soldiers of the merchant house have 
  been left behind to attempt to keep the 
  Cantred safe – though, the way things have 
  been going they will be hard pressed just to 
  protect Verwald (the Cantred seat of 
  government). 
  5. 
  Paradd has been meeting with mysterious 
  masked and cowled figures of late for reasons 
  unknown. (Hadrel only will be aware of their 
  identity as agents of the Jade Mask, though he 
  will be circumspect about passing this 
  around). 
  6. 
  Milos has been pressing ardently for months 
  now to end Paradd’s stalling of his decision 
  and is quite incensed about the matter. Now, 
  however, the matter is finally being brought 
  to its conclusion 
  7. 
  Paradd Carbani has been holding off making 
  his decision on who is the rightful heir for as 
  long as he can  (some will say out of greed, 
  others out of incompetence, others out of 
  good reasons unknown and others out of a 
  well weighted sense of caution about the 
  matter). He can do so no longer and the 
  purpose of this gathering is to decide the 
  matter once and for all. He is said to be deeply 
  reluctant and hesitant about it, but has little 
  choice. 
  8. 
  The meeting to decide the heir and Laird is to 
  take place in Stormhaven, within the Red 
  Tower, tomorrow night. 
  9. 
  A group of men were seen sailing out in a tiny 
  rowboat into the bay as the storm was 
  breaking, appearing utterly unfazed, almost 
  overjoyed in fact. 
  10. With the arrival of the Pomarji euroz into 
  Onnwal, 
  things 
  are 
  becoming 
  more 
  dangerous everywhere. Dark times are 
  coming. What the Scarlet Brotherhood will 
  do with their new army remains to be seen, 
  but is a great source of worry.       
   
  Note: Any PCs who noticed that it was full Euroz and 
  not Hochebi attacking Harnashir and mention it to 
  anyone will inspire a storm of interest – along with a 
  great many theories and gloomy worries.                     
   
  11. The nature of the meeting in Sornhill was 
  kept secret to all but Paradd, Elias Hadrel and 
  the three claimants. The rest present only 
  started to find out this morning, after the 
  failure of Wallac Relaster to appear. 
  12.  Wallac’s failure to appear seems to have 
  sparked a deep panic in the young Provost. 
  Almost as if all his fears are coming into 
  being. 
  13.  Wallac was supposed to meet them at the 
  crossroads a few hours travel northeast, and 
  was expected to be early. The Milos/Paradd 
  party (travelling from Killdeer) waited for 
  over half the day, until they were forced to 
  press on by the encroaching weather. 
   
  A Commission from Carbani 
  Late on in the night, as things are beginning to quieten 
  down, one of Paradd’s guards will emerge from the 
  room at the back and approach the PCs, saying that the 
  Lord Provost wishes to see them now. 
   
  They will be led into the office at the back that 
  Paradd has taken for his chamber. When they enter 
  they will see that a chair has been set out for each of 
  Shadow on the Storm 
   
  Page 13 
  
  them - barring any half-euroz, who will not be admitted 
  into Paradd’s presence. 
  Paradd will ask the PCs to sit. He will then address his 
  comments to one of the PCs showing preference to 
  humans, and point blankly ignoring the existence of 
  any Half-Euroz characters. Refer to Paradd’s character 
  notes for his manner during this conversation. 
   
  � Paradd Carbani; Human Male Arst3/Exp3; See 
  Appendix 3: 
     
  The following conversation should be broken up and 
  delivered piecemeal depending on what questions the 
  players ask and their reactions to Paradd’s request. He 
  will speak slowly and give the PCs chances to interject 
  before continuing. 
   
  The Provost stands and stares silently at the 
  shuttered window – as if trying to see through it – 
  his hands clasped tightly behind his back, for some 
  time, seemingly lost in thought. Then at last he 
  speaks, quietly, yet emphatically: 
   
  “How much do you know, about the whole 
  damn mess?” 
   
  i
   
   
  t
   
  l
  i
  l
   
   
   
   
   
  l
   
   
  i
  f
   
   
   
  He is referring, in this, to the Norland struggle. He will 
  make sure the PCs know the simplest facts of the 
  matter, and then continue: 
   
  “And now t has come to this. I need your help. This 
  is not the first time blood has been shed over the 
  succession of Norland. Nor, I suspect, the last.”  
  He turns around then leans in closer,        
   
  “There are dark, dark things happening within 
  the Cantred. Things which I seem powerless to do 
  anything 
  about. 
  My 
  soldiers 
  and 
  other…contacts…of mine have long been bringing 
  information to my atten ion, and it has become 
  quite clear that behind all of it lies either one of the 
  claimants, or someone very close to them 
   
  “I would have brought the matter to the Szek, 
  but I lacked strong enough evidence enough to do 
  so. When Wallac failed to appear I knew 
  immediately that something was deeply wrong. 
   
  “Before I heard of this attempt on Harnashir I 
  had been content merely to wait and hope beyond 
  hope that all would turn out well. Now I see that is 
  no longer an option. I have no one else to turn too 
  but you- and I have run out of time.” 
  He will wait to let the PCs ask what he wishes of them: 
   
  “I need you to find Wallac, or at least discover what 
  has befal en him. He would never have delayed n 
  getting here- not if it meant moving sky and earth. 
   
  “Were it not for you Harnashir would quite 
  likely be dead. If the same has happened to Wa lac 
  then I must know. If any clue can be had to who is
  behind this, I need to see it.”  
  Paradd waits for any of the PCs to comment before 
  continuing, slowly. 
  “This meeting was meant as a final test. Only 
  Hadrel, the claimants and I were aware of the 
  location and the timing of this meeting, everyone 
  else was kept in the dark as long as they could be. 
   
  I had hoped to have been proven wrong. I was 
  not.”  
   
  He sits back down, an expression of utter 
  exhaustion on his countenance. For an instant 
  Paradd looks, for want of a better word, almost 
  broken. He then straightens up and continues,  
   
  “I have delayed my decision as long as I can. 
  Without any damming evidence I must declare the 
  true heir to the Cantred within a day or so.”  
  He snorts, and then mops his brow. 
   
  “I have an even chance of handing Norland 
  over to an abject traitor. 
  Wait again before finishing: 
  “I’ve seen those swamps. You could hide an army in 
  there for a year and it would never be found. 
  Verwald damn near commands Dunhead Bay, and 
  would be nigh on impossible to take by and. And 
  that’s not the least of it.”  
  Paradd leans back in his chair and sighs. 
  “The whole of the Storm Coast sits on the edge 
  of knife, and should I err in my decision the result 
  will be catastroph c, and to the ruin o  us all.” 
  If the PCs ask Paradd will answer any question that he 
  can and provide all the information available in his 
  character background and in the history of Norland. 
   
  It should become clear he feels has no choice, and 
  is in a moment of utter desperation. Paradd’s worry is 
  startlingly sincere. 
   
  If asked for a reward Paradd will offer up the 
  following amounts per party member based on APL: 
   
  APL2:                                200 gp 
  APL4:                                300 gp  
  APL6:                                400 gp 
  APL8:                                 625 gp  
  APL10:                            1,000 gp  
   
   If asked why he has chosen them, instead of sending 
  his men: 
   
  “You’ve seen the men I was able to bring. Too old or 
  too young. 
  All of my best and brightest, I had little choice 
  but to leave in Verwald. Those who I can trust… 
  them I cannot spare from my side, especially not to 
  send off into the great unknown. The situation here 
  is too dangerous to spl t my forces, and, in any case, 
  they’re guards, not trackers or investigators. 
  i
   
  “If I must, I will be forced to send some of 
  them, but I cannot see it proving any help.” 
   
  Shadow on the Storm 
   
  Page 14 
  
  If asked where/how they should go about finding 
  Wallac: 
   
  “Well, while Milos and I were travelling the road 
  from Dunheern, he was coming from the north, 
  following the road from Verwald I believe. 
  Something about visiting the hamlet he was born 
  in, though I’m not sure. He was supposed to meet 
  us at the crossroads by the sea, but just didn’t 
  appear. 
   
  “The path he was supposed to be travelling 
  went back up north-east along the coast a while, 
  then breaks off and heads inland. I can only suggest 
  following it as far as you can. Though, if he’s 
  vanished into the fens, I wouldn’t bet on your 
  chances, especially in this weather. But anything 
  you can find will be of assistance.” 
   
   
   
  If the PCs accept Paradd will thank them and add: 
  “One last thing – my time is almost up. If you find 
  anything, I must know as soon as possible. 
   
  “The arbitration will be tomorrow n ght and I 
  will have no cho ce but to make a decision. 
  Whatever you do, do it quickly! Then get yourself 
  back to Stormhaven. I will see you are admitted to 
  the Red Tower without delay. 
  i
  i
   
  f
   
   
   
   
   
  i
  i
  l
   
  f
   
   
  “If you can find nothing, then that is what you 
  may return and say, but anything you do discover I 
  must know before midnight tomorrow. Time is not 
  just of the essence; it is everything. Even the most 
  vital information will be o  little use if it comes too
  late.”  
   
  He laughs darkly for a moment then adds 
  “Though I’m sure if Wallac is still alive, somewhere, 
  he’ll probably have a slightly different opinion 
  about that.” 
   
  “I thank you for this. My family’s capacity for 
  gratitude is great, and I assure you that your 
  assistance will not be forgotten.” 
  The PCs will have to wait for a break in the storm to 
  come, however urgent the situation is. If  they do try 
  to depart they will soon find themselves lost and blind, 
  and their only choice will be to turn back. 
   
  Encounter Three:  
  A Departure in the Night 
  As the night goes on the patrons gradually start going 
  to their rooms or (for most people) settling down to 
  sleep on the common room floor. Any PCs wishing to 
  rest the night in preparation for their travel tomorrow 
  will have to accept the floor as well- the last rooms are 
  long taken. 
   
  Very late into the night, Eriann will awake and, 
  understanding the vision he has just received, goes to 
  speak with the PCs before heading out into the storm 
  again. He will approach any PCs awake, or on watch 
  first, but will wake them up if he must. 
   
  Read or paraphrase the following to the players: 
  The night has worn on into the early morning, but 
  there still seems little let up from the storm. 
  Outside you can still hear peals of thunder and the 
  wind rattling at every door and shutter. Suddenly 
  you notice you notice a shifting in the shadows in 
  the far corner of the sleeping room. Shambling out 
  of the darkness s half drowned mariner picked up 
  by the Blinding Light... 
   
  Hair tangled and matted, h s skin is pale and 
  covered in bruises and his hands look to be turning 
  blue. 
   
  He approaches you and smi es. “Thank for 
  helping me - it was my life as well as theirs you 
  saved - and my time is not yet done…. I know that 
  now. I have heard the Roar.” He steps up to the (the 
  PC nearest to him) and grabs (his/her) shoulders, 
  before continuing excitedly, “You will find me 
  there- where you are going…. I looked the Tempest 
  straight in the Eye and I was shown what I must 
  do.” 
   
  “Follow the coast north east- do not leave it. I 
  will be waiting, with my brother.” 
  At this he will cackle cheerfully and make to leave into 
  the maelstrom outside. 
   
  Should the PCs attempt to stop him or follow him, 
  he will easily escape and disappear into the darkness. If 
  they continue after him the PCs will soon find 
  themselves lost and blind, and their only choice will be 
  to turn back. 
   
   
  Encounter Four: 
   The Corpse and the 
  Stormseeker 
  The storm starts to lift somewhat a few hours before 
  dawn, and Wallac has still not appeared. 
  The weather is still foul, but survivable and the PCs 
  may depart as soon as they wish. 
   
  Assuming they do head northeast, present the 
  following: 
   
  Hugging the coast you wind this way and that 
  through the progressively rockier, less hospitable 
  terrain. Once sporadic, precipices and jagged cliffs 
  now entirely make up the coastline. Pillars o  coarse 
  rock stand as islands in the heaving sea, alone, dark 
  and brooding against the black sky. Dripping and 
  battered, your journey northeast seems futile.  
   
   No sign of the missing Baron-Claimant has 
  been seen, and the weather has gotten steadily 
  worse- even though it must be high noon there is 
  almost no light to be had, and the hard, cold wind 
  makes every step a labour.  
  Shadow on the Storm 
   
  Page 15 
  
   
   
   
   
   
   
   
   
  l
   
  l
   
  Then, out of the gloom, you hear a faint cry.  
   
  This cry is coming from one of the Ahlissan assassins 
  who had come back to meet the group sent to kill 
  Harnashir. 
   
  Another of Eriann’s brethren, however, had also 
  received a vision from his god, though less complete 
  than the one Eriann had had. This Stormseeker made 
  his way there and silently observed the entire attack on 
  Wallac’s retinue from the rocks nearby, then stayed, 
  knowing that he was to wait for his brother. 
   
  Upon 
  seeing 
  the 
  returning 
  assassin 
  the 
  Stormseeker struck him down - believing him to have 
  returned to finish off any that had been inadvertently 
  left alive. 
   
  After struggling for many hours Eriann had 
  eventually made it to meet his brother, and, after 
  explaining everything him, succumbed to the 
  horrendous injuries he had endured. 
   
  Happy that Eriann’s work was now done; the 
  Stormseeker cast his body out to the waves, and set to 
  waiting for the PCs. 
   
  Read aloud or paraphrase the following: 
  As you round the corner, amid the darkness your 
  eyesight picks out what looks like the smashed 
  remnants of a coach littered across the cliff. 
  Hard as it is to make anything out through the 
  murk, you can see no movement, no life- nothing 
  but strewn and abandoned wreckage. 
   
  Just then there is flash of light and a peal of 
  thunder. In the sudden light your eyes are drawn 
  irresistibly to the sight of what is impaled upon the 
  sideboard of the carriage - the corpse of a young 
  man, a six foot trident run through his back. 
   
  “So you have come,” barks a resounding, 
  sonorous voice out of the darkness beside you, 
  cutting through the wind as if it were not there, 
  “Just as he said that you would”. 
  This is then followed by another bright flash of 
  lightning, and boom of thunder. Any PCs who look to 
  where the voice has come will see a man standing 
  about four feet above them upon a pile of rocks. 
   
  Stormseeker: Human Male Cleric (?) 
   
  The Stormseeker is tall, wiry, and covered from head to 
  toe in cuts and bruises, and his long, matted hair is 
  blustering wildly in the wind. His left eye is covered by 
  a patch, and he has a long white scar running across it 
  from his cheek to his forehead. The set of robes he has 
  on is ripped, torn and flapping open on the chest and 
  in his right hand he carries a long, glinting trident. 
   
  The Stormseeker is somewhat more than slightly 
  insane - though he often speaks with the startling 
  lucidity of the truly deranged - and is utterly focused 
  on his goals.  
   
  Once he has said what he must, he will talk 
  happily with the PCs about his cult and his beliefs (See 
  Appendix 2). The Stormseeker is inclined to rant and 
  rave, and any insolence or disrespect the PCs he will 
  react furiously to - though he will not attack under any 
  circumstances. 
   
  The PCs, of course may regard him as an aggressor 
  - as he was indeed the killer of the man they have just 
  seen in the cart. He will not attack them in any way - 
  and should they attack him, he will laugh, fend them 
  off in a non- harmful way, then say: 
   
  “Are you quite mad? What is it that you think you 
  are doing? Let this end.” 
   
  He will then raise his hand and cast an effect 
  resembling a gust of wind (Fortitude check, [DC 28]). 
  If the save is failed the PCs will be thrown prone to the 
  ground, unhurt. He will then continue: 
   
  “Now, are we ready to be sane again?” 
   
  If they don’t attack, or once this has been played out if 
  they have he will lower his trident, hop down off the 
  rock and look deep into the eyes of the one that looks 
  the most to him like the leader, before asking: 
   
  “He spoke to you, my brother, before the end did he 
  not? Yes he did, and so you have come. The Eye of 
  the Storm sees all that it must, whatever it’s fate.” 
  He turns his head and nods toward the ruined husk 
  of the cart, “It saw that, and so I was there. It saw 
  this and so I remained. Waiting. Watching.”.  
  At this the heavens rumble, almost as if in 
  agreement. 
  “He is not there you know. The one whom you 
  seek. Blood was spilled upon the rock and sand, but 
  not his. When they turned back, he was taken with 
  them.” 
   
  Another booming peal of thunder rol s out 
  across the coast. The Stormseeker raises his head 
  slightly and closes his eyes, before saying: 
   
  “Do you hear it? Do you hear the Roar? Not in 
  the death of a thousand mariners will His wrath be 
  sated this day. Those who came in shadow defile 
  the Sender of Storm’s place. They entrap his 
  servant. They walk through Proshcan’ De’rmar as 
  thoughtlessly as the nations of Oerth send their 
  trade over the sea. Well, the sea doesn’t care about 
  them, so it lets them pass, but for those who defile 
  its beautiful creations with base evil- well now it 
  shall give the landlubbers a lesson in humility. 
  “And you shall help us.” 
   
  Questioning the stormseeker 
  Who are you? 
  “Who am I? My name is irrelevant, in this time, in 
  this place. I am merely one who has heard the voice 
  of the storm. I am a fol ower of Procan, and, now, 
  his messenger. I am one of his Stormseekers.” 
  Shadow on the Storm 
   
  Page 16 
  
  If any interest in the Stormseekers is shown he will 
  explain: 
   
   
  “We bring his war and his undiluted fury to 
  those ships of the Brotherhood. Hunted, and 
  pursued by them we fled to the Isles of Storm nigh 
  on eight years ago. And so they feel our wrath as 
  well as His.” 
   
   
  i
  i
   
   
  “But now the time has come for us to return to 
  the mainland. We have all felt it in our 
  communions. We have all seen the signs. Now the 
  time has come <he raises his arms to the sky> and 
  such a rapturous welcome for this glorious occasion 
  there has been.” 
   
  Add on as much or as little here as you desire from 
  Appendix 2. He will be very keen to tell the PCs of the 
  beliefs of the Cult. 
   
  What happened here? 
  “Almost a day ago now, as that cart passed here on 
  its way south, they leapt from the rocks- men and 
  monsters cloaked in black. They slaughtered them 
  all, save the one you hunt.  
   
  “Then they separated- most went south - but a 
  few turned back. Those who did took him back to 
  Proshcan De’rmar... 
   
  “I could nothing but watch from behind the 
  rocks.” 
   
  Why didn’t you help? 
  “What could one man have done against two dozen? 
  In the depth of last night, with the full fury of the 
  storms embrace behind me perhaps, maybe even 
  now. But then - in the empty calm before? No. But 
  that one returned, but recently, to finish the 
  survivors I imagine - him I struck down.  I tried to 
  save some of the others from their wounds - but 
  they could not outlast the wind and rain as the 
  heavens opened. Such is fate.” 
   
  What happened to Eriann? 
  “My brother came here to tell me what he, and the 
  on passed on beyond this l fe. You saw how 
  wounded he was. 
   
  “The damage to his mortal shell was already 
  severe - the journey here proved both his making, 
  and his unmaking. His destiny was achieved and 
  Procan blessed him with a gift beyond measure. He 
  saw into the very heart of the storm - he saw fury 
  incarnate - what is there in this pitiful existence to 
  compare with that?” 
   
  “He would not have been the only one of us 
  who perished gloriously last n ght. Almost all sailed 
  out last night, to make our communions with the 
  sea.” 
   
  Where/What is Proshcan’ De’rmar? 
  “It is a wonder. A holy place. Hewn from the living 
  rock by the very waves themselves. But now defiled 
  by the iniquitous touch of men. They have bound 
  its guardian brutally to their will - even now it cries 
  out through the heavens for release. That is where 
  they have taken your quarry. 
  “You need but hold north east along the coast 
  with utter resolution, endure whatever trials, or 
  arduous labour you must to get there. If you do this, 
  soon you will come there. Very soon. And you will 
  know it when you see it.” 
   
  What do you mean “you shall help us”? What do you want us 
  to do? 
   
  “It is merely a statement of fact. One way or 
  another, you *will* help us. But there is one thing 
  more you must do. 
  *“While the spirit remains entrapped, their will 
  be no dawn for this land. Procan must be appeased, 
  there, in that place, with all the power of the ages 
  that it brings. Then, then you will be free to do 
  what you must.* 
   
  “But ere you do this, or not – ’ware the 
  Breakers. One ship adrift on ocean wave is as 
  another. “ 
  (* It is vital that he says this piece whether or not 
  they ask this question). 
   
  How do we appease it? 
  “That much is known. Especially to those of faith 
  and belief.” 
   
   
  He will give no more answers on this. The answers 
  should be available to the PCs from the Appendix 2. 
   
  Investigating the Wreckage 
  An investigation of the remains of the cart will turn up 
  sixteen bodies - twelve looking to be the carts guards or 
  its drivers - all human - and four clad in the same block 
  cowls as those they the PCs fought earlier wore. 
   
  Two are human (including the one impaled upon 
  the sideboard) and the other two orcs. Heal checks (DC 
  10} will confirm that most have been dead for a day or 
  so, 
  from 
  sword 
  wounds, 
  crossbow 
  bolts 
  or 
  strangulation. 
   
  Higher Search and Heal DCs (DC 15) will note 
  that the scene and the nature of the deaths are those of 
  an absolute massacre. The victims were caught 
  completely by surprise, and most look like they would 
  not even have had the chance to draw a weapon.  
   
  The only loot will be on the body of the impaled 
  man - who carries 9 gp, a longsword, a dagger, studded 
  leather armour and a trident (currently in his back).  
   
  The rest of the corpses have already been pillaged. 
   
  Trying to Track the Mercenaries 
  On hard ground like this, and after the storm last night, 
  PCs who wish to try and search for tracks are in for a 
  very hard time - but some information may be available 
  Shadow on the Storm 
   
  Page 17 
  
  to the more skilled. Have them make a Wilderness Roll 
  check: 
   
  DC 26: A party of around two dozen traveled this way 
  from the northeast about a day ago. Where they went 
  after that you cannot tell. 
   
  DC 30: A significantly reduced number (by ten or 
  more) then headed south west along the coast- roughly 
  in the direction you have come from.  
   
  DC 32: The rest (half a dozen or so) then returned 
  northeast, up the coast. 
   
  This will be all the information available. 
   
  The main road now leads away from the coast- 
  heading into lowland Norland, and the safer route to 
  Verwald - if the PCs wish to head after Wallac they will 
  need to leave it.  
   
  When the PCs prepare to leave the Stormseeker 
  will say one last thing to them: 
   
  “Other questions you will face this day- but hold 
  North by North East in *ALL* things. That you 
  must do. Keep to this advice and you will find the 
  answers to the questions you have not yet asked.” 
   
  Encounter Five:  
  Ware the Breakers 
  Read aloud or paraphrase the following: 
   
  f
   
  l
   
  t
   
  f
  l
   
   
  t 
   
   
  Your path winds on, higher and higher into the 
  coastal cliffs. The crashing of the Gearnat breaking 
  against the rock faces now echoes up from far 
  below and were it a clear day you imagine you could 
  likely see to the edge o  Notxia Bay and Sornhill, 
  and down into the humid and muggy marshes of 
  Norland. 
  But a clear day it is far, far from and your crawl 
  up the coast of the Norland Peninsula has not been 
  an easy one. Struggling almost blindly at times 
  through the rain with on y the pounding of the 
  Breakers to guide you, the weather has been rapidly 
  worsening... 
  Then, for a brief moment the cloud breaks, and 
  a narrow ray of sun that darts through to light up a 
  sight, just for one revelatory moment, that takes 
  your breath away.  
   
