TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any form without 
  permission of the author.  To learn more about the Open Gaming License and the d20 system license, please visit 
  www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast, Inc. 
  LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. This scenario is 
  intended for tournament use only and may not be reproduced without approval of the RPGA Network.  
   
  SHE3-06 
   
   
   
   
   
   
  Seeking the Wronged 
   
  A One-Round D&D LIVING GREYHAWK
  ®  
  Sheldomar Valley Meta-Regional Adventure 
  Version 1.1 
   
  by Christopher Reed 
   
   
   
  A young dwarven lady has gone missing and her grandfather, a retired Ulekian Royal Navy commodore, seeks your 
  help in finding her.  A Sheldomar Valley meta-regional adventure for APLs 6-12, and Part Two of the Wronged Series. 
   
   
  
  Introduction 
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A four-hour time block has been allocated 
  for each round of this scenario, but the actual playing time 
  will be closer to three and a half 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. 
  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 six 
  players participating in the game. 
  Once you are ready to play, it is handy to instruct each 
  player to place a nametag in front of him or her. The tag 
  should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes it 
  easier for the players (and the DM) to keep track of who is 
  playing which character. 
  The players are free to use the game rules to learn about 
  equipment and weapons their characters are carrying. That 
  said, you as the DM can bar the use of even core rulebooks 
  during certain times of play. For example, the players are 
  not free to consult the Dungeon Master’s Guide when 
  confronted with a trap or hazard, or the Monster Manual 
  when confronted with a monster.  
  Some of the text in this scenario is written so that you may 
  present it as written to the players, while other text is for 
  your eyes only. Text for the players will be in gray boxes. 
  It’s strongly recommended that you paraphrase the player 
  text instead of reading it aloud. Some of this text is general 
  and must be adapted to the specific situation or to actions 
  of the player characters. 
  This is a LIVING GREYHAWK Adventure.  As a LIVING 
  adventure it is expected that players bring their own 
  characters with them.  If players do not have a LIVING 
  GREYHAWK character generated, get a copy of the 
  current LIVING GREYHAWK character generation 
  guidelines, and a character sheet from your convention 
  coordinator or the RPGA Web site, ant then have any 
  players without a character create on.  Once all players 
  have a LIVING GREYHAWK character, play can begin. 
  Along with the other materials that you are assumed to 
  have in order to run a D&D game, it is also recommended 
  that you have a copy of the LIVING GREYHAWK 
  Gazetteer. 
  Living Greyhawk Levels of Play 
   
   
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the Average 
  Party Level (APL): 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs trained 
  for war), other than those brought by virtue of a class 
  ability (i.e. animal companions, familiars paladin’s 
  mounts, etc) use the sidebar chart to determine the 
  number of levels you add to the sum above. Add each 
  character’s animals separately. A single PC may only 
  bring four or fewer animals of this type, and animals 
  with different CRs are added separately. 
  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. 
   
  SHE3-06 Seeking the Wronged 
   
  Page 2 
  
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  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. Four or sometimes even five 1
  st-level 
  characters may find difficulty with the challenges in a 
  LIVING GREYHAWK adventure. If your group is APL 1 
  there are two things that you can do to help even the 
  score. 
  1. 
  Attempt to create a table of six 1
  st-level characters, or 
  try to enlist higher-level characters to play at that 
  table. 
  2. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. All riding dogs are 
  considered trained to attack. PCs who want their 
  dogs to attack must succeed at a Handle Animal or 
  Charisma check (DC 10). Failure indicates that the 
  animal will not attack that round. This is a free 
  action (spoken command) that may be attempted 
  each round. If an animal loses half or more hp in a 
  single round it flees, unless another check is 
  successful. 
  Time Units and Upkeep 
   
   
   
  This is a standard one-round Meta-Regional adventure, 
  set in the Sheldomar Valley.  Characters native 
  to the Sheldomar Valley (Meta-Region One) 
  pay one Time Unit per round, all others pay 
  two Time Units per round.  Adventurer’s 
  Standard Upkeep costs 12gp per Time Unit.  
  Rich Upkeep costs 50gp per Time Unit.  
  Luxury Upkeep costs 100gp per Time Unit. 
   
  SHE3-06 Seeking the Wronged 
   
  Page 3 
  
  Adventure Summary & 
  Background 
  While the Slavers have been active for the last few years 
  in areas such as Dvyers, they have just recently become 
  active in the Principality of Ulek and Disputed Territory. 
   The slavers have had easy pickings along the coast in the 
  Disputed Territory, but they have decided to move 
  further west to cause additional chaos in the Principality 
  of Ulek.  While the Principality of Ulek is currently 
  dealing with an unknown creature known only as the 
  Warlord and the humanoids under him, Turrosh Mak 
  knows that with a little of his assistance, his former 
  minion (the Warlord) will easily fall to the forces of good 
  to his west.  While Turrosh Mak and the other Slavelords 
  seek to get rid of the Warlord at the Principality of Ulek's 
  effort, they do not wish for the dwarven nation to 
  continue their campaign further eastward (to the Jewel 
  River and the Pomarj). 
  The Slavers began operation in the Disputed Territory 
  and the Principality of Ulek shortly after Francinia 
  Martock first approached the true Markessa about such a 
  possibility.  Francinia had served the Slavelords since the 
  early days of the original Slavers.  Markessa thought 
  Francinia's idea was aggressive but was willing to 
  approach the other Slavelords with it.  Markessa did just 
  such but she insisted that yet another elven duplicate of 
  herself (another "Markessa") take the lead in this 
  operation.  She was leery of Francinia's motivation, so 
  with someone to watch over Francinia, Markessa felt 
  comfortable with the plan to begin a Slavers operation in 
  the Principality of Ulek and Disputed Territory.  The 
  other Slavelords agreed to everything that Markessa 
  suggested. 
  After the planning of how such an operation would 
  begin, the Slavelords captured a female elf, Valanthe 
  Nailo, who was born in Celene.  Due to the Principality 
  of Ulek's recent hatred of Celene for isolation, Valanthe 
  was an easy person to brainwash using drugs and spells.  
  Even before being physically altered to look like the true 
  Markessa, Valanthe had developed a hatred towards 
  dwarfs for their treatment of elves in the Principality of 
  Ulek.  Now she is known as Markessa the Gray due to her 
  being a gray elf and the streak of gray hair that now 
  grows from her head as a result of the true Markessa's 
  alterations of her. 
  Next, several willing folks were needed to handle this 
  new addition of the Slavers operation.  Enthusiastic 
  candidates were surprisingly easy to find not only within 
  the Principality of Ulek but also from other countries 
  within the Sheldomar Valley.  Additionally, several folks 
  from the Lordship of the Isles and Scarlet Brotherhood 
  were added to the operation. 
  Finally, the operation was put into full swing.  It has only 
  been several months but rewards are already being 
  reaped in more ways then one. 
  Currently, Markessa the Gray is in charge of operations 
  in the Principality of Ulek and Disputed Territory.  
  Directly reporting to her are three individuals.  The first, 
  a half-ogre from the Pomarj, oversees the Slavers 
  operation in the Disputed Territory.  The second, a 
  human originally from the Scarlet Brotherhood, oversees 
  the Slavers operation in the city of Gryrax and nearby 
  surrounding areas.  The third, Francinia Martock, 
  oversees the Slavers operation in the western portion of 
  the Principality of Ulek with the potential to expend into 
  eastern Keoland.  Under these three individuals are 
  numerous minor Slaverlords monitoring small areas, 
  such as towns or villages. 
  One gentlemen, Roulart Ramado, who was a Slaver 
  several years ago before the original group fell (as seen in 
  the classic Greyhawk adventures, A1-4 Scourge of the 
  Slavelords), has just managed to work himself back into 
  the organization with the unwitting assistance of a group 
  of duped adventurers (in SHE3-05 Righting the 
  Wrongs).  Roulart posed as a reformed villain who 
  sought to right the wrongs he committed.  However, the 
  actions he convinced the adventurers to take resulted in 
  the defeat of Jensetta Jarotta, the local minor Slavelord in 
  the town of Greutam (located within the Principality of 
  Ulek on the Sheldomar River, near the Azure Sea). 
  Now Roulart has taken over for Jensetta Jarotta and has 
  stepped up operations in the town of Greutam.  
  Numerous folks have gone missing but rumors fill the air 
  as to the reasons why.  The truth of the matter is that each 
  of the disappearances in the town of Greutam was caused 
  by the Slavers under Roulart's direction.  Roulart does 
  not appear within this scenario but those under his 
  direction do. 
  The cause of loudest alarm starts when Grommit 
  Waterreeve's granddaughter, Rockshannar, turns up 
  missing.  Grommit is a retired Principality of Ulek Royal 
  Navy commodore.  He came to the town of Greutam 
  upon retiring from the Royal Navy and is greatly 
  respected. 
  Where and how the adventure starts for each PC depends 
  on their home region and whether or not they are 
  military characters.  Those from Keoland start in the 
  Keoish city of Gradsul.  Bissel and Gran March military 
  PCs along with Principality of Ulek PCs start within the 
  Principality of Ulek in the town of Greutam, sent to 
  investigate the disappearances there.  Other PCs find 
  SHE3-06 Seeking the Wronged 
   
