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.  
   
  PERIS4_03 
   
   
   
   
   
   
   
   
  Cries Of Shame 
   
  A One-Round D&D LIVING GREYHAWK®  
  Perrenland Regional Adventure 
  Version 2.0 
   
  Round 1 
   
  by Brendan Robertson 
  Edited by Bruce Paris 
   
   
   
  On the Ferenwold, there are many hazards.  Exposure, loneliness and marauders from the Yatils.  There 
  are also benefits; family, a warm bed and games of Wevenstock.  Hazards and benefits, each has its 
  place as those of an adventurous disposition partake all of these activities.  Can the newly minted heroes 
  make their mark with the Rosrijder clan and prove themselves worthy of the name “adventurer”. 
  A Perrenland introductory scenario for 4-6 characters of 1st level. 
  
  Introduction 
  This is an RPGA® Network scenario for the 
  Dungeons & Dragons® game. A four-hour time 
  block has been allocated for each round of this 
  scenario. The rest of the time is spent in 
  preparation before game play, and scoring after 
  the game. The following guidelines are here to 
  help you with both the preparation and voting 
  segment of the game. Read this page carefully so 
  that you know and can communicate to your 
  players the special aspects of playing an RPGA 
  scenario.  
   
  Preparation 
  First you should print this scenario. This scenario 
  was created to support double-sided printing, but 
  printing it single sided will work as well. There is 
  enough room along the inside margin to bind the 
  adventure, if you desire.  
   
  Read this entire adventure at least once before 
  you run your game. Be sure to familiarize yourself 
  with any special rules, spells, or equipment 
  presented in the adventure. It may help to highlight 
  particularly important passages.  
   
  When you run an RPGA D&D adventure we 
  assume that you have access to the following 
  books: the Player’s Handbook, the Dungeon 
  Master’s Guide, and the Monster Manual. We also 
  assume that you have a set of dice (at least one d4, 
  d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of 
  fun. It is also a good idea to have a way to track 
  movement during combat. This can be as simple as 
  a pad of graph paper and a pencil, as handy as a 
  vinyl grid map and chits, or as elaborate as resin 
  dungeon walls and miniatures. 
   
  Instruct the players either to prepare their 
  characters now, or wait until you read the 
  introduction, depending on the requirements of the 
  scenario as described in the introduction.  
   
  Keep in mind that you must have at least three 
  players (not counting the DM), for the game session 
  to be a sanctioned RPGA event. As well, you 
  cannot have more than six players participating in 
  the game. 
   
  Once you are ready to play, it is handy to 
  instruct each player to place a nametag in front of 
  him or her. The tag should have the player’s name 
  at the bottom, and the character’s name, race, and 
  gender at the top. This makes it easier for the 
  players (and the DM) to keep track of who is playing 
  which character. 
   
  The players are free to use the game rules to 
  learn 
  about 
  equipment 
  and 
  weapons 
  their 
  characters are carrying. That said, you as the DM 
  can bar the use of even core rulebooks during 
  certain times of play. For example, the players are 
  not free to consult the Dungeon Master’s Guide 
  when confronted with a trap or hazard, or the 
  Monster Manual when confronted with a monster.  
   
  Some of the text in this scenario is written so 
  that you may present it as written to the players, 
  while other text is for your eyes only. Text for the 
  players will be in gray boxes. It’s strongly 
  recommended that you paraphrase the player text 
  instead of reading it aloud. Some of this text is 
  general and must be adapted to the specific 
  situation or to actions of the player characters. 
   
  Scoring 
  After the players have completed the scenario or 
  the time allotted to run the scenario has run out, 
  the players and DM score the game. Complete the 
  RPGA scoring grid with names and RPGA 
  numbers only, and the event information at the 
  top. RPGA no longer uses voting for any reported 
  results. Give the Scoring Packet to your event 
  coordinator.  
   
  Cries Of Shame v2.0 
   
  Page 2 
  
  This is a LIVING GREYHAWK Adventure. As a 
  LIVING adventure it is expected that players bring 
  their own characters with them. If players do not 
  have a LIVING GREYHAWK character generated, 
  get a copy of the current LIVING GREYHAWK 
  character generation guidelines, and a character 
  sheet from your convention coordinator or the 
  RPGA Web site, ant then have any players without 
  a character create on. Once all players have a 
  LIVING GREYHAWK character, play can begin. 
   
  Along with the other materials that you are 
  assumed to have in order to run a D&D game, it is 
  also recommended that you have a copy of the 
  LIVING GREYHAWK Gazetteer. 
   
  Living Greyhawk Levels of Play 
  Because players bring their own characters to 
  LIVING GREYHAWK games, this adventure’s 
  challenges are proportioned to the average 
  character level of the PCs participating in the 
  adventure. To determine the Average Party Level 
  (APL): 
   
  1. Determine the character level for each of the 
  PCs participating in the adventure. 
  # 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 
  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. 
   