  Barely a few hundred yards to the north, 
  standing alone above the writhing Gearnat, fifty 
  feet off the jagged cliffs that make up the coast, 
  rises a natural wonder that looks to have been 
  sculpted by the very waves. 
   
  Thin tendrils of rock arch upward, wending 
  their way in and out of each other almost as if in a 
  dance. Some broaden out toward the middle, 
  forming gaping caverns through which yet more 
  delicate spans weave, providing a solid structure, 
  which looks so weighty as to mock the laws of 
  possibility.   
   
  From the zenith of the towering stack, over 
  three hundred feet above the sea tumble five 
  cascading waterfalls, flowing ceaselessly from some 
  great pool that glints momentarily in the moment 
  of ligh . 
   
  A great plane of rock appears to sit atop all the 
  smooth lances of stone, providing the resting place 
  for this unquenchable reservoir. Yet more stones 
  and carvings lance out, and around the basin, 
  forming pillars, and obelisks, walls and parapets 
  with all the grace of natures all seeing hand.  
  This obscures almost all atop the plane, barring 
  a slight glimpse o  the poo  at its centre from which
  the five cascades draw their source. It has all the 
  majesty of a cathedral, yet the feeling that only the 
  finishing touches have been added by man. A great 
  stairwell runs from seaward end of the stack, 
  spiraling downward and downward till it reaches 
  the hard rock base that rises just barely out of reach 
  of the swollen sea. 
   
  It does not escape your attention that a few 
  boats are tied up by the base – moored closely to the 
  last steps. 
  Apart from these, the only way across the fifty-
  foo abyss is a miniscule sliver of a bridge – so thin
  as to almost escape your attention. 
   
  This must surely be Proshcan De’rmar, and 
  your goal. 
  This is indeed where Baron-Claimant Wallac Relaster 
  has been taken. Of dozen or so (the number of all 
  groups depends on APL) in the company of Ahlissan 
  mercenaries remaining alive, only half have remained 
  here to guard their lair. 
   
  The others departed with the group sent to kill 
  Harnashir, but instead of tarrying to see the end of the 
  Pholtan, made quickly for Sornhill, managing to cross 
  the Saltirn Bridge shortly before the storm broke. This 
  group includes Daius Sejanus – who, with his 
  companions, have been busy infiltrating the staff of 
  Stormhaven in preparation for the arrival of Paradd 
  Carbani. 
   
  The mercenaries have been making the sea stack 
  their base since they were commissioned, and have 
  overcome the powerful water spirit that makes its 
  home in Proshcan De’rmar and have bound it to their 
  will. 
   
  Entering Proshcan’ De’rmar 
  Unless they can all achieve some form of invisibility or 
  similar concealment, the PCs will have to approach 
  Proshcan De’rmar completely exposed - the only entry 
  is the 50 ft. long painfully thin (barely one and a half 
  feet across) bridge of rock over the abyss. 
   
  This will mean they will most likely be sighted by 
  the mercenaries, who will prepare to ambush the PCs 
  at the best opportunity and position themselves in 
  hiding about the temple/rock.  
  Shadow on the Storm 
   
  Page 18 
  
  The storm at this point suddenly worsens and visibility 
  is reduced to around 60 ft. to see with any good detail - 
  and the Spot/Listen/Search check penalty rises to -5 + 
  (APL). 
   
  The Listen check penalty inside Proshcan De’rmar 
  itself however is -8 + (APL) as the contours and 
  acoustics amplify the wind making anything not right 
  beside the character practically inaudible over the 
  noise it makes howling through the tunnels 
   
  Crossing the Bridge 
  Once the PCs have reached the span across the water 
  present the following: 
   
   
  i
  The thin span of rock spanning the abyss between 
  you and your goal is indeed as skeletal as appeared 
  from afar. Barely a foot of stone across and scarcely 
  a sliver thick bridges the drop: over three hundred 
  feet down to the endlessly seething straits below.  
  The shifting waters breaking against the jagged 
  rocks far below, however, do not represent so much 
  a worry as the thick gl stening puddles of rain 
  covering the bridge. Slick and sheer, the surface 
  looks to offer very little purchase, even to the most 
  assiduous step. 
       
  PCs will notice immediately there is two large wooden 
  posts hammered into either end of the bridge that have 
  the slashed ends of a single piece of rope tied between 
  the two.  
   
  To walk across the span unaided will require a 
  Balance check (DC 20). 
   
  This, for many PCs is, of course, likely impossible 
  to achieve with any degree of certainty, especially those 
  with heavy armor, low Dexterity or a heavy pack, and 
  the three hundred foot drop would mean death for all 
  but the toughest and most fortunate. 
   
  By taking precautions and being responsible and 
  careful however – ropes threaded between the two 
  posts or other pivots; characters tied carefully, or 
  assisted by other PCs; removing heavy armour - should 
  enable everyone to cross safely, and simply, albeit a 
  little slowly.  
   
  Encourage the players to Take 10 if they are able - 
  the surface is very blatantly extremely perilous, and not 
  one most sane people would approach without care.  
   
  It is imperative that the DM makes this clear to 
  the players before they make any foolhardy decisions. 
   
  Area 1. The Plateau  
  The surface here is truly a marvel, and looks too been 
  carved almost all by the natural erosion of the sea and 
  winds - and only had the finishing touches added on by 
  men. 
   
  The water that flows out from the pool in the 
  centre out to the sides and down into the sea, while 
  greatly bolstered by the rain over the past two days, 
  seems to flow continuously, and in far greater measure 
  than would seem possible. 
   
  This is in fact due to stone embedded deep 
  underneath the bottom of the pool that has the effect 
  of a continuous create water spell, with the difference 
  that the water is salty and briny rather than fresh.  
   
  The main pool itself is about five feet deep - with 
  most of the outrunning streams reaching around three 
  feet in the heavy rain. 
   
  Wallac Relaster has been locked in the cells 
  overhanging the north side of the sea stack, as well as 
  recently having been drugged. These cells can be 
  entered by going down the right hand stairs on the 
  west end. 
   
  The main quarters of the mercenaries however are 
  sealed behind the great door at the head of the pool, 
  with the compass inscription upon it – Player’s 
  Handout 3 (Hardness 10, 100 hp). 
   
  Being Blown of the Edge of Proshcan De’rmar 
  It is not beyond the realms of possibility that smaller 
  PCs, once in combat, may find themselves flying over 
  the edge of the cliff towards the sea. 
   
  Fortunately the sides are broad and possess a great 
  many handholds. 
   
  Any PC who falls off may make a Climb check (DC 
  10) to hold on to the edge. A successful Climb check 
  (DC 12) allows them to climb ten feet up and a 
  successful Climb check (DC 15) allows them climb up 
  to half their movement (if this is more than ten feet) 
  Failure means the PC slips ten feet down the side. After 
  forty feet of this (four successive failures without any 
  assistance) the PC comes to the end of the handholds 
  and plummets toward the sea.  
   
  They will be exempt from having to make 
  Fortitude saves to avoid the wind during this period 
  however, sheltered by the massive cliff face. 
   
  The Attack 
  If the PCs do not make their Hide checks (likely 
  considering the Spot penalty) the assassins will leap out 
  upon the PCs at whatever moment they are most 
  vulnerable after crossing the bridge (note: they will not 
  attack until every PC has crossed over the bridge, and 
  most have moved away from it - as it leaves them with 
  an easy escape route).  
   
  Ehlissa, the sorceress will also call upon the Water 
  Elemental spirit of the place - and command it to 
  surprise the PCs and attack them after the ambush has 
  begun. 
   
  It is your discretion where to pick for their hiding 
  places - they have had more than enough time to 
  prepare themselves - assuming the PCs did not 
  approach invisible or a similar illusion. 
  In the unlikely even they have done that then they will 
  find all of them huddled under Point A on the map- 
  obviously with no spells pre-cast. 
   
  APL 2 (EL 5) 
  � Ehlissa: human female Sor1; hp 5; see Appendix 1 
  Shadow on the Storm 
   
  Page 19 
  
  � Human Assasins (3): human male Ftr1; hp 10, 9, 9; 
  see Appendix 1 
  � Visceris: Orc male Rog1; hp 9; See Appendix 1. 
  � Spirit of Proshcan De’rmar: small water elemental; 
  hp 11; See Appendix 1 
   
  APL 4 (EL7) 
  � Ehlissa: human female Sor1; hp 12; see Appendix 1 
  � Human Assasins (3): human male Rog2; hp 12, 12, 
  13; See Appendix 1. 
  � Visceris: Orc male Rog1/Ftr1; hp 21; see Appendix 
  1 
  � Spirit of Proshcan De’rmar: medium water 
  elemental; hp 24; see Appendix 1 
   
   
  APL 6 (EL 10) 
  � Ehlissa: human female Sor5; hp 20; see Appendix 1 
  � Nialith: human male Ftr5; hp 39 
  � Visceris: Orc male Rog3/Ftr2; hp 45; see Appendix 
  1 
  � Spirit of Proshcan De’rmar: large water elemental; 
  hp 62; see Appendix 1 
  Appendix 1 
  � Dagnarus: Medium Shadow Mastiff; hp 30; see 
  Appendix 1 
  Appendix 1 (Shadow Blend ability will be functioning 
  fully in the current light). 
  � Adreth: human male Rog5; hp 28; see Appendix 1 
   
   
  APL 8 (EL11) 
  � Ehlissa: human female Sor6; hp 26; see Appendix 1 
  � Nialith: human male Ftr5; hp 41 
  � Visceris: Orc male Rog3/Ftr3; hp 54; see Appendix 
  1 
  � Spirit of Proshcan De’rmar: huge water elemental; 
  hp 152; see Appendix 1 
  � Dagnarus: medium shadow mastiff, Advanced; hp 
  80; See Appendix 1 (Shadow Blend ability will be 
  functioning fully in the current light). 
  � Adreth: human male Rog5; hp 40; see Appendix 1 
   
  APL 10 (EL 14) 
  � Ehlissa: human female Sor9; hp 55; See Appendix 1. 
  � Nialith: human male Ftr8; hp 64 
  � Visceris: Orc male Rog5/Ftr4; hp 63; See Appendix 
  1. 
  � Spirit of Proshcan De’rmar: greater water 
  elemental; hp 152; See Appendix 1 
  � Dagnarus: large shadow mastiffs, Advanced; hp 198; 
  See Appendix 1 (Shadow Blend ability will be 
  functioning fully in the current light). 
  � Adreth: human male Rog9; hp 60, see Appendix 1 
   
  Tactics 
  Ehlissa will have pre-cast all of her buffing spells upon 
  herself (dependant upon APL) and the other assassins 
  as you deem appropriate. In particular, at APL 10 she 
  should employ improved invisibility on each of the 
  assassins just prior to the PCs arrival. 
   
  The Spirit will move through the streams of 
  flowing water and attack any PCs adjacent, or who 
  stand in the water. It will actually leave the water to 
  reach enemies at APLs 6 and up, but only if it has no 
  choice 
   
  Remember that if the PC and the Spirit are not 
  both standing in the streams the Spirit will be at -4 to 
  attack and damage. 
   
  Once Ehlissa has been slain, the Spirit - if it is still 
  alive - will go berserk and simply attack the nearest 
  living creature. 
   
  The PCs can also perform the Appeasement ritual 
  to deal with the Spirit (see below). 
   
  The moment the spirit is slain or Appeased special 
  events will occur- see below. 
   
  The Appeasement Ritual 
  The Ritual of Appeasement to Procan is a simple 
  tradition that is performed by most Onnwalon captains 
  and fisherman. By casting salt into the water, or a clay 
  doll representing a sailor, the wrath of the Stormlord is 
  thought to be sated, so that their voyage may pass 
  safely.  
  It is a simple form of worship and performed by all 
  followers of Procan as a prayer. 
   
  Here, however, in Proshcan De’rmar it has greater, 
  far more potent powers. As most fundamental of the 
  rituals of the Eye of the Tempest it has been performed 
  countless times here, in centuries gone by - often with 
  a potent purpose behind it. Thus in its very act a great 
  deal of power is unleashed if it is done here. 
   
  The PCs should have had Appendix 2, and from 
  that they may have inferred what the Stormseeker was 
  asking them to do to “appease Procan” 
   
  There is two ways that they perform the 
  appeasement ritual, if they wish to: 
   
  They need to cast some salt into the pool in the 
  centre If they have paid at least Adventurers Standard 
  Upkeep then they should have some in their rations. 
   
  A Knowledge (religion) (DC 12) or Knowledge 
  (local) (DC 16) will let them know that it must be done 
  in the centre pool. 
   
  Any priests of Procan or members of its 
  Established Church will know this automatically. 
   
  Secondly, Ehlissa carries upon her a clay effigy of a 
  man: she is using this as part of the focus with which to 
  bind the Spirit. 
  If this is taken from her and thrown into the 
  water, the Appeasement Ritual will also be affected. 
   
  In the moment of deep veneration of his Lord, the 
  Spirit gains the power to break free from his bounds. 
  He will thank the PCs for this later. 
  Shadow on the Storm 
   
  Page 20 
  
   
  If the Spirit is slain in combat, however, neither 
  has any effect. 
   
  If/when the ritual is performed, present the 
  following: 
   
   
  t
  t
  t
   
  The hand that gave draws back as you watch your 
  offering settle into the waters of the pool. As the 
  wave heaves back toward the shore, it looks for a 
  moment as if it is going to spit the offering right 
  back out at you.   
   
  Then, all across the pool, and all along the 
  inlets ands streams the water begins to effervesce 
  In the blink of an eye a towering crest rolls toward 
  you, and but for the rock beneath your feet it would 
  be as if you were adrift upon the ocean. 
  A strange sensation begins to make i self fel . 
  While all around you chaos erupts, and an upsurge 
  of bitter, briny water floods out across the entire 
  rocky mesa - you feel only warmth, and the joyous 
  glow of a freedom too long withheld. But even as 
  this sensation builds, in a startling momen  of 
  clarity you see it only as a veil to an overwhelming 
  rage and fury.  
   
  But a fury now controlled, focused and utterly 
  intent... 
   
  As these feelings suddenly flee your body you 
  are left with one final thought, albeit faint and 
  almost unconcerned - one of gratitude. 
  The Water Spirit then disappears. This is followed on 
  immediately with the text in the following section:  
   
  The End of the Struggle and the Fall of The 
  Bridge of Proshcan De’rmar: 
  Whenever the Spirit of Proshcan De’rmar is dealt with - 
  be it by killing it or Appeasing it - a colossal shudder 
  will rock the temple, and the thin bridge across to the 
  coast will shatter and collapse into the sea, leaving 
  Proshcan De’rmar, by all appearances, completely cut 
  off from the mainland.  
   
  If anyone happens to be standing on the bridge for 
  some reason during this, give them an extra obvious 
  warning about it starting to crack beneath their feet 
  and plenty of chance to get off. 
   
  Read or paraphrase the following when the 
  Elemental is dispatched, or Appeased (in the case of 
  Appeasement 
  immediately 
  after 
  that 
  boxed 
  description): 
        
  The water froths and bubbles one final time, and 
  then goes still. For a momen  a great impression of 
  calm and serenity fills you, and all of Proshcan 
  De’rmar seems to stop, and mourn the sudden 
  emptiness, the startling quiet.  
  t
  t
  t
   
  i
  i
   
   
  But slowly you start to realize the subtle 
  deception that this sense of tranquility is. A 
  reverberation so sligh  it is almost beneath 
  perception starts preying on your senses, more and 
  then more, until you see the very rock around you 
  starting to shake and quiver.  
   
  The rumbling con inues increasing, until the 
  quaking around you makes a din loud enough to 
  drown out the howling wind as it thunders through 
  the tunnels and passages of the great sea stack.  
  The stones start toppling down from the pillars 
  above crashing into the ground around you. 
   
  The pitch builds h gher and h gher till it is 
  nigh on deafening!   
   
  Then suddenly there a silence… broken only 
  by an almighty crack - drawing your eyes 
  irresistibly toward the slender span of rock to the 
  east - the only link between Proshcan De’rmar and 
  coast of Onnwal - as its edges start to shatter and 
  hurtle down into the chasm below. 
   
   In less than a second the bridge in its entirety 
  has plummeted, and sunk beneath the waves… 
  If combat has not yet finished it may now continue. 
   
  Area 2: The Caves Below 
  Since having come here, the mercenaries have been 
  using these caves as their quarters - secure behind the 
  giant rock door. 
   
  The door is opened by touching the North-North-
  East arm of the compass, whereupon it swings back 
  revealing the stairs behind. 
    
  2A. The Sleeping Chambers 
  Each of these rooms seems to be filled with nothing 
  more than the sleeping gear of common soldiers- 
  bedrolls and refuse and so on. From the amount there 
  an Intelligence check (DC15) or a Knowledge (war) (or 
  similar) (DC 10) would reveal about twenty common 
  troopers in all were in residence, maybe a few more or 
  less. The quarters are sparse and hardly lived in – being 
  little more than caves. In total about 23 gp in coins will 
  be found after searching – all in Ahlissan Nobles and 
  Crowns rather than Onnwalon Geese and Waders. 
   
  2B. The Armoury 
  The door here takes an Open Lock check (DC 15) to 
  open. Inside the PCs will find racks and racks of 
  swords, spears and crossbows - most of middling to 
  poor quality. The room is about thirty feet across and is 
  piled throughout with the kind of weapons the PCs 
  have been seeing on the assassins, as well as several 
  suits of lighter armour. Even after thorough searching 
  nothing shines out as being particularly valuable. 
   
  2C. Food Storage 
  The smell of spoilt supplies will greet the PCs when 
  they open the door and they will see sodden, spilt grain 
  piled over the floor and several lumps of beef floating 
  the numerous puddles dotted across the room. Careful 
  searching will find a large hole in the rock through to 
  the outside and several more barrels of supplies, each of 
  which appears to have been soaked through and 
  wasted, either today or last night. 
   
  Shadow on the Storm 
   
  Page 21 
  
  2D. Sejanus’s Chambers 
  This room resembles most of the other cells, but is 
  larger by a long shot. A makeshift bed has been set up, 
  as well as what looks like a cistern to collect water for 
  bathing. All in all it is much better appointed most 
  notable having several rugs on the floor (of little value 
  albeit) and a large locked chest in the corner. 
   
  An Open Lock check (DC 20) will open the chest. 
  Inside are several sets of good quality male and female 
  clothes, a good many stained with blood. If the chest is 
  searched all the way to the bottom the players will find 
  Handout 1, Letter to Ehlissa and a pouch containing 
  5 Platinum Nightingales - the currency of the United 
  Kingdom of Ahlissa. 
   
  2E. Sejanus’s Office 
  At the end of the corridor lies a room like no other – 
  carved carefully instead of roughly hewn like the other 
  rooms – this chamber is centered on a large stone altar, 
  currently covered in papers, maps and documents. 
   
  A small set of shelves lines the wall containing 
  several recently emptied, unlabeled bottles. A 
  successful Alchemy check (DC 16) will reveal that they 
  contained a series of different poisons and toxins. A 
  successful Alchemy check (DC 20) will reveal that they 
  contained Wyvern Poison, Oil of Taggit, Black Lotus 
  and Deathblade, among others. 
   
  Should the PCs wish to examine the papers they 
  will quickly find a map of Stormhaven, the guard duty 
  rota, several unerringly accurate descriptions of several 
  members of Paradd Carbani’s staff, a seating plan for 
  the meeting. 
   
  Closer searching will find Player Handouts 2 and 
  3, along with the precise travel plans of Paradd Carbani, 
  Milos, Harnashir and Wallac Relaster, minutely 
  detailed maps of the Cantred of Norland with crosses 
  marked (these will be found to correspond with the 
  sites of recent attacks) and a Silver Dagger - its pommel 
  made up of a shining golden sun, a web encrusted upon 
  it’s hilt and D.Sejanus etched upon the blade 
   
  The Dagger 
  Upon examination any PCs who have had any contact 
  with the Glaives of Azharadian will note that the 
  golden sun pommel motif is identical to that borne by 
  the Glaives. 
   
  Knowledgeable 
  PCs 
  successfully 
  making 
  a 
  Knowledge (history/politics/nobility/bardic) check 
  (DC 14) will realize the truth of the matter that the 
  symbol borne by the glaives is of course the same as the 
  Golden Sun of the former Great Kingdom of Aerdy, 
  and it will be that on which the dagger is modeled. 
   
  The web symbol does not appear to resemble 
  anything known to the PCs, however. 
   
  Area 3: The Storm Cells  
   
  Towering over the ocean, this minute sliver of a 
  stairway winds down and out of sight, clinging 
  almost pitifully to the rock face. 
   
  Looking to be the shorter of the two sets of 
  stepping stones hewn roughly out of the hard grey 
  rock of the sea stack, this one appears to truncate 
  abruptly about fifty feet down. 
  It would be a likely guess that it leads into a 
  cavern in rock surface. 
   
  After making their way down the characters will come 
  into a small curving passageway. Almost immediately 
  they will a clattering of chains coming from around a 
  corner - and when they get there they will see a 
  shackled, disheveled figure in torn clothes of a once-
  high quality.  
   
  This is Wallac Relaster. When he sees the PCs he 
  will reel back in shock and surprise for a moment, 
  having had an extremely bad experience with his hosts 
  in the past 30 hours, but once he sees they are here to 
  rescue then his face will fill with relief and profound 
  gratitude. 
   
  � Wallac Relaster, Baron-Claimant of Norland: 
  Male Human Rog5. 
   
  In his early forties, but looking much younger, 
  Wallac usually cuts an extremely dashing looking 
  figure, with his flowing blonde hair and catlike 
  elegance. Tall and broad shouldered despite his 
  startling quickness he possesses the languid manner of 
  a noble born man who greatly enjoys life and its 
  pleasures, but has a keen and sharp wit, as well as a 
  shrewd understanding of reality.  
   
  Wallac will be extremely friendly, incredibly 
  grateful to the PCs for their aid and deeply, deeply 
  relieved that they have set him free from the dank, 
  freezing cell. He seems to have nothing whatsoever of 
  the sense of snobbery or aloofness of many nobles. 
  Wallac considers himself a man of the common people, 
  and of the future.  
   
  A Heal or Spot check (DC 10) will let the PCs see 
  that he is pale, shaking somewhat and looking 
  dangerously ill. 
   
  More detailed examination will see that Wallac 
  has been drugged – though not dangerously, but it 
  seems to be making him weak and sickly. His mental 
  facilities are all intact, though he is much the worse for 
  wear.  
   
  Magical means of healing seem to have little effect 
  – any advanced healers will see that it needs rest to 
  wear off, nothing more and nothing less. 
   
  Wallac is capable of making the journey back, and 
  will never protest or complain about his difficulties. 
   
  Wallac will quiz them closely on anything they 
  have found out or know about the would-be assassins 
  and their motives- and when he find's out that 
  Harnashir has also been the target of an attack his eyes 
  will bulge, and he will whisper quickly: 
   
  “As well? By the gods…” 
   
  His face darkens with anger and rage starts to 
  harden in his eyes, before he continues, barely 
  Shadow on the Storm 
   
  Page 22 
  
  above a breath:  
   
   
   
   
   
   
   
   
  f
   
  “Milos…the dog…”  
   
  His tone steadies and his eyes become like 
  glass. “ We have to leave here, now, we have to 
  hurry!” he says. 
  Wallac appears resolutely convinced of his course of 
  action. There is nothing else to be found here. 
   