  Page 4 
  
  themselves traveling to the town of Greutam for a variety 
  of reasons (DM’s are encouraged to be creative here). 
  Through a number of rumors, each PC hears about the 
  disappearances in the town of Greutam.  Eventually, the 
  PCs each find themselves feasting on an afternoon meal 
  at a local inn within the town of Greutam. 
  While feasting, the PCs are approached by Grommit 
  Waterreeve, a retired Principality of Ulek Royal Navy 
  commodore.  He informs the PCs that his granddaughter, 
  Rockshannar has been missing for nearly a week now 
  and pleads with them to find her.  He fears the worst for 
  her but must know her ultimate fate.  He knows that 
  Rockshannar and her boyfriend, Odgrim, had a "falling 
  out" just over a week ago.  Odgrim is a strong and hefty 
  dockhand.  Grommit has some concern that Odgrim 
  might have done something to his granddaughter but, in 
  truth, Odgrim did no such thing.  Instead Grommit’s 
  granddaughter was captured by the Slavers when she 
  went down to the banks of the Sheldomar River to cry 
  after her heart was broken by Odgrim, and she is 
  currently being held in a cave just outside of town. 
  Grommit suggests that the PCs investigate Rockshannar's 
  small apartment (Encounter Two), talk to Odgrim at his 
  home (Encounter Three), or at his workplace at the docks 
  (Encounter Four). 
  Heading to Rockshannar's apartment, the PCs encounter 
  nothing.  However, the door to her apartment is trapped 
  with a summoning spell that brings forth a creature 
  (dependant on APL) that attacks those who are 
  attempting to enter the apartment.  This was placed by 
  one of the Slavers upon hearing the rumors that 
  Grommit was planning on hiring some adventurers to 
  locate his granddaughter.  Searching Rockshannar's 
  apartment, the PCs find no signs of a struggle but do 
  seemingly find her diary.  However, this diary was 
  planted by the Slavers that kidnapped her to mislead 
  anyone who might survive the trap and still continue to 
  seek her out. 
  Going to Odgrim's home, the PCs quickly find that he is 
  not home and his door is locked.  If the PCs break into 
  Odgrim's home, they risk being discovered.  However, if 
  the PCs get inside undiscovered they find that it has 
  hardly been used in the past week but several items, such 
  as clothes and shoes, have been thrown about as if in a 
  hurry.  The reason for this is that Odgrim has spent little 
  time here due to spending many of his late night hours 
  with a new girl he has met at the local bar.  No clues that 
  pertain to locating Rockshannar, Grommit Waterreeve's 
  granddaughter are here. 
  Going to the docks where Odgrim works, the PCs are 
  able to speak with the dockmaster, sailors from various 
  ships, the local dockhands and several merchants hoping 
  to quickly unload their goods.  When the dockhands that 
  Odgrim works with are confronted/questioned, they get 
  agitated and without good diplomacy on the PCs’ part, 
  the PCs could easily find themselves in a non-lethal 
  brawl. 
  As for clues, the PCs are able to find out from several of 
  the dockhands that Odgrim was upset about the breakup 
  between himself and Rockshannar.  However, Odgrim 
  has been with his buddies each of the past few nights.  In 
  fact, Odgrim even met a new girl, Melina Mumpett, who 
  was a little more "giving."  Directions to the local bar and 
  Melina's house are available. 
  Also, the dockmaster informs the PCs that two 
  individuals were seeking information just this morning 
  about a ship called the Swift Delivery but unfortunately it 
  had not come to port yet despite the fact that it usually 
  arrives on this day of the week.  The two men seemed a 
  bit angered but quickly made their leave.  The 
  dockmaster can provide a detailed description of them: 
  both in light clothes with their pants wet from water and 
  their light boots filled with sand and dirt.  The two 
  individuals are in fact part of the Slavers operation.  They 
  came to check on the status of the Swift Delivery, which 
  is actually a slaver's vessel.  Unfortunately for them, the 
  ship is one day behind schedule. 
  As the PCs start to leave the docks to investigate one of 
  the three possible clues (local bar, Melina, or the two wet 
  and dirty men) they have been given, an invisible 
  assassin, hired by the Slavers, attempts to eradicate the 
  PCs.  A few other individuals have been planted on the 
  docks to assist the assassin. 
  Going to investigate the local bar where Odgrim and his 
  buddies have frequented during the evenings in the past 
  week, the PCs find several interesting folks to converse 
  with.  Besides the various role-playing opportunities, the 
  PCs are able to buy one of the bar's drunks a few drinks in 
  exchange for some information.  The information is that. 
  on his way home during one of his drunken stupors, he 
  saw Rockshannar heading towards the banks of the 
  Sheldomar River.  He remembers two other shadowy 
  figures approaching her but passed out at that point.  This 
  is when Rockshannar had gone to the banks of the 
  Sheldomar River to cry after her heart was broken by 
  Odgrim.  The two shadowy figures were Slavers going for 
  “easy pickings" on the riverbank. 
  If the PCs seek out Melina Mumpett, they find that she 
  has been with Odgrim during the late night/early 
  morning hours after the bars have closed on several 
  nights in the past week.  They have been enjoying each 
  other's company.  She knows nothing about Rockshannar 
  SHE3-06 Seeking the Wronged 
   
  Page 5 
  
  and cares little about the matter.  However, she is always 
  interested in a wealthy or strong man who can take care 
  of her and might switch her affection to one of the PCs 
  for a short time. 
  If the PCs head down the riverside going southward, 
  after a trek of about a mile or so, they find a cave.  Located 
  inside the cave is a temporary holding place for slaves 
  about to be transported to the Pomarj.  Slaves are brought 
  here once a week and then during the midnight hour 
  taken via rowboat to the Swift Delivery.  The slavers were 
  to be transported last night but due to the Swift 
  Delivery's lateness, they are still here. 
  Just outside the cave entrance are several rowboats.  Just 
  inside are several Slaver guards armed with sleep poison.  
  Deeper inside the cave are additional Slaver guards, also 
  armed with sleep poison.  Currently, they are watching 
  over several slaves including Rockshannar, Grommit 
  Waterreeve's granddaughter.  Additionally, some minor 
  clues about the Slavelords and Roulart Ramado can be 
  found here. 
  Please note that the PCs must complete the adventure 
  within one day.  At sunrise on the following day, the 
  Swift Delivery arrives and the slaves are loaded onto the 
  ship and taken to the Pomarj.  However, do not inform 
  the PCs of this time constraint to complete the 
  adventure. 
  NOTE: This adventure counts as a Principality of Ulek 
  Royal Army mission. 
  Introduction 
  Before starting the adventure: 
  1. 
  Check to see which region each PC hails from. 
  2. 
  Check to see which PCs are active members of 
  the Bissel or Gran March military. 
  3. 
  Check to see which PCs are members of the 
  Royal Army Principality of Ulek meta-gaming 
  organization. 
  Where and how the adventure starts for each PC depends 
  on their home region and whether or not they are 
  military characters. 
  Those PCs with a home region of Keoland start in the 
  Keoish city of Gradsul.  Continue with the following 
  information for these PCs: 
  You currently sit within a pleasant inn within the 
  Keoish city of Gradsul.  As you feast upon an early 
  evening meal, you can easily hear the conversation of 
  two gentlemen, both of Oeridian descent, at the table 
  next to yours.  Both are young, likely in their early 
  twenties. 
  The first, a man with honey colored hair resembling a 
  mob, starts, "Have you heard of any possible 
  adventuring work these days?"  The other man, with 
  brown hair, replies, "Yes, but all of it is over the river 
  in the Ulekian town of Greutam."  The first man 
  responses, "Really?  Any idea of what it involves?"  
  The second man retorts back, "Disappearances, I 
  think.  But who cares!  They pay poorly in Ulek and 
  expect you to take on challenges beyond one's ability. 
   Stuff like undead creatures.  You are best to stay in 
  Keoland where it is safer because you know there's 
  nothing like that over here.  The first man answers 
  back, "True, but my purse is getting lighter these 
  days, you know." 
   
   
   
  f
  f
  The two young Oeridian men continue on with 
  discussion of various mundane and trivial matters. 
  At this point, see if any of the Keoish PCs head to the 
  Ulekian town of Greutam.  If not, the adventure is over 
  for them.  If so, continue with the following: 
  Later that day, you book passage to the Ulekian town 
  of Greutam. 
  One day later you awake in the late morning hour 
  within the town of Greutam.  The emptiness in your 
  belly tells you that you need some nourishment.  
  Soon, you find a place called the Worn Boot.  While 
  the name is unpleasant, you've decided to give it a try. 
  Those PCs that are part of the Bissel, Gran March or 
  Principality of Ulek military start in the town of 
  Greutam. Continue with the following information for 
  these PCs: 
  As part o  your military duty, you have been 
  temporarily stationed in the town of Greutam in the 
  southeastern portion o  the Principality of Ulek on 
  the Sheldomar River.  Your superiors have informed 
  you that several folks have gone missing in the past 
  couple of months, thus the reason you’re being sent 
  here.  No information is currently available on this 
  matter. 
  Despite this fact, you have been given leave for the 
  day and take this opportunity to go for a nice 
  afternoon meal in town.  Soon, you find a place called 
  the Worn Boot.  While the name is unpleasant, you've 
  decided to give it a try. 
  Those non-Royal Army PCs with a home region of the 
  Principality of Ulek start in the town of Greutam. 
  Continue with the following information for these PCs: 
  SHE3-06 Seeking the Wronged 
   
  Page 6 
  
  Having traveled to the town of Greutam in the 
  southeastern portion o  the Principality of Ulek on 
  the Sheldomar River, you spend the morning 
  shopping for various necessities.  The emptiness in 
  your belly tells you that you need some nourishment. 
   Soon, you find a place called the Worn Boot.  While 
  the name is unpleasant, you've decided to give it a try. 
  f
   
   
   
  f
  Those PCs who are not covered in any of the previous 
  groups start in the town of Greutam. Continue with the 
  following information for these PCs: 
  You have traveled, seemingly aimlessly, for several 
  days now.  By midday, you come upon the town of 
  Greutam in the southeastern portion of the 
  Principality of Ulek on the Sheldomar River.  The 
  emptiness in your belly tells you that you need a good
  lunch.  Soon, you find a place called the Worn Boot. 
  While the name is unpleasant, you've decided to give 
  it a try. 
  At this point, each of the PCs should be entering the 
  Worn Boot.  Continue to Encounter One. 
  Encounter One: Waterreeve 
  Having decided to give an inn called the Worn Boot a 
  try, as your stomach aches for an afternoon meal, you 
  take a seat at one of the tables.  Several others soon 
  join you. 
  Allow the players to give a description of their PC 
  followed by PC introductions.  Ensure that spellcasters 
  have already selected their spells for the day. 
  Caroff, a portly male human, owns the Worn Boot.  His 
  business is in heavy competition with Melick's Pub, 
  which resides two streets over.  If asked about any 
  rumors and given a few coins, he informs the PCs that he 
  has heard that a few good folk have gone missing.  He 
  hopes more lycanthropes haven’t come to plague the 
  town (as seen in ADP1-05 Festival Knight).  But he 
  believes that those missing might have been killed due to 
  their anti-Keoish sentiments. 
  Any PC who wishes to spend a little time can take this 
  opportunity to learn of a few rumors by using the Gather 
  Information skill.  For every two points a PC gets over 
  DC 10, allow them an extra roll on the following chart 
  (re-roll any duplicates): 
  1. 
  Sahuagin from the Azure Sea have taken 
  townsfolk for food and slaves (DM Note: The 
  sahuagin of the Azure Sea have made 
  appearances in two Principality of Ulek 
  adventures, ULP1-09 At the Edge of the Abyss 
  and ULP2-06 A Romantic Interlude). 
  2. 
  A great sea monster with tentacles as long as a 
  war galley plucks unfortunate souls from the 
  town during the night. 
  3. 
  Werecreatures sent by Iuz himself have 
  returned to the town and kidnapped some of 
  the townsfolk to infest them with lycanthropy.  
  So beware of the full moon (DM Note: Greutam 
  is the Ulekian setting of ADP1-05 Festival 
  Knight). 
  4. 
  Several local folks have been kidnapped by 
  doppelgangers who seek to replace them 
  permanently. 
  5. 
  Those loyal to the Keoish throne have killed 
  several locals to bring further chaos to the 
  Principality of Ulek. 
  6. 
  A wealthy merchant from Ket is kidnapping 
  individuals for his slave market back home. 
  7. 
  Agents of the Scarlet Brotherhood have 
  kidnapped particular townsfolk in hopes of 
  getting ransom money from those who will pay. 
  8. 
  The Warlord from the Disputed Territory has 
  sent a small goblinoid group to capture 
  individuals to add to his undead army. 
  9. 
  Devils have suddenly appeared in various parts 
  of the town taking whomever they can grab for 
  some type of unholy sacrifice. 
  10. Ruthless sailors have taken unsuspecting 
  individuals during the midnight hour putting 
  them into a life of slavery. 
  After the PCs have had an opportunity to role-play and 
  hear some rumors during their meal, continue with the 
  following: 
  As you start to finish the last of your early afternoon 
  meal, a stout and hearty dwarf of average height 
  dressed in a sea-green robe enters the establishment. 
  The aging dwarf sternly looks around the place 
  seemingly looking for something, as he toys with his 
  waist length beard.  His beard looks something like a 
  wave of water and has several gems braided into it. 
  After a good hal  minute, he eyes your group and 
  trudges to your group.  Upon reaching your table, he 
  begins, "Good folk, me eyes tell me that you have the 
  look of heroes and adventurers.  So I ask for a 
  moment of your time."  He then pauses for a second 
  and then sits at your table.  The dwarf then quickly 
  continues, "Me name is Grommit Waterreeve.  I'm a 
  retired Royal Navy commodore.  It's been several 
  since those days and I do miss it but age got the better 
  SHE3-06 Seeking the Wronged 
   