  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 1st-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 1st-level 
  characters, or try to enlist higher-level 
  characters to play at that table. 
  2. Advise characters to buy riding dogs to help 
  protect them, and fight for them. All riding 
  dogs are considered trained to attack. PCs 
  who want their dogs to attack must succeed at 
  a Handle Animal or Charisma check (DC 10). 
  Failure indicates that the animal will not attack 
  that round. This is a free action (spoken 
  command) that may be attempted each round. 
  If an animal loses half or more hp in a single 
  round it flees, unless another check is 
  successful. 
   
  Time Units and Upkeep 
  This is a standard one-round Regional adventure, 
  set 
  in 
  Perrenland. 
   
  Characters 
  native 
  to 
  Perrenland 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. 
  Cries Of Shame v2.0 
   
  Page 3 
  
   
  Adventure Background And 
  Summary 
  In this adventure, the player characters (PCs) find 
  themselves a little down on their luck, having only 
  recently started upon a life of adventure.  Taking a 
  temporary job as wolf-catchers, they stumble upon 
  a Worg instead; which is part of a larger plot being 
  woven to discredit rival septs and generate a civil 
  war. 
   
  Once the Worg is disposed of, it appears to have 
  been watching a Wevenstock game between two 
  rival septs. It is not normal for such evil to be so 
  interested in sporting entertainment!  The Worg’s 
  master is actually down in the town (using a Wand 
  Of Alter Self), looking for opportunities to disrupt 
  proceedings and generally make himself (and his 
  tribe) much stronger.   
   
  The opportunity presents itself at the post-game 
  feast later that night, where he attempts to 
  assassinate the local Skamtegular and blame 
  another sept for it (having recently removed the 
  head of Tristyan Kleinkuul).  Tristyan had been 
  killed for being unable to supply any more horses 
  to the goblins for food, after he was banished for 
  striking his mother (a skamteguler) over an 
  argument. 
   
  There is a further opportunity for the PCs to gain 
  information before striking out after the assassin, 
  but most of it isn’t of use except as background. 
  Following this, PCs then encounter the tail end of 
  a battle between the first group of Rosrijder 
  pursuers and a raiding party of goblin wolf-riders 
  (who are there as backup for the assassin. 
   
  The assassin makes himself known after the 
  combat, and attempts to kill those PCs left 
  standing, as he doesn’t want any witnesses that 
  goblins are involved in the plot.  He plans to leave 
  clothing and insignia belonging to rival clans or 
  septs and hope a clan war starts. 
   
  If the characters manage to find all this out, the 
  rescue of any still living clansmen from the 
  battlefield earns the gratitude of the Goudenpaard 
  sept. 
   
  Introduction 
   
  Read, or paraphrase, to the players : 
   
  It’s spring in Perrenland and, for many 
  reasons, you have left a cozy home and family 
  life to seek adventure in the wider world.  
  Finding yourself upon the Feronwold, you 
  have taken up temporary positions as wolf-
  catchers in order to make ends meet.  Not the 
  best of jobs, but more exciting than home. 
  Those of you who are rangers or druids are not 
  at all pleased to be on this trip; but you are 
  encouraging your friends to catch only elderly 
  wolves, or those who have been injured by 
  natural means. These careful tactics have 
  netted you a couple of wolves; but yesterday 
  you came across something which made your 
  blood freeze. It was the largest set of wolf 
  prints you have ever seen. In fact, such a wolf 
  could clearly prove an imminent danger to 
  local children. This is one wolf that must be 
  tracked down and contained. You have been 
  following the tracks since yesterday, with still 
  no sign. It is mid-morning and it is starting to 
  snow. Now, the tracks are fading … 
   
  At this point, determine if any PC has the Track 
  feat (or owns animals suitable for tracking or 
  hunting).  If not, and they cannot find other 
  suitable means, have them come across a hut in 
  the woods where a friendly woodsman (Llart 
  Beckler) can loan them one of his guard dogs 
  (PHB p129, table 7-8) trained for hunting.  Stress 
  that they should keep the animal safe, as it is 
  called “Woofy” and is a beloved family pet. The 
  dog must be returned as soon as possible. 
   
  Encounter One 
  Cry Wolf 
   
  A survival check DC 18 (using the Track feat), or a 
  DC 12 via scent from a guard dog, lets the PCs 
  pick up the trail of the large wolf.  Either way, the 
  PCs will eventually find that : 
   
  You soon pick up the trail where it left off, 
  hoping for a quick catch.  Before too long, it 
  leads into rougher terrain where the tracks are 
  not so easy to follow. 
  If the PCs lose the trail completely, their options 
  are return to Krestible or wander around looking 
  for some local help. This should not really happen 
  (unless the players are not focusing or are entirely 
  clueless), though the DM can worry the PCs for a 
  bit … 
   
  Cries Of Shame v2.0 
   
  Page 4 
  
  Soon, the PCs start to walk down the trail where 
  the Worg is hiding. Another Survival (using Track) 
  check DC 12 will determine that the tracks have 
  become fresher than before … 
   
  A Spot check DC 20 (+5 circumstance bonus if 
  they successfully followed the trail) lets them see 
  the beast first at 60 feet. It is hiding in the bushes 
  off to their right, waiting to pounce on them. Read: 
   
  Ahead of you, about 60 feet, there is a hairy 
  beast hiding in the long grass and bush, just 
  below a rise.  It wears a saddle and is watching 
  you approach … 
   
  If the PCs failed the initial Spot check, they get a 
  second Spot check DC 15 (no bonus) to see the 
  beast at 30 feet. If they see it, read (and adjust) 
  the text above. If they fail to see it, the Worg 
  springs from the bushes when the PCs are level 
  with it. It gets a surprise round on the PCs. Read: 
   
  Out of the grass and bushland to your right, a 
  huge, dark coloured wolf wearing a saddle 
  rises to face you!  Its gleaming red eyes chill 
  you, as the saliva from the fangs indicate your 
  fate! 
   