  A Gift I Give 
  If the PCs performed the Appeasement ritual, upon 
  their re-emergence from the cells with Wallac 
  (regardless if the rest has been explored or not) present 
  the following to the PC that performed it: 
   
  You feel your gaze being drawn toward the water of 
  the stream nearest to you- an uneasy sense of 
  foreboding starting to play on your mind. 
   
  It is then you realize that flowing river  has 
  come to a halt, its cascading flood over the edge of 
  Proshcan De’rmar into the Gearnat ceasing in an 
  instant, its water starting to twist and twirl and 
  spin. The vortex starts to rise above the plateau, the 
  wind gusting out from it whipping at your clothes. 
   
  Before you can react, a torrent of the water 
  blasts out violently from the spout, spurting toward 
  you in a tapering jet. The spray shoots at your arm 
  with a terrifying speed…and then halts the second 
  it covers your hand. 
  The water seems to slow, and then solidify, first 
  to ice, and then to cold steel. As you wrench your 
  arm back from the jet you see, now clutched in your 
  fingers a long, glimmering dark blue trident laced 
  with veins of dancing silver. 
           All noise but the wind as it howls in your ears 
  seems to fade into the background, then a voice 
  booms through your skull, every word as leaden 
  and deep as peals of thunder rolling out across the 
  sky.                                       
  “Release you have given me, so spared will you 
  be of the wrath of the Storm’s End in this time, 
  while the wind and the wave keeps you in its 
  thoughts. 
   
   “But a short memory do we have. One ship is 
  as another out upon the cresting sea. Go from this 
  place, before you are forgotten.  
  “Keep this token of my thanks – the men who 
  left it in my keeping have long left these lands. 
  Perhaps in the hands o  a new wielder will the 
  Rider on the Storm reign the fury of my father 
  down once again.” 
  “ Now…. Begone.”  
   
  Area 4. The Stairs to the Sea 
  Unless the PCs are capable of flight, or leaping (this 
  would most likely require the jump spell or similar), or 
  otherwise managing to cross the 50 foot gulf to the 
  mainland the PCs’ only recourse will be to climb down 
  to the base of Proshcan De’rmar. 
   
  Any PCs looking will see that the land appears 
  stable and, more importantly there are several small 
  boats upended on the surface. As unappealing as this 
  may seem- if they cannot cross the gulf, the boats may 
  be their only way to the land... 
   
  Read aloud or paraphrase the following: 
   
  You inch carefully further and further down the 
  long winding staircase as it twists and reels around 
  Proshcan De’rmar, the dizzying plummet toward 
  the sea an inescapable reminder of the consequence 
  of a single errant footstep. 
   
  t
   
  The roar of the Breakers as they crash and foam 
  against the rocks below, growing nearer and nearer, 
  gradually begins to swallow almost all the o her 
  noises of the storm completely. 
   
  After what seems like an age of clinging to the 
  face of Proshcan De’rmar - its summit now looming 
  far up overhead - you reach the base of the great 
  rock. 
   
  The ten feet of smooth stone jetting out from 
  the base seems has managed to keep the three small 
  boats safe, but the question as to whether this will 
  be enough to brave the heaving sea - even for so 
  short a journey - remains unanswered and entirely 
  unsure. 
   
  The nearest safe landfall lies about seventy feet or so 
  away and the boats can carry 3-4 people each. 
   
  To steer the boat successfully through the storm 
  will take 3 successive Profession (sailor) checks (DC 
  14) at APL 2 or (DC 16) APL 4 and up.  
   
  If failed the boat will drift and founder for a round, 
  and if the next check is also failed the boat will 
  overturn and passengers will be thrown into the sea. 
   
  If the PCs thrown overboard can make a Swim 
  check (DC 14 + APL), they will eventually manage to 
  make their way to the shore after much gasping and 
  spluttering. 
   
  Failing even that the PCs will slip underwater and 
  start to drown. The land is close enough that they will 
  in the end be thrown up unconscious onto the beach, 
  but they will take the following Subdual damage from 
  drowning: 
   
  APL    Subdual Damage 
  2                 2d6 
  4                 4d6 
  6                 7d6 
  8                10d6  
  10              14d6 
   
  If the PCs possess the Rider of the Storm then the boat 
  in which it is carried automatically succeeds the 
  Profession (sailor) check seeming to cut effortlessly 
  across the top if the waves. 
   
  If the boat containing Wallac Relaster is upturned 
  then assume he makes his Swim Check. 
   
  Shadow on the Storm 
   
  Page 23 
  
  Encounter Six:  
  Storm Haven 
  The PCs next action should be to return with Wallac 
  Relaster to the Red Tower for the meeting  
   
  They by now may, or may not, be armed with the 
  knowledge that Daius Sejanus is preparing to 
  assassinate Paradd Carbani at the meeting in 
  Stormhaven.  
   
  After a brief climb back up along the cliffs the PCs 
  will make it back on track - and it should take them 
  another six to seven hours of forced march back down 
  the coast to Sornhill. 
   
  Assuming they have made no unusual detours – 
  which Wallac will greatly oppose - they will arrive just 
  prior to Sejanus making his play - and, hopefully, in 
  time to prevent the Provost Arbiter’s death. 
   
  Reaching Sornhill 
  The Saltirn Bridge has been hastily cobbled back 
  together with wooden planks and duckboards, and, 
  although unstable and shaky, it serves its purpose in 
  getting most traffic across into Haven Town. 
   
  Sornhill is a complete mess - flooded, the harbour 
  smashed and dozens of houses and shops completely 
  ruined. 
   
  Up in High Town though, things seem to have 
  been mostly spared, though the PCs will notice that 
  there seem to be far fewer guards on duty than usual - 
  quite a considerable number in fact. 
   
  If the PCs inquire about this it is down to a few 
  reasons: the great advancement of Free State Army 
  westward into the Volanots being the main one. More 
  are employed with the aftermath in the storm - helping 
  bring the harbour, the bridges and the rest of the 
  crucial facilities of the port back into action. 
   
  The Red Tower 
  When the PCs arrive at the Red Tower they will be 
  given entry right away by the guards. 
   
  The room in which the meeting is being held is 
  the audience chamber on the third floor - See Map 4.   
   
  Paradd Carbani, Milos, Harnashir, several of their 
  guards and some of their courtiers are already gathered 
  - but most of those coming have not yet arrived, so the 
  room is far from full yet. 
   
  All five of Paradd’s remaining guards were 
  drugged this morning at breakfast by Grunt’hir - to the 
  point where all of them are feeling faint and 
  uncoordinated, but not quite ill - currently they appear 
  more or less fine, but should combat break out they 
  will be next to useless. 
   
  Wallac, faint from hunger and the drugging will 
  also be little use in fight. The poison has already been 
  poured into the goblets of Harnashir, Kiernan Dernail 
  and Hadrel. Sejanus is currently in the process of 
  administering Paradd’s goblet with the same toxin (he 
  has been moving anti-clockwise around the room). 
   
   
  If the PCs are unaware of the planned 
  assassination 
  As soon as the PCs enter with Wallac Relaster, Sejanus, 
  disguised as a serving man, will realize that something 
  has gone very deeply wrong. After pouring Carbani’s 
  wine Sejanus will freeze, and not budge from the 
  Provost Arbiter’s shoulder. 
   
  Paradd’s eyes will light up at the PCs’ entrance - he 
  will exclaim Wallac’s name and demand to know what 
  had happened and if they have found anything out 
  about who was behind the attacks. 
   
  A Spot check (DC 20) in Milos’ direction will 
  notice a look of pure loathing passing between him and 
  Wallac as this happens. 
   
  Shortly after the PCs enter Paradd, while quizzing 
  them, will start to sip from his goblet, followed by the 
  other’s whose glasses have already been poured. 
   
  The PCs may notice a few things at this point with 
  a successful Spot check (DC 15) – one being that only 
  those four are drinking; another that no one else’s 
  glasses have been poured, and another that the wine 
  server has not moved from Carbani’s shoulder since 
  they entered the room. 
   
  Two seconds later all four will start to cough and 
  splutter, suffering from: 
    
  Wyvern Poison: Fort DC 17; Initial Damage 2d6 Con; 
  Secondary 2d6 Con. 
   
  Having been distilled to react in wine, the poison 
  reacts strangely in Harnashir’s glass of water – merely 
  fizzing and rendering him incapacitated rather than 
  hurt. 
   
  What the PCs do next is up to them. Assisting any 
  one of the poisoned NPCs will bring the assassins 
  whirling into action. 
        
  The Assassins Strike 
  If and when the PCs attack or in any other way directly 
  disrupt the death of the poisoned the four assassins will 
  leap into action. 
  Daius Sejanus will pull out a locking garrote in a 
  lightning fast movement, lock it around Paradd’s neck, 
  drop him choking to the floor and whip out the 
  Arbiter’s rapier from it sheath. 
   
  Two of Paradd’s guardsmen will then drop to heir 
  knees and start vomiting. Tadreych, disguised as a 
  butler, will step forward and plunge his knife into the 
  back of Harnashir’s last guard. 
   
  Hadrel will start to rise to see to Harnashir, and at 
  that point Grunt’hir, having taken the place of one of 
  the Carbani guards will heft his halberd and swing it 
  into the side of his head, killing him instantly. 
   
  Andalleth, also disguised as a butler, will attempt 
  to sneak attack the nearest of the PCs that he can - note 
  he only gets a 5 foot step before this as it is a surprise 
  round. 
  Shadow on the Storm 
   
  Page 24 
  
   
  The Assassins will try and do this all in a single 
  surprise round. 
         After this they will focus their attacks entirely on 
  the PCs. The PCs have been identified them as the 
  primary threat and they will finish them of before 
  returning to the NPCs. 
   
  Wallac will be capable of only partial actions, and 
  all attacks will be at a -6 penalty in his current state - at 
  times he looks upon the point of collapse. 
   
  Milos and his guard will back slowly toward the 
  door – currently Milos has very few spells  memorized 
  (he got next to no sleep last night, as well as not 
  expecting any form of combat- the spells he does have 
  prepared mostly have little practical use here) so there 
  is very little he can do. He will duck and weave and his 
  guards will hold their actions to prevent an attack on 
  their master – which will not come until the PCs have 
  all been slain.   
   
  The rest of Carbani’s guards are in much the same 
  situation as Wallac from the drugging – and two more 
  will collapse two rounds into the fight - leaving only 
  one.  
   
  The other NPCs are unarmed and unarmoured - 
  they will try and run to get help- which will, of course, 
  not arrive in time, or vainly try to help the choking 
  Paradd, or the other injured or dead NPCs. 
   
  Paradd Carbani will continue to kneel choking, 
  clawing at his neck clawing at his neck - taking damage 
  each round per Appendix 4, until the PCs either disable 
  it or he dies, unless, however, the PCs were able to 
  interrupt the proper locking of the Garrotte (see 
  below). 
   
  This may be close to impossible for some parties - 
  so interrupting Sejanus beforehand may be their only 
  hope to save Paradd’s life. 
   
  If the PCs are aware of the planned 
  assassination 
  The encounter should play mostly as above, but 
  Sejanus and his men may instead be forced into action 
  as soon as the PCs show any knowledge of the attack - 
  this will make it less smooth and more staggered - and 
  give the PCs a better chance to act. 
   
  Aware of the poison the PCs’ first move will most 
  likely be to warn those present before they drink. This 
  will of course spur the assassins into action. 
   
  PCs stating their interest will notice that the wine 
  server does not move from Paradd once he has poured. 
  Without the poison, the chances of Paradd surviving 
  are vastly increased, however. 
  They may succeed in interrupting the entire act if they 
  move shrewdly enough- but the assassin’s first actions 
  will still be the same as listed.  
   
   
  Each PC may see one of the following with a 
  successful Spot Check: 
   
  DC 12 + APL – One of those Carbani guards 
  behind Paradd is a Half Orc, and one you definitely did 
  not see at Elverd’s Stead. 
   
  DC 18 + (APL x 2) – The serving man beside 
  Paradd looks to be reaching for something in his shirt. 
   
  DC 16 + APL – One of the waiters by the door eyes 
  widened suddenly when you entered with Wallac. 
   
  DC 15 – The water in Harnashir’s glass is fizzing 
  (the poison reacts differently in water). 
   
  If the PCs are quick enough to attack Sejanus 
  before, or as he, locks the garrote around Paradd’s neck 
  then he fails to do it correctly. The Provost will be 
  incapacitated but will not take the damage each round. 
   
  Sejanus will however notice this after three 
  rounds and, if he gets a clear and risk free opportunity, 
  return to try and finish him with his knife. 
   
  APL 2 (EL5) 
  � Tadreych: human male War1: hp 8; see Appendix 1 
  � Daius Sejanus: human male Ftr2/Rog1; hp 19; see 
  Appendix 1 
  � Grunt’hir: half-orc male Ftr 2: hp 17; see Appendix 1 
  � Andalleth: human male Rog1/Ftr1; hp 12; see 
  Appendix 1 
   
  APL 4 (EL 8) 
  � Tadreych: human male War3: hp 17; see Appendix 
  1 
  � Daius Sejanus: human male Ftr1/Rog3; hp 24; see 
  Appendix 1 
  � Grunt’hir: half-orc male Ftr 4: hp 36; see Appendix 1 
  � Andalleth: human male Rog1/Ftr3; hp 21; see 
  Appendix 1 
   
  APL 6 (EL 9) 
  � Tadreych: human male Rog5: hp 36; see Appendix 1 
  � Daius Sejanus: human male Ftr4/Rog3; hp 60; see 
  Appendix 1 
  � Grunt’hir: half-orc male Ftr 5: hp 60; see Appendix 1 
  � Andalleth: human male Ftr4/Rog1; hp 44; see 
  Appendix 1 
   
  APL 8 (EL 12) 
  � Tadreych: human male Rog2/Ftr4/Rgr1: hp 48; see 
  Appendix 1 
  � Daius Sejanus: human male Ftr4/Rog5; hp 60; see 
  Appendix 1 
  � Grunt’hir: half-orc male Ftr 7: hp 60; see Appendix 1 
  � Andalleth: human male Rog2/Ftr4/Rgr1; hp 48; see 
  Appendix 1 
   
  APL 10 (EL 13) 
  � Tadreych: human male Rog9: hp 8; see Appendix 1 
  � Daius Sejanus: human male Ftr4/Rog 5/Rgr1; hp 
  72; see Appendix 1 
  � Grunt’hir: half-orc male Ftr 10: hp 84; see Appendix 
  1 
  � Andalleth: human male Rog6/Ftr4; hp 72; see 
  Appendix 1 
  Shadow on the Storm 
   
  Page 25 
  
   
  All APLs –  
  � Paradd Carbani: human male Arst3/Exp3; see 
  Appendix 3: 
  � Elias Hadrel: human male Clr 3; hp 11; see 
  Appendix 3: 
   
  Conclusion 
  If Paradd Carbani’s murder was prevented 
  Once the assassins have been dispatched, the wounded 
  have been healed or stabilised and the room seems 
  secure, a shouting row between Wallac and Milos will 
  break out - Wallac all but accusing Milos of planning 
  this entire thing so as to secure his accession to the 
  Barony. 
   
  Milos will soon turn and start to storm out of the 
  when Wallac will say; 
   
  i
   
  “Yes, Milos, you never did have much of a problem 
  running away to hide from things. “ 
   
  Milos will stop and turn back, but before he can answer 
  Paradd Carbani will demand silence;  
   
  (Note: In the unlikely event the PCs were 
  somehow able to kill Sejanus before the first round of 
  combat - therefore not garrotting Carbani he will 
  obviously not have the neck injury and the text will 
  need modified) 
         
  Pulling h mself upright, the young arbiter, an ugly 
  purple bruise framing his neck, croaks out hoarsely: 
   
  “Enough! No one shall leave this room until I 
  have had answers.“  
   
  His voice splutters into a cough, and then he 
  continues, growling, glaring briefly at each 
  claimant in turn. 
   
   “There will be no leaping to conclusions, or 
  spluttering with self righteous indignation.”  
   
  Paradd 
  looks 
  directly 
  toward 
  you, 
  idly 
  fingering the scar around his neck. 
   
  “Thrice I am in your debt now- but I must 
  know everything that has happened. What did you 
  find out - and where was Wallac?”  
  He breaks down into a hacking wheeze once more. 
   
   
  i
  t
  f
  t
   
   
   
   
   
   
   
  “Everything, leave nothing out.” 
   
  If the PCs mention any of the documents they may 
  have found he will demand to see them and take them 
  as evidence. Paradd will probe deeply for any pieces of 
  information, and then sit silent for a moment, before 
  saying: 
   “It would seem that all that I had feared is true, 
  though even I did not expect my worries to be 
  realised so soon, and in such a….vivid manner.” 
   
  Paradd pauses, saying nothing but hold ng the 
  gaze of each of the Relasters intensely, before 
  passing on to the next - his eyes searching, probing 
  for some revelation or, perhaps, confession.  
   
  “We came here to resolve a conflict,” he 
  con inues, “But there will be no resolution o  this 
  today, that much is certain. 
   
   “By the prerogative appointed in me by His 
  Noble Authori y Jian Destron - my decision on this
  matter is withheld. I think I have more than 
  enough justification for caution now. Despite what 
  others may think.”
  At this his stare lingers on Milos.  
  Paradd slowly rises and walks toward the door. 
  If the PCs were unable to present the murder of Hadrel 
  by Grunt’hir add the following in: 
        
  Paradd stops and kneels by the body of the Hadrel, 
  resting his hand on the old priest’s lifeless chest, 
  then whispers, ‘It was not your time, old friend. 
   
  “But… there is one decision I can make,” he 
  says louder, taking a painful breath, and glowering 
  at the corpse of the Half Orc who murdered him. 
    
  Any half-euroz PCs will notice his eyes flick toward 
  them at this point, filled with loathing. 
   
  Paradd will say nothing further but leave with 
  several of the Red Tower’s guardsmen to one of his 
  father’s townhouses. The room will be abuzz will 
  discussion and argument- some extremely volatile. 
   
  This is a very free flowing encounter, so the DM 
  should tailor it to suit the outcome of the module. 
   
  There will be those suspicious about each of the 
  claimants; some will even suspect Carbani of staging 
  the entire event merely to keep control of Norland. 
   
  If the documents in Sejanus’s lair were found and 
  presented to Paradd the discussion will be even more 
  heated - and all three claimants will be interested in a 
  private conversation with the PCs to know if what they 
  revealed to Paradd was everything they found.  
   
  If they were not handed over each of candidates 
  will be deeply desirous to posses them, if their 
  existence is revealed – and they will be deeply, deeply 
  grateful if they receive them. Obtaining the inside 
  information would be a great political coup for any of 
  the candidates, as well as a source of revenge for the 
  wronged and the ridding of evidence for the guilty. 
   
  The House Carbani factor, Horatio Tokren will 
  speak to the PCs in one of the private rooms to the side. 
  He will give them the reward, as was offered for 
  finding Wallac, plus a further 100 gold pieces and tell 
  them that House Carbani is deeply in their debt for 
  going so far and above the call of duty - and they will 
  not be ungracious about helping the PCs in the future. 
   
  He will carefully avoid looking any Half Orcs in 
  the eye as he says this, however. 
   
  If Paradd Carbani was killed 
  Once the assassins have been dispatched, the wounded 
  have been healed or stabilised and the room seems 
  secure, the scene will erupt a complete pandemonium 
  of recrimination, accusation and bickering. Outright 
  Shadow on the Storm 
   
  Page 26 
  
  violence between the three claimants is only averted by 
  the arrival of the Red Tower guards 
   
  Wallac, Milos and Harnashir Relaster will all 
  commend the PCs for their skill and effort, however 
  unfortunate the result was- and, if they found the 
  documents in Proshcan De’rmar try to convince the 
  PCs to let them have them for examination.  
   
  Each one of the claimants has a deep and vested 
  interest in finding out the truth behind what was gone 
  here (or perhaps in concealing it) so will try to use as 
  many means as they can to get hold of the missives – as 
  political ammunition, out of desiring to find out who 
  the murderer is, or who their were kidnappers etc. 
   Wallac and Milos will each offer 200gp and their 
  gratitude for this. Harnashir will offer nothing but the 
  blessing of Pholtus. 
   
  If the PCs wish to turn them over to the 
  authorities then the most senior officer of the Free 
  State currently in Stormhaven - with Hazerhaz and 
  most of his officers with the army to the west, will be 
  Altern Rynward Lassaren. The only reward the PCs will 
  receive for this will be their thanks. 
   
  Paradd’s factor Horatio (See Appendix 3) will 
  guide the PCs off to a private room and speak to them 
  when he gets the chance: 
   
  A single tear runs down the cheek of the slight 
  Oeridian man as he guides you in and shuts the 
  door.  
   
  “I thank you, my friends, for what help you 
  were able to provide. You will be given the money 
  you were promised yesterday- let it never be said 
  that House Carbani does not pay its debts. 
  Whatever the result may have been.” 
   
   He takes out a small key and opens a lockbox 
  in the corner, from which he takes the money, 
  owed you.  
    
  “Is there anything that needs dealt with?” 
   
  If the PCs offer him the documents, or tell him what 
  they found out he will recommend they go to the 
  authorities with it. 
   
  Aside from this there are no answers to be found 
  but what the PCs can provide. Wallac gleaned nothing 
  but abuse from his captors and is in need of rest in any 
  case.  
   
  If the PCs took any long detours or delays     
  (two hours or more) 
  The PCs will arrive back at Sornhill to find that 
  Stormhaven has been the sight of a massacre. 
   
  Paradd Carbani, Harnashir, Dernail and Hadrel 
  have all been killed along with a good number of their 
  guards, the assassins escaping quickly and disappearing 
  into the streets. Only Milos and one of his guards 
  survived with flesh wounds. Any attempts to approach 
  the Carbani for the reward promised them will be met 
  with blank silence. 
   
  Wallac will thank the PCs deeply for their aid 
  good rest and recovered from the drugging. Still 
  appearing greatly drained and saddened by the events 
  of the past few days he will ask the PCs about what, if 
  anything, they discovered about the assasins and ask 
  after the documents, offering them 200gp in exchange 
  for them. The PCs can again turn them over to Altern 
  Rynward.  
   
  If they wish to seek Milos Relaster out he will see 
  them in his quarters in one of the outer rooms of 
  Stormhaven (having judged the Red Tower unsafe). He 
  will be polite but interrogatory to the PCs, probing 
  deeply to find out what they know about what 
  happened and offer them 200gp in exchange for the 
  documents if they mention them (if they still have 
  them – chance should favour Wallac being able to ask 
  them first). 
   
  If asked about what transpired Milos will say little, 
  only that several in the room started spluttering and 
  coughing before he was knocked unconscious from a 
  sap to the head.  
   
  Several in the room it seems were poisoned – 
  several men and half euroz disguised as guards and 
  serving men finished off the rest. 
  Apart from that there is little that can be found out. 
   
  The End 
                  
  Campaign Consequences 
   
  Fill 
  in 
  the 
  following 
  and 
  return 
  to 
  tmoore@onnwal.org.uk via email. If you do not fill 
  these in then your run of the module will not affect the 
  campaign. Feedback on this module will also always be 
  welcome  
   
   
  What was the fate of Castamere and those with 
  him?             
   
   Dead            Captured         Escaped 
   
  What was the fate of the Spirit of Proshcan 
  De’rmar?             
   
  Killed            Appeased        Other:   
   
    
   
  What became of Ehlissa and the remaining guards? 
   