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  of me.  However, that's not the reason I've asked for a 
  bit of ye time today.  No, I'm hoping that ye good folk 
  will 
  agree 
  to 
  search 
  for 
  me 
  granddaugh er 
  Rockshannar Waterreeve.  She's the youngest of the 
  lot and lives in town but I haven't seen her for nearly
  a week now, which is quite unusual.  She usually 
  comes to see me two or three times a week.  I went to 
  her home but didn't find here there.  So will you find
  my granddaughter for me? 
  t
   
   
  . 
  i
  Grommit Waterreeve is indeed a retired Royal Navy 
  commodore.  Despite being a dwarf, he loves the open 
  sea. 
  If the PCs agree, he states that he fears the worst for her 
  but must know her ultimate fate.  He knows that 
  Rockshannar and her boyfriend, Odgrim, had a "falling 
  out" just over a week ago.  Odgrim is a strong and hefty 
  dockhand.  Grommit has some concern that Odgrim 
  might have done something to his granddaughter, 
  perhaps out of rage. 
  Rockshannar is a young dwarven girl of thirty-eight years 
  old.  She is about three and a half feet tall with light 
  brown skin and dark eyes.  She is relatively innocent and 
  trusting of folks.  She has a great love for the sea, which 
  she got from her grandfather. 
  If asked about payment, he states that he has little money 
  to offer them.  Instead, he can arrange access for them to 
  someone who has a number of magic items for sale.  
  Grommit does not know to what he can arrange access 
  yet but does promise the PCs that it will be something 
  worthwhile. 
  Grommit can provide directions to Rockshannar's 
  apartment (Encounter Two), Odgrim's home (Encounter 
  Three), and the docks (Encounter Four) where Odgrim 
  works.  When the PCs continue onward, continue with 
  the appropriate encounter. 
  Encounter Two: Rockshannar’s 
  Apartment 
  If the PCs head to Rockshannar's apartment, continue 
  with the following: 
  Having agreed to help Grommit Waterreeve, you 
  decide to make way to his granddaughter's apartment. 
  After a short bit, you find yourself at your destination
   Peering at the apartment, you see that the windows 
  are closed and the drapes block your v ew of what 
  might reside inside. 
  Allow the PCs to take any precautions they would like, 
  such as casting preparatory spells or searching around for 
  a possible ambush. 
  In order to enter Rockshannar's apartment, the PCs must 
  break in.  This can be done through a variety of ways, 
  including a successful Open Lock check (DC 25) on one 
  of the doors or by breaking a window (hardness 1; hp 2) 
  or door (hardness 5; hp 20).  Breaking through one of the 
  doors or windows might (50% chance) attract some 
  unwanted attention, but, if the PCs carefully explain they 
  are searching for Rockshannar, they can eventually 
  convince the witnesses to let the matter drop and 
  nothing further comes of it.  Otherwise, they need to 
  make a successful Bluff check (DC 20) or Diplomacy 
  check (DC 15) to avoid being questioned for the rest of 
  the day (thus ending the event for them). 
  Anyone entering the apartment triggers a summon 
  monster trap(s) as indicated below (unless it is disabled).  
  The creature(s) appears outside of Rockshannar's 
  apartment and immediately attacks the PCs.  This trap 
  was placed by one of the Slavers upon hearing the rumors 
  that Grommit was planning on hiring some adventurers 
  to locate his granddaughter.  The devil variants of the 
  summon monster spell were selected to help spread fear, 
  as seen in one of the rumors in the previous encounter; 
  that devils have been taking innocent victims for some 
  unholy sacrifice. 
  APL 6 (EL 5) 
  � Summon Monster V Trap: CR 5; magic device; 
  proximity trigger (alarm); no reset; spell effect (summon 
  monster V, 9
  th-level wizard, bearded devil); Search (DC 
  30); Disable Device (DC 30). 
  APL 8 (EL 7) 
  � Summon Monster V Traps (2): CR 7; magic device; 
  proximity trigger (alarm); no reset; spell effect (summon 
  monster V, 9
  th-level wizard, bearded devil); Search (DC 
  30); Disable Device (DC 30). 
  APL 10 (EL 9) 
  � Summon Monster VII Trap: CR 9; magic device; 
  proximity trigger (alarm); no reset; spell effect (summon 
  monster VII, 13
  th-level wizard, bone devil); Search (DC 
  32); Disable Device (DC 32). 
  APL 12 (EL 11) 
  � Summon Monster VII Traps (2): CR 11; magic 
  device; proximity trigger (alarm); no reset; spell effect 
  SHE3-06 Seeking the Wronged 
   
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  (summon monster VII, 13
  th-level wizard, bone devil); 
  Search (DC 32); Disable Device (DC 32). 
  Once inside the apartment, PCs that Search (DC 20) 
  around, find no signs of a struggle but do find 
  Rockshannar's diary.  However, this diary is actually not 
  Rockshannar's (Forgery check [DC 24 + the APL] to 
  recognize as a fake) but one that was planted by the 
  Slavers that kidnapped her to misguide anyone who 
  might survive the trap and still continue to seek her out. 
  If the diary is read, it initially seems innocent enough, 
  mentioning activities such as the sea and creatures in the 
  water.  However, the last few pages turn quite dark.  It 
  states that she has come upon a man who can teach her to 
  summon creatures from the Nine Hells of Baator.  With 
  this newfound knowledge, she plans to make a name for 
  herself acquiring whatever wealth she can. 
  Nothing further can be gained from either the apartment 
  or the diary. 
  Encounter Three: Odgrim’s 
  Home 
  If the PCs head to Odgrim's (Rockshannar Waterreeve's 
  ex-boyfriend) home, continue with the following: 
  Having agreed to help Grommit Waterreeve, you 
  decide to make way to the home of Odgrim, 
  Rockshannar's ex-boyfriend. 
  As you near the place, nothing appears out of the 
  ordinary. 
  From the outside, nothing seems odd about the house.  It 
  merely appears that no one is home.   
  There are several windows the PCs can peek into.  From 
  this vantage point, it does not appear that anything is out 
  of order. 
  In order to enter Odgrim’s home, the PCs must break in.  
  This can be done through a variety of ways, including a 
  successful Open Lock check (DC 25) on one of the doors 
  or by breaking a window (hardness 1; hp 2) or door 
  (hardness 5; hp 20).  Breaking through one of the doors 
  or windows might (50% chance) attract some unwanted 
  attention.  They need to make a successful Bluff check 
  (DC 20) or Diplomacy check (DC 15) to avoid being 
  questioned for the rest of the day (thus ending the event 
  for them). 
  Once inside, the PCs quickly discover that this place has 
  hardly been used in the past week due to the amount of 
  dust here.  However, several items, such as clothes and 
  shoes, have been thrown about as if in a hurry.  The 
  reason for this is that Odgrim has spent little time here 
  due to spending many late night hours with a near girl he 
  has met at the local bar.  No clues that pertain to locating 
  Rockshannar, Grommit Waterreeve's granddaughter, can 
  be found here. 
  Encounter Four: The Docks 
  If the PCs head to Odgrim's (Rockshannar Waterreeve's 
  ex-boyfriend) workplace, the docks, continue with the 
  following: 
  Having agreed to help Grommit Waterreeve, you 
  decide to make way to the docks, which is the 
  workplace of the dwarf Odgrim, Rockshannar's ex-
  boyfriend. 
  The sun slowly descends from its midday spot as you 
  arrive at the docks of the town of Greutam.  You see 
  several ships are currently docked.  Numerous sailors, 
  dockhands and merchants move about the docks like 
  busy ants. 
  Upon arriving at the docks, the PCs can speak with the 
  dockmaster, sailors from various ships, the local 
  dockhands and/or several merchants hoping to quickly 
  unload their goods. 
  If any PC speaks with the dockmaster, he can direct them 
  to Odgrim.  If asked about any other noteworthy events 
  that occurred today, the dockmaster informs the PCs that 
  two individuals were seeking information just this 
  morning about a ship called the Swift Delivery but 
  unfortunately it had not come to port yet despite the fact 
  that it usually arrives on this day of the week.  The two 
  men seemed a bit angered but quickly made their leave.  
  The dockmaster can provide a detailed description of 
  them: both in light clothes with their pants wet from 
  water and their light boots covered with sand and dirt 
  (Survival check DC 15 to realize that the men probably 
  came from somewhere along the Sheldomar River’s 
  banks).  The two individuals are in fact part of the Slavers 
  operation.  They came to check on the status of the Swift 
  Delivery, 
  which 
  is 
  actually 
  a 
  slaver's 
  vessel.  
  Unfortunately for them, the ship is one day behind 
  schedule. 
  If any PC speaks with the sailors from the various ships 
  currently located here, the first few (six) do not know 
  who Odgrim is.  However, persistent PCs eventually run 
  into a sailor who "thinks" he knows where Odgrim is.  
  The sailor pats his purse as an indication that he is 
  seeking a few coins (2 gp) for his help. 
  If any PC speaks with the local dockhands, a mixture of 
  human and dwarfs, they quickly get agitated when posed 
  questions about Odgrim.  Unless the PCs do some quick 
  talking, their agitation turns to hostility.  PCs can calm 
  SHE3-06 Seeking the Wronged 
   