  APL 2  (EL 2) 
   
  Worg (1) : 30 hp.  See Monster Manual 3.5 edition 
  for statistics. 
   
  A Survival check DC 10 (or INT check DC 15) 
  recognises this creature as a “Worg” (a kind of 
  monstrous wolf). The players might remember a 
  certain battle in the middle film (of three) which 
  cannot be mentioned in this text (you know, the 
  one with the orcs riding huge wolves?). 
   
  Removing the Worg’s pelt in saleable condition 
  requires either a Profession (Trapper) check DC 
  10 or a Survival DC 15 check.  Feel free to apply 
  other suitable skills within this range if another skill 
  can be used.  They can also redeem their bounty 
  at the end of the adventure, as the Worg is 
  counted as “a wolf” for this purpose. 
   
  Development 
  If the PCs wonder about the Worg’s saddle, a 
  Search check DC 12 reveals that there are boot 
  marks on it which have been made by a small- 
  sized foot and a large-sized foot (in the same 
  place). A Spellcraft check DC 10 (or an INT check 
  DC 15) will reveal that the foot-prints appear to 
  belong to the same rider, and that the rider 
  appears to have shifted form whilst riding … 
   
  Treasure 
  Coin 10 gp; Loot 10 gp; Magic 0 gp. 
   
  Encounter Two 
  Anyone For A Game? 
   
  Read, or paraphrase, the following: 
   
  Having dispatched the monstrous wolf and 
  claimed its pelt for the bounty, you continue 
  over a rise and discover what the wolf might 
  have been originally observing (before it saw 
  you)!  
   
  Over the hill, there appears to be a major battle 
  underway.  Two groups of twenty horsemen 
  charge each other with small lances, and a 
  swirling melee ensues.  The odd thing about 
  this battle is the large group of spectators 
  gathered 
  on 
  the 
  hillside 
  shouting 
  encouragement to the participants.  This is all 
  except for one woman: who seems to be 
  screaming obscene language of the foulest 
  kind aimed at her own side! 
   
  A Spot DC 15 (DC 10 if using a spyglass) shows 
  both groups are wearing Rosrijder clan colours, 
  but have different tabard colours: gold for the 
  Goudenpaard sept and green for the Kleinkuul 
  sept. 
   
  Knowledge (Local: Iuz Meta-Region) DC 8 or 
  Bardic Lore DC 12 recognises this as a Rosrijder 
  Wevenstock match.  Any Rosrijder clan members 
  automatically recognise it. Those who make their 
  checks remember that the Rosrijders are brilliant 
  horsepersons – renowned throughout Perrenland 
  for their skills in training and breeding the best 
  horses (particularly fit for riding in mountain 
  country like Perrenland). Remind the PCs of “The 
  Man From Snowy River” and they’ll understand 
  upon whom these clansfolk have been based. 
   
  What the PCs do will determine their reception 
  from the Rosrijders.  If they charge down into 
  combat, both sides with turn and defend 
  themselves (not likely, but you never know). 
   
  NPCs (EL 13): 40 Wevenstock riders; War3, 25 
  hp. See Appendix Two for statistics. 
   
  Cries Of Shame v2.0 
   
  Page 5 
  
  In this circumstance, the PCs will probably be 
  mistaken by the Rosridjers as brigands and 
  arrested.  If captured alive, they spend 4 Time 
  Units in jail before the problems are sorted out (if 
  they have any previous favour certs from the 
  Rosrijder clan, they only spend 2 Time Units in jail 
  and their favours are to be voided). 
   
  If the PCs ride down in a friendly fashion, one of 
  the spectators will see them approach, saddle up, 
  and ride out to greet them.  If there are any 
  Rosrijder clan members amongst the PCs (or a 
  PC succeeds at a Knowledge (Local) check DC 
  15, then they recognise the rider is wearing the 
  gold of the Goudenpard sept colours, and is an 
  avid supporter of that team. 
   
  As the rider approaches, read the following: 
   
  A single rider mounts up and rides out to greet 
  you.  A youngish man dressed in riding 
  leathers and golden Rosrijder clan colours he 
  gives the impression of a man born in the 
  saddle. 
   
  “Hail travellers, welcome to Hilslop.  Wherefore 
  do you travel on this day?”  
   