  Dead            Captured         Escaped 
   
  Was Wallac Relaster Rescued? 
   
  Yes                                 No 
   
  How many of the Letters were found in Proshcan 
  De’rmar? 
   
  All of them              None of them                  Some of 
  them:   
   
   
   
   
   
  Shadow on the Storm 
   
  Page 27 
  
  What was the fate of Daius Sejanus?             
   
   Dead            Captured         Escaped 
   
  Was the assassination of Paradd Carbani prevented? 
   
  Yes                                      No 
   
  If the Letters were found, to whom were they 
  given? 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Shadow on the Storm 
   
  Page 28 
  
   
  Experience Point Summary 
  To award experience for this adventure, add up the 
  values for the objectives accomplished. Then assign the 
  bonus experience award. Award the total value 
  (objectives plus roleplaying) to each character. 
  Different characters can receive different bonus awards 
  within the range allowed by the maximum. 
   
  Encounter One: Fight them on the Beaches 
  Save Harnashir Relaster from the assassins 
   
  APL 2:                                 60 XP 
  APL 4:                                 90 XP  
  APL 6:                               150 XP 
  APL 8:                               210 XP 
  APL 10:                             240 XP 
   
  Encounter Five: Ware the Breakers 
  Defeating the Assassins    
  APL 2:                               150 XP 
  APL 4:                               210 XP  
  APL 6:                               300 XP 
  APL 8:                               330 XP 
  APL 10:                             420 XP 
   
   
  Receiving the Rider of the Storm for the Appeasement 
  ritual: 
  APL 2:                                 30 XP 
  APL 4:                                 30 XP  
  APL 6:                                 30 XP 
  APL 8:                                 30 XP 
  APL 10:                               30 XP 
   
   
  Encounter Six: Stormhaven 
  APL 2:                               150 XP 
  APL 4:                               240 XP  
  APL 6:                               270 XP 
  APL 8:                               350 XP 
  APL 10:                             390 XP 
   
  Discretionary Roleplaying Award 
  APL 2:                                60 XP 
  APL 4:                               105 XP  
  APL 6:                               150 XP 
  APL 8:                               195 XP 
  APL 10:                             240 XP 
   
  Total Possible Experience 
  APL 2:                               450 XP 
  APL 4:                               675 XP  
  APL 6:                               900 XP 
  APL 8:                               1,125 XP 
  APL 10:                             1,350 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 Equipment. Looting the bodies takes at least 10 
  minutes per every 5 enemies, and if the characters 
  cannot take the time to loot the bodies, they do not gain 
  this gold. If you feel it is reasonable that characters can 
  go back to loot the bodies, and those bodies are there 
  (i.e., not carted off by dungeon scavengers, removed 
  from the scene by the local watch, and so on), characters 
  may return to retrieve loot. If the characters do not loot 
  the body, the gold piece value for the loot is subtracted 
  from the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a 
  round or so. If for some reason, they pass up this 
  treasure, the coin total is subtracted from the encounter 
  totals given below. 
   
  Next, the magic items are listed. Magic item 
  treasure is the hardest to adjudicate, because they are 
  varied and because characters may want to use them 
  during the adventure. Many times characters must cast 
  identify, analyze dweomer or similar spell to determine 
  what the item does and how to activate it. Other times 
  they may attempt to use the item blindly. If the magic 
  item is consumable (a potion, scroll, magic bolts, etc.) 
  and the item is used before the end of the adventure, its 
  total is subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a character’s 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, 
  Jewellery, and other valuables; M = Magic Items. 
   
  Maximum Treasure Totals 
  The Maximum amount of treasure that a player 
  character is able to take away from this module is 
  linked to the APL at which the module is played. These 
  totals are: 
   
  APL 2: 400 gp 
  APL 4: 600 gp 
  APL 6: 800 gp 
  APL 8: 1,250 gp 
  APL 10: 2,100 gp 
   
  Shadow on the Storm 
   
  Page 29 
  
  Treasure Key 
  Encounter One 
  APL 2: Loot: 30 gp; Coin 0; Magic: 0: 
   
  APL 4: Loot: 79 gp; Coin 1 gp; Magic: 0: 
   
  APL 6: Loot: 220; Coin 1 gp; Magic: 0: 
   
  APL 8: Loot: 220; Coin 1 gp; Magic: 0: 
   
  APL 10: Loot: 220; Coin 1 gp; Magic: 0: 
   
  Encounter Four 
  APL 2: Loot: 0; Coin 1 gp; Magic: 0: 
   
  APL 4: Loot: 0; Coin 1 gp; Magic: 0: 
   
  APL 6: Loot: 0; Coin 1 gp; Magic: 0: 
   
  APL 8: Loot: 0; Coin 1 gp; Magic: 0: 
   
  APL 10: Loot: 0; Coin 1 gp; Magic: 0: 
   
   
   
  Encounter Five 
  APL 2: Loot: 41 gp; Coin 40 gp; Magic: 0 
   
  APL 4: Loot: 41 gp; Coin 40 gp; Magic: scroll of 
  bull’s strength (19 gp), potion of cure light wounds (4) 
  (6 gp each), scroll of shield, scroll of colour spray (2) (3 
  gp), scroll of sleep (3 gp). 
   
  APL 6: Loot: 132; Coin 40 gp; Magic: 2 x scroll of 
  haste (2) (47 gp each), scroll of cat’s grace (2) (19 gp 
  each), scroll of dispel magic (47 gp), potion of cure 
  moderate wounds (5) (37 gp each), scroll of invisibility 
  (19 gp).  
   
  APL 8: Loot: 118; Coin 40 gp; Magic: 2 x scroll of 
  haste (2) (47 gp each), scroll of cat’s grace (2) (19 gp 
  each), scroll of dispel magic (47 gp), potion of cure 
  moderate wounds (5) (37 gp each), scroll of invisibility 
  (19 gp) +1 bastard sword (290gp) 
   
  APL 10: Loot: 118; Coin 40 gp; Magic: 2 x scroll of 
  haste (2) (47 gp each), scroll of cat’s grace (2) (19 gp 
  each), scroll of dispel magic (47 gp), potion of cure 
  moderate wounds (5) (37 gp each), scroll of invisibility 
  (19 gp), +1 bastard sword (290gp).  
   
   
  The Rider of the Storm 
  The qualities of this magnificent trident seem 
  mysterious as its origin. A deep shade of blue that seem 
  to radiate translucently from within, any wield it feel 
  almost as if it is shifting within their grasp. Thin veins 
  of dancing silver run end to end, weaving an intricate 
  web that changes before your very eye. 
   
  Whatever causes this unusual effect remains 
  unknown. In combat it functions as a masterwork 
  trident and is considered blessed by Procan. 
   
  Cost 500 gp 
  Encounter Six 
  APL 2: Loot: 33 gp; Coin 40 gp; Magic: 0 gp. 
   
  APL 4: Loot: 33 gp; Coin 40 gp; Magic: potion of 
  cat’s grace (3) (19 gp each), potion of bull’s strength (2) 
  (19 gp each), potion of blur (19 gp). 
   
  APL 6: Loot: 320 gp; Coin 40 gp; Magic: potion of 
  cat’s grace (4) (19 gp each), potion of invisibility (19 gp), 
  potion of haste (4) (47 gp each), potion of bull’s 
  strength (4) (19 gp each), potion of cure moderate 
  wounds (4) (19 gp each), potion of blur (19 gp), potion 
  of endurance (4) (19 gp each). 
   
  APL 8: Loot: 377 gp; Coin 40 gp; Magic: potion of 
  cat’s grace (4) (19 gp each), potion of invisibility (19 gp), 
  potion of haste (4) (47 gp each), potion of bull’s 
  strength (4) (19 gp each), potion of cure moderate 
  wounds (4) (19 gp each), potion of blur (19 gp), potion 
  of endurance (4) (19 gp each), + 1 mithril chain (262gp) 
   
  APL 10: Loot: 377 gp; Coin 40 gp; Magic: potion of 
  cat’s grace (4) (37 gp each), potion of invisibility (37 gp), 
  potion of haste (4) (47 gp each), potion of bull’s 
  strength (4) (37 gp each), potion of cure moderate 
  wounds (4) (37 gp each), potion of blur (37 gp), potion 
  of endurance (4) (37 gp each) + 1 mithril chain (262gp). 
  Conclusion  
  For Rescuing Wallac Relaster and Returning with 
  him in the time Paradd asked:  
  APL2:                                200 gp 
  APL4:                                300 gp  
  APL6:                                400 gp 
  APL8:                                 625 gp  
  APL10:                            1,000 gp  
   
  For Saving Paradd Carbani’s Life:  
  100 gp per PC. 
   
   
  Two Regional Influence Points with Paradd Carbani 
   
  For Finding the Documents in Proshcan De’rmar 
  and handing them over to Paradd Carbani: 
   
  One Regional Influence Point with Paradd Carbani. 
   
  For Finding the Documents in Proshcan De’rmar 
  and handing them over to Milos Relaster: 
   
  200 gp per PC. 
   
  One Regional Influence Points with Milos Relaster. 
   
  For Finding the Documents in Proshcan De’rmar 
  and handing them over to Wallac Relaster: 
   
  200 gp per PC. 
   
  One Regional Influence Point with Wallac Relaster. 
   
  For Finding the Documents in Proshcan De’rmar 
  and handing them over to Harnashir Relaster: 
   
  One Regional Influence Point with Harnashir Relaster. 
   
  One Regional Influence Point with Purcennd 
  Kerondas, High Priest of Pholtus. 
   
  For Performing the Appeasement Ritual and 
  Freeing the Spirit of Proshcan De’rmar: 
   
  Regional Influence Point with the Established 
  Church of Procan: In freeing such a Holy place to the 
  Shadow on the Storm 
   
  Page 30 
  
  Sender of Storms you have earned a great respect 
  among his followers. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Shadow on the Storm 
   
  Page 31 
  
  Appendix One:  
  NPCs 
  APL 2 
  Encounter 1: Fight them on the Beaches (EL2) 
  � Harnashir Relaster, Ftr2: CR 2; Medium Size 
  Humanoid (Human); HD 2d10+6; hp 24; Init +6 (+2 
  Dex, +4 Improved Initiative); Spd 30 ft.; AC 16 [flat-
  footed 14, touch 12]; Atk +7 melee (1d10+4 [x3], 
  masterwork halberd); AL LN; SV Fort +6, Ref +2, Will 
  +3; Str 16, Dex 14, Con 16, Int 11, Wis 12, Cha 14. 
   
  Skills and Feats: Handle Animal +5, Jump +2, 
  Knowledge (religion) +1, Ride +4, Swim +5; Improved 
  Initiative, Iron Will, Power Attack, Weapon Focus 
  (halberd). 
   
  Possessions: chain shirt, masterwork halberd (with 
  a crescent moon point). 
   
  � Bodyguards, Male Human Ftr1 (3):CR 1 Medium 
  Size Humanoid(Human) HD 1D10+3; hp 13; Init +0; 
  Spd 30 ft.; AC 15 [flat-footed 13, touch 10]; Atk +1 
  melee (1d4 [19-20/x2], dagger) or +2 melee (1d8 [19-
  20/x2], longsword); AL LG; SV Fort +5 Ref +0 Wil +0; 
  Str 11, Dex 11, Con 16, Int 11, Wis 10, Cha 10. 
   
   
   
   
  Skills and Feats: Climb +0, Jump -2, Listen +2, Spot 
  +2; 
  Endurance, 
  Quick 
  Draw, 
  Weapon 
  Focus 
  (longsword). 
   
  Possessions: 
  Dagger, 
  large 
  wooden 
  shield, 
  longsword, studded leather armor. 
   
  � Castamere, Human Male Rog1/Ftr1: CR 2 
  Medium Size Humanoid (Human) HD 1d6+2 plus 
  1d10 +2; hp 18; Init +2 (+2 Dex); Spd 30 ft.; AC 14 [flat-
  footed 13, touch 11] Atk +4 melee (1d8+3 [18-20/x2], 
  garrotte [wire]) +5 melee (1d10+4 [19-20/x2], bastard 
  sword); AL LE; SV Fort +5 Ref +5 Wil -1; Str 16, Dex 12, 
  Con 14, Int 12, Wis 10, Cha 8. 
  Skills and Feats: Appraise +4, Balance +3, Bluff +4, 
  Disguise +4, Hide +3, Innuendo +2, Intimidate +3, 
  Jump +4, Listen +4, Move Silently +3, Ride +3, Search 
  +3, Spot +4, Swim +1, Tumble +2; Exotic Weapons 
  Proficiency 
  (bastard 
  sword), 
  Exotic 
  Weapon 
  Proficiency (garrotte), Power Attack. 
   
  Possessions: Wire garrotte, studded leather 
  armour, bastard sword. 
   
  � Orc Assasins, Male War1 (6): CR ½; Medium 
  humanoid  (6 ft. tall); HD 1d8+1; hp 9; Init +1 (+1 Dex); 
  Spd 30 ft.; AC 15 [flat-footed 14, touch 11]; Atk +3 
  melee (1d8+2 [19-20/x2], longsword); SA Darkvision 60 
  ft.; AL LE; SV Fort +3, Ref +1, Will +0; Str 14, Dex 13, 
  Con 13, Int 10, Wis 10, Cha 10. 
   
  Skills and Feats: Hide +0, Listen +4, Move Silently 
  +0; Alertness. 
   
  Possessions: Leather armour, large steel shield, 
  longsword. 
   
  Encounter 5: Ware the Breakers (EL 4) 
  � Human Assasins, Male Human War1 (3): CR 1/2; 
  Medium Size Humanoid (Human) HD 1d8; hp 9; Init 
  +3 (+3 Dex); Speed 30 ft.; AC 16 [flat-footed 13, touch 
  13]; Atk +3 melee (1d6 [19-20/x2], short sword) or +4 
  melee (1d4+2 [19-20/x2], dagger) or +4 ranged (1d4+2 
  [19-20/x2], dagger) or  +4 melee (1d8 [18-20/x2]), 
  garrotte [wire]); AL LE; SV Fort +3 Ref +3 Wil +0; Str 
  10, Dex 16, Con 14, Int 10, Wis 8, Cha 10. 
  Skills and Feats: Spot +2, listen +2; Exotic Weapon 
  Proficiency (garrotte). Weapon Finesse (garrotte),  
   
  Possessions: Studded leather, short sword, dagger, 
  wire garrotte. 
   
  � Ehlissha, Female Human Sor1: CR 1; Medium 
  Size Humanoid (Human) HD 1d4+5; hp 9; Init +3 (+3 
  Dex); Spd 30 ft.; AC 13 [flat-footed 10, touch 13]; Atks 
  +3 ranged (1d8 [19-20/x2], light crossbow); AL LE; SV 
  Fort +2 Ref +3 Wil +1; Str 8, Dex 16, Con 14, Int 10, Wis 
  8, Cha 18 
   
  Skills and Feats: Concentration +8, Knowledge 
  (arcana) +5, Listen +2, Spellcraft +5, Spot +2; Alertness 
  (with familiar), Combat Casting, Toughness. 
   
  Spells (5/4 DC = 14 + spell level): 0- daze, detect 
  magic, light, ray of frost, read magic; 1
  st- mage armour,
  cause fear.  
   
  Possessions: Traveller’s outfit, light crossbow, 
  money pouch with 10gp (in Ahlissan Nobles). 
   
  � Visceris, Male Orc Rog1: CR 1; Medium Size 
  Humanoid (Orc) HD 1d6+3; hp 9; Init +2 (+2 Dex); Spd 
  30 ft.; AC 15 [flat-footed 13, touch 12]; Atk +3 melee 
  (1d6 [19-20/x2], short sword) or +3 (1d8 [18-20/x2]), 
  garrotte [wire]); SA Sneak attack +1d6; AL LE; SV Fort 
  +3, Ref +4, Wil -1; Str 16, Dex 14, Con 16; Int 12; Wis 8 
  Cha 8 
   
  Skills and Feats: Disguise +1, Escape Artist +4, 
  Forgery +3, Gather Information +1, Hide +6, Innuendo 
  +1, Intimidate +1, Intuit Direction +1, Listen +3, Move 
  Silently +6, Open Lock +3, Search +2, Spot +3, Tumble 
  +6, Move Silently +6, Tumble +6; Exotic Weapon 
  Proficiency (garrotte).  
   
  Possessions: Studded leather, short sword, dagger, 
  wire garrotte 
   
  � Water Elemental, Medium: hp 30; see Monster 
  Manual. 
   
  Encounter 6: Storm Haven (EL6) 
  � Tadreych, Male Human War1: CR 1/2; Medium 
  Size Humanoid (Human) HD 1d8; hp 8; Init +3 (+3 
  Dex); Speed 30 ft.; AC 16 [flat-footed 13, touch 13]; Atk 
  +1 melee (1d6 [19-20/x2], short sword) or +4 melee 
  Shadow on the Storm 
   
  Page 32 
  
  (1d4 [19-20/x2], hand crossbow); AL LE; SV Fort +2 Ref 
  +3 Wil -1; Str 10, Dex 16, Con 10, Int 10, Wis 8, Cha 10. 
   
  Skills and Feats: Climb +1, Listen +1, Spot +1, 
  Swim -2, Exotic Weapon Proficiency (hand crossbow), 
  Point Blank Shot. 
   
  Possessions: Studded leather, short sword, dagger. 
   
  � Daius Sejanus Male Human Ftr2/Rog 1: CR 3; 
  Medium Size Humanoid (Human) HD 2d10  plus 1d6; 
  hp 23; Init +4 (+4 Dex); Speed 30 ft.; AC 16 [flat-footed 
  12, touch 14]; Atk +7 melee (1d6+1 [18-20/x2], 
  masterwork rapier); or +4 melee (1d6+1 [19-20/x2], 
  short sword [Off hand]); or +6 ranged (1d4 [19-20/x2], 
  hand crossbow) or +3 (1d8 [18-20/x2]), garrotte 
  [locking]); SA Sneak attack; AL LE; SV Fort +3, Ref +7, 
  Wil +0; Str12, Dex 18, Con 11, Int 16, Wis 10, Cha 12. 
   
  Skills and Feats: Balance +6, Bluff +5, Climb +2, 
  Disguise +5, Handle Animal +4, Hide +5, Jump +2, 
  Listen +2, Move Silently +6, Ride +5, Sense Motive +2, 
  Spot +2, Swim -2, Tumble +6, Ambidexterity, Quick 
  Draw, Two Weapon Fighting, Weapon Finesse (rapier), 
  Weapon Finesse (short sword).  
   
  Possessions: Locking garrotte, leather Armour, 
  short sword, masterwork rapier (grabbed from Paradd’s 
  Sheath). 
   
  � Grunt’hir, Male Half-Orc Ftr 2: CR 2; Medium 
  Size Humanoid (Human) HD 2d10 +2; hp 17; Init + 6 
  (+2 Dex, +4 Improved Initiative); Speed 20 ft.; AC 16 
  [flat-footed 14, touch 12]; Atk +4 melee (1d10+3 [x3], 
  halberd); AL LE; SV Fort +5 Ref +2 Wil -1; Str 14, Dex 
  14, Con 14, Int 13, Wis 9, Cha 8. 
   
  Skills and Feats: Climb +0, Handle Animal +1, 
  Jump +0, Ride +5, Swim -6; Expertise, Improved 
  Initiative, Improved Trip.  
   
  Possessions: Scale armour, halberd 
   
  � Andalleth, Male Human War1: CR 1/2; Medium 
  Size Humanoid (Human) HD 1d8; hp 8; Init +3 (+3 
  Dex); Spd 30 ft.; AC 16 [flat-footed 13, touch 13]; Atk +1 
  melee (1d6 [19-20/x2], short sword) or +3 (1d8 [18-
  20/x2]), garrotte [wire]; AL LE; SV Fort +2 Ref +3 Wil -
  1; Str 10, Dex 16, Con 10, Int 10, Wis 8, Cha 10 
   
  Skills and Feats: Climb +0, Handle Animal +1, 
  Intimidate +1, Listen +1, Spot +1, Swim -3; Exotic 
  Weapon Proficiency (garrotte), Weapon Finesse 
  (garrotte).  
   
  Possessions: Studded leather, buckler, short sword, 
  dagger. 
   
  APL 4 
  Encounter One: Fight them on the Beaches. 
  (EL 3) 
  � Harnashir Relaster, Ftr2: CR 2; Medium Size 
  Humanoid (Human); HD 2d10+6; hp 24; Init +6 (+2 
  Dex, +4 Improved Initiative); Spd 30 ft.; AC 16 [flat-
  footed 14, touch 12]; Atk +7 melee (1d10+4 [x3], 
  masterwork halberd); AL LN; SV Fort +6, Ref +2, Will 
  +3; Str 16, Dex 14, Con 16, Int 11, Wis 12, Cha 14. 
   
  Skills and Feats: Handle Animal +5, Jump +2, 
  Knowledge (religion) +1, Ride +4, Swim +5; Improved 
  Initiative, Iron Will, Power Attack, Weapon Focus 
  (halberd). 
   
  Possessions: chain shirt, masterwork halberd (with 
  a crescent moon point). 
   
  � Orc Assassins, Ftr1 (6): CR 1, Medium humanoid  
  (6 ft. tall); HD 1d10+4; hp 14; Init +5 (+1 Dex, +4 
  Improved Initiative); Spd 30 ft.; AC 15 [flat-footed 14, 
  touch 11]; Atk +3 melee (1d8+1 [x2/19-20], longsword); 
  SA Darkvision 60 ft.; AL LE; SV Fort +5, Ref +1, Will +0; 
  Str 12, Dex 13, Con 13, Int 10, Wis 10, Cha 10. 
   
  Skills and Feats: Hide +2, Listen +4, Move Silently 
  +4, Spot +4; Improved Initiative, Toughness. 
   
  Possessions: Leather armour, large steel shield, 
  longsword. 
   
  � Castamere, Human Male Rog1/Ftr1: CR 2 
  Medium Size Humanoid (Human) HD 1d6+2 plus 
  1d10+2; hp 18; Init +2 (+2 Dex); Spd 30 ft.; AC 14 [flat-
  footed 13, touch 11]; Atk +4 (1d8+3 [18-20/x2]), garrotte 
  [wire]), +5 melee (1d10+4 [19-20/x2]), bastard sword); 
  AL LE; SV Fort +5 Ref +5 Wil -1; Str 16, Dex 12, Con 14, 
  Int 12, Wis 10, Cha 8. 
   
   
   
  Skills and Feats: Appraise +4, Balance +3, Bluff +4, 
  Disguise +4, Hide +3, Innuendo +2, Intimidate +3, 
  Jump +4, Listen +4, Move Silently +3, Ride +3, Search 
  +3, Spot +4, Swim +1, Tumble +2, Exotic Weapons 
  Proficiency 
  (bastard 
  sword), 
  Exotic 
  Weapon 
  Proficiency (garrotte), Power Attack.  
   
  Possessions: Wire garrotte, studded leather 
  armour, bastard sword. 
   
  � Bodyguards, Male Human Ftr1 (3):CR 1 Medium 
  Size Humanoid(Human) HD 1D10+3; hp 13; Init +0; 
  Spd 30 ft.; AC 15 [flat-footed 13, touch 10]; Atks +1 
  melee (1d4 [19-20], dagger) or +2 melee (1d8 [19-20/x2], 
  longsword); AL LG; SV Fort +5 Ref +0 Wil +0; Str 11, 
  Dex 11, Con 16, Int 11, Wis 10, Cha 10. 
  Skills and Feats: Climb +0, Jump -2, Listen +2, Spot 
  +2; 
  Endurance, 
  Quick 
  Draw, 
  Weapon 
  Focus 
  (longsword). 
   