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  them down with a good story and a successful Bluff 
  check (DC 20) or a successful Diplomacy check (DC 25). 
  If not calmed down, the dockhands start to push the PCs 
  trying to intimidate them.  If the PCs do not take any 
  aggressive or hostile action back, the fight is broken up 
  by a group of sailors in thirty seconds.  If aggressive or 
  hostile action is used, the PCs are then taken into the 
  custody of the law.  They are eventually released the next 
  day but this ends the adventure for them. 
  If the PCs did some quick talking or calmed the 
  dockhands down, they point out Odgrim, who is among 
  the group of dockhands the PCs were talking to.  If asked 
  about Rockshannar, the dockhands inform the PCs that 
  Odgrim was upset about their breakup.  However, 
  Odgrim has been with his buddies each of the past few 
  nights.  In fact, Odgrim even met a new girl, Melina 
  Mumpett, who was a little more "giving."  Directions to 
  the local bar (Melick's Pub) and Melina's house are 
  available.  Odgrim relays the same story to the PCs if 
  asked. 
  If any PC speaks with the merchants found here, they 
  found that they are quite busy and generally unwilling to 
  assist.  They do mention that perhaps the PCs should talk 
  with the dockmaster. 
  Odgrim has little information that can assist the PCs with 
  locating Rockshannar.  He is saddened that she is 
  missing but ensures the PCs that he did nothing to her 
  but break her heart.  Basically, he can only help them 
  continue their hunt by directing them to either the 
  Melick's Pub (Encounter Six) or Melina's house 
  (Encounter Seven).  However, before the PCs can get to 
  either of these encounters, continue with the next 
  encounter. 
  Encounter Five: Attack 
  When the PCs start to leave the docks to investigate one 
  of the three possible leads (local bar, Melina, or the two 
  wet and dirty men), continue with the following: 
  Having talked to Rockshannar's dwarven boyfriend, 
  Odgrim, you make your way from the docks to 
  continue your search for Grommit Waterreeve's 
  granddaughter. 
  As the PCs start to leave the docks, a few dock thugs start 
  to approach the PCs.  They initially do not start a fight 
  but merely wish to distract/delay the PCs so that a well-
  hidden assassin can study his target for three rounds, 
  then move into melee and make his death attack.  The 
  assassin chooses the PC he deems will be the easiest to 
  hit.  So, for example, he will avoid attacking a well-
  armored fighter, if possible, with his death attack. 
  While role-playing the dock thugs, keep tract of the time. 
   After thirty seconds, the death attack by the assassin is 
  taken.  Allow the PCs Spot and Listen checks with the 
  DC determined by the appropriate Hide and Move 
  Silently checks of the assassin.  Be sure to take 
  conditional modifiers into effect such as -1 penalty per 
  ten feet of distance and -5 penalty for being distracted. 
  Once the death attack is made, the dock thugs attack the 
  PCs.  Meanwhile, the assassin attempts to use his hide in 
  plain sight ability while sneak attacking one of the PCs. 
  APL 6 (EL 9) 
  � Assassin: Male Human (Suel) Rog7/ShD1/Asn1; hp 
  54; see Appendix I. 
  � Dock Thugs (6): Male Human (Suel) War2; hp 15 
  each; see Appendix I. 
  APL 8 (EL 11) 
  � Assassin: Male Human (Suel) Rog7/ShD2/Asn2; hp 
  66; see Appendix I. 
  � Dock Thugs (6): Male Human (Suel) War4; hp 30 
  each; see Appendix I. 
  APL 10 (EL 13) 
  � Assassin: Male Human (Suel) Rog7/ShD2/Asn4; hp 
  78; see Appendix I. 
  � Dock Thugs (6): Male Human (Suel) War6; hp 45 
  each; see Appendix I. 
  APL 12 (EL 15) 
  � Assassin: Male Human (Suel) Rog7/ShD2/Asn6; hp 
  90; see Appendix I. 
  � Dock Thugs (6): Male Human (Suel) War8; hp 65 
  each; see Appendix I. 
  If all the dock thugs are killed or captured and the 
  assassin is reduced to less then half hit points, he tries to 
  escape, even resorting to taking his potion of water 
  breathing and jumping into the water.  If the assassin is 
  captured, he refuses to speak.  However, if searched, a 
  note can be found upon him.  The note, written in 
  Common, appears to be written by Rockshannar 
  Waterreeve.  It is an agreement that if the assassin kills 
  those that are seeking her out (the PCs), he will receive 
  one thousand gold pieces per PC killed.  It continues 
  with the fact that she needs the PCs out of the way to 
  ensure that she can complete the foul summoning she 
  has been working on.  The note is in fact a total falsehood, 
  dreamt up by the Slavers (Forgery check [DC 24 + the 
  SHE3-06 Seeking the Wronged 
   
  Page 10 
  
  APL] to recognize as a fake).  It was given to the assassin 
  to misdirect or confuse the PCs. 
  If any of the dock thugs are captured, they state they 
  were hired by some dwarven girl.  If asked for a 
  description, they state she was short with light brown 
  skin and dark eyes.  Unbeknownst to them, they were 
  hired by Roulart Ramado in the disguise of Rockshannar 
  Waterreeve, via the use of various magic items he 
  possesses. 
  Encounter Six: Melick’s Pub 
  If the PCs decide go to Melick's Pub, continue with the 
  following: 
  Having dealt with assassination attempt, you make 
  your way to Melick's Pub, a local bar where Odgrim 
  stated he has been frequenting greatly of late. 
  Melick's Pub has four small rooms for rent in the back.  It 
  is the only drinking establishment adjoining the town-
  square.  Working inside are four barmaids and a young 
  bard named Ebby, who sits on a stool near the bar, 
  playing tunes on a lute.  He gladly lets others entertain 
  the patrons here. 
  � Ebby: male human Brd2; Cha 14; Perform +6. 
  Any PC who uses Gather Information has the 
  opportunity (DC 10) to learn of some gossip.  For every 
  two points a PC gets over DC 10, allow them an extra roll 
  on the following chart (re-roll any duplicates): 
  1. 
  Relations between Keoland and the Principality 
  of Ulek are strained from the economic alliance 
  with the Lordship of the Isles. 
  2. 
  Several locals wish the Principality of Ulek 
  would rejoin the Keoish Empire. 
  3. 
  Timberkos, a local toy marker with some 
  magical talent, has not been seen in several 
  weeks. 
  4. 
  Several attempts by Keoish loyalists have been 
  made on Prince Volimar Corond's life. 
  5. 
  A band of horse thieves, known as the 
  Brotherhood of Assassins, are now living in the 
  town after their tour through the Gran March. 
  6. 
  Pomarjian forces have been seen in the Gran 
  March. 
  7. 
  Diplomats from the Principality of Ulek have 
  been sent to Celene to ask Queen Yolande to 
  reconsider her recent stance on Celene's 
  noninvolvement. 
  8. 
  Five precious gems with great magical powers 
  have been placed within the Lortmil Hills by 
  the goddess Ulaa. 
  9. 
  A great hurricane is brewing over the Azure Sea. 
  10. Undead creatures have been seen taking bodies 
  into the Sheldomar River. 
  Besides gathering information and rumors at Melick's 
  Pub, the PCs have an opportunity to interact with a 
  number of the patrons here.  Four noteworthy patrons 
  are: Orock, Yeogh, Noblish, and Drogg. 
  Orock 
  Orock is a drunken dockworker.  He merely wishes to 
  spend his time with someone, anyone that will listen to 
  him.  He has yet to be kicked out of the tavern but this 
  has been a frequent problem for him. 
  Upon encountering the PCs, he tries to get them to buy a 
  drink to continue his good spirits. 
  � Orock: male half-orc Com3; Climb +6, Jump +6; drunk 
  dockworker. 
  Description: Orock is a young male half-orc who works as 
  a dockworker.  He stands six feet, three inches tall and is 
  quite muscular.  What he has in brawn, he lacks in brains 
  and wisdom.  He drinks heavily, but likely for him this 
  causes him to be quite friendly. 
  Yeogh 
  Yeogh is a half-orc on a mission.  He seeks a treasure map, 
  any treasure map, he can get his hands on.  
  Unfortunately, in over two years of searching he has 
  been unsuccessful. 
  Upon seeing the PCs, he rushes up to them to see if they 
  might have a treasure map to sell him.  If any PC does 
  have a treasure map, he hounds/bugs them to no end. 
  Yeogh only has one hundred gold pieces but willingly 
  departs with it all for an authentic treasure map.  He's not 
  dumb enough to purchase a piece of map with some 
  scribes on it, even if the PCs try to do so to earn some 
  extra gold. 
  � Yeogh: male half-orc Brb5; Climb +5, Intimidate +5, 
  Jump +9, Listen +6, Survival +6; wandering treasure 
  hunter. 
  Description: Yeogh is a scruffy six and a half-foot tall half-
  orc on a quest to find a sizeable treasure hoard.  He has 
  been searching unsuccessfully for over two years now.  
  Having been in several run-ins already, if angered he'll 
  attempt to walk away thus avoiding any future trouble. 
  SHE3-06 Seeking the Wronged 
   