  The DM should play it by ear, here. Let the PCs 
  speak freely. The man is Yannick Goudenpaard, 
  son of the Hetmann Bereford  Goudenpaard.  He 
  knows the following information : 
   
  � There 
  is 
  a 
  game 
  of 
  Wevenstock 
  underway; it’s not a battle or clan war, just 
  good fun. 
  � The foul-mouthed woman is his mother, 
  Svendja Goudenpaard.  She’s the sept’s 
  Skamteguler (or “Shame Crier”). 
  � There will be a party tonight after the 
  game.  If the PCs show interest, they can 
  attend as guests of Yannick. If there are 
  any PCs who are Rosridjers, he will insist. 
  If the PCs have the Worg’s pelt (from the previous 
  encounter), Yannick says that can arrange to have 
  it tanned and treated. 
   
  The 
  gold 
  team 
  is 
  his 
  own 
  sept, 
  the 
  Goudenpaard’s.  The green team are the 
  Kleinkuul’s who are visiting from the stadt of 
  Drakhuis, 15 miles southwest of Heldplaatz. 
   
  Let the players watch the game for a while. If they 
  ask about the game, give them the Player’s 
  Handout from the Appendix. 
   
  When the PCs are finished speaking with Yannick, 
  the game winds up. The match seems to finish at 
  this point with the gold team appearing to have 
  won! Yannick is overjoyed. He hugs and kisses 
  every PC whilst having difficulty controlling his 
  emotions. 
   
  Encounter Three 
  The Stadt Of Hilslop 
   
  Presumably, PCs will not turn down the offer to 
  attend a party.  If they do, it’s going to be a cold 
  night on the Feronwold.   
   
  The DM should see Appendix One for a summary 
  of the town.  Let the PCs wander around until dusk 
  and shop or take in the sights. No map is 
  necessary, as it’s fairly small. The DM might even 
  like to draw up a makeshift town on a battlemat if 
  he/she desires (following the descriptions in the 
  Appendix). 
   
  After some exploration and appropriate description 
  (which might include selling the pelt of the Worg 
  and wolves), read : 
   
  As dusk approaches, a definite party mood 
  pervades the air of Hilslop, as street lanterns 
  are lit and the smell of roasting meats drifts 
  down from the main square.  Following the 
  smell, you find seats in the square and mugs 
  of ale, wine or mare’s milk to quench your 
  thirst. Looking around, it appears that Yannick 
  is seated at the foot of the high table with 
  several more elderly men and women.  It 
  appears that both teams who participated in 
  the game are present. Several young women 
  with a family resemblance sit between Yannick 
  and the clan Hetmann (or Head Of Clan). 
   
  The PCs are cordially greeted and seated at a 
  table with several young ladies and gentleman 
  (plus one matronly chaperone): they’re looking for 
  spouses, not a fling!! ☺ This should allow for some 
  “swedish-style” talk, as well as flirting of a 
  (possible) precocious nature. Just remember that 
  this adventure is rated PG … but the players will 
  find that the young men and women of Hilslop are 
  very keen on meeting people who have ventured 
  far beyond “local woods”. As talk continues, it 
  seems that these folk are good natured, but naïve, 
  and at times ascribe super-human powers to the 
  PCs (believing that “to mate” as husband or wife 
  with one of them would produce god-like 
  Cries Of Shame v2.0 
   
  Page 6 
  
  offspring). Now, the PCs can be as honest or as 
  full of B.S. as they like in this encounter. Let them 
  have fun! 
   
  Encounter Four 
  A Man Scorned 
   
  Once the PCs have settled down and tried the 
  inevitable pickup lines on the ladies (and vice 
  versa), read: 
   
  The party has been going well, but suddenly 
  the peace is shattered by the sound of 
  thundering hooves.  A rider dressed in 
  Kleinkuul green gallops swiftly across the 
  bottom of the square and fires two arrows at 
  the head table! He screams the cry:  “Death to 
  the Witch”!! 
   
  Both arrows strike true into the breast of 
  Svendja Goudenpaard and she is knocked 
  backward out of her chair.  Amidst the stunned 
  silence, all you can hear are retreating 
  hoofbeats and the laboured breathing of a 
  dying Skamteguler! 
   
  The assassin has too much of a lead for 1st level 
  PCs to have a realistic chance of combat at this 
  point.  They can try if they wish, but it requires 
  high level magic to see this attack coming (or to 
  get up quickly and take action or follow). 
   
  Svendja is on zero hit points and dying.  She 
  screams out for someone to remove the arrow 
  lodged in her breast. This particular arrow was a 
  critical hit and the arrow was coated with Dragon 
  Bile poison! Any PC who tries to remove this arrow 
  must make a Heal check (DC 15) in order to avoid 
  being poisoned by a trap planted on it.  
  Remember, there are plenty of NPCs around as a 
  backup if no PC succeeds in helping Svendja. 
  Dragon Bile Poison Trap: CR4; Mechanical, 
  touch trigger (failed Heal check DC 15), manual 
  reset; poison (Dragon Bile, DC16 fortitude save 
  resists, 2d12 hp / 1d6 Con), Search DC 15; 
  Disable Device DC15.  Market Price 300 gp. 
   