  Possessions: 
  Dagger, 
  large 
  wooden 
  shield, 
  longsword, studded leather armor. 
   
  Encounter 5: Ware the Breakers (EL7) 
  � Ehlissha, Female Human Sor1: CR 1; Medium 
  Size Humanoid (Human) HD 1d4+5; hp 9; Init +3 (+3 
  Dex); Spd 30 ft.; AC 13 [flat-footed 10, touch 13]; Atk +3 
  ranged (1d8 [19-20/x2], light crossbow); AL LE; SV Fort 
  +2 Ref +3 Wil +1, Str 8, Dex 16, Con 14, Int 10, Wis 8, 
  Cha 18. 
   
  Skills and Feats: Concentration +8, Knowledge 
  (arcana) +5, Listen +2, Spellcraft +5, Spot +2; Alertness 
  (with familiar), Combat Casting, Toughness.  
   
  Spells (5/4 DC = 14 + spell level): 0- daze, detect 
  magic, light, ray of frost, read magic; 1
  st- mage armour,
  cause fear. 
  Shadow on the Storm 
   
  Page 33 
  
   
  Possessions: Traveller’s outfit, light crossbow, 
  money pouch with 10gp (in Ahlissan Nobles). 
   
  � Visceris, Male Orc Rog1/Ftr1: CR 2; Medium Size 
  Humanoid (Orc) HD 1d6+3 plus 1d10+3; hp 19; Init +2 
  (+2 Dex); Spd 30 ft.; AC 17 (flat- footed 15, touch 12); 
  Atk +4 melee (1d8 [19-20/x2], longsword) or +5 (1d8+4 
  [18-20/x2], Garrotte [wire]); SA Sneak attack +1d6; AL 
  LE; SV Fort +5, Ref +4 Wil -1; Str 16, Dex 14, Con 16; 
  Int 13; Wis 8 Cha 8. 
   
  Skills and Feats: Disguise +1, Escape Artist +1, 
  Forgery +3, Gather Information +1, Hide +3, Innuendo 
  +1, Intimidate +1, Intuit Direction +1, Jump +3, Listen 
  +3, Move Silently +3, Open Lock +3, Search +2, Spot +3, 
  Tumble +4; Alertness, Exotic Weapon Proficiency 
  (garrotte), Expertise, Point Blank Shot, Power Attack. 
   
  Possessions: Short sword, dagger, wire garrotte, 
  potion of cure light wound, studded leather armour, 
  large metal shield, masterwork longsword. 
   
  � Human Assasins, Male Human Rog2 (3): CR 2; 
  Medium Size Humanoid (Human) HD 2d6+2; hp 12; 
  Init +3 (+3 Dex); Spd 30 ft.; AC 15 [flat-footed 12, touch 
  13]; Atk +3 melee (1d6 [19-20/x2], short sword) or +3 
  melee (1d4+2 [19-20/x2], dagger) or +4 ranged (1d4+2 
  [19-20/x2], dagger) or +3 (1d8+3 [18-20/x2]), garrotte 
  [wire]; SA Sneak Attack +1d6; AL LE; SV Fort +1 Ref +6 
  Wil +0; Str 14, Dex 16, Con 13, Int 10, Wis 10, Cha 10. 
   
   
  Skills and Feats: Appraise +1, Balance +5, Bluff +1, 
  Climb +3, Decipher Script +1, Diplomacy +1, Disable 
  Device +1, Disguise +1, Escape Artist +3, Forgery +1, 
  Gather Information +1, Hide +7, Innuendo +1, 
  Intimidate +1, Intuit Direction +1, Jump +4, Listen +5, 
  Move Silently +7, Open Lock +4, Perform +1, Pick 
  Pocket +3, Search +1, Spot +5, Tumble +7; Exotic 
  Weapon Proficiency (garrotte), Weapon Finesse 
  (garrotte).  
   
  Possession: Short sword, leather armour, dagger, 
  wire garrotte, potion of cure light wounds. 
   
  � Water Elemental, Medium: hp 30; see Monster 
  Manual. 
   
  Encounter 6: Storm Haven (EL 8) 
  � Tadreych, Male Human War3: CR 2; Medium Size 
  Humanoid (Human) HD 3d8; hp 17; Init +3 (+3 Dex); 
  Speed 30 ft.; AC 17 [flat-footed 13, touch 13]; Atk +3 
  melee (1d6 [19-20/x2], short sword) or +6 ranged (1d4 
  [19-20/x2], hand crossbow); AL LE; SV Fort +3 Ref +4 
  Wil +0; Str 10, Dex 16, Con 10, Int 10, Wis 8, Cha 10. 
   
  Skills and Feats: Climb +3, Listen +2, Spot +2, 
  Swim -3; Exotic Weapon Proficiency (hand crossbow), 
  Point Blank Shot, Weapon Focus (hand crossbow). 
   
  Possessions: Chain shirt, short sword, hand 
  crossbow, dagger, potion of cat’s grace. 
   
  � Daius Sejanus Male Human Ftr1/Rog 3: CR 4; 
  Medium Size Humanoid (Human) HD 1d10  plus 3d6; 
  hp 23; Init +4 (+4 Dex); Speed 30 ft.; AC 16 [flat-footed 
  16, touch 14]; Atk +10 melee (1d6+1 [18-20/x2], 
  masterwork rapier); or +7 melee (1d6+1 [18-20/x2], 
  short sword) or +9 ranged (1d4 [19-20/x2], hand 
  crossbow) or +4 (1d8+2 [18-20/x2]), garrotte [locking]); 
  SA Sneak attack +2d6; SQ Evasion; AL LE; SV Fort +3, 
  Ref +7, Wil +2; Str13, Dex 18, Con 11, Int 16, Wis 10, 
  Cha 12. 
  Skills and Feats: Balance +13, Bluff +5, Disguise +5, 
  Handle Animal +4, Hide +5, Listen +2, Move Silently 
  +7, Open Lock +5, Sense Motive +2, Spot +7, Swim -1, 
  Tumble +11; Exotic Weapon Proficiency (locking 
  garrotte), 
  Quickdraw, 
  Weapon 
  Finesse 
  (rapier), 
  Weapon Finesse (short sword). 
   
  Possessions: Locking garrotte, leather armour, 
  short sword, masterwork rapier (from Paradd’s Sheath) 
  potion of cat’s grace, potion of bull’s strength, potion of 
  blur. 
   
  � Grunt’hir, Male Half-Orc Ftr4: CR 4; Medium Size 
  Humanoid (Human) HD 4d10+8; hp 36; Init + 6 (+2 
  Dex,+4 Improved Initiative); Speed 20 ft.; AC 17 [flat-
  footed 15, touch 12]; Atk +6 melee (1d10+3 [x3], 
  halberd); AL LE; SV Fort +6 Ref +3 Wil +0; Str 14, Dex 
  15, Con 14, Int 13, Wis 9, Cha 8. 
   
  Skills and Feats: Climb +0, Handle Animal +1, 
  Jump +0, Ride +6, Swim +-5; Cleave, Expertise, 
  Improved Initiative, Improved Trip, Power Attack.  
   
  Possessions: Chainmail, halberd, potion of bull’s 
  strength. 
   
  � Andalleth, Male Human Ftr3/Rog1: CR 4; 
  Medium Size Humanoid (Human) HD 3d10+3 plus 
  1d6+1; hp 30; Init +3 (+3 Dex); Spd 30 ft.; AC 16 [flat-
  footed 13, touch 13]; Atk +7 melee (1d6 [19-20/x2], 
  short sword) or +4 melee (1d8+2 [18-20/x2]), garrotte 
  [wire]); SA Sneak attack +1d6; AL LE; SV Fort +5, Ref 
  +4, Wil +1; Str 12, Dex 14, Con 13; Int 12; Wis 10 Cha 
  10. 
   
  Skills and Feats: Climb +3, Jump +3, Listen +2, 
  Ride +7, Spot +4, Tumble +6; Exotic Weapon 
  Proficiency (garrotte), Improved Initiative, Quick 
  Draw, Weapon Finesse (short sword), Weapon Focus 
  (short sword). 
   
  Possessions: Short sword, studded leather armour, 
  dagger, wire garrotte, potion of cure light wounds. 
   
  APL 6 
  Encounter One: Fight them on the Beaches 
  (EL5) 
  � Harnashir Relaster, Ftr2: Medium Size Humanoid 
  (Human); HD 2d10+6; hp 24; Init +6 (+2 Dex, +4 
  Improved Initiative; Spd 30 ft.; AC 16 [flat-footed 14, 
  touch 12]; Atk +7 melee (1d10+4 [x3], masterwork 
  halberd); AL LN; SV Fort +6, Ref +2, Will +3; Str 16, 
  Dex 14, Con 16, Int 11, Wis 12, Cha 14. 
   
  Skills and Feats: Handle Animal +5, Jump +2, 
  Knowledge (religion) +1, Ride +4, Swim +5; Improved 
  Initiative, Iron Will, Power Attack, Weapon Focus 
  (halberd). 
  Shadow on the Storm 
   
  Page 34 
  
   
  Possessions: chain shirt, masterwork halberd (with 
  a crescent moon point). 
   
  � Bodyguards, Male Human Ftr3 (4): CR 3 Medium 
  Size Humanoid (Human) HD 3d10+12; hp 34; Init +4 
  (+4 Improved Initiative); Spd 30 ft.; AC 15 [flat-footed 
  15, touch 10]; Atk +4 melee (1d8 [19-20/x2], 
  longsword); AL LG; SV Fort +6 Ref +1 Wil +1; Str 11, 
  Dex 11, Con 16, Int 11, Wis 10, Cha 10. 
   
  Skills and Feats: Climb +2, Jump +0, Listen +3, 
  Spot +2; Endurance, Improved Initiative, Quick Draw, 
  Toughness, Weapon Focus (longsword). 
   
  Possessions: 
  Dagger, 
  large 
  wooden 
  shield, 
  longsword, studded leather armor. 
   
  � Orc Assassins, Ftr2 (4): CR 2, Medium humanoid  
  (6 ft. tall); HD 2d10+5; hp 24; Init +5 (+1 Dex, +4 
  Improved Initiative); Spd 30 ft.; AC 19 [flat-footed 18, 
  touch 11]; Atk +4 melee (1d8+2 [19-20/x2], longsword); 
  AL LE; SV Fort +4, Ref +1, Will +0; Str 14, Dex 13, Con 
  13, Int 10, Wis 10, Cha 10. 
   
  Skills and Feats: Hide -5, Jump -4, Listen +1, Move 
  Silently -6; Dodge, Improved Initiative, Toughness. 
   
  Possessions: banded mail, large wooden shield, 
  longsword. 
   
  � Castamere, Human Male Rog3/Ftr2: CR 5; 
  Medium Size Humanoid; HD 3d6+6 plus 2d10+4; hp 
  38; Init +2 (+2 Dex); Spd 30 ft.; AC 18 [flat-footed 13, 
  touch 11] Atk +8 melee (1d10+4 [19-20/x2], bastard 
  sword) or +7 melee (1d8+4 [18-20/x2]), garrotte [wire]; 
  AL LE; SV Fort +5 Ref +5 Wil -1; Str 16, Dex 12, Con 14, 
  Int 14, Wis 10, Cha 8. 
   
   
  Skills and Feats: Appraise +4, Balance +3, Bluff +4, 
  Climb +3, Disguise +4, Handle Animal +0, Hide +8, 
  Innuendo +2, Intimidate +3, Jump +4, Listen +8, Move 
  Silently +8, Ride +3, Search +3, Spot +8, Swim +3, 
  Tumble +4; Combat Reflexes, Exotic Weapon 
  Proficiency (garrotte), Power Attack, Weapon Focus 
  (bastard sword). 
   
  Possessions: Wire garrotte, large darkwood shield, 
  masterwork bastard sword, studded leather armour. 
   
  Encounter 5: Ware the Breakers (EL 10) 
  � Ehlissha, Female Human Sor5: CR 5; Medium 
  Size Humanoid; HD 5d4+8; hp 24; Init +6 (+2 Dex, +4 
  Improved Initiative); Spd 30 ft.; AC 12 (flat-footed 10, 
  touch 12); Atk +1 melee (1d6-1, quarterstaff); SA: 
  Summon familiar; AL LE; SV Fort +1, Ref +3, Will +4; 
  Str 9, Dex 15, Con 12, Int 14, Wis 11, Cha 18. 
  Skills and Feats:  Alchemy +5, Concentration +7, 
  Knowledge (arcana) +9, Listen +1, Scry +9, Spellcraft 
  +9; Extend Spell, Improved Initiative, Toughness. 
  Feats: Improved Initiative, Extra Spell, Toughness. 
   
  Possessions: Traveller’s outfit, light crossbow, 
  money pouch with 10gp (in Ahlissan Nobles) scroll of 
  haste (x2), scroll of cat’s grace, scroll of dispel magic, 
  potion of cure moderate wounds (x2), potion of 
  invisibility. 
  Spells: (6/7/5, base DC = 14 + spell level): 0- 
  dancing lights, detect magic, ghost sound, light, ray of 
  frost, read magic; 1
  st- burning hands, mage armour, 
  magic missile, message; 2
  nd- bull’s strength, cat’s grace, 
  invisibility.  
   
  � Visceris, Male Orc Rog1/Ftr4: CR 5; Medium Size 
  Humanoid (Orc) HD 1d6+3 plus 4d10+12; hp 46; Init 
  +2 (+2 Dex); Spd 30 ft.; AC 18 (flat-footed 16, touch 12); 
  Atk +10 melee (1d10+4 [19-20/x2], bastard sword) or +6 
  melee (1d6+1 [19-20/x2], short sword [Offhand]) or +7 
  (1d8+4 [18-20/x2]), garrotte [wire[); SA Sneak attack 
  +1d6; AL LE; SV Fort +7, Ref +5 Wil +0; Str 16, Dex 15, 
  Con 16, Int 12, Wis 8, Cha 8. 
   
  Skills and Feats:  Climb +5, Disguise +1, Escape 
  Artist +3, Forgery +3, Gather Information +1, Handle 
  Animal +2, Hide +5, Innuendo +1, Intimidate +1, Intuit 
  Direction +1, Jump +6, Listen +3, Move Silently +5, 
  Open Lock +3, Ride +3, Search +2, Spot +3, Swim -4, 
  Tumble +6; Ambidexterity, Exotic Weapon Proficiency 
  (garrotte), Two-Weapon Fighting, Weapon Focus 
  (bastard sword), Weapon Specialization (bastard 
  sword).  
   
  Possessions: Chain shirt, large wooden shield, 
  masterwork bastard sword, wire garrotte, potion of cure 
  moderate wounds. 
   
  � Nialith, Male Human Ftr5: CR 5; Medium Size 
  Humanoid (Human) HD 5d10+5; hp 39; Init +2 (+2 
  Dex); Spd 30 ft.; AC 18 (flat-footed 16, touch 12); Atk +7 
  melee (1d8+2 [19-20/x2], short sword) or +7 melee 
  (1d4+2 [19-20/x2], dagger) or +7 ranged (1d4+2 [19-
  20/x2], dagger) or +7 ranged (1d8 [x3], longbow) or +7 
  (1d8+3 [18-20/x2]), garrotte [wire]); AL LE; SV Fort +5 
  Ref +3 Wil +1; Str 14, Dex 14, Con 12, Int 13, Wis 11, 
  Cha 10. 
   
  Skills and Feats:  Climb +5, Listen +4, Spot +4, 
  Swim +2; Dodge, Exotic Weapon Proficiency (garrotte), 
  Expertise, Point Blank Shot, Power Attack, Precise 
  Shot.  
   
  Possessions: 
  Breastplate, 
  longsword, 
  dagger, 
  longbow, potion of cure moderate wounds. 
   
  � Adreth, Male Human Rog5: CR 5; Medium Size 
  Humanoid (Human) HD 5d6+10; hp 32; Init +3 (+3 
  Dex); Spd 30 ft.; AC 17 (flat-footed 17, touch 13); Atk +7 
  melee (1d6+1 [18-20/x2], rapier) or +4 (1d8+1 [18-
  20/x2]), garrotte [wire]; SA Sneak attack +3d5; SQ 
  Evasion, uncanny dodge; AL LE; SV Fort +3 Ref +7 Wil 
  +1; Str 12, Dex 16, Con 14, Int 13; Wis 10, Cha 10. 
  Skills and Feats:  Appraise +3, Balance +7, Bluff +8, 
  Climb +7, Decipher Script +3, Diplomacy +4, Disguise 
  +2, Escape Artist +3, Forgery +3, Gather Information 
  +2, Hide +9, Listen +8, Move Silently +9, Search +3, 
  Sense Motive +1, Spot +8, Swim +3, Tumble +9, Use 
  Rope +4; Exotic Weapon Proficiency (garrotte), Point 
  Blank Shot, Weapon Finesse (rapier). 
   
  Possessions: Masterwork rapier, chain shirt, wire 
  garrotte potion of cure moderate wounds. 
   
  Shadow on the Storm 
   
  Page 35 
  
  � Dagnarus, Shadow Mastiff: hp 30; see Monster 
  Manual. 
   
  � Water Elemental, Large: hp 68; see Monster 
  Manual. 
   
  Encounter 6: Storm Haven (EL 9) 
  � Daius Sejanus Male Human Ftr2/Rog 3: CR 5; 
  Medium Size Humanoid (Human) HD 2d10 plus 3d6; 
  hp 29; Init +4 (+4 Dex); Spd 30 ft.; AC 18 (flat-footed 18, 
  touch 14); Atk +9 melee (1d6+1 [18-20/x2], rapier) or +8 
  ranged (1d4 [19-20/x2], hand crossbow) or +5 melee 
  (1d8 [18-20/x2]), garrotte [locking]; SA Sneak attack 
  +2d6; SQ Uncanny dodge (Dex bonus, cannot be 
  flanked); AL LE; SV Fort +4, Ref +7, Wil +2; Str 13, Dex 
  18, Con 11, Int 10, Wis 12, Cha 16. 
   
  Skills and Feats:  Balance +13, Bluff +5, Climb +4, 
  Disguise +5, Handle Animal +4, Hide +5, Listen +2, 
  Move Silently +7, Open Lock +5, Sense Motive +2, Spot 
  +7, Swim +1, Tumble +11; Exotic Weapon Proficiency 
  (locking garrotte), Flick of the Wrist, Quickdraw, 
  Quicker than the Eye, Weapon Finesse (rapier). 
   
  Possessions: Locking garrotte, chain shirt, short 
  sword, masterwork rapier (from Paradd’s Sheath) 
  potion of cat’s grace, potion of bull’s strength, potion of 
  blur, potion of haste,  potion of cure moderate wounds, 
  potion of endurance. 
   
  � Grunt’hir, Male Half-Orc Ftr5: CR 5; Medium Size 
  Humanoid (Human) HD 5d10+10; hp 45; Init +6 +2 
  Dex, +4 Improved Initiative; Spd 20 ft.; AC 19 (flat-
  footed 18, touch 11); Atk +8 melee (1d10+3 [x3], 
  halberd); AL LE; SV Fort +6 Ref +3 Wil +0; Str 14, Dex 
  15, Con 14, Int 13, Wis 9, Cha 8. 
   
  Skills and Feats:  Climb +0, Handle Animal +2, 
  Jump +-1, Ride +7, Swim -7; Cleave, Expertise, 
  Improved Initiative, Improved Trip, Power Attack. 
   
  Possessions: Full plate, masterwork halberd, 
  potion of bull’s strength, potion of haste, potion of 
  endurance, potion of cure moderate wounds. 
   
  � Tadreych, Male Human Rog5: CR 5; Medium Size 
  Humanoid (Human) HD 5d6+10; hp 32; Init +3 (+3 
  Dex); Spd 30 ft.; AC 16 (flat-footed 16, touch 13); Atk +5 
  melee (1d6+1 [19-20/x2], short sword) or +6 ranged 
  (1d4+1 [19-20/x2], hand crossbow) or +4 melee (1d8 
  [18-20/x2]), garrotte [wire]); SA Sneak attack +3d6; SQ 
  Evasion, uncanny dodge (Dex bonus, can’t be flanked); 
  AL LE; SV Fort +3 Ref +7 Wil +2; Str 12, Dex 16, Con 
  14, Int 13; Wis 10, Cha 10. 
   
  Skills and Feats: Balance +12, Climb +8, Hide +10, 
  Intimidate +8, Listen +8, Move Silently +10, Spot +8, 
  Swim +4, Tumble +10; Combat Reflexes, Exotic 
  Weapon Proficiency (garrotte), Flick of the Wrist. 
   
  Possessions: Studded leather armor, masterwork 
  short sword, wire garrotte, hand crossbow, potion of 
  Haste, potion of cat’s grace, potion of bull’s strength, 
  potion of cure moderate wounds. 
   
  � Andalleth, Male Human Ftr4/Rog1: CR 5; 
  Medium Size Humanoid (Human) HD 4d10+8 plus 
  1d6+2; hp 32; Init +7 (+3 Dex,+4 Improved Initiative); 
  Spd 30 ft.; AC 16 (flat-footed 13, touch 13); Atk +9 
  melee (1d6+1 [19-20/x2], short sword) or +7 ranged 
  (1d4 [19-20/x2], hand crossbow) or +7 melee (1d8 [18-
  20/x2]), garrotte [wire]); SA Sneak Attack +1d6; SQ 
  Evasion, uncanny dodge (Dex bonus, can’t be flanked); 
  AL LE; SV Fort +4, Ref +6, Will +0; Str 11, Dex 16, Con 
  10, Int 10, Wis 8, Cha 10. 
   
  Skills and Feats: Spot +6 Listen +6, Hide +6, Move 
  Silently +4, Tumble +11; Combat Reflexes, Exotic 
  Weapon Proficiency (garrotte), Flick of the Wrist, 
  Weapon Finesse (garrotte), Weapon Finesse (short 
  sword). 
   
  Equipment: Studded leather armor, wire garrotte, 
  masterwork short sword, hand crossbow, potion of 
  haste, potion of cat’s grace, potion of bull’s strength, 
  potion of cure moderate wounds. 
   
  APL 8 
  Encounter One: Fight them on the Beaches 
  (EL 7) 
  � Harnashir Relaster, Ftr2: CR 2; Medium Size 
  Humanoid (Human); HD 2d10+6; hp 24; Init +6 (+2 
  Dex, +4 Improved Initiative); Spd 30 ft.; AC 16 [flat-
  footed 14, touch 12]; Atk +7 melee (1d10+4 [x3], 
  masterwork halberd); AL LN; SV Fort +6, Ref +2, Will 
  +3; Str 16, Dex 14, Con 16, Int 11, Wis 12, Cha 14. 
   
  Skills and Feats: Handle Animal +5, Jump +2, 
  Knowledge (religion) +1, Ride +4, Swim +5; Improved 
  Initiative, Iron Will, Power Attack, Weapon Focus 
  (halberd). 
   
  Possessions: Chain shirt, masterwork halberd 
  (with a crescent moon point). 
   
  � Bodyguards, Male Human Ftr3 (4): CR 3 Medium 
  Size Humanoid (Human) HD 3d10+12; hp 34; Init +4 
  (+4 Improved Initiative); Spd 30 ft.; AC 15 [flat-footed 
  15, touch 10]; Atk +4 melee (1d8 [19-20/x2], 
  longsword); AL LG; SV Fort +6 Ref +1 Wil +1; Str 11, 
  Dex 11, Con 16, Int 11, Wis 10, Cha 10. 
   