  Page 11 
  
  Noblish 
  Noblish is an old goblin tallow-marker that has lived in 
  town for several years now.  He has been generally 
  accepted and few hold ill will towards him.  He keeps to 
  himself much of the time except for an occasional trip to 
  get a good drink, like this evening. 
  � Noblish: male goblin Wiz3; Craft (alchemy) +5, Craft 
  (candle-making) +8, Knowledge (arcana) +8, Knowledge 
  (nature) +5, Profession (herbalist) +6; tallow-maker, 
  herbalist, and hedge wizard. 
  Description: Noblish is a small warty goblin with 
  yellowed skin and pointy ears.  He wears a simple brown 
  robe and sandals. 
  Drogg 
  Drogg is a heavy drinking dwarf.  There are few that can 
  out drink him.  He works hard during the day and drinks 
  heavy at night. 
  Drogg unknowingly has some key information for the 
  PCs.  If asked about Rockshannar, it jogs his memory.  
  On his way home during one of his drunken stupors, a 
  week ago, he saw Rockshannar heading towards the 
  beach (the banks of the Sheldomar River).  He 
  remembers two other shadowy figures approaching her 
  but he passed out at that point.  This occurred when 
  Rockshannar had gone out to the beach to cry after 
  Odgrim broke her heart.  The two shadowy figures were 
  Slavers going for “easy pickings" on the riverbank. 
  � Drogg: male dwarf Com2; Listen +5; dockworker and 
  drunk. 
  Description: Drogg is unkempt four-foot tall drunken 
  dwarf.  He works hard but the call of good ale occupies 
  the rest of his time. 
  Encounter Seven: Melina 
  Mumpett 
  If the PCs decide go to Melina's home, continue with the 
  following: 
  Having dealt with the dock thugs and the assassin, 
  you make way to the home of Melina, Odgrim's 
  newest girlfriend.  Upon arrival, you find that she 
  lives in a modest home in well repair. 
  Melina Mumpett is a young dwarven female with a nice 
  full body.  She stands four feet tall.  She has deep tan skin, 
  long braided brown hair and dark eyes. 
  She eagerly welcomes any male PCs that may come to 
  question her.  She gives female PCs a scornful look and 
  answers any questions they might have with snide, 
  malicious responses. 
  When asked about Odgrim, she smiles with a 
  mischievous smile.  She then willingly tells any male PC 
  that she has been with Odgrim during the late 
  night/early morning hours after the bars have closed on 
  several nights in the past week.  They have been 
  "enjoying" each other's company.  She knows nothing 
  about Rockshannar and cares little about the matter. 
  If any male PC shows an interest in her, she carefully 
  eyes them over.  If they appear to be quite wealthy or 
  strong, she asks them to come see her one evening at 
  Melick's Pub.  If a male dwarven PC agrees and meets her 
  fancy, they earn the Attention of Melina Mumpett as 
  noted in the Treasure Summary. 
  Encounter Eight: Riverside Cave 
  If the PCs decide go to investigate the banks of the 
  Sheldomar River, continue with the following: 
  Having dealt with the assassination attempt, you 
  make your way to look for clues on the banks of the 
  Sheldomar River. 
  There are two clues that could lead the PCs to search 
  here: 
  1. 
  The two gentlemen with wet pants and dirty 
  boots the dockmaster might have mentioned to 
  the PCs.  (Encounter Four) 
  2. 
  The drunk from Melick's Pub that noted seeing 
  two shadowy figures approaching Rockshannar 
  while she was on the banks of the Sheldomar 
  River.  (Encounter Six) 
  If the PCs search the riverbanks, they find, with a 
  successful Search check (DC 20), a locket in the shape of 
  a heart.  Inside is a small picture of Grommit Waterreeve. 
   The locket belongs to Rockshannar but broke off when 
  she was kidnapped by the Slavers. 
  At this point, the PCs may look for tracks to see which 
  way Rockshannar might have gone or been taken.  The 
  ground here is soft, but the tracks were made a week ago 
  and it has rained an average of an hour a day this past 
  week.  Thus, the tracks can only be located and followed 
  by someone with the Track feat on a successful Survival 
  check (DC 24). 
  The tracks lead southward for a mile to a cave.  Located 
  inside the cave is a temporary holding place for slaves 
  about to be transported to the Pomarj.  Slaves are brought 
  here once a week and then during the midnight hour 
  taken via rowboat to the Swift Delivery.  The slavers were 
  SHE3-06 Seeking the Wronged 
   
  Page 12 
  
  to be transported last night but due to the Swift 
  Delivery's tardiness, they are still here. 
  Just outside the cave entrance are several rowboats.  Just 
  inside are several Slaver guards and a spellcaster.  If the 
  PCs do not approach the cave using stealth, the PCs’ 
  presence is easily noticed by the Slavers. 
  APL 6 (EL 7) 
  � Burgendy: Female Human (Suel) Clr3/Wiz1; hp 27; 
  see Appendix I. 
  � Slavers (2): Male Human (Suel) Ftr4; hp 36 each; see 
  Appendix I. 
  APL 8 (EL 9) 
  � Burgendy: Female Human (Suel) Clr3/Wiz3; hp 36; 
  see Appendix I. 
  � Slavers (2): Male Human (Suel) Ftr6; hp 54 each; see 
  Appendix I. 
  APL 10 (EL 11) 
  � Burgendy: Female Human (Suel) Clr3/Wiz3/MyT2; 
  hp 45; see Appendix I. 
  � Slavers (2): Male Human (Suel) Ftr8; hp 72 each; see 
  Appendix I. 
  APL 12 (EL 13) 
  � Burgendy: Female Human (Suel) Clr3/Wiz3/MyT2; 
  hp 45; see Appendix I. 
  � Slavers (5): Male Human (Suel) Ftr8; hp 72 each; see 
  Appendix I. 
  The Slavers use deadly force on the PCs.  Those Slavers 
  with spiked chains, first attempt to trip a PC and then 
  take an attack of opportunity on them when the PC 
  either tries to crawl or step up. Burgendy attempts to cast 
  from the safety of the cave, avoiding melee combat if 
  possible. 
  The Slavers, but not Burgendy, have coated the spikes on 
  their spiked chains with a contact poison that may affect 
  the first target hit by the chain.  It is carrion crawler brain 
  juice (Fort DC 13, Paralysis 2d6 minutes/0). 
  If all of the PCs are disabled, the Slavers attempt to 
  stabilize them, so they can be added to their slave trade.  
  If this occurs, the PCs are Captured!, as mentioned in the 
  Treasure Summary.  
  Encounter Nine: The Slaves 
  When the PCs head into the riverside cave, continue 
  with the following: 
  Proceeding into the cave, you see that the tunnel is 
  ten feet wide and ten feet high.  It bends and curves 
  to the right, much like a question mark. 
  Have the PCs make a Listen check (DC 10) before they 
  round the bend.  Those that are successful hear a soft 
  sobbing coming from deeper in the cave. 
  Around the bend the cave tunnel opens up to an area 
  about forty feet in width and length.  The ceiling looms 
  fifteen feet above.  In this back portion of this area, are 
  the captured slaves.  They are shackled together 
  (hardness 10, hp 10, Open Lock DC 30).  Meetsa holds 
  the key.  The slaves are being held here until they are 
  loaded onto the Swift Delivery.  Amongst the captured 
  slaves is Rockshannar. 
  APL 6 (EL 7) 
  � Meetsa: Female Human (Suel) Clr4; hp 30; see 
  Appendix I. 
  � Slavers (2): Male Human (Suel) Ftr4; hp 36 each; see 
  Appendix I. 
  APL 8 (EL 9) 
  � Meetsa: Female Human (Suel) Clr6; hp 45; see 
  Appendix I. 
  � Slavers (2): Male Human (Suel) Ftr6; hp 54 each; see 
  Appendix I. 
  APL 10 (EL 11) 
  � Meetsa: Female Human (Suel) Clr8; hp 60; see 
  Appendix I. 
  � Slavers (2): Male Human (Suel) Ftr8; hp 72 each; see 
  Appendix I. 
  APL 12 (EL 13) 
  � Meetsa: Female Human (Suel) Clr8; hp 60; see 
  Appendix I. 
  � Slavers (5): Male Human (Suel) Ftr8; hp 72 each; see 
  Appendix I. 
  Meetsa and her Slaver guards attack the PCs upon sight.  
  If all of the PCs are disabled, the Slavers attempt to 
  stabilize them, so they can be added to their slave trade.  
  If this occurs, the PCs are Captured!, as mentioned in the 
  Treasure Summary. 
  SHE3-06 Seeking the Wronged 
   
  Page 13 
  
  The Slavers, but not Meetsa, have coated their longsword 
  blades with a contact poison that may affect the first 
  target hit by the longsword.  It is carrion crawler brain 
  juice (Fort DC 13, Paralysis 2d6 minutes/0). 
  Conclusion 
  If the PCs were captured by the Slavers: 
  You fought to keep yourself alive, at which you have 
  succeeded, but unfortunately you have been captured 
  and enslaved. 
  After being locked up, a day passed before you were 
  loaded onto a ship.  Fortunately, this ship was 
  eventually intercepted and you were freed. 
  Details of this event (Captured!) can be found in the 
  Treasure Summary and on the AR. 
  If the PCs failed to located Rockshannar: 
  You tried your best but you were unable to locate 
  Rockshannar.  Whatever happened to her time can 
  only tell. 
  The PCs have completed this adventure, but the 
  complete story won’t be known until the next adventure 
  in this series. 
  If the PCs successfully located Rockshannar: 
  You've had an eventful day and managed to locate 
  Grommit Waterreeve's granddaughter Rockshannar 
  and free her from her captors along with several 
  others. 
  You return to see Grommit Waterreeve with 
  Rockshannar in tow.  Upon seeing his granddaughter, 
  you think you see a tear come to his eye, before he 
  turns to you and gratefully thanks you. 
   
  The PCs have successfully completed the adventure.  
  They have earned the Favor of Grommit Waterreeve. 
   
   
  The End 
  Experience Point Summary 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award.  Award the total value (objectives plus 
  roleplaying) to each character. 
  Encounter Two 
  Disarm or survive the trap 
   
  All APLs – 30 xp. 
  Encounter Five 
  Defeat the assassin and dock thugs 
   
  APL 6 – 270 xp; 
   
  APL 8 – 330 xp; 
   
  APL 10 – 390 xp; 
   
  APL 12 – 450 xp. 
  Encounter Eight 
  Defeat the Slavers 
   
  APL 6 – 210 xp; 
   
  APL 8 – 270 xp; 
   
  APL 10 – 330 xp; 
   
  APL 12 – 390 xp. 
  Encounter Nine 
  Defeat the Slavers 
   
  APL 6 – 210 xp; 
   
  APL 8 – 270 xp; 
   
  APL 10 – 330 xp; 
   
  APL 12 – 390 xp. 
  Discretionary Roleplaying Award 
  Judge may allocate up to the following for good role-
  playing  
   
  APL 6 – 180 xp; 
   
  APL 8 – 225 xp; 
   
  APL 10 – 270 xp; 
   
  APL 12 – 315 xp. 
  Total Possible Experience 
   
  APL 6 – 900 xp; 
   
  APL 8 – 1,125 xp; 
   
  APL 10 – 1,350 xp; 
   
  APL 12 – 1,575 xp. 
  Treasure Summary 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
  The loot total is the number of gold pieces each character 
  gains if the foes are plundered of all their earthly 
  possessions.  Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold.  If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  SHE3-06 Seeking the Wronged 
   
  Page 14 
  
  watch, and so on), characters may return to retrieve loot.  If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
  The coin total is the number of gold pieces each character 
  gains if they take the coin available.  A normal adventuring 
  party can usually gather this wealth in a round or so.  If for 
  some reason, they pass up this treasure, the coin total is 
  subtracted from the encounter totals given below. 
  Next, the magic items are listed.  Magic item treasure is the 
  hardest to adjudicate, because they are varied and because 
  characters may want to use them during the adventure.  
  Many times characters must cast identify, analyze 
  dweomer or similar spell to determine what the item does 
  and how to activate it.  Other times they may attempt to 
  use the item blindly.  If the magic item is consumable (a 
  potion, scroll, magic bolts, etc.) and the item is used before 
  the end of the adventure, its total is subtracted from the 
  adventure totals below. 
  Once you have subtracted the value for unclaimed treasure 
  from each encounter add it up and that is the number of 
  gold pieces a characters total and coin value increase at the 
  end of the adventure.  Write the total in the GP Gained 
  field of the adventure certificate.  Because this is a Regional 
  scenario, characters may spend additional Time Units to 
  practice professions or create items immediately after the 
  adventure so this total may be modified by other 
  circumstances. 
  L:  Looted gear from enemy 
  C:  Coin, Gems, Jewelry, and other valuables 
  M:  Magic Items (sell value)  
  Encounter Five: 
   
  APL 6: L: 31 gp; C: 0 gp; M: +1 shadow, silent moves 
  studded leather armor (723 gp), dagger of venom (692 
  gp), potion of water breathing (63 gp). 
   