  Once Svendja becomes stable, the Hetmann 
  looks very angry. Read to the players: 
   
  Hetmann Bereford Goudenpaard rises and 
  bangs his mug upon the table.  “The Kleinkuul 
  has broken the laws of hospitality.  Whoever 
  he is, for attempting to murder a skamteguler, 
  his head is forfeit! I authorise a  120 mark 
  bounty for whosoever brings him in!” 
   
  About a dozen riders immediately go for their 
  horses and ride out of the stadt, bent over their 
  saddles 
  looking 
  for 
  tracks 
  in 
  the 
  wan 
  moonlight. 
   
  The PCs cannot negotiate this amount.  Also, note 
  he didn’t say what condition.  He hasn’t actually 
  held a trial yet, so alive is preferred (if asked).  A 
  Knowledge (Local) DC 5 notes that tradition 
  dictates that this man’s head be presented to the 
  Skamteguler or her family upon his conviction.  
  The blood price for her death (should Svendja die) 
  would be 2,100 marks; enough that the sentence 
  will probably become death anyway. 
   
  Encounter Five 
  Who Was That Masked Man? 
   
  If the PCs think to do some background 
  questioning from various clansmen, they will find 
  out the following (using Gather Information) : 
   
  DC 5: None of the visiting Kleinkuul recognised 
  the rider. 
   
  DC 10: The Kleinkuul herds are currently found 
  west and south of here. 
   
  DC 15: A man called Tristyan Kleinkuul was 
  banished last winter from the Rosridjer clan after 
  striking his mother in front of Voorstammann, 
  Gerte Staalrijder.  
   
  DC20 Eika Kleinkuul, Tristyan’s mother, is a 
  Skamteguler herself. 
   
  DC 25 : Tristyan Kleinkuul vowed to revenge 
  himself 
  upon 
  all 
  the 
  Rosrijder 
  “witches” 
  (Skamtegulers) for his banishment.  There were 
  rumours that he was selling horses to goblin tribes 
  in the Yatil Mountains, only one day’s ride from 
  here. 
   
  Encounter Six 
  The Hunt Is On 
   
  Once the PCs decide to undertake the chase, 
  either alone or trailing in the wake of the initial 
  group, there is trouble within an hour. 
   
  Cries Of Shame v2.0 
   
  Page 7 
  
  If going it alone, it requires a Survival check DC 20 
  (DC 15 if they have suitable light sources) in order 
  to follow the front-rider’s tracks in snow. 
   
  After an hour’s ride, have the PCs make a Listen 
  check DC 10, then read: 
   
  The sounds of battle reach your ears, and as 
  you crest the edge of a vale, there is evidence 
  of a skirmish involving goblin wolf-riders and 
  the first party to leave town.  Only three wolf-
  riders and one Rosrijder are still combative 
  that you can see. They appear to have 
  stumbled upon more than they could handle, 
  as the last rider falls before you can react 
  further.  Only shadowy figures can be made 
  out in what little moonlight there is, and the 
  sputtering flames of torches soon extinguish.  
   
  There are two choices here:  
   
  One, is for the PCs to charge into the battle head-
  on and assist the downed Rosrijders; the other is 
  to choose discretion, and ride around the outside 
  of the vale and surprise the goblins from behind. 
   
  APL 2  (EL4)  
   
  Goblins (3): hp5 each. See Monster Manual 3.5 
  edition, but note that in this combat their Mounted 
  Combat feat replaces Alertness. 
   
  Wolves (3) : hp14. See Monster Manual 3.5 
  edition. 
   
  DM’s Note: Visibility outside the pools of light 
  created by the sputtering torches is only 20 feet 
  (Concealment applies beyond this point, see PHB 
  p152), but at least the moon prevents Total 
  Concealment from occurring. 
   
  Tactics: 
  The goblins are mounted upon the wolves and will 
  use javelins for the first two rounds at any obvious 
  spellcasters in the party; and then change to 
  morning stars in melee.  Remember that they have 
  the Mounted Combat feat. 
   
  Treasure:   
  Coin 3 gp; Loot 16 gp; Magic 0 gp. 
   
  Encounter Seven 
  An Interrupted Meeting 
   
  Give the PCs time to clean up and heal after the 
  previous encounter before springing this one on 
  them : 
   
  Suddenly, you hear a voice come from the 
  shadows on the edge of the vale: 
   
  “Congratulations on such a great victory!” 
   
  Spinning around, you see a shadowy figure 
  mounted upon a horse at the edge of the light. 
  As you watch, the man trots into the lighted 
  clearing wearing the green of a Kleinkuul 
  Rossridjer … 
   
  “I trust that you are searching for someone?  I 
  myself have just recovered a head.”   
   
  Then the stranger throws a sack at your feet … 
   
  Players will probably ask for a Sense Motive or 
  Spot checks at this point.  Sense Motive DC 15 
  lets them realise that something is amiss with this 
  encounter.  Spot DC 20 penetrates the assassin’s 
  disguise.   
   