  Skills and Feats: Climb +2, Jump +0, Listen +3, 
  Spot +2; Endurance, Improved Initiative, Quick Draw, 
  Toughness, Weapon Focus (longsword). 
   
  Possessions: 
  Dagger, 
  large 
  wooden 
  shield, 
  longsword, studded leather armour. 
   
  � Orc Assasins, Ftr4 (4): CR 4; Medium humanoid  
  (6 ft. tall); HD 4d10+11; hp 39; Init +5 (+1 Dex, +4 
  Improved Initiative); Spd 30 ft.; AC 19 [flat-footed 18, 
  touch 11]; Atk +8 melee (1d8+3 [19-20/x2], masterwork 
  longsword); SA Darkvision 60 ft.; AL LE; SV Fort +6, 
  Ref +2, Will +1;Str 14, Dex 13, Con 14, Int 10, Wis 10, 
  Cha 10. 
   
  Skills and Feats: Hide -5, Jump -4, Listen +2, Move 
  Silently -6; Dodge, Improved Initiative, Power Attack, 
  Toughness, Weapon Focus (longsword). 
  Shadow on the Storm 
   
  Page 36 
  
   
  Possessions: Banded mail, leather armour, large 
  steel shield, masterwork longsword. 
   
  � Castamere, Human Male Rog3/Ftr2: CR 5; 
  Medium Size Humanoid; HD 3d6+6 plus 2d10+4; hp 
  38; Init +2 (+2 Dex); Spd 30 ft.; AC 18 [flat-footed 13, 
  touch 11] Atk +8 melee (1d10+4 [19-20/x2], bastard 
  sword) or +6 melee (1d8+4 [18-20/x2]), garrotte [wire]); 
  AL LE; SV Fort +5 Ref +5 Wil -1; Str 16, Dex 12, Con 14, 
  Int 14, Wis 10, Cha 8. 
   
   
  Skills and Feats: Appraise +4, Balance +3, Bluff +4, 
  Climb +3, Disguise +4, Handle Animal +0, Hide +8, 
  Innuendo +2, Intimidate +3, Jump +4, Listen +8, Move 
  Silently +8, Ride +3, Search +3, Spot +8, Swim +3, 
  Tumble +4; Combat Reflexes, Power Attack, Weapon 
  Focus (bastard sword). 
   
  Possessions: Wire garrotte, large darkwood shield, 
  masterwork bastard sword studded leather armour. 
   
  Encounter Five: Ware the Breakers (EL 12) 
  � Ehlissha, Female Human Sorc6: CR 6; Medium 
  Size Humanoid; HD 6d4+9; hp 28; Init +6 (+2 Dex, +4 
  Improved Initiative); Spd 30 ft.; AC 12 (flat-footed 10, 
  touch 12); Atk +2 melee (1d6-1, quarterstaff); SA 
  Summon familiar; AL LE; SV Fort +3, Ref +4, Will +5; 
  Str 9, Dex 16, Con 12, Int 14, Wis 11, Cha 18. 
   
  Skills and Feats:  Alchemy +5, Concentration +10, 
  Knowledge (arcana) +10, Listen +1, Scry +9, Spellcraft 
  +10; Extend Spell, Improved Initiative, Spell Focus 
  (Evocation), Toughness.  
   
  Possessions: Traveller’s outfit, light crossbow, 
  money pouch with 10gp (in Ahlissan Nobles) scroll of 
  haste (x2), scroll of cats grace, scroll of dispel magic, 
  potion of cure moderate wounds (x2), potion of 
  invisibility. 
   
  Spells Known: (6/7/6/4; base DC = 14 + spell level 
  [DC = 16 + spell level for lightning bolt); 0- dancing 
  lights, detect magic, ghost sound, light, ray of frost, 
  read magic; 1
  st- burning hands, mage armour, magic 
  missile, message; 2
  nd- bull’s strength, cat’s grace; 3
  rd- 
  haste, lightning bolt*.  
  * indicates a spell with a +2 to its DC 
   
  � Visceris, Male Orc Rog3/Ftr3: CR 6; Medium Size 
  Humanoid (Orc) HD 3d10+9 plus 3d6+9; hp 51; Init +2 
  (+2 Dex); Spd 30ft.; AC 18 (flat-footed 18, touch 12); Atk 
  +5 melee (1d10+3 [19-20/x2], bastard sword) or +8 
  melee (1d8+4 [18-20/x2]), garrotte [wire]); SA Sneak 
  attack +2d6; SQ Evasion, uncanny dodge (Dex bonus); 
  AL LE; SV Fort +7, Ref +6 Wil +1; Str 16, Dex 15, Con 
  14; Int 12; Wis 8 Cha 8. 
   
  Skills and Feats: Appraise +3, Climb +7, Disguise 
  +1, Escape Artist +3, Forgery +3, Gather Information 
  +1, Handle Animal +2, Hide +5, Innuendo +1, 
  Intimidate +1, Intuit Direction +1, Jump +6, Listen +3, 
  Move Silently +6, Open Lock +3, Ride +3, Search +2, 
  Spellcraft +2, Spot +8, Swim +-4, Tumble +10; Cleave 
  Exotic Weapon Proficiency (bastard sword), Exotic 
  Weapon Proficiency (garrotte), Flick of the Wrist, 
  Hamstring, Power Attack, Weapon Focus (bastard 
  sword). 
   
  Possessions:  Chain shirt, large metal shield, +1 
  bastard sword, wire garrotte, potion of cure moderate 
  wounds. 
   
  � Nialith, Male Human Ftr6: CR 6; Medium Size 
  Humanoid (Human) HD 6d10+6; hp 46; Init +2 (+2 
  Dex); Spd 30 ft.; AC 18 (flat-footed 16, touch 12); Atk 
  +8/+3 melee (1d4+2 [19-20/x2], dagger) or +8/+3 
  ranged (1d4+2 [19-20/x2], dagger) or +10/+5 melee 
  (1d8+4 [19-20/x2], longsword); AL LE; SV Fort +6 Ref 
  +4 Wil +2; Str 14, Dex 14, Con 10, Int 13, Wis 11, Cha 
  10. 
   
  Skills and Feats:  Climb +7, Jump -1, Listen +4, 
  Ride +3, Spot +4, Swim +3; Dodge, Expertise, Mobility, 
  Spring Attack, Weapon Focus (longsword), Whirlwind 
  Attack, Weapon Specialization (longsword). 
   
  Possessions: Breastplate, Large wooden shield, 
  masterwork longsword, dagger, potion of cure 
  moderate wounds. 
   
  � Adreth, Male Human Rog5: CR 5; Medium Size 
  Humanoid (Human) HD 5d6+10; hp 40; Init +3 (+3 
  Dex); Spd 30 ft.; AC 19 (flat-footed 14, touch 13); Atk +7 
  melee (1d6+1/18-20, rapier) or +5 melee (1d8+1 [18-
  20/x2]), garrotte [wire]); SA Sneak attack +3d6; SQ 
  Evasion, uncanny dodge (Dex bonus, can’t be flanked); 
  AL LE; SV Fort +3 Ref +8 Wil +2; Str 12, Dex 16, Con 
  14, Int 13; Wis 10, Cha 10. 
   
  Skills and Feats: Spot +8, Listen +8, Hide +11, 
  Move Silently +11, Tumble +11; Exotic Weapon 
  Proficiency (garrotte), Shield Proficiency, Weapon 
  Finesse (rapier). 
   
  Possessions: Masterwork rapier, potion of cure 
  moderate wounds, chain shirt, large wooden shield, 
  wire garrotte. 
   
  � Dagnarus, Shadow Mastiff Advanced: CR 5; Large 
  Outsider (Evil); HD 8d8+56; hp 96; Init +5 (+1 Dex, +4 
  Improved Initiative); Spd 50 ft.; AC 13 (flat-footed 13, 
  touch 11); Atk +9 melee (1d6+8, bite); SA Bay, trip; SQ 
  Shadow blend, Scent; AL NE; SV Fort +7, Ref +5, Wil 
  +5; Str 25, Dex 12, Con 21, Int 4, Wis 12, Cha 13. 
   
  Skills and Feats: Dodge, Improved Initiative, 
  Power Attack  
   
  Bay (Su): When a shadow mastiff howls or barks, 
  all creatures except evil outsiders within a 300 ft. 
  spread must succeed at a Will save (DC 13) or become 
  panicked for 2d4 rounds. This is a sonic, mind-affecting 
  fear effect. Whether or not the save is successful, an 
  affected creature is immune to that mastiff's bay for one 
  day. 
   
  Trip (Ex): A shadow mastiff that hits with its bite 
  attack can attempt to trip the opponent as a free action 
  without making a touch attack or provoking an attack 
  of opportunity. If the attempt fails, the opponent 
  cannot react to trip the shadow mastiff. 
   
  Shadow Blend (Su): During any conditions other 
  than full daylight, a shadow mastiff can disappear into 
  Shadow on the Storm 
   
  Page 37 
  
  the shadows, giving it nine-tenths concealment. 
  Artificial illumination, even a light or continual flame 
  spell, does not negate this ability. A daylight spell, 
  however, will. 
   
  � Water Elemental, Huge: hp 152; see Monster 
  Manual. 
   
  Encounter Six: Storm Haven (EL 11) 
  � Daius Sejanus Male Human Ftr4/Rog 3: CR 7; 
  Medium Size Humanoid (Human) HD 4d10 plus 3d6; 
  hp 37; Init +4 (+4 Dex); Spd 30 ft.; AC 18 (flat-footed 18, 
  touch 14); Atk +11/+6 melee (1d6+2 [18-20/x2], rapier) 
  or +10/+5 ranged (1d4 [19-20/x2], hand crossbow or +7 
  melee (1d8+1 [18-20/x2]), garrotte (locking); AL LE; SA 
  Sneak attack +2d6; SQ Evasion, uncanny dodge (Dex 
  bonus); SV Fort +5, Ref +8, Wil +3; Str 13, Dex 18, Con 
  11, Wis 10, Cha 12, Int 16. 
   
  Skills and Feats: Balance +13, Bluff +5, Climb +6, 
  Disguise +5, Handle Animal +5, Hide +5, Jump +4, 
  Listen +2, Move Silently +7, Open Lock +5, Ride +5, 
  Sense Motive +2, Spot +7, Swim +0, Tumble +11; Exotic 
  Weapon Proficiency (locking garrotte), Flick of the 
  Wrist, Hamstring Quickdraw, Quicker than the Eye, 
  Weapon Finesse (rapier). 
   
  Possessions: Locking garrotte, +1 mithril chain 
  shirt, short sword, +1 rapier (from Paradd’s Sheath) 
  potion of cat’s grace, potion of bull’s strength, potion of 
  blur, potion of haste, potion of cure moderate wounds 
  (3), potion of endurance. 
   
  � Grunt’hir, Male Half-Orc Ftr 7: CR 7; Medium 
  Size Humanoid (Human) HD 7d10+14; hp 61; Init +6 
  (+2 Dex, +4 Improved Initiative); Spd 20 ft.; AC 19 (flat-
  footed 18, touch 11); Atk +10/+5 melee (1d10+4 [x3], 
  halberd); AL LE; SV Fort +7 Ref +4 Wil +1; Str 14, Dex 
  15, Con 14, Int 13, Wis 9, Cha 8. 
   
  Skills and Feats:  Climb +3, Handle Animal +2, 
  Jump +-1, Ride +7, Swim +-4; Cleave, Combat Reflexes, 
  Expertise, Improved Initiative, Improved Trip, Power 
  Attack. 
   
  Possessions: Full plate, +1 halberd, potion of bull’s 
  strength, potion of haste, potion of endurance, potion 
  of cure moderate wounds. 
   
  � Andalleth, Male Human Rog2/Ftr4/Rgr1: CR 7; 
  Medium Size Humanoid (Human) HD 4d10 plus 2d6 
  plus 1d10; hp 42; Init +3 (+3 Dex); Spd 30 ft.; AC 17 
  (flat-footed 14, touch 13); Atk +11/+6 melee (1d6 [19-
  20/x2], short sword) or +6 melee (1d8 [18-20/x2]), 
  garrotte [wire]); AL LE; SA Sneak attack +1d6; SQ 
  Evasion; SV Fort +6, Ref +7, Wil +0; Str 11, Dex 16, Con 
  10, Int 10, Wis 8, Cha 10. 
   
  Skills and Feats: Climb +2, Intuit Direction +0, 
  Jump +6, Listen +8, Move Silently +3, Ride +7, Spot +6, 
  Swim +-5, Tumble +13; Combat Reflexes, Expert 
  Tactician, Exotic Weapon Proficiency (wire garrotte), 
  Flick of the Wrist, Quick Draw, Weapon Finesse (short 
  sword), Weapon Specialization (short sword). 
   
  Possessions: Chain shirt, masterwork short sword 
  (x2), potion of haste (2), potion of cat’s grace, potion of 
  bull’s strength, potion of cure moderate wounds, wire 
  garrotte. 
   
  � Tadreych, Male Human Rog2/Ftr4/Rgr1: CR 7; 
  Medium Size Humanoid (Human) HD 2d6+2 plus 
  4d10+4; hp 47; Init +3 (+3 Dex); Spd 30 ft.; AC 17 (flat-
  footed 14, touch 13); Atk +11/+6 melee (1d6+3 [19-
  20/x2], short sword) or +7 (1d8+1 [18-20/x2]), garrotte 
  [wire]); SA Sneak Attack +1d6; SQ Evasion; AL LE; SV 
  Fort +7, Ref +7, Wil +1; Str 13, Dex 16, Con 13, Int 16, 
  Wis 10, Cha 10. 
   
  Skills and Feats: Climb +9, Handle Animal +2, 
  Heal +4, Hide +11, Listen +10, Move Silently +11, Ride 
  +5, Search +5, Sense Motive +10, Spot +10, Swim +6, 
  Tumble +11, Use Rope +4, Wilderness Lore +1; Combat 
  Reflexes, Exotic Weapon Proficiency (Garrotte), Expert 
  Tactician, Flick of the Wrist, Quick Draw, Weapon 
  Finesse (short sword), Weapon Specialization (short 
  sword). 
   
  Possessions: Chain shirt, masterwork short sword 
  (x2), wire garrotte, potion of haste (2), potion of cat’s 
  grace, potion of bull’s strength, potion of cure moderate 
  wounds. 
   
  APL 10 
  Encounter One: Fight them on the Beaches 
  (EL 8) 
  � Harnashir Relaster, Ftr2: Medium Size Humanoid 
  (Human); HD 2d10+6; hp 24; Init +6 (+2 Dex, +4 
  Improved Initiative); Spd 30 ft.; AC 16 [flat footed 14, 
  touch 12]; Atk +7 melee (1d10+4 [x3], masterwork 
  halberd); AL LN; SV Fort +6, Ref +2, Will +3; Str 16, 
  Dex 14, Con 16, Int 11, Wis 12, Cha 14. 
   
  Skills and Feats: Handle Animal +5, Jump +2, 
  Knowledge (religion) +1, Ride +4, Swim +5; Improved 
  Initiative, Iron Will, Power Attack, Weapon Focus 
  (halberd). 
   
  Possessions: Chain shirt, masterwork halberd 
  (with a crescent moon point). 
   
  � Bodyguards, Male Human Ftr3 (4): CR 3 Medium 
  Size Humanoid (Human) HD 3d10+12; hp 34; Init +4 
  (+4 Improved Initiative); Spd 30 ft.; AC 15 [flat-footed 
  15, touch 10]; Atk +4 melee (1d8 [19-20/x2], 
  longsword); AL LG; SV Fort +6 Ref +1 Wil +1; Str 11, 
  Dex 11, Con 16, Int 11, Wis 10, Cha 10. 
   
  Skills and Feats: Climb +2, Jump +0, Listen +3, 
  Spot +2; Endurance, Improved Initiative, Quick Draw, 
  Toughness, Weapon Focus (longsword). 
   
  Possessions: 
  Dagger, 
  large 
  wooden 
  shield, 
  longsword, studded leather armor.  
   
  � Orc Assasins, Ftr4 (6): CR 4; Medium humanoid  
  (6 ft. tall); HD 4d10+11; hp 39; Init +5 (+1 Dex, +4 
  Improved Initiative); Spd 30 ft.; AC 19 [flat-footed 18, 
  touch 11]; Atk +8 melee (1d8+3 [19-20/x2], masterwork 
  longsword); SA Darkvision 60 ft.; AL LE; SV Fort +6, 
  Shadow on the Storm 
   
  Page 38 
  
  Ref +2, Will +1;Str 14, Dex 13, Con 14, Int 10, Wis 10, 
  Cha 10. 
   
  Skills and Feats: Hide -5, Jump -4, Listen +2, Move 
  Silently -6; Dodge, Improved Initiative, Power Attack, 
  Toughness, Weapon Focus (longsword). 
   
  Possessions: Banded mail, large steel shield, 
  masterwork longsword. 
   
  � Castamere, Human Male Rog3/Ftr2/Ass2:CR 7 
  Medium Size Humanoid; HD 5d6+10 plus 2d104; hp 
  46; Init +1 (+1 Dex); Spd 30 ft.; AC 19 (flat-footed 19, 
  touch 11), Atk +9 melee (1d10+3 [19-20/x2], 
  masterwork bastard sword) or +7 melee (1d8+4 [18-
  20/x2]), garrotte [wire]); AL LE; SV Fort +6 Ref +7 Wil 
  +1; Str 16, Dex 12, Con 14, Int 13, Wis 10, Cha 8. 
   
   
  Skills and Feats:  Appraise +4, Balance -2, Bluff +4, 
  Climb -4, Disguise +4, Handle Animal +0, Hide +1, 
  Innuendo +2, Intimidate +3, Jump +-1, Listen +8, Move 
  Silently +1, Pick Pocket -2, Ride +3, Search +6, Sense 
  Motive +3, Spot +8, Swim -5, Tumble +0; Arterial Strike, 
  Combat Reflexes, Exotic Weapon Proficiency (Bastard 
  Sword), Exotic Weapon Proficiency (garrotte), Expert 
  Tactician, Quickdraw. 
   
  Possessions: Wire garrotte, large darkwood shield, 
  masterwork bastard sword, banded mail. 
   
  Encounter 5: Ware the Breakers (EL 14) 
  � Ehlissha, Female Human Sor9: CR 9; Medium 
  humanoid; HD 9d4+12; hp 40; Init +6 (+2 Dex, +4 
  Improved Initiative); Spd 30 ft.; AC 13 (flat-footed 11, 
  touch 13); Atk +4 melee (1d6, light mace); SA Spell 
  casting; SQ Summon familiar; AL LE; SV Fort +5, Ref 
  +6, Will +7; Str 10, Dex 15, Con 12, Int 14, Wis 11, Cha 
  20. 
   
  Skills and Feats:  Alchemy +5, Concentration +13, 
  Hide +5, Knowledge (arcana) +10, Listen +3, Move 
  Silently +3, Scry +9, Spellcraft +10; Extra Spell, Extra 
  Spell, Extra Spell, Spell Focus [Evocation]. 
   
  Possessions: Traveller’s outfit, light crossbow, 
  money pouch with 10gp (in Ahlissan Nobles) scroll of 
  haste (2), scroll of cat’s grace, scroll of dispel magic, 
  potion of cure moderate wounds (x2), potion of 
  invisibility. 
   
  Spells Known: (6/7/7/7/5; base DC = 15 + spell 
  level; 0-dancing lights, daze, detect magic, light, mage 
  hand, prestidigitation, ray of frost, read magic; 1
  st- 
  colour spray, mage armour, magic missile, protection 
  from good, shield; 2
  nd- blindness, cats grace, bull’s 
  strength, endurance; 3
  rd- dispel magic, fireball*, greater 
  magic weapon, haste, lightning bolt*; 4
  th-improved 
  invisibility;  
  * indicates a spell with a +2 to its DC 
   
  � Visceris, Male Orc Rog5/Ftr4: CR 9; Medium Size 
  Humanoid (Orc) HD 4d10+12 plus 5d6+15; hp 74; Init 
  +3 (+3 Dex); Spd 30 ft.; AC 19 (flat-footed 19, touch 13); 
  Atk +13/+8 melee (1d10+4 [19-20/x2], bastard sword) or 
  +10 melee (1d8+4 [18-20/x2]), garrotte [wire]); SA 
  Sneak attack +3d6; SQ Evasion, uncanny dodge (Dex 
  bonus, can’t be flanked); AL LE; SV Fort +8, Ref +8 Wil 
  +1; Str 16, Dex 16, Con 14, Int 12, Wis 8, Cha 8. 
   
  Skills and Feats:  Appraise +3, Climb +8, Disguise 
  +1, Escape Artist +4, Forgery +3, Gather Information 
  +1, Handle Animal +3, Hide +6, Innuendo +1, 
  Intimidate +1, Intuit Direction +1, Jump +7, Listen +7, 
  Move Silently +7, Open Lock +4, Ride +4, Search +2, 
  Spellcraft +2, Spot +8, Swim +7, Tumble +14; 
  Ambidexterity, Exotic Weapon Proficiency (bastard 
  sword), Exotic Weapon Proficiency (wire garrotte), 
  Hamstring, Two Weapon Fighting, Weapon Focus 
  (bastard sword), Weapon Specialization (bastard 
  sword). 
   
  Possessions:  Masterwork chain shirt, large metal 
  shield, +1 bastard sword, wire garrotte, potion of cure 
  moderate wounds. 
   
  � Nialith, Male Human Ftr9: CR 8; Medium Size 
  Humanoid (Human) HD 9d10+9; hp 67; Init +2 (+2 
  Dex); Spd 20 ft.; AC 18 (flat-footed 16, touch 12); Atk 
  +14/+9 melee (1d8+4 [19-20/x2], longsword) or  +11/+6 
  melee (1d4+2 [19-20/x2], dagger) or +11/+6 ranged 
  (1d4+2 [19-20/x2], dagger); AL LE; SV Fort +7 Ref +5 
  Wil +3; Str 15, Dex 14, Con 12, Int 13, Wis 11, Cha 10. 
   
  Skills and Feats:  Climb +7, Jump +2, Listen +4, 
  Ride +7, Spot +5, Swim +6; Combat Reflexes, Dodge, 
  Exotic Weapon Proficiency (bastard sword), Expertise, 
  Expert Tactician, Mobility, Spring Attack, Weapon 
  Focus 
  (longsword), 
  Weapon 
  Specialization 
  (longsword), Whirlwind Attack. 
   
  Possessions: 
  Breastplate, 
  mithril 
  shield, 
  masterwork longsword, dagger, potion of cure 
  moderate wounds, wire garrotte. 
   
  � Adreth, Male Human Rog9: CR 9; Medium Size 
  Humanoid (Human) HD 9d6 +18; hp 60; Init +3 (+3 
  Dex); Speed 30 ft.; AC 17 (flat-footed 17, touch 13); Atk 
  +11/+6 Melee (1d6+1/18-20, rapier) or +7 melee (1d8+2 
  [18-20/x2]), garrotte [wire]; SA Sneak attack +5d6; SQ 
  Evasion, uncanny dodge (Dex bonus, can’t be flanked); 
  AL LE; SV Fort +5 Ref +9 Wil +3; Str 12, Dex 17, Con 
  14, Int 13; Wis 10, Cha 10. 
  Skills and Feats:  Appraise +4, Balance +8, Bluff +9, 
  Climb +7, Decipher Script +4, Diplomacy +5, Disguise 
  +3, Escape Artist +3, Forgery +3, Gather Information 
  +2, Hide +13, Listen +12, Move Silently +13, Search +5, 
  Sense Motive +3, Spot +12, Swim +7, Tumble +13; 
  Combat Reflexes, Expert Tactician, Faster than the eye, 
  Flick of the Wrist, Weapon Finesse (rapier). 
   