  APL 8: L: 31 gp; C: 0 gp; M: +1 shadow, silent moves 
  studded leather armor (723 gp), dagger of venom (692 
  gp), potion of water breathing (63 gp). 
   
  APL 10: L: 31 gp; C: 0 gp; M: +1 improved shadow, 
  improved silent moves studded leather armor (2,598 gp), 
  dagger of venom (692 gp), potion of water breathing (63 
  gp). 
   
  APL 12: L: 31 gp; C: 0 gp; M: +1 improved shadow, 
  improved silent moves studded leather armor (2,598 gp), 
  dagger of venom (692 gp), potion of water breathing (63 
  gp). 
  Encounter Eight: 
   
  APL 6: L: 75 gp; C: 0 gp; M: 0 gp. 
   
  APL 8: L: 75 gp; C: 0 gp; M: 0 gp. 
   
  APL 10: L: 75 gp; C: 0 gp; M: 0 gp. 
   
  APL 12: L: 181 gp; C: 0 gp; M: 0 gp. 
  Encounter Nine: 
   
  APL 6: L: 79 gp; C: 0 gp; M: 0 gp. 
   
  APL 8: L: 79 gp; C: 0 gp; M: 0 gp. 
   
  APL 10: L: 79 gp; C: 0 gp; M: 0 gp. 
   
  APL 12: L: 185 gp; C: 0 gp; M: 0 gp. 
  Total Possible Treasure (Maximum Reward 
  Allowed) 
  APL 6: L: 185 gp; C: 0 gp; M: 1,478 gp - Total: 1,663 gp 
  (800 gp). 
  APL 8: L: 185 gp; C: 0 gp; M: 1,478 gp - Total: 1,663 gp 
  (1,250 gp). 
  APL 10: L: 185 gp; C: 0 gp; M: 3,353 gp - Total: 3,538 
  gp (2,100 gp). 
  APL 12: L: 397 gp; C: 0 gp; M: 3,353 gp - Total: 3,750 
  gp (3,000 gp). 
  Special 
  � Captured! 
   This PC was captured and enslaved during this event.  
  In addition to the standard TUs the PC spent on this 
  adventure, she also spends 6 additional TUs while she 
  waits to be freed (representing the time the PC is out of 
  play).  The PC does not have to spend Lifestyle costs for 
  the additional 6 TUs but loses all possessions save what 
  she noted at the beginning of this adventure as being 'left 
  at home.'  If this PC lost everything, they may choose to 
  invoke the Charity of Friends Clause from the LGCS. 
  � Attention of Melina Mumpett 
   
  This male dwarven PC has earned the attention of 
  Melina Mumpett, a young dwarven female with a nice 
  full body, who stands four feet tall.  She has deep tan 
  skin, long braided brown hair and dark eyes. 
   
  While in the Ulekian town of Greutam, the PC gains 
  a +4 circumstance bonus to Diplomacy, Gather 
  Information, and Knowledge (local – Sheldomar Valley 
  Meta-Region) checks due to Melina's help.  However, for 
  each Time Unit (TU) the PC spends after the ones on this 
  AR, they must pay 6 gp to keep Melina interested or she 
  gets upset and leaves the PC.  Once Melina has left the 
  PC, her attention cannot be regained and all 
  circumstance bonuses related to her attention are lost. 
  � Favor of Grommit Waterreeve 
   
  In 
  thanks 
  for 
  saving 
  his 
  granddaughter, 
  Rockshannar, Grommit Waterreeve has arranged for you 
  to gain access to purchase a number of magic items.  For 
  each 1 TU you spend with this favor, you gain access to 
  purchase your choice of one of the following items with 
  SHE3-06 Seeking the Wronged 
   
  Page 15 
  
  Frequency: Regional (Principality of Ulek and Keoland) 
  and Meta-Regional (Sheldomar Valley Meta-Region).  
  This favor is not consumed by the spending of TUs to 
  gain access to these items.  The items are: ring of 
  swimming, ring of improved swimming, gloves of 
  swimming and climbing, folding boat, cloak of the manta 
  ray, pearl of the sirines, and triton shell (A&EG, version 
  without air). 
  Items for the Adventure Record 
  Item Access 
  APL 6: 
  � +1 Shadow, Silent Moves Studded Leather 
  Armor (Adventure, DMG) 
  � Dagger of Venom (Adventure, DMG) 
  � Potion of Water Breathing (Adventure, DMG) 
   
  APL 8 (APL 6 Items plus): 
   
  APL 10 (APL 6, 8 Items plus): 
  � +1 Improved Shadow, Improved Silent Moves 
  Studded Leather Armor (Adventure, DMG) 
   
  APL 12 (APL 6, 8, 10 Items plus): 
   
   
   
  SHE3-06 Seeking the Wronged 
   
  Page 16 
  
  Appendix I: NPCs 
   
  Encounter Five 
  APL 6 
  Assassin: 
  Male 
  Human 
  (Suel) 
  Rog7/ShD1/Asn1; 
  Medium-size Humanoid; HD 7d6+1d6+1d6+18; hp 54; 
  Init +7 (Dex, Improved Initiative); Spd 30 ft.; AC 17 
  (touch 13, flat-footed 14); Atks +8 melee (1d6+2 [crit 19-
  20], short sword) or +8 melee (1d4+3 [crit 19-20], dagger); 
  SA Death attack (DC 12), spells; SQ Sneak attack (+5d6), 
  trapfinding, evasion, trap sense +2, uncanny dodge, 
  poison, hide in plain sight; AL LE; SV Fort +4, Ref +12, 
  Will +3; Str 14, Dex 16, Con 14, Int 12, Wis 12, Cha 10. 
   
  Skills and Feats: Balance +9, Bluff +5, Climb +6, 
  Diplomacy +2, Disguise +4, Escape Artist +7, Gather 
  Information +5, Hide +21, Intimidate +2, Jump +8, Listen 
  +13, Move Silently +21, Perform +5, Search +3, Sleight of 
  Hand +4, Spot +13, Tumble +16, Use Magic Device +1; 
  Combat Reflexes, Dodge, Improved Initiative, Mobility, 
  Stealthy. 
   
  Possessions: +1 shadow silent moves studded leather 
  armor, dagger of venom, masterwork short sword, potion 
  of water breathing. 
   
  Spells Known (1; base DC = 11 + spell level): 1
  st – 
  jump, true strike. 
  Dock Thug: Male Human (Suel) War2; Medium-size 
  Humanoid; HD 2d8+4; hp 15 each; Init +2 (Dex); Spd 30 
  ft.; AC 14 (touch 12, flat-footed 12); Atks +5 melee (1d6+3, 
  club); AL LE; SV Fort +5, Ref +2, Will +3; Str 16, Dex 14, 
  Con 14, Int 10, Wis 12, Cha 8. 
   
  Skills and Feats: Intimidate +4, Swim +8; Endurance, 
  Iron Will. 
   
  Possessions: leather armor, club. 
  APL 8 
  Assassin: 
  Male 
  Human 
  (Suel) 
  Rog7/ShD2/Asn2; 
  Medium-size Humanoid; HD 7d6+2d6+2d6+22; hp 66; 
  Init +7 (Dex, Improved Initiative); Spd 30 ft.; AC 17 
  (touch 13, flat-footed 14); Atks +10/+5 melee (1d6+2 [crit 
  19-20], short sword) or +10/+5 melee (1d4+3 [crit 19-20], 
  dagger); SA Death attack (DC 13), spells; SQ Sneak attack 
  (+5d6), trapfinding, evasion, trap sense +2, uncanny 
  dodge, poison, hide in plain sight, improved uncanny 
  dodge, darkvision, +1 save against poison; AL LE; SV Fort 
  +4, Ref +14, Will +3; Str 14, Dex 16, Con 14, Int 12, Wis 
  12, Cha 10. 
   
  Skills and Feats: Balance +9, Bluff +5, Climb +6, 
  Diplomacy +2, Disguise +4, Escape Artist +9, Gather 
  Information +5, Hide +23, Intimidate +2, Jump +8, Listen 
  +15, Move Silently +23, Perform +5, Search +3, Sleight of 
  Hand +4, Spot +15, Tumble +18, Use Magic Device +1; 
  Combat Reflexes, Dodge, Improved Initiative, Mobility, 
  Stealthy. 
   
  Possessions: +1 shadow silent moves studded leather 
  armor, dagger of venom, masterwork short sword, potion 
  of water breathing. 
   
  Spells Known (2; base DC = 11 + spell level): 1
  st – 
  jump, obscuring mist, true strike. 
  Dock Thug: Male Human (Suel) War4; Medium-size 
  Humanoid; HD 4d8+8; hp 30 each; Init +2 (Dex); Spd 30 
  ft.; AC 14 (touch 12, flat-footed 12); Atks +7 melee (1d6+3, 
  club); AL LE; SV Fort +6, Ref +3, Will +4; Str 17, Dex 14, 
  Con 14, Int 10, Wis 12, Cha 8. 
   
  Skills and Feats: Intimidate +6, Swim +10; Diehard, 
  Endurance, Iron Will. 
   
  Possessions: leather armor, club. 
  APL 10 
  Assassin: 
  Male 
  Human 
  (Suel) 
  Rog7/ShD2/Asn4; 
  Medium-size Humanoid; HD 7d6+2d6+4d6+26; hp 78; 
  Init +7 (Dex, Improved Initiative); Spd 30 ft.; AC 17 
  (touch 13, flat-footed 14); Atks +12/+7 melee (1d6+2 [crit 
  19-20], short sword) or +12/+7 melee (1d4+3 [crit 19-20], 
  dagger); SA Death attack (DC 15), spells; SQ Sneak attack 
  (+6d6), trapfinding, evasion, trap sense +2, uncanny 
  dodge, poison, hide in plain sight, improved uncanny 
  dodge, darkvision, +2 save against poison; AL LE; SV Fort 
  +5, Ref +15, Will +4; Str 14, Dex 16, Con 14, Int 13, Wis 
  12, Cha 10. 
   