  He will claim his name is Tristyan Kleinkuul 
  (False). This can be discovered on a Sense 
  Motive DC 20. 
   
  If the PCs check the contents of the sack, read : 
   
  The head of an Oeridian male falls from the 
  sack.  It has a grisly look of surprise on his 
  face. 
   
  See how the PCs react and role-play with them a 
  little.  The head is that of Tristyan Kleinkuul (kept 
  fresh with a Gentle Repose spell). There is no way 
  for any PC to actually know this directly. 
   
  At some dramatically appropriate moment: 
   
  Without warning, the man called Tristyan shifts 
  in shape and form before your very eyes!  He 
  shrinks, and melts away … into the of a 
  goblinoid with long, spindly arms!! 
   
  “Now it is time for you to die as well!” the little 
  green creature squeals. 
   
  APL2  (EL3)  
   
  Goblin (Drac’rack) Rog1/War2 : hp24. See 
  Appendix II. 
  Cries Of Shame v2.0 
   
  Page 8 
  
   
  (In this encounter the horse fights as well!) 
   
  Light Warhorse (1):  hp 22. See the Monster 
  Manual 3.5 edition. 
   
  Tactics: 
  The goblin will use lots of archery to take 
  advantage of both Rapid Shot and his natural 
  darkvision. 
   
  Treasure:   
  Coin 12 gp; Loot 38 gp; Magic – small +1 Chain 
  Shirt 104 gp, Wand of Alter Self (25 charges), 188 
  gp 
   
  Conclusion 
  With the goblins defeated and the head of an 
  unknown clansman, you return to Hilslop as 
  victorious heroes.  You are each given a 20 
  gold piece reward. When things are sorted out, 
  it appears that the head in the sack belonged 
  to Tristyan Kleinkuul. It appears he has been 
  dead for nearly a week; probably due to 
  angering one of his clients. 
   
  A tribe of goblins in the Yatil Mountains seems 
  to have taken advantage of this to replace him 
  and foment unrest amongst the clansmen 
  living near the mountains.  Goblins aren’t 
  known for creating grandiose plans such as 
  these on their own.  Could it be at the 
  instigation of the Old One?  Or a more sinister 
  plot closer to home? Only time, and further 
  adventures 
  in 
  regional 
  Perrenland, 
  with 
  uncover the truth! 
   
  Treasure:  Coin 20 gp; Loot 0 gp; Magic 0 gp 
   
  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 role-playing) to each 
  character. 
  [To award XP for an encounter the DM should 
  award 30xp per EL defeated in the encounter.  So 
  at APL2 the party defeats a monster at EL4 and 
  gets 120xp, while at APL 4 the monster is EL6 
  awarding the party 180xp.  Each APL will be 
  written for no more than 5 times the APL in EL’s, 
  so at APL4, the highest possible XP awarded 
  would be  600 (4*5*30xp.)  Up to 20% of the total 
  xp may be used for story and/or role-playing 
  awards.  So in the APL 4 example, there could be 
  480xp for specific encounters, 60xp for a story 
  award and 60xp for role-playing.] 
   
  Encounter One 
  Defeating the Worg 
  60 xp 
   
  Encounter Four 
  Administering 
  aid 
  to 
  Svenja 
  Goudenpaard 
   
  120 xp 
   
  Encounter Six 
  Defeating the goblin raiders 
  120 xp 
   
  Encounter Seven 
  Defeating the goblin (Drac’rack) 90 xp  
   
  Discretionary role-playing award 
  APL 2 : 60xp 
   
  Total possible experience:   
  APL 2 : 450 xp per PC. 
   
  Treasure Summary 
  During 
  an 
  adventure, 
  characters 
  encounter 
  treasure, usually finding it in the possession of their 
  foes.  Every encounter that features treasure has a 
  “treasure” section within the encounter description, 
  giving information about the loot, coins, and magic 
  items that make up the encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions.  Looting the bodies takes at 
  least 10 minutes per every 5 enemies, and if the 
  characters cannot take the time to loot the bodies, 
  they do not gain this gold.  If you feel it is 
  reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted 
  off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters 
  may return to retrieve loot.  If the characters do not 
  loot the body, the gold piece value for the loot is 
  subtracted from the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A 
  normal adventuring party can usually gather this 
  wealth in a round or so.  If for some reason, they 
  pass up this treasure, the coin total is subtracted 
  from the encounter totals given below. 
   
  Next, the magic items are listed.  Magic item 
  treasure is the hardest to adjudicate, because they 
  are varied and because characters may want to use 
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  Page 9 
  
  them during the adventure.  Many times characters 
  must cast identify, analyze dweomer or similar spell 
  to determine what the item does and how to 
  activate it.  Other times they may attempt to use the 
  item blindly.  If the magic item is consumable (a 
  potion, scroll, magic bolts, etc.) and the item is used 
  before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for 
  unclaimed treasure from each encounter add it up 
  and that is the number of gold pieces a characters 
  total and coin value increase at the end of the 
  adventure.  Write the total in the GP Gained field of 
  the adventure certificate.  Because this is a 
  Regional scenario, characters may spend additional 
  Time Units to practice professions or create items 
  immediately after the adventure so this total may be 
  modified by other circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, 
  Jewelry, and other valuables; M = Magic Items. 
   