  Possessions: Masterwork rapier, potion of cure 
  moderate wounds, chain shirt, large wooden shield, 
  wire garrotte. 
   
  � Dagnarus, Large Shadow Mastiff Advanced: CR 5; 
  Large Sized Outsider (Evil); HD 12d8+72; hp 130; Init 
  +4 (+4 Improved Initiative); Spd 50 ft.; AC 13 (flat-
  footed 13, touch 11); Atk +19/+14/+9 melee (1d8+8, 
  bite); SA Bay, trip; SQ Shadow blend, scent; AL NE; SV 
  Fort +13, Ref +8, Wil +2; Str 25, Dex 11, Con 21, Int 4, 
  Wis 12, Cha 13. 
  Shadow on the Storm 
   
  Page 39 
  
   
  Skills and Feats: Dodge, Improved Initiative, 
  Power Attack  
   
  Bay (Su): When a shadow mastiff howls or barks, 
  all creatures except evil outsiders within a 300 ft. 
  spread must succeed at a Will save (DC 13) or become 
  panicked for 2d4 rounds. This is a sonic, mind-affecting 
  fear effect. Whether or not the save is successful, an 
  affected creature is immune to that mastiff's bay for one 
  day. 
   
  Trip (Ex): A shadow mastiff that hits with its bite 
  attack can attempt to trip the opponent as a free action 
  without making a touch attack or provoking an attack 
  of opportunity. If the attempt fails, the opponent 
  cannot react to trip the shadow mastiff. 
   
  Shadow Blend (Su): During any conditions other 
  than full daylight, a shadow mastiff can disappear into 
  the shadows, giving it nine-tenths concealment. 
  Artificial illumination, even a light or continual flame 
  spell, does not negate this ability. A daylight spell, 
  however, will. 
   
  � Water Elemental, Greater: hp 199; see Monster 
  Manual. 
   
  Encounter 6: Storm Haven (EL 14) 
  � Daius Sejanus Male Human Ftr4/Rog 5/Rgr1: CR 
  10; Medium Size Humanoid (Human) HD 4d10 plus 
  5d6 plus 1d10; hp 55; Init +4 (+4 Dex); Spd 30 ft.; AC 19 
  (flat-footed 19, touch 15); Atk +14/+9 melee 
  (3d6+1d6+5, +1 flaming rapier), or +12/+7 melee (1d6+2 
  [19-20/x2], short sword [Off hand]); or +11 melee 
  (1d8+3 [18-20/x2]), garrotte [locking]); SA Sneak attack 
  +3d6; SQ Evasion, Uncanny dodge (Dex bonus); AL LE; 
  SV Fort +7, Ref +9, Wil +3; Str14, Dex 18, Con 11, Int 
  10, Wis 12, Cha 12. 
   
  Skills and Feats:  Balance +15, Bluff +7, Climb +9, 
  Disguise +7, Handle Animal +5, Hide +7, Jump +7, 
  Listen +4, Move Silently +9, Open Lock +7, Ride +6, 
  Sense Motive +2, Spot +7, Swim +1, Tumble +11, Use 
  Rope +6, Wilderness Lore +3; Ambidexterity, Exotic 
  Weapon Proficiency (locking garrotte), Faster than the 
  Eye, Flick of the Wrist, Power Attack, Quickdraw, Two 
  Weapon Fighting, Weapon Finesse (rapier), Weapon 
  Finesse (short sword), Weapon Specialization (rapier). 
   
  Possessions: Locking garrotte, +1 mithril chain 
  shirt, short sword, +1 flaming rapier (from Paradd’s 
  Sheath) potion of cat’s grace, potion of bull’s strength, 
  potion of blur, potion of haste, potion of cure moderate 
  wounds (3), potion of endurance. 
   
  � Grunt’hir, Male Half-Orc Ftr10: CR 10; Medium 
  Size Humanoid (Half-Orc) HD 10d10+20; hp 84; Init 
  +6 (+2 Dex, +4 Improved Initiative); Spd 20 ft.; AC 19 
  (flat-footed 19, touch 12); Atks +15/+10 melee (1d10+5 
  [x3], +1 halberd); AL LE; SV Fort +9 Ref +5 Wil +2; Str 
  15, Dex 15, Con 14, Int 13, Wis 9,Cha 8. 
   
  Skills and Feats: Climb +5, Handle Animal +2, 
  Jump +0, Ride +7, Swim +2; Cleave, Combat Reflexes, 
  Expertise, Expert Tactician, Great Cleave, Improved 
  Initiative, Improved Trip, Power Attack, Weapon Focus 
  (halberd), Weapon Specialization (halberd).  
   
  Possessions: Full Plate, +1 halberd, potion of bull’s 
  strength, potion of haste, potion of endurance, potion 
  of cure moderate wounds. 
   
  � Andalleth, Male Human Rog5/Ftr4/Rgr1: CR 10; 
  Medium Size Humanoid (Human) HD 6d6 plus 4d10; 
  hp 54; Init +7 (+3 Dex, +4 Improved Initiative); Spd 30 
  ft.; AC 17 (flat-footed 17, touch 13); Atk +14/+9 melee 
  (1d6+2 [19-20/x2], short sword) or +9 melee (1d8+1 [18-
  20/x2]), garrotte [locking]); SA Sneak attack +3d6; SQ 
  Evasion, uncanny dodge (Dex bonus, can’t be flanked); 
  AL LE; SV Fort +7, Ref +8, Wil +1; Str 12, Dex 16, Con 
  10, Int 10, Wis 8, Cha 10. 
   
  Skills and Feats:  Climb +3, Intuit Direction +0, 
  Jump +10, Listen +11, Move Silently +6, Ride +7, Spot 
  +9, Swim +8, Tumble +16; Combat Reflexes, Expertise, 
  Expert Tactician, Improved Initiative, Weapon Finesse 
  (short sword), Weapon Focus (short sword), Weapon 
  Specialization (short sword). 
   
  Possessions: Chain shirt, masterwork short sword 
  (2), potion of haste (2), potion of cat’s grace, potion of 
  bull’s strength, potion of cure moderate wounds. 
   
  � Tadreych, Male Human Rog5/Ftr4/Rgr1: CR 10; 
  Medium Size Humanoid (Human) HD 5d6+5 plus 
  4d10+4 plus 1d10+1; hp 62; Init +7 (+3 Dex, +4 
  Improved Initiative); Spd 30 ft.; AC 17 (flat-footed 17, 
  touch 13); Atk +14/+9 melee (1d6+4 [19-20/x2], Short 
  Sword) or +9 melee (1d8+1 [18-20/x2]), garrotte 
  [locking]); AL LE; SA Sneak attack +3d6, SQ Evasion, 
  uncanny dodge (Dex bonus, can’t be flanked); SV Fort 
  +8, Ref +8, Wil +2; Str 14, Dex 16, Con 13, Int 16, Wis 
  10, Cha 10. 
   
  Skills and Feats:  Climb +13, Handle Animal +3, 
  Heal +13, Hide +12, Innuendo +1, Intimidate +1, Listen 
  +10, Move Silently +11, Ride +5, Search +5, Sense 
  Motive +10, Spot +13, Swim +10, Tumble +14, Use 
  Rope +4, Wilderness Lore +1; Combat Reflexes, 
  Expertise, Expert Tactician, Improved Initiative, 
  Weapon Finesse (short sword), Weapon Focus (short 
  sword), Weapon Specialization (short sword).  
   
  Possessions: Chain shirt, masterwork short sword 
  (2), potion of haste (2), potion of cat’s grace, potion of 
  bull’s strength, potion of cure moderate wounds. 
   
   
   
   
   
   
   
   
   
   
  Shadow on the Storm 
   
  Page 40 
  
   
  Appendix Two:  
  Background Material
  Worship of Procan At a Glance 
  Sealord, Sender of Storms, Roar of the Ocean, Eye of 
  the Tempest 
   
  Pre-Occupation: Worship of Procan was brought to 
  Onnwal with the Aerdi. He is depicted as a wrathful 
  and intemperate god, prone to venting his ire in the 
  form of storms and tempests in which he is thought to 
  manifest himself. In the west and south, he is described 
  as the husband of Osprem who is said to moderate his 
  rage with her soothing songs. In the east however, 
  where worship of Osprem is eclipsed by that of Procan, 
  The Roar of the Ocean is seen as the primary god of the 
  sea. 
   
  A small cult called the Stormseekers was based in 
  Sornhill. This bizarre offshoot of the main church, 
  believing that Procan is actually manifest in the heart 
  of tempests, seeks to be closer to him by actually 
  holding ceremonies on ships in the middle of storms, 
  sometimes sailing directly in the heart of a tempest to 
  commune with their god. Many do not survive which 
  obviously keeps the cult small. However, those that do 
  are often hailed as living saints. One such was the 
  founder of the cult - Burisan Stormseeker, who was said 
  to have survived three score “communions” before 
  finally as an old man of 70 years he sailed away and 
  never returned. 
   
  Procan’s temples are always placed on the sea 
  shore and are centred around a pool of sea water. 
  Worship of Procan generally takes the form of an 
  appeasement sacrifice (commonly a offering of salt or a 
  small clay doll representing the sailor dropped into the 
  pool in the temple) – generally made by sailors before 
  setting out on a voyage. Procan was revered by all those 
  who ventured out upon the often stormy seas around 
  Onnwal and by those who await their return on the 
  shore. He is also the patron of the salt harvesters of the 
  Azure Coast and of the Guild of Navigators in Scant. 
   
  Priests of Procan make offerings and prayers on 
  behalf of their flock to avert the rage of the Sealord and 
  for a plentiful harvest of fish. Their knowledge of tides 
  and sea weather is second to none and borders on the 
  precognisant for high ranking priests of the church. 
  Generally, however in the past, priests of Procan did 
  not serve aboard vessels – though many are 
  accomplished sailors in their own right. They worship 
  the sea itself rather than the act of moving across it. 
   
  The main Cathedral to Procan was in Killdeer set 
  upon the seashore. Large temples were also found in 
  Scant, Sornhill and Longbridge. 
   
  Post-Occupation: The Temple of Procan in Scant 
  was beset early in the fighting, and was taken only after 
  a quick but bloody struggle. Those priests not killed in 
  the attack were publicly starved to death, given only 
  salt to eat. The temple itself was levelled while the 
  Guild of Navigators was outlawed, its records seized 
  and those members captured by the Brotherhood were 
  enslaved and put to the service of the Brotherhood 
  navy. Some members of the Guild either escaped the 
  fall or were aboard ships at sea at the time. Most of 
  these have entered the service of the Rebels. 
   
  Elsewhere in Onnwal the Brotherhood made a 
  point of eliminating the Church as soon as possible, 
  fearing the powers of the priests might wreak havoc on 
  their fleets and disgusted by the local belief that Procan 
  was Osprem’s husband. The clergy were ruthlessly 
  hunted down, temples levelled and the church 
  crushed. Many priests especially in Sornhill and 
  Killdeer managed to escape on fleeing ships, their 
  powers aiding the vessels’ escape from the Brotherhood 
  fleets. The Head of the Church in Onnwal, Delvan 
  Gasparen refused to abandon the Cathedral and, 
  sending his priests into exile, alone remained to face 
  the advancing Brotherhood forces. When the 
  Brotherhood troops came to seize him, he summoned 
  an enormous wave to sweep away the temple, 
  drowning the soldiers and himself and a section of 
  Killdeer’s waterfront. 
   
  The clergy mostly fled to Nessermouth and 
  Irongate, though a few priests remained at large in the 
  Storm Isles, and the rocky cliffs of the Storm Coast. 
  This included the Stormseekers, led by their “Living 
  Saint” Iseln Guiral, who since then has waged a savage 
  guerrilla war against Brotherhood shipping. This has 
  increased the profile, popularity and influence of the 
  Stormseekers and Iseln is now treated on a similar 
  footing with Delvan’s successor Holshend Wildren. 
   
  The main church too has taken a more active role 
  in aiding Rebel shipping. Wildren, invoking the 
  memory of his predecessor’s sacrifice, has declared a 
  holy war against the Brotherhood for the outrages they 
  have committed against the church. Many priests 
  therefore now serve aboard rebel ships and do their 
  utmost to bring the wrath of the Sealord down upon 
  the heads of the Brotherhood and their allies. 
   
  The Merchant House of Carbani 
  A prominent merchant family based in Scant before 
  the Wars, the Carbanis are in fact native to the city of 
  Blue in the Pomarj. The founders of the family were a 
  group of unrelated merchants and burghers of that city 
  who were fortunate enough to be able to flee the port 
  before it fell to the orcish hordes in 521 CY. Finding 
  safe haven in Scant, the refugees banded together with 
  what resources they had, sealing their pact with 
  intermarriage, forging the group into one united, if 
  sprawling, family. Through much hard work and effort, 
  the Carbani's regained much of their lost wealth and 
  established themselves as one of the richest merchant 
  families in Scant. However, they never forgot their lost 
  homeland and have been unwavering foes of the orcs 
  and pirates of Blue and the Pomarj ever since. They 
  Shadow on the Storm 
   
  Page 41 
  
  have repeatedly urged the Szeks of Onnwal to send 
  their forces to reclaim Blue for decent humanity and to 
  cleanse the Pomarj of the orcish filth, which pollutes it. 
  They have even bankrolled privateers to make punitive 
  raids on Blue and any vessels sailing from it. 
   
  The Carbanis were once more forced to flee to 
  escape the rule of the Scarlet Brotherhood. Led by 
  Tygeld Carbani, they escaped to Nessermouth in 
  Nyrond. Having already had the experience of losing 
  everything - the Carbanis had prudently distributed 
  their assets widely across the eastern Flanaess - from 
  Dyvers to Rel Mord - rather than concentrating all 
  their wealth in one place. Thus, unlike many 
  Onnwalish merchants, they managed to survive the 
  invasion with a substantial portion of their fortunes 
  intact. Tygeld has used this money to purchase two 
  other vessels, which he has loaned to Jian Destron to 
  ferry supplies from Nyrond to Killdeer. Furthermore 
  he has also made several large loans in coin to the Szek. 
  Though it is not known for certain what conditions 
  apply to these loans, it is speculated that Destron has 
  had to make promises to strike against Blue and the 
  Pomarj, after Onnwal has been liberated.   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Shadow on the Storm 
   
  Page 42 
  
  Appendix 3  
  Character Roleplay Notes 
  � Paradd Carbani, Provost Arbiter of Norland. 
   
  Paradd is fairly short, and his figure slight, with a 
  prematurely receding dark blonde hairline. In his late 
  twenties Paradd is well educated, clever and fiercely 
  dutiful, however he questions, of late, his ability to 
  handle the utter debacle this situation has grown into. 
  He looks harried and almost broken at times – an 
  almost completely different man to the jovial, youthful 
  scholar appointed a year ago  
   
  The thought of giving up, however, would be 
  abhorrent to him and he will do the best he can bearing 
  his responsibilities if it kills him. 
   
  For what little resources it has, Norland holds 
  several crucially strategic position, not least of which is 
  the western tusk of Dunhead Bay, and that should 
  Norland fall into the hands of a traitor it would be a 
  total disaster for Onnwal, and for the people of 
  Norland and all the Storm Coast. 
   
  In his investigations he has become completely 
  convinced that one of the claimants is such a traitor, 
  and he if he makes a mistake in his arbitration he will 
  bear its legacy for the rest of his life, which he suspects 
  may not be long.  
   
  He still remains forceful, emphatic and somewhat 
  imperious in his outward appearance however. He 
  despises disloyalty, lawlessness and disrespect heartily, 
  along with a passionate hatred of all of euroz kind – 
  especially Half-euroz abominations. 
   
  Having to go to people like the PCs for help in this 
  riles him greatly, but he has realized he has no real 
  choice in the matter. 
   
  � Paradd Carbani, Male Human Arst2/Exp2: CR 4; 
  Medium Size Humanoid HD 2d6+2d8; hp 21; Init + 0; 
  Speed 30ft; AC 10 (touch 10, flat footed 10); Atks +0 (, 
  Halberd); AL LG; SV Fort +0 Ref +5 Wil +2; Str 10, Dex 
  10, Con 10, Int 17, Wis 16, Cha16. 
  Skills and Feats: Skill Focus Knowledge: Politics; Skill 
  Focus Sense Motive. Diplomacy +10, Sense Motive +12, 
  Bluff +10, Speaks Hobniz, Olven, Noniz, Dwur, 
  Draconic, Ignan, Aquan, Infernal, Terran and Sylvan. 
  Possessions: Masterwork Rapier. 
   
  � Harnashir Relaster, Baron-Claimant to Norland. 
  Harnashir is an imposingly tall (6’4) gaunt figure, his 
  blonde hair sheared off. He has a dark look about his 
  eyes, and everything he says is with an intense and 
  measured solemnity.  
   
  He claims to be the son of Lindera Relaster, the 
  old Duke’s sister, and has spent the last four years 
  wandering the Flanaess under various guises. 
   
  As cousin to Garamon and the Duchess if his claim 
  can be proved, his claim is almost certainly the 
  strongest of the three.  
   
  Harnashir never drinks alcohol, and demands 
  utter loyalty from his followers and subordinates. 
  Devoted completely to Pholtus (some would say with 
  the zeal of a convert) he considers Milos a sorcerer and 
  jumped up user of foul magics, as well as a despicable 
  coward.  Wallac he thinks of him as a thief. His 
  hostility toward Carbani – who he sees as an insolent 
  shopkeeper, is thinly veiled, though he is in fact far 
  cleverer than some see him to be and icily sane.  
   
  Harnashir comes across as unbending, forthright 
  and utterly unforgiving. Those who show respect he 
  will respect in return and he will never say anything he 
  does not consider to be the complete unerring truth. 
   
  Some do begin to feel uncomfortable when talking 
  to him for a while, as if there is a dark edge of menace 
  about everything he does and says. 
   
  � Baron Milos Relaster, Baron of Saltirn.  
  An associate of Bigby and a mage above all else Milos is 
  of medium height, slight and graying in the beard and 
  at the temples – looking far more lined and careworn 
  than his cousin Wallac, his elder by several years.  
   
  Milos fled to Irongate during the Occupation, 
  returning to inherit the lands left by his brother 
  Pirraen – a fellow mage who led the resistance in 
  Saltirn before being executed by the Brotherhood. 
   
  Milos for the most part will seem haughty and 
  aloof, and deeply, deeply incensed that that Norland 
  was not presented to him a long time ago. He has been 
  aggravating Carbani for months to make a decision and 
  considers the Provost to be delaying as long as he can 
  just to cling onto the power. 
   
  Milos knows that the longer the dispute goes on, 
  the more power he loses – as Wallac’s fame and 
  popularity steadily rises and the Pholtans find more 
  and more legal ground to back Harnashir. On hearing 
  of Wallac’s disappearance, Milos will say he is sure that 
  Wallac has simply decided to disappear to cause 
  problems and havoc. That, he says, is exactly the sort of 
  thing Wallac has always done. 
  It should become very clear Milos despises Wallac to 
  the point of loathing and thinks of him as an utter 
  disgrace to the House of Relaster. Harnashir, he seems 
  assured, is a despicable imposter. 
   
  As a fellow mage, Milos was close to Garamon and 
  the thought of another trawling through his collection 
  of lore in his tower on Norland Point is abhorrent to 
  him. 
   
  Milos will be more polite to the PCs than he might 
  normally be with those of their standing – as he is 
  interested in getting as much information out them as 
  possible. 
   
  Any wizards in the party Milos, however, will be 
  genuinely friendly to, becoming much more open and 
  talkative, happy to share secrets and his version of the 
  facts of the dispute with them. 
   
  Any who reveal themselves as sorcerers, on the 
  other hand, he refuse to acknowledge. 
  Shadow on the Storm 
   
  Page 43 
  
   
  Milos is a powerful man – easily the most 
  powerful of the three candidates so will try to put it 
  subtly across to the PCs that he has by far the greatest 
  capacity to reward should they provide assistance to 
  him. 
   
  � Elias Hadrel, priest of Zilchus 
  Paradd Carbani’s tutor and, in essence, surrogate father, 
  this very old gentleman is from Nyrond. His hair and 
  neatly trimmed beard almost white, he looks to be 
  around seventy, and is well dressed in the utterly 
  exquisite robes of his church. 
   
  Elias is a deeply serene, even-tempered and 
  thoughtful person, with a deep respect for justice and 
  law. He has an incredibly deep and thorough 
  knowledge about the Norland situation and a fair and 
  balanced attitude toward each claimant – and will share 
  as much of it with the PCs as they desire, as well as the 
  stories of the dark and twisted things ongoing in the 
  swamps and villages. 
   
  Elias is deeply fond of Paradd, having raised him 
  almost from birth, and trusts him to make the right 
  decision- although he has been growing concerned 
  about his Paradd’s intense and rising paranoia – though 
  accepts it justified by the dark events in Norland. 
   
  Elias is aware that Paradd has been meeting with 
  agents of the Jade Mask, and knows that there is some 
  form of deep conspiracy behind the matter – although 
  what exactly he is not sure. He will say that Paradd has 
  been delaying the situation as long as he can, but can 
  no longer do so. Either he will have to provide some 
  substance for his worries, or make a decision. 
   
  � Elias Hadrel, Male Human Cleric3: CR 3; 
  Medium Size Humanoid HD 3d8; hp 13; Init + 0; Speed 
  30ft; AC 10 (touch 10, flat footed 10); Atks +0 (, 
  Halberd); AL LG; SV Fort +0 Ref +5 Wil +2; Str 10, Dex 
  10, Con 10, Int 17, Wis 16, Cha16. 
  Skills and Feats: Skill Focus Knowledge: Politics; Skill 
  Focus Sense Motive. Diplomacy +10, Sense Motive +12, 
  Bluff +10, Speaks Hobniz, Olven, Noniz, Dwur, 
  Draconic, Ignan, Aquan, Infernal, Terran and Sylvan. 
  Possessions:. 
   
  Additional Characters Within Elverd’s 
  Steadfast and Elsewhere. 
  � Robrenn Kallrack, the last of a merchant family 
  with deep ties to the House Carbani really doesn’t want 
  to be here, nor in fact having anything to do with the 
  businesses he has found himself bound to. But he is the 
  last of his line– and there is no one he can surrender 
  his responsibilities too.  
   
  Lacking an heir, Robrenn has resigned himself to 
  serving with the heir to the only Onnwalon merchant 
  cartel to survive the Greyhawk Wars intact until he 
  should find a wife. 
  In his late forties, of Oeridian  blood, graying and with 
  the look of being unshaven and tired, Robrenn 
  expresses a general disinterest in the politicking over 
  Norland, aside from an utter detestation of Harnashir 
  and a firm belief that he is an imposter.  
   
  Robrenn will be interested in hearing the PCs 
  story however, if only to find out what has got Paradd 
  so worried and for more evidence that Harnashir is a 
  lunatic Pholtan. He is aware that Paradd has been 
  getting more and more hassled and stressed about the 
  situations - as well as deeply paranoid of late and that 
  strange, masked figures have been having secret 
  meetings with Paradd that no one seems to understand. 
  Apart from perhaps Hadrel. 
   