  Skills and Feats: Balance +9, Bluff +5, Climb +6, 
  Diplomacy +2, Disguise +4, Escape Artist +9, Gather 
  Information +5, Hide +30, Intimidate +2, Jump +8, Listen 
  +17, Move Silently +30, Perform +5, Search +3, Sleight of 
  Hand +4, Spot +17, Tumble +20, Use Magic Device +1; 
  Combat Reflexes, Dodge, Expert Tactician, Improved 
  Initiative, Mobility, Stealthy. 
   
  Possessions: +1 improved shadow improved silent 
  moves studded leather armor, dagger of venom, 
  masterwork short sword, potion of water breathing. 
   
  Spells Known (4/1; base DC = 11 + spell level): 1
  st – 
  disguise self, jump, obscuring mist, true strike; 2
  nd – cat's 
  grace, fox's cunning, invisibility. 
  Dock Thug: Male Human (Suel) War6; Medium-size 
  Humanoid; HD 6d8+12; hp 45 each; Init +6 (Dex, 
  Improved Initiative); Spd 30 ft.; AC 14 (touch 12, flat-
  footed 12); Atks +9/+4 melee (1d6+3, club); AL LE; SV 
  Fort +7, Ref +4, Will +5; Str 17, Dex 14, Con 14, Int 10, 
  Wis 12, Cha 8. 
  SHE3-06 Seeking the Wronged 
   
  Page 17 
  
   
   
  Skills and Feats: Intimidate +8, Swim +12; Diehard, 
  Endurance, Improved Initiative, Iron Will. 
   
  Possessions: leather armor, club. 
  APL 12 
  Assassin: 
  Male 
  Human 
  (Suel) 
  Rog7/ShD2/Asn6; 
  Medium-size Humanoid; HD 7d6+2d6+6d6+30; hp 90; 
  Init +7 (Dex, Improved Initiative); Spd 30 ft.; AC 17 
  (touch 13, flat-footed 14); Atks +13/+8 melee (1d6+2 [crit 
  19-20], short sword) or +13/+8 melee (1d4+3 [crit 19-20], 
  dagger); SA Death attack (DC 17), spells; SQ Sneak attack 
  (+7d6), trapfinding, evasion, trap sense +2, uncanny 
  dodge, poison, hide in plain sight, improved uncanny 
  dodge, darkvision, +3 save against poison; AL LE; SV Fort 
  +6, Ref +16, Will +5; Str 14, Dex 16, Con 14, Int 13, Wis 
  12, Cha 10. 
   
  Skills and Feats: Balance +9, Bluff +5, Climb +6, 
  Diplomacy +2, Disguise +4, Escape Artist +9, Gather 
  Information +5, Hide +32, Intimidate +2, Jump +8, Listen 
  +19, Move Silently +32, Perform +5, Search +3, Sleight of 
  Hand +4, Spot +19, Tumble +22, Use Magic Device +1; 
  Blind-Fight, Combat Reflexes, Dodge, Expert Tactician, 
  Improved Initiative, Mobility, Stealthy. 
   
  Possessions: +1 improved shadow improved silent 
  moves studded leather armor, dagger of venom, 
  masterwork short sword, potion of water breathing. 
   
  Spells Known (4/3/1; base DC = 11 + spell level): 1
  st – 
  disguise self, jump, obscuring mist, true strike; 2
  nd – cat's 
  grace, fox's cunning, invisibility, undetectable alignment; 
  3
  rd – deeper darkness. 
  Dock Thug: Male Human (Suel) War8; Medium-size 
  Humanoid; HD 8d8+22; hp 65 each; Init +6 (Dex, 
  Improved Initiative); Spd 30 ft.; AC 14 (touch 12, flat-
  footed 12); Atks +12 melee (1d6+4, club); AL LE; SV Fort 
  +8, Ref +4, Will +5; Str 18, Dex 14, Con 14, Int 10, Wis 12, 
  Cha 8. 
   
  Skills and Feats: Intimidate +10, Swim +15; Diehard, 
  Dwarf's Toughness, Endurance, Improved Initiative, Iron 
  Will. 
   
  Possessions: leather armor, club. 
  Encounter Eight 
  APL 6 
  Burgendy: Female Human (Suel) Clr3/Sor1; Medium-
  size Humanoid; HD 3d8+1d4+8; hp 27; Init +6 (Dex, 
  Improved Initiative); Spd 30 ft.; AC 14 (touch 12, flat-
  footed 12); Atks +1 melee (1d4-1 [crit x4], light pick); AL 
  LE; SV Fort +5, Ref +3, Will +8; Str 8, Dex 14, Con 14, Int 
  10, Wis 16, Cha 14. 
   
  Skills and Feats: Bluff +5, Concentration +3, 
  Knowledge (arcana) +6, Knowledge (religion) +6, 
  Spellcraft +1; Greater Spell Focus (enchantment), 
  Improved Initiative, Spell Focus (enchantment). 
   
  Divine Spells Known (4/3+1/2+1; base DC = 13 + 
  spell level; enchantment 15 + spell level): 0 – create 
  water, detect magic, detect poison, purify food and drink; 
  1
  st – bless, cure light wounds, doom, protection from 
  good*; 2
  nd – calm emotions*, hold person, sound burst. 
   
  *Domain spell. Domains: Evil (Cast evil spells at +1 
  caster level); Law (Cast law spells at +1 caster level). 
   
  Sorcerer Spells Known (5/4; base DC = 12 + spell 
  level; enchantment 14 + spell level): 0 – acid splash, daze, 
  flare, ray of frost; 1
  st – hypnotism, ray of enfeeblement. 
   
  Possessions: leather armor, light pick, silver holy 
  symbol [Earth Dragon], snake familiar. 
  Slaver: 
  Male 
  Human 
  (Suel) 
  Ftr4; 
  Medium-size 
  Humanoid; HD 4d10+8; hp 36 each; Init +2 (Dex); Spd 30 
  ft.; AC 16 (touch 12, flat-footed 14); Atks +8 melee (2d4+3, 
  spiked chain) or +6 melee (1d6+2, sap); AL LE; SV Fort +6, 
  Ref +3, Will +2; Str 15, Dex 14, Con 14, Int 13, Wis 13, 
  Cha 8. 
   
  Skills and Feats: Climb +5, Craft (shipmaking) +2, 
  Intimidate +6, Jump +5, Swim +3, Tumble +1; Combat 
  Expertise, Combat Reflexes, Exotic Weapon Proficiency 
  (spiked chain), Improved Trip, Knock-Down*, Weapon 
  Focus (spiked chain). 
   
  Possessions: chain shirt, masterwork spiked chain, 
  sap. 
   
  *Knock-Down: Whenever you deal 10 or more 
  points of damage to your opponent in melee, you make a 
  trip attack as a free action against the same target. 
  APL 8 
  Burgendy: Female Human (Suel) Clr3/Sor3; Medium-
  size Humanoid; HD 3d8+3d4+12; hp 36; Init +6 (Dex, 
  Improved Initiative); Spd 30 ft.; AC 14 (touch 12, flat-
  footed 12); Atks +2 melee (1d4-1 [crit x4], light pick); AL 
  LE; SV Fort +6, Ref +6, Will +9; Str 8, Dex 14, Con 14, Int 
  10, Wis 16, Cha 14. 
   
  Skills and Feats: Bluff +5, Concentration +5, 
  Knowledge (arcana) +6, Knowledge (religion) +6, 
  Spellcraft +3; Greater Spell Focus (enchantment), 
  Improved Initiative, Lightning Reflexes, Spell Focus 
  (enchantment). 
   
  Divine Spells Known (4/3+1/2+1; base DC = 13 + 
  spell level; enchantment 15 + spell level): 0 – create 
  water, detect magic, detect poison, purify food and drink; 
  1
  st – bless, cure light wounds, doom, protection from 
  good*; 2
  nd – calm emotions*, hold person, sound burst. 
   
  *Domain spell. Domains: Evil (Cast evil spells at +1 
  caster level); Law (Cast law spells at +1 caster level). 
   
  Sorcerer Spells Known (6/6; base DC = 12 + spell 
  level; enchantment 14 + spell level): 0 – acid splash, daze, 
  SHE3-06 Seeking the Wronged 
   
  Page 18 
  
   
  flare, ray of frost, resistance; 1
  st – color spray, hypnotism, 
  ray of enfeeblement. 
   
  Possessions: leather, light pick, silver holy symbol 
  [Earth Dragon], snake familiar. 
  Slaver: 
  Male 
  Human 
  (Suel) 
  Ftr6; 
  Medium-size 
  Humanoid; HD 6d10+12; hp 54 each; Init +2 (Dex); Spd 
  30 ft.; AC 16 (touch 12, flat-footed 14); Atks +10/+5 melee 
  (2d4+5, spiked chain) or +8/+3 melee (1d6+2, sap); AL LE; 
  SV Fort +7, Ref +4, Will +5; Str 15, Dex 14, Con 14, Int 13, 
  Wis 13, Cha 8. 
   
  Skills and Feats: Climb +7, Craft (shipmaking) +2, 
  Intimidate +6, Jump +7, Swim +3, Tumble +2; Combat 
  Expertise, Combat Reflexes, Exotic Weapon Proficiency 
  (spiked chain), Improved Trip, Iron Will, Knock-Down*, 
  Weapon Focus (spiked chain), Weapon Specialization 
  (spiked chain). 
   
  Possessions: chain shirt, masterwork spiked chain, 
  sap. 
   
  *Knock-Down: Whenever you deal 10 or more 
  points of damage to your opponent in melee, you make a 
  trip attack as a free action against the same target. 
  APL 10 and 12 
  Burgendy: Female Human (Suel) Clr3/Sor3/MyT2; 
  Medium-size Humanoid; HD 3d8+3d4+2d4+16; hp 45; 
  Init +6 (Dex, Improved Initiative); Spd 30 ft.; AC 14 
  (touch 12, flat-footed 12); Atks +3 melee (1d4-1 [crit x4], 
  light pick); AL LE; SV Fort +6, Ref +6, Will +12; Str 8, Dex 
  14, Con 14, Int 10, Wis 16, Cha 15. 
   
  Skills and Feats: Bluff +5, Concentration +7, 
  Knowledge (arcana) +6, Knowledge (religion) +6, 
  Spellcraft +5; Greater Spell Focus (enchantment), 
  Improved Initiative, Lightning Reflexes, Spell Focus 
  (enchantment). 
   
  Divine Spells Known (5/4+1/3+1/2+1; base DC = 13 
  + spell level; enchantment 15 + spell level): 0 – create 
  water, detect magic, detect poison, guidance, purify food 
  and drink; 1
  st – bless, cure light wounds, doom, magic 
  weapon, protection from good*; 2
  nd – calm emotions*, 
  hold person, owl's wisdom, sound burst; 3
  rd – 
  blindness/deafness, prayer, magic circle against good*. 
   