  Encounter One:  
   
  Coin 10 gp; Loot 10 gp; Magic 0 gp. 
   
  Encounter Six:   
   
  Coin 3 gp; Loot 16 gp; Magic 0 gp. 
   
  Encounter Seven:   
        Coin 12 gp; Loot 38 gp; Magic – small +1 
  Chain Shirt 104 gp, Wand of Alter Self (25 
  charges) 188 gp 
   
  Conclusion:   
  Coin 20 gp; Loot 0 gp; Magic 0 gp. 
   
  Total Possible Treasure 
  APL 2 : 400 gold pieces per PC. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Cries Of Shame v2.0 
   
  Page 10 
  
  Appendix I : The Town Of Hilslop 
   
  Hilslop (Hamlet): Conventional; AL NG; 100 Mark limit; Assets 1,850 Marks; Population 370; Isolated 
  (43% Oeridian, 29% Flan, 25% mixed Oeridian/Flan, 8 halflings, 2 half-elves, 1 half-orc). 
   
  Located 20 miles west of Diepval, it is part of that community.  It follows the normal arrangement of a 
  Rosrijder stadt; it has several large buildings (town hall, temple, stables and other major structures) 
  forming the outer edge of the settlement with covered (and walled) walkways linking all the buildings.  
  The structures are large enough to house the entire community, with a communal green and fresh water 
  spring making the central area of the stadt a play area for the children and the main location for 
  celebrations.  Outside the walls, the area is heavily treed to provide shelter from the snows and winter 
  feed for the horses. 
   
  Authority Figures: 
  Hetmann Bereford Goudenpaard, male Oeridian, Rgr6 NG;  
  Skamtegular Svenja Goudenpaard, female Oeridian, Brd5 NG (Bereford’s wife); 
   
  Locations of Note: 
  Shrine of the Old Kerk (the main shrine is to Allitur with a huge statue of a warhorse in the main 
  courtyard, which is covered in gold leaf); 
   
  Figures of Note: 
  Kopen Zonwandaleer, male Oeridian/Flan, Clr5 (Allitur) NG; 
  Alton Bluebarrel, male Halfling, Rog4 CG; 
  Fabienne, female half-orc, Exp2 (Weaving) N; 
  Alia Goudenpaard, female half-elf, Wiz3 NG, hawk familiar; 
  Chanfer Goudenpaard, female half-elf, Adept4 NG, owl familiar; 
   
  The chaperone party: 
  These are the marriageable locals that the PCs are seated with at the feast. 
  Morgan Goudenpaard, female O; a matronly woman with graying hair – the chaperone. 
  Tanja Losregering, female OF; blonde, blue eyes, not a brain cell to be seen. 
  Sophie Kleinkuul, female Ofb; raven hair, green eyes, giggles a lot, but would make a good wizard. 
  Josef Witstaf, male Fo; blonde, brown eyes, seems haunted by his parents recent death. 
  Becca Goudenpaard, female O; dark hair, brown eyes, Morgan’s daughter and is very quiet while being 
  chaperoned.  Livens up if a PC can get her away. 
  Rafael Rondhuis, male Of; brown hair, blue eyes, strong serious & silent.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Cries Of Shame v2.0 
   
  Page 11 
  
  Appendix II : NPCs and Creatures 
   
   
  Encounter Two 
  Wevenstock Riders, Male Human War3: Medium Humanoid;  
  HD 3d8 (Warrior) ; hp 18; Init +1; Spd 30; AC 14 (Flatfooted: 13, Touch: 11);  
  Atk +3 base melee, +4 base ranged; +4 (1d6, Shortbow); +3 (1d6, Wevenstock Lance); +3 (1d6, Mace, 
  light); AL NG; SV Fort +3, Ref +2, Will +1;  
  STR 10, DEX 13, CON 10, INT 10, WIS 10, CHA 10. 
  Skills: Bluff +3, Handle Animal +5, Jump +1, Ride +9.  
  Feats: Armor Proficiency: heavy, Armor Proficiency: light, Armor Proficiency: medium, Mounted Archery, 
  Mounted Combat, Point Blank Shot, Shield Proficiency, Simple Weapon Proficiency. 
  Possessions: Weapons: Shortbow (30 gp); Lance, Wevenstock (6 gp); Mace, light (5 gp); Arrows (20) (10 
  sp). Armor: Leather (10 gp), Buckler (15 gp); Goods: Riding Saddle & Tack (11 gp) 
   