  Robrenn feels the whole thing is a wretched mess, 
  but that Wallac seems the only half- decent fellow 
  among the bunch – having proved himself as a brave 
  figure in the Headlands and having meaningful things 
  to say in politics, as well as genuine concerns, even if 
  he is a bit of a hellraiser. 
   
  Milos, he thinks, is stuck up, self involved and 
  disinterested in what it really means to be a baron, 
  while Harnashir has shown himself repeatedly to be 
  insane, destructive and most likely an impostor. 
   
  In addition Robrenn knows a great deal about the 
  Stormseekers and if the drowned man is mentioned he 
  will assert that he is almost certainly one of them – and 
  will not be the only one of them “communing so” 
  tonight.  
   
  � Lakaster Felshas, the proprietor of Elverd’s 
  Steadfast is a tall, lean man in his forties. His face is 
  almost hidden by shaggy dark blonde hair and he has 
  an unkempt beard of the same colour. His eyes are blue 
  and generally glassy in appearance. Most of the bar staff 
  and older Free State soldiers say he has never been the 
  same since he lost his leg – now wooden from the knee 
  down. 
   
  Lakaster is quiet to the point of sullenness, never 
  using a word when a grunt will do. An old marine, he 
  was the captain of a small skiff that took part in the 
  retaking of Sornhill. It capsized and Lakaster sustained 
  severe injuries in the resulting chaos, as well as the loss 
  of the lives of his crew. He can never be induced to talk 
  about it, though several of the bar staff may share the 
  story. 
   
  Lakaster is putting on a show of annoyance at 
  being so brusquely relieved of charge by Carbani, but is 
  secretly delighted to be out of the rain on a night such 
  as this, as are his men. He is not, however, a good liar. 
  Despite appearances he is very alert and has already 
  picked up the names of most of those in the tavern, and 
  has taken special note of the intense worry the young 
  Provost arbiter seems almost consumed with. 
   
  � Arthun Dannard (AL NE) 
  Appearance: one of Elias’s acolytes, Arthun youthful, 
  short and pudgy, with soft hands that have never 
  known a day’s hard work green eyes, brown hair and a 
  ready smile. 
   
  Character: A native of Scant, Arthun has been 
  working for House Carbani since he was very young 
  and, wanting to seize some success, bought his access 
  Shadow on the Storm 
   
  Page 44 
  
  to the Zilchan clergy with the proceeds from the sale of 
  his father’s business in Scant – very well timed in fact, 
  as the city fell the very next year.  
   
  Unfortunately he hasn’t been able to bring in as 
  much income as the church would like, so he has been 
  passed over for promotion within the Zilchan 
  hierarchy twice. 
   
  Convinced that he has been cheated by his 
  superiors, and not as well used by his Carbani masters 
  as he thinks he deserves, he has taken to selling trade 
  secrets to merchants in Irongate whenever he gets the 
  chance. In addition to this he has been getting his hand 
  involved in a large number of deals he knows to be 
  deeply illegal (he suspects that has laundered the 
  money of slavers operating out of Kallstrand), but 
  honestly doesn’t care as long as it brings him profit.  
   
  For this reason he will detect as evil. He is always 
  interested in more information that involves his 
  masters business so will leap at the chance to find out 
  everything that happened with the PCs and Harnashir. 
   
  On the Norland matter Arthun is well informed 
  and likes Wallac a great deal, though thinks he may be 
  too much of a disestablishmentarianist, and that Milos, 
  as well as being the legal heir, is probably safer. Albeit 
  he doesn’t have much interest in seeing to his own 
  province he would be less inclined to bring in 
  dangerous changes as Wallac would. 
   
  Harnashir has accosted him once before sensing 
  the weak stench of iniquity about him, so Arthun 
  despises him as a lunatic and someone out to get him. 
   
  � Kernan Dernail, a close friend of Paradd’s, and a 
  lesser scion of a Baronial house only recently raised to 
  nobility from a merchant family. 
   
  Kernan is barely into his twenties and has a merry, 
  happy go lucky attitude toward most things. He is very 
  concerned about the growing worry of his friend 
  Paradd at the rapidly deteriorating situation in Norland 
  and thinks he would be best to get out of the whole 
  thing. 
   
  Kernan dislikes Milos and Harnashir greatly- 
  considering the former a coward for fleeing to Irongate 
  and having so little concern at the razing of Greenfalls, 
  and Harnashir an imposter – so wholeheartedly 
  believes Wallac should become the new Baron. 
   
  � Torren Rendrash, the Captain of Carbani’s guard is 
  a grizzled old veteran who has served the house for 
  many years. 
   
  Deeply sunburned from too many long marches, 
  his face is a mess of scars, deeply lined, but his eyes 
  betray a still-alert mind and a highly focused intellect, 
  though his accent is rough and common to hear, and 
  his tone often bitter. His brown hair is cut neat and 
  short. 
   
  Torren thinks there is something deeply and 
  darkly wrong in Norland. He will mention that villages 
  are being attacked, cargo is being destroyed and dark 
  and evil things are crawling out of the marsh. He was 
  forced to leave behind a large number of his men just 
  to keep Verwald safe. 
   
  Torren will allude that missives have been found 
  hinting that one of the claimants is involved. The 
  disappearance of Wallac and the attempt on Harnashir 
  must surely be the final straw. 
   
  Shadow on the Storm 
   
  Page 45 
  
  Appendix Four 
  New Rules 
  Arterial Strike  
  As presented in Song and Silence 
   
  Your sneak attacks target large blood vessel, leaving 
  wounds that cause massive blood loss. 
   
  Prerequisite: Base Attack +4, sneak attack ability. 
   
  Benefit: If you hit with a sneak attack, you may 
  choose to forgo +1d6 points of extra sneak attack 
  damage to deliver a wound that won’t stop bleeding. 
  Each wound so inflicted does and additional 1 point of 
  damage per round. Wounds from multiple arterial 
  strikes result in cumulative blood loss- that is; two 
  successful arterial strikes do an additional 2 points of 
  damage per round. Blood loss, whether from one such 
  wound or several stops when the victim receives one 
  successful heal check, any cure spell or any other form 
  of magical healing. Creatures not subject to sneak 
  attacks are immune to this effect. 
   
  Expert Tactician  
  As presented in Song and Silence 
   
  Your tactical skills work to your advantage. 
   
  Prerequisite: Dex 13+, base attack +2, Combat 
  Reflexes. 
   
  Benefit: You can make one extra melee attack (or 
  do anything that can be done as  a melee attack or a 
  melee touch attack, including attempts to disarm, trip, 
  or make a grab to start a grapple) against one foe  who is 
  within melee reach and denied a Dexterity bonus 
  against your melee attacks for any reason. You take 
  your extra attack when it’s your turn, either before or 
  after your regular action. If several foes within reach 
  are denied Dexterity bonuses against your attacks, you 
  can use this feat against only one of them. 
   
  Flick of the Wrist  
  As presented in Song and Silence 
   
  With a single motion you can draw a light weapon and 
  make a devastating attack. 
   
  Prerequisites: Dex 17+, Quick Draw. 
   
  Benefit: If you draw a light weapon and make an 
  attack with it in the same round, you can catch your 
  opponent flat-footed (for the purpose of this attack 
  only). This feat works only once per combat. 
   
  Hamstring  
  As presented in Song and Silence 
   
  You can wound an opponent’s leg, hampering his or 
  her movement. 
   
  Prerequisite: Base attack +4, sneak attack ability. 
   
  Benefit: If you hit with a sneak attack you may 
  choose to forgo 2d6 of your sneak attack damage to 
  reduce your opponent’s land speed by half. Other 
  forms of movement (fly, burrow and so forth) aren’t 
  affected. The speed reduction stops when the victim 
  receives one successful heal check, any cure spell or 
  any other form of magical healing or after 24 hours, 
  whichever comes first. Creatures not subject to sneak 
  attacks or with no legs or more than four legs are 
  immune to this effect. 
  It takes two successive Hamstrings to affect a 
  quadruped. 
   
  Quicker Than the Eye  
  As presented in Song and Silence 
   
  Your hands move so quickly that observers don’t see 
  what you’ve done. 
   
  Prerequisite: Dexterity 19+ 
   
  Benefit: While under direct observation, you can 
  make a Bluff check as a move-equivalent action, 
  opposed by the Spot check of any observers. If you 
  succeed, your misdirection makes them look elsewhere 
  while you take a partial action. If your partial action is 
  an attack against someone who failed the opposed 
  check, that opponent is denied a Dexterity bonus to AC 
   
  New Equipment  
  As presented in Song and Silence, page 52. 
   
  Garrote, Locking: This nasty variant of the wire 
  garrote comes with a pair of metal grips, each of which 
  contains one portion of a locking mechanism. Once the 
  garrote has begun to deal damage after a garrote attack, 
  the attacker can link the two ends and twist the grips 
  into their locked position. This maintains strangling 
  pressure on the victim even after the attacker lets go. 
  The victim continues to make grapple checks (each one 
  opposed by the last attack roll the attacker made) until 
  freed or unconscious. 
  The DC for the Disable Device check to free a 
  victim from a locked garrote is 10 if the character 
  attempting the task has Exotic Weapon Proficiency 
  (locking garrote), or 25 otherwise. If someone other 
  than the victim makes the attempt, a -5 circumstance 
  penalty applies to the check unless the victim is held, 
  unconscious, or otherwise kept from moving. A 
  character attempting to remove a locking garrote from 
  his or her own neck suffers the same penalty on the 
  Disable Device check, this time for working blind. 
  Naturally, it's impossible for any character to take 10 or 
  take 20 on this check unless the victim trapped in the 
  device is already dead. Smashing the locking garrote 
  leaves it frozen in the locked position. 
  Shadow on the Storm 
   
  Page 46 
  
   
  Cost: 100 gp; Damage: 1d8*; Critical Range: 18-20; 
  Weight: 3lb; Type: Slashing; Hardness: 7; Hit Points: 4; 
  *Damage is per round of successful grappling. 
   
  Garrotte Attacks  
  As presented in Song and Silence Page 86 and 87 
   
  A garrotte is more difficult to use than most weapons 
  because the attack must be carefully set up to have a 
  reasonable chance of success. A garrotte attack uses the 
  grappling rules from Chapter 8 of the Player's 
  Handbook, with a few additions. 
   
  Attack of Opportunity: You provoke an attack of 
  opportunity from the target you are trying to garrotte. 
  If the attack of opportunity deals you damage, your 
  garrotte attack fails. 
   
  Getting the Garrotte into Place: To attack with a 
  garrotte, you first need to loop the weapon over your 
  opponent's head and work it into place around his or 
  her neck. To accomplish this, you must be able to reach 
  the target's head. This means you cannot garrotte an 
  opponent two or more size categories larger than 
  yourself unless that opponent is sitting or lying down, 
  or you are attacking from overhead. 
   
  If you can reach the target's head, you must make a 
  successful melee touch attack to grab him or her. 
  Unlike a normal melee touch attack, this does not 
  allow you to ignore all your opponent's armour. If your 
  foe's neck is protected, you might not be able to place 
  the garrotte properly. To determine the opponent's 
  Armour Class against a garrotte attack, use his or her 
  size modifier (see Combat Statistics in Chapter 8 of the 
  Player's Handbook), plus any of the following special 
  armour modifiers that apply.  
   
  If you fail to hit with your melee touch attack, 
  your garrotte attack fails. If you are entitled to multiple 
  attacks in a round, you can attempt to place the garrotte 
  multiple times at successively lower base attack 
  bonuses.  
   
  Strangle: Make a grapple check (see Grapple in 
  Chapter 8 of the Player's Handbook). If you succeed, 
  you have started to strangle your opponent. You 
  immediately deal 1d6 or 1d8 points of damage, 
  depending on the type of garrotte. Your Strength 
  modifier applies to this damage, and if that modifier is a 
  bonus, you get one and one-half times that bonus 
  because you're using both hands for the attack. If you 
  fail the grapple check, you don't start strangling or deal 
  damage. Your opponent slips free of the garrotte and is 
  no 
  longer 
  considered 
  grappled. 
  You 
  do 
  not 
  automatically lose the grapple check if your opponent 
  is two or more size categories larger than you are, as 
  you would with a normal grapple check. Your 
  opponent is considered grappled if you succeed. 
   
  Move In: Unless you used a locking garrotte to 
  make your attack, you must move into the target's 
  space in order to maintain the strangle. Moving, as 
  normal, provokes attacks of opportunity from 
  threatening enemies, but not from your target.  
   
  Maintaining a Garrotte Attack: Once you have a 
  cord garrotte or a wire garrotte in place, have won the 
  grapple check, and have moved into your opponent's 
  space, you can continue to deal garrotte damage with 
  successful grapple checks as often as you are entitled to 
  attempt them. If you have multiple attacks, you can 
  attempt multiple grapple checks each round to deal 
  damage. Each time you succeed with a grapple check, 
  you deal garrotte damage, modified as above by your 
  Strength modifier. The garrotte remains in place until 
  you release your opponent or until he or she escapes by 
  breaking your hold (see Grapple in Chapter 8 of the 
  Player's Handbook).  
   
  Unless you used a locking garrotte to make your 
  attack, you and your opponent are considered grappled 
  while you maintain a garrotte attack. You cannot 
  attempt to pin your opponent during your garrotte 
  attack, nor can you attack with another weapon.  
   
  While You're Being Garrotted: Being garrotted is 
  just like being grappled, except that you suffer normal 
  damage. You can attempt to escape the garrotte by 
  making a successful grapple check on your turn. If you 
  is possible using the Attack an Object action, but it's 
  difficult. Since a garrotte is a Small weapon, it has an 
  Armour Class of 11; however, since it's buried in your 
  neck, it gets a +10 cover bonus to Armour Class, for a 
  total Armour Class of 21 . In addition, you incur a -4 
  circumstance penalty on your attack because you have 
  to avoid damaging your own neck in the process. You 
  cannot use the disarm action against an attacker who 
  has a garrotte wrapped around your neck. 
  Strategy: The garrotte is a good weapon for one-
  on-one surprise attacks, when there's a good chance of 
  taking the target unaware. Hence, this weapon is a 
  favourite among assassins, spies, and sneak thieves. It 
  makes a poor melee weapon against multiple 
  opponents, since its wielder is vulnerable to attacks 
  from the target's friends while holding the garrotte in 
  position and waiting for the victim to die. Locking 
  garrottes, while rare, are good for causing major 
  distractions, since friends of the victim typically break 
  off pursuit of the attacker to save their companion from 
  the garrotte. 
   
  Garrotte Attack 
  Armour Type 
  Target's AC modifier against 
  Natural armour 
  Provides normal protection (equal to 
  the bonus of the natural armour) 
  Full plate 
   
  Provides a +4 armour bonus 
  Leather collar Provides a +4 bonus 
  Gorget 
   
   
  Shadow on the Storm 
   
  Page 47 
  
  Encounter Six: The Table
  Shadow on the Storm 
   
  Page 48 
  Shadow on the Storm 
   
  Page 48 
  
  Local Area Map 
  Shadow on the Storm 
   
  Page 49 
  Shadow on the Storm 
   
  Page 49 
  
  Façade of The Great Door 
  Encounter 5: Area 2 
  Shadow on the Storm 
   
  Page 50 
  
   
   
  The Plateau Map
   
   
   
   
   
   
   
   
   
   
   
  Shadow on the Storm 
   
  Page 51 
  
  Player Handout One                                               
  Ehlissa, My love, 
   
  I’m sorry I did not wake you in the end, but I deemed sleep a luxury you could 
  afford, and needed. Especially as you have to prepare for our “guest”. Do try and 
  treat him well – he is likely to be going through a period of unexpected shocks. Still 
  it will be necessary and I’m sure he will “accept” the situation as such in the end. 
  You always were gifted at persuasion my sweet. Make sure you put him in the 
  Storm Cells. Should be enough to keep him quiet. 
   
  I hope you were right in trusting Castamere to kill the Pholtan by himself – I have has 
  growing doubts about his competence of late. If there was some way Grunt’hir could infiltrate 
  the merchants staff and be responsible for removing Harnashir at the same time I would feel 
  far more confident. 
   
  Still, that may just be me, a shadow has been growing on my mind ever since our employer 
  found us this place, and I will be glad to be rid of it, however well placed a base it has proven for 
  striking across Norland. And as valuable as binding the water demon has been, I think it will 
  be incumbent upon us to destroy it permanently when Rakleth returns from Verwald. I feel 
  as if it has been reaching out to me in my sleep… 
   
  But in any case, I’m sure there is little that truly needs worried about. As long as 
  Grunt’hir can keep his euroz blood hidden from the Provost long enough for us to get into 
  position, our Marks will be as good as dead. It was a concern, especially when dealing with a 
  person like Carbani, but there are always ways to escape notice. The upper crust so rarely pay 
  attention to common guards. 
   
  All four of us will be there and ready to strike, and I think I shall enjoy pouring the 
  goblet that will spell the whelps doom. Simple pleasures my love. And before noon ready to 
  murder Paradd Carbani and his lackeys as they sit down to dinner. 
   
  It is such a joy to get paid to keep the proud traditions going. I always did say that the 
  blood of the Great Kingdom runs deep. 
   
  Daius 
  Shadow on the Storm 
   
  Page 52 
  
  Player Handout Two 
   
  Sejanus! 
   
  All is now readied and prepared. The maps of Stormhaven, and of the travel plans of Paradd and 
  my competitors are in your hands. 
  If you can do as your wench suggested with monstrous spirit, then the first step should be 
  simple. Have little worry about my dear cousin – he will fall from his lofty perch easily enough and 
  give little opposition, for all his boasting 
  Be prepared when you strike Paradd and his cronies – the poison may not be enough for all of 
  them, and I have grown to doubt whether or not that ancient priest has enough blood left in him to 
  actually die. If your Euroz does as he has been told with the guards, then what small number will be in 
  the room should be of little concern, as long as they are not drugged severely enough to attract attention 
  prematurely.  
  My men should be on hand to solve any severe anomalies if they arise – though that would be 
  deeply regrettable. 
  Strike at the meeting before Paradd has a chance to ask any uncomfortable questions, or to 
  abandon the whole thing as a farce. He’s getting desperate, and desperate men can be dangerous. 
  If he dies before he can make his suspicions known to the Szek, and with my rivals out of the 
  way, Jian will have no choice but to give me my birthright, and let what pitiful effect those two have 
  had on history be forgotten. This will all have been an unfortunate tragedy, yet another woeful 
  Brotherhood plot. 
  Unless Carthenn or Saielma’s bastard turn up to make a claim there will be no one left who 
  will be, even remotely, able to lay a finger upon my lands. Norland will, at long last, be mine. The 
  Gods know I have waited long enough. 
  The rest of your payment will then be made and I will look upon your most admirable services 
  fondly. 
  You can return to Ahlissa a rich man, and forget your part in this. For the foreseeable 
  future. 
   And worry not about the payment – the funds have been supplied to me by our mutual friend 
  and will be Royal currency, minted by the Overking personally I am sure.  
   I swear I’ll never understand what your problem is with accepting Onnwalon coin – gold is gold, 
  regardless of the mint- but each to his own I suppose.  
  Oh, and remember always, as I have told you before, that my cousin is to be left alive and unhurt  for 
  now – well, no more than is absolutely necessary at least.  
  As long as you deal with matters correctly he will be bound and helpless to accept his fate. 
  And I do deserve the right to a gloat after all his years of impudence. 
  Your Baron Relaster 
  Shadow on the Storm 
   
  Page 53 
  
  Player Handout Three 
   
  Dauis, 
   
  It is imperative that the Carbani princeling is killed as quickly as possible.  
  Our mutual associate informs me that he has been growing more and more suspicious, 
  and reports have reached my ears that the Jade Mask have made contact with him. This is 
  unacceptable. Whatever the Joydheens know, or think they know, must not be allowed to 
  interfere with our plans for Norland and for Verwald.   The destruction of the other two and 
  their claims is useless if Celendrenn is allowed to meddle in this. 
  Our associate is growing more and more agitated at this – it may be best that you make 
  your move now. Matters will soon come to a head as the whelp can stall no longer, and our 
  candidate must succeed to the rulership. One way or another. For our good and, of course, that 
  of your purse. 
  The opportunity will arise then, and you must act with alacrity and in accordance with 
  the Baron’s instructions. He will provide the information, the opening and the method – no 
  one else can. Nor, indeed, could there be anyone more perfectly placed to achieve this. He’s 
  been coming along very well, and might even be a half decent schemer in a year or two. Which, 
  ultimately, is exactly what is required. Someone friendly to our interests is crucial for the good 
  of everyone. 
  He is quite a bit more intelligent than he seems, for all his self righteous indignation, 
  and the chance to eliminate his competitors is one in which he will revel.  
   I suspect the Provost may be attempting to use this as some form of test but that should, of 
  course, prove irrelevant. 
  Carbani is right on one point – appointing the wrong person to the Barony will prove 
  disastrous for the entire Dragonshead and indeed for our cause, however skewed his perception 
  of the matter might be.  
  If all goes well the other two will be permanently removed from consideration in the matter, and 
  with Carbani dead the clean up should be elementary.  
  Try to avoid messing this up like you did in Kalstrand, Sejanus. 
  Though I have utter confidence that you won’t, of course. 
   
  Your Old Friend 
   
  Shadow on the Storm 
   
  Page 54 
  
  The Lineage of the Great House Relaster  
  Duke Hallend Relaster(d)
  b. CY448 – d. CY508 
  Storm Coast– CY 506-
  508 
  Baron 
  Saemon
  Relaster(d) 
  b. CY495 d. CY556 
  Norland-526-556  
  Veryanna (?)Destron(?) 
  b. CY 592 
  Duke Kosrel Relaster(d) 
  b. CY 477 d560 
  Storm Coast-CY508-560 
  Baron 
  Gellwyrd
  Relaster(d) 
  b.CY519 - d.CY578 
  Saltirn– CY544-578
  Lord Gellan Relaster(d) 
  bCy521 d572 
  Duke Nialle Relaster(d) 
  bCY526 d.590 
  Storm Coast-CY560-590 
  Glaive 
  Superior 
  Jian
  Relaster(d) 
  bCY533 d. 584 
  Norland CY 556-584 
  Lindera Relaster(d) 
  bCY538 d. 560 
  (Deacesed 
  Elder
  Children) 
  Duchess 
  Saielma
  Relaster 
  b. CY??? - 
  Storm Coast-CY 590 
  Baron 
  Garamon
  Relaster(d?)    
  b. CY555 d. CY590 
  Norland-CY587- 
  Harnashir Relaster(?) 
  B. 560(?) CY 
  Lord Rickard Relaster(d) 
  bCY542 d.578 
  Wallac Relaster 
  b.CY 546 
  Baron Pirraen Relaster(d)
  b.CY 546- d.584 
  Saltirn –CY578-584  
  Baron Milos Relaster 
  b.CY 556- 
  Saltirn 584- 
  Lord Carthenn Relaster 
  b CY 550 
  Baron Jorren Relaster(d) 
  b. CY510 – d. CY 551 
  Saltirn CY 526 - 548 
  Duke Ewerd Relaster(d) 
  b. CY 420 d506 
  (Storm Coast – CY487- 506) 
  Shadow on the Storm 
   
  Page 55 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Greyhawk/Living Greyhawk - RPGA/ONW (Onnwal)/ONW3-04 Shadow on the Storm (3E).pdf