  *Domain spell. Domains: Evil (Cast evil spells at +1 
  caster level); Law (Cast law spells at +1 caster level). 
   
  Sorcerer Spells Known (6/7/4; base DC = 12 + spell 
  level; enchantment 14 + spell level): 0 – acid splash, daze, 
  flare, guidance, ray of frost, resistance; 1
  st – color spray, 
  enlarge person, hypnotism, ray of enfeeblement; 2
  nd – 
  false life, Tasha's hideous laughter. 
   
  Possessions: leather, light pick, silver holy symbol 
  [Earth Dragon], snake familiar. 
  Slaver: 
  Male 
  Human 
  (Suel) 
  Ftr8; 
  Medium-size 
  Humanoid; HD 8d10+16; hp 72 each; Init +2 (Dex); Spd 
  30 ft.; AC 16 (touch 12, flat-footed 14); Atks +14/+9 melee 
  (2d4+6, spiked chain) or +11/+6 melee (1d6+3, sap); AL 
  LE; SV Fort +8, Ref +4, Will +5; Str 16, Dex 14, Con 14, 
  Int 13, Wis 13, Cha 8. 
   
  Skills and Feats: Climb +8, Craft (shipmaking) +2, 
  Intimidate +8, Jump +8, Swim +3, Tumble +3; Combat 
  Expertise, Combat Reflexes, Exotic Weapon Proficiency 
  (spiked chain), Greater Weapon Focus (spiked chain), 
  Improved Trip, Iron Will, Knock-Down*, Weapon Focus 
  (spiked chain), Weapon Specialization (spiked chain). 
   
  Possessions: chain shirt, masterwork spiked chain, 
  sap. 
   
  *Knock-Down: Whenever you deal 10 or more 
  points of damage to your opponent in melee, you make a 
  trip attack as a free action against the same target. 
  Encounter Nine 
  APL 6 
  Meetsa: Female Human (Suel) Clr4; Medium-size 
  Humanoid; HD 4d8+8; hp 30; Init +6 (Dex, Improved 
  Initiative); Spd 20 ft.; AC 18 (touch 12, flat-footed 16); 
  Atks +2 melee (1d4-1 [crit x4], light pick); AL LE; SV Fort 
  +6, Ref +3, Will +7; Str 8, Dex 14, Con 14, Int 12, Wis 17, 
  Cha 10. 
   
  Skills and Feats: Concentration +9, Knowledge 
  (religion) +8, Spellcraft +8; Greater Spell Focus 
  (evocation), Improved Initiative, Spell Focus (evocation). 
   
  Spells Known (5/4+1/3+1; base DC = 13 + spell level; 
  evocation 15 + spell level): 0 – create water, detect poison, 
  guidance, purify food and drink, resistance; 1
  st – bane,
  bless, cure light wounds, doom, protection from good*; 
  2
   
  nd – calm emotions*, spiritual weapon, sound burst, 
  sound burst. 
   
  *Domain spell. Domains: Evil (Cast evil spells at +1 
  caster level); Law (Cast law spells at +1 caster level). 
   
  Possessions: scale mail armor, heavy steel shield, 
  light pick, silver holy symbol [Earth Dragon], snake 
  familiar. 
  Slaver: 
  Male 
  Human 
  (Suel) 
  Ftr4; 
  Medium-size 
  Humanoid; HD 4d10+8; hp 36 each; Init +6 (Dex, 
  Improved Initiative); Spd 30 ft.; AC 18 (touch 12, flat-
  footed 16); Atks +9 melee (1d8+3 [crit 19-20], longsword) 
  or +7 melee (1d6+3, sap); AL LE; SV Fort +6, Ref +3, Will 
  +5; Str 16, Dex 14, Con 14, Int 10, Wis 14, Cha 8. 
   
  Skills and Feats: Climb +4, Craft (shipmaking) +2, 
  Jump +4, Swim +2, Tumble +1; Dodge, Improved 
  Initiative, Iron Will, Power Attack, Weapon Focus 
  (longsword), Weapon Specialization (longsword). 
   
  Possessions: chain shirt, heavy wooden shield, 
  masterwork longsword, sap. 
  SHE3-06 Seeking the Wronged 
   
  Page 19 
  
   
  APL 8 
  Meetsa: Female Human (Suel) Clr6; Medium-size 
  Humanoid; HD 6d8+12; hp 45; Init +6 (Dex, Improved 
  Initiative); Spd 20 ft.; AC 18 (touch 12, flat-footed 16); 
  Atks +3 melee (1d4-1 [crit x4], light pick); AL LE; SV Fort 
  +7, Ref +4, Will +10; Str 8, Dex 14, Con 14, Int 12, Wis 17, 
  Cha 10. 
   
  Skills and Feats: Concentration +11, Knowledge 
  (religion) +10, Spellcraft +10; Greater Spell Focus 
  (evocation), Improved Initiative, Iron Will, Spell Focus 
  (evocation). 
   
  Spells Known (5/4+1/4+1/3+1; base DC = 13 + spell 
  level; evocation 15 + spell level): 0 – create water, detect 
  poison, guidance, purify food and drink, resistance; 1
  st – 
  bane, bless, cure light wounds, doom, protection from 
  good*; 2
  nd – calm emotions*, hold person, spiritual 
  weapon, 
  sound 
  burst, 
  sound 
  burst; 
  3
  rd 
  – 
  blindness/deafness, prayer, magic circle against good*, 
  searing light. 
   
  *Domain spell. Domains: Evil (Cast evil spells at +1 
  caster level); Law (Cast law spells at +1 caster level). 
   
  Possessions: scale mail armor, heavy steel shield, 
  light pick, silver holy symbol [Earth Dragon], snake 
  familiar. 
  Slaver: 
  Male 
  Human 
  (Suel) 
  Ftr6; 
  Medium-size 
  Humanoid; HD 6d10+12; hp 54 each; Init +6 (Dex, 
  Improved Initiative); Spd 30 ft.; AC 18 (touch 12, flat-
  footed 16); Atks +11/+6 melee (1d8+3 [crit 19-20], 
  longsword) or +9/+4 melee (1d6+3, sap); AL LE; SV Fort 
  +7, Ref +4, Will +6; Str 16, Dex 14, Con 14, Int 10, Wis 14, 
  Cha 8. 
   
  Skills and Feats: Climb +6, Craft (shipmaking) +2, 
  Jump +6, Swim +2, Tumble +1; Dodge, Improved 
  Initiative, Iron Will, Mobility, Power Attack, Spring 
  Attack, 
  Weapon 
  Focus 
  (longsword), 
  Weapon 
  Specialization (longsword). 
   
  Possessions: chain shirt, heavy wooden shield, 
  masterwork longsword, sap. 
  APL 10 and 12 
  Meetsa: Female Human (Suel) Clr8; Medium-size 
  Humanoid; HD 8d8+16; hp 60; Init +6 (Dex, Improved 
  Initiative); Spd 20 ft.; AC 18 (touch 12, flat-footed 16); 
  Atks +5/+0 melee (1d4-1 [crit x4], light pick); AL LE; SV 
  Fort +8, Ref +4, Will +12; Str 8, Dex 14, Con 14, Int 12, 
  Wis 18, Cha 10. 
   
  Skills and Feats: Concentration +13, Knowledge 
  (religion) +12, Spellcraft +12; Greater Spell Focus 
  (evocation), Improved Initiative, Iron Will, Spell Focus 
  (evocation). 
   
  Spells Known (6/5+1/4+1/4+1/3+1; base DC = 14 + 
  spell level; evocation 16 + spell level): 0 – create water, 
  detect magic, detect poison, guidance, purify food and 
  drink, resistance; 1
  st – bane, bless, cure light wounds, 
  doom, doom, protection from good*; 2
  nd – calm 
  emotions*, hold person, spiritual weapon, sound burst, 
  sound burst; 3
  rd – blindness/deafness, cure serious 
  wounds, prayer, magic circle against good*, searing light; 
  4
  th – greater magic weapon, greater magic weapon, 
  summon monster IV, unholy blight*. 
   
  *Domain spell. Domains: Evil (Cast evil spells at +1 
  caster level); Law (Cast law spells at +1 caster level). 
   
  Possessions: scale mail armor, heavy steel shield, 
  light pick, silver holy symbol [Earth Dragon], snake 
  familiar. 
  Slaver: 
  Male 
  Human 
  (Suel) 
  Ftr8; 
  Medium-size 
  Humanoid; HD 8d10+16; hp 72 each; Init +6 (Dex, 
  Improved Initiative); Spd 30 ft.; AC 18 (touch 12, flat-
  footed 16); Atks +15/+10 melee (1d8+4 [crit 19-20], 
  longsword) or +12/+7 melee (1d6+4, sap); AL LE; SV Fort 
  +8, Ref +4, Will +6; Str 18, Dex 14, Con 14, Int 10, Wis 14, 
  Cha 8. 
   
  Skills and Feats: Climb +8, Craft (shipmaking) +2, 
  Jump +8, Swim +2, Tumble +1; Dodge, Greater Weapon 
  Focus (longsword), Improved Initiative, Iron Will, 
  Mobility, Power Attack, Spring Attack, Weapon Focus 
  (longsword), Weapon Specialization (longsword). 
   
  Possessions: chain shirt, heavy wooden shield, 
  masterwork longsword, sap. 
   
   
   
   
  SHE3-06 Seeking the Wronged 
   
  Page 20 
  
   
  Seeking the Wronged 
  Critical Events Summary 
  For Tables Running at the Premiere 
   
  1. Was the trap activated at Rockshannar’s apartment? 
   
  2. Were any PCs killed by the assassin?  If so, how many and who? 
  (List the PC and Player Name and RPGA # below) 
   
   
  3. Were any PCs captured?  If so, how many and how? (List the PC 
  and Player Name and RPGA # below) 
   
   
  4. Was the assassin killed, captured, or did he manage to escape? 
   
  5. Did any PC earn the Attention of Melina Mumpett?  If so, how 
  many and who? (List the PC and Player Name and RPGA # 
  below) 
   
   
  6. Did the PCs free Rockshannar and the other slaves? 
   
  If you run this event at its premiere, please e-mail the results from this sheet to Steven Conforti, Circle representative 
  for the Sheldomar Valley, scon40@aol.com, by December 13, 2003. 
  SHE3-06 Seeking the Wronged 
   
  Page 21 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Meta-Region Sheldomar Valley/593/Normal Scenarios/SHE3-06 - Seeking the Wronged (APL 6-12)/SHE3-06 - Seeking the Wronged.pdf