  Encounter Seven 
  Goblin (Drac’rack): Male Goblin Rog1/War2: Small Humanoid;  
  HD 1d6 (Rogue) , 2d8 (Warrior) ; hp 15; Init +2; Spd 30; AC 19 (Flatfooted: 17, Touch: 13);  
  Atk +3 base melee, +5 base ranged; +6 (1d6, small MW Longbow, composite); +3 (1d4, small Scimitar);  
  SA: Sneak Attack +1d6; SQ: Darkvision (Ex); AL NE; SV Fort +3, Ref +4, Will -1;  
  STR 10, DEX 14, CON 10, INT 10, WIS 8, CHA 9. 
  Skills: Bluff +4, Disguise +4, Hide +4, Move Silently +4, Perform (Act) +2, Ride +8, Sense Motive +4, 
  Speak Common, Tumble +5, Use Magic Device +2.  
  Feats: Armor Proficiency: heavy, Armor Proficiency: light, Armor Proficiency: light, Armor Proficiency: 
  medium, Point Blank Shot, Rapid Shot, Shield Proficiency, Simple Weapon Proficiency. 
  Possessions:  
  Weapons: MW small Longbow, composite (400 gp); small Scimitar (15 gp); Arrows (18) (10 sp). 
  Armor: small +1 Chain shirt (1,250 gp). Shields: small Buckler (15 gp). Goods: medium Military Saddle & 
  Tack (21 gp), Wand of Alter Self (25 charges) (2250 gp).
  Cries Of Shame v2.0 
   
  Page 12 
  
  Player’s Handout 
  The Gentle Art Of Wevenstock 
   
       Wevenstok, a game of horse, stick and kopf (head sized ball) played by the Rosrijders, has its origins 
  in antiquity.  Used to train young warhorses and to keep their riders in training, it still displays touches of 
  the Rosrijder attitude to enemies of old. 
   
  The game has its origins in the method by which the ancestors of the Rosrijders expressed their 
  contempt for the Aerdi tax collectors.  A head would be taken, and then a mad ride past an Aerdi garrison 
  would end with the head being flung over the walls.  On these rides, as little killing as possible was done, 
  but as much mayhem and havoc as could be achieved was carried out. 
   
  It is played on a roughly square piece of ground, traditionally a bow shot by a bow shot, and given the 
  distances achievable by a proficient user of a composite longbow fired from horseback, it is an extremely 
  large area.  The rules themselves are simple. 
   
  Two teams of twenty riders attempt to move a kopf down the field and fling it into the opposition goal. 
   The goals are set fifty yards in from the end of the field, and take the form of a conical yurt with its door 
  open.  To do this, the riders are equipped with a loosely woven rawhide net, its mouth held open by a ring 
  of wattle attached to the end of a blunt lance. 
   
  The players wear light leather armor, helmets and bucklers.  It is allowable to attempt to sweep an 
  opponent from the saddle with the lance, but not to thrust or charge with it.  Nor is it allowable to strike 
  directly at a horse (they’re too valuable), although shouldering an opponent’s horse aside with your own 
  is perfectly fine. 
   
  The game is started with the ball placed in roughly the middle of the field, and the two teams line up 
  alongside each other on the sideline.  At the signal to start, there is a general charge for the ball, which is 
  scooped up by the first rider to reach it in his or her net.  It is then passed to a teammate by flinging it, 
  generally using a two handed technique that requires standing in the stirrups, but occasionally, a very 
  good or very strong proponent may do this one handed.  The ball then progresses down the field towards 
  the team’s goal.  At least four passes are required from the time a team acquires the ball before a shot on 
  goal is allowed.  Games are usually played the first to three, but occasionally, the target may be set 
  higher.   
   
  The constant cut and thrust of the game is an excellent training tool, both for warhorse and riders, as 
  it accustoms the horses to the push and shove and noise of battle, and the riders to working together.  
  The gods help a ball carrier who gets isolated from his team mates, for he will most certainly find himself 
  in the dirt very quickly, for while he may fend off or dodge one or two sweeps, it is a rare player who can 
  survive three or four. 
   
  As previously stated, the ball is head shaped, and indeed, in the past it was played with a real 
  enemy’s head (hence the Rosrijder comment, “You broke it, you get a new one”.  These days it is made 
  of a rawhide bag stuffed with rags and has a face painted on it; commonly named.  A sure sign that you 
  have attracted the opprobrium of the Rosrijders is to achieve the honour of having the ball named after 
  you.  In recent years, a favourite name on the ball has been that of the Voormann Karenin and before that 
  almost exclusively that of his predecessor, Franz.  Other favourite names are Iuz and occasionally 
  Iggwilv.  Interestingly, during the run up to this election, the name Karl seems to be popping up, 
  particularly amongst the southern stadt games. 
   
  Springtime, after the Feronwold has dried out from the snow melt, is the time of most games, 
  culminating in the great tournament at the Feestelijk Voorjaar (Festival of the Spring), held at Heldplaatz. 
   Every stadt strives to get at least one team entered, with the big stadts, such as Heldplaatz, Havikdal, 
  Wyndplaatz and Kleinstadt often having as many as twenty teams competing at the festival.  However, 
  the Rosrijders continue to play throughout summer and autumn for the fun and training.  As an interesting 
  side effect, when the clan goes to war, the teams ride together and fight together as very cohesive and 
  well co-coordinated units. 
   
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Iuz's Border States/Perrenland/PER4-A03 - Cries of Shame.pdf