TEXT: Based on the original DUNGEONS AND DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS AND 
  DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
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  www.wizards.com/d20. 
   
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  ® play document. To find out more about the RPGA and to learn more on how you can sanction and run 
  DUNGEONS AND DRAGONS game events of all sizes, visit our website at www.rpga.com. 
   
  DUNGEONS and DRAGONS, D&D, GREYHAWK, Living Greyhawk, D&D Rewards, RPGA, Player’s Handbook, Dungeon Master’s 
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  GREYHAWK campaign questions email rpgahq@wizards.com. 
   
  PER7-06 
   
   
   
   
   
  The Diadem of Kir-Russ 
  Part One 
   
  A One-Round Dungeons and Dragons® Living Greyhawk™  
  Perrenland Regional Adventure 
  Version 2.1 
   
  by Andrew Cowan and Patrick Williamson 
   
  Edited by: Patrick Williamson and Bruce Paris 
  Thanks to: Mark Somers and James Dempsey 
  Circle Reviewer: Britt F. Frey 
  Playtesters: Sue Allan, Robin Farnsworth, Antigone Paris, Jireh Scheurwater, Bruce Paris (DM), Joseph 
  Schibberas. 
   
   
  From the Isle of Cli a mission sets out to discover the ancient weapon that can defeat the evil plaguing 
  Perrenland for far too long. But with only a thousand year old instrument and a prophesy to go on, will this 
  expectation prove to be true? Part one of a three-round Perrenland Regional adventure for APLs 2-14 
   
  Resources for this adventure [and the authors of those works] include Monster Manual III [Rich Burlew, 
  Eric Cagle, Jesse Decker, Andrew J. Finch, Gwendolyn F. M. Kestrel, Rich Redman, Mathew Sernett, 
  Chris Thomasson, P. Nathan Toomey], PERI5-01 What Lies Beneath [Andrew Cowan, Adam Cowan, 
  Richard Smart, Stephen Daniels, Martin Low], PER6-03 The Fate of the Lina Gersiten [James Dempsey], 
  PER6-07 The Schwartzstadt Heresy Part 1 [Patrick Williamson], PER7-03 Discord’s Harmony [Andrew 
  Cowan], PER7-05 The Jasmine index [Patrick Williamson], Stormwrack [Richard Baker, Joseph D. 
  Carriker, Jr., Jemmifer Clarke Wilkes
  
  PER7-06 The Diadem of Kir-Russ Part 1 
   
  Page 1 
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of 
  an RPGA even from the RPGA website, or you 
  received it from your senior gamemaster. To play 
  this adventure as part of the LIVING GREYHAWK™ 
  campaign—a worldwide, ongoing D&D campaign 
  set in the GREYHAWK setting—you must sanction it 
  as part of an RPGA event. This event could be as 
  elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at 
  least a HERALD-LEVEL gamemaster. The person 
  who sanctions the event is called the senior 
  gamemaster, and is in charge of making sure the 
  event is sanctioned before play, runs smoothly on 
  the date sanctioned, and then reported back to the 
  RPGA in a timely manner. The person who runs 
  the game is called the table Dungeon Master (or 
  usually just DM). Sometimes (and almost all the 
  time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have 
  to be a HERALD-LEVEL GM to run this adventure if 
  you are not the senior GM.  
   
  By sanctioning and reporting this adventure 
  you accomplish a couple of things. First it is an 
  official game, and you can use the AR to advance 
  your LIVING GREYHAWK character. Second player 
  and DMs gain rewards for sanctioned RPGA play 
  if they are members of the DUNGEONS AND 
  DRAGONS 
  REWARDS 
  program. 
  Playing 
  this 
  adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned 
  play on December 31, 2008.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, 
  and 
  DUNGEONS 
  AND 
  DRAGONS 
  REWARDS, 
  visit 
  the 
  RPGA 
  website 
  at 
  www.rpga.com.  
   
  PLAYERS READ NO FURTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther 
  than this section, you’ll know too much about its 
  challenges, which kills the fun. Also, if you’re 
  playing this adventure as part of an RPGA-
  sanctioned event, reading beyond this point 
  makes you ineligible to do so.  
   
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need 
  copies of the following D&D books: Player’s 
  Handbook, Dungeon Master’s Guide, Monster 
  Manual, and Spell Compendium.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase 
  or read aloud when appropriate. Information on 
  nonplayer 
  characters 
  (NPCs) 
  and 
  monsters 
  appear in abbreviated form in the adventure text. 
  Refer to Appendix 1 for full information on NPCs 
  and monsters. For your convenience, Appendix 1 
  is organized by APL 
   
  Along with this adventure, you’ll find an RPGA 
  Session Tracking sheet. If you’re playing this 
  adventure as part of an RPGA-sanctioned event, 
  complete and turn in this sheet to your senior GM 
  directly after play. You’ll also find a LIVING 
  GREYHAWK Adventure Record (AR). You need one 
  copy of this for each participating player. 
   
   LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to 
  LIVING 
  GREYHAWK 
  games, 
  this 
  adventure’s 
  challenges are proportionate to the modified 
  average character level of the PCs participating in 
  the adventure. To determine this modified Average 
  Party Level (APL) follow the steps below: 
  1. Determine the character level for each of the 
  PCs participating in the adventure. 
  If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), 
  other than those brought by virtue of a class 
  ability (such as animal companions, familiars 
  paladin’s mounts) or the warhorse of a 
  character with the Mounted Combat feat, use 
  the sidebar chart to determine the number of 
  levels you add to the sum of step one. Add 
  each character’s animals separately. A single 
  PC may only bring four or fewer animals of 
  this type, and animals with different CRs are 
  added separately.  
  # of Animals 
  Mundane 
  Animals Effect 
  on APL 
  1 
  2 
  3 
  4 
  1/4 and 
  1/6 
  0 
  0 
  0 
  1 
  1/3 and 
  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 
  CR of Animal 
  6 
  6 
  8 
  9 
  10 
  
  PER7-06 The Diadem of Kir-Russ Part 1 
   
  Page 2 
   
  7 
  7 
  9 
  10 
  11 
  Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round to the nearest whole number. 
  If you are running a table of six PCs, add one to 
  that average. 
   
  Throughout this adventure, APLs categorize the 
  level of challenge the PCs face. APLs are given in 
  even-numbered increments. If the APL of your 
  group falls on an odd number, ask them before the 
  adventure begins whether they would like to play a 
  harder or easier adventure. Based on their choice, 
  use either the higher or the lower adjacent APL. 
   
  APL also affects the amount of experience 
  and gold a PC can gain at the end of the 
  adventure. If a player character is three character 
  levels or more either higher or lower than the APL 
  at which this adventure is being played, that 
  character receives only one-half of the experience 
  points and gold for the adventure. This simulates 
  the fact that either the PC was not challenged as 
  much as normal or relied on help by higher-level 
  characters to reach the objectives. 
   
  Furthermore, a PC who is four or more levels 
  higher than the highest APL supported by the 
  adventure may not play the adventure. 
   
  LIVING GREYHAWK adventures are designed for 
  APL 2 and higher. Four or five 1st-level characters 
  may find the challenge of an APL 2 adventure 
  difficult. Suggest the following to these groups to 
  help increase their chances of success:  
  1. Enlist a sixth player. 
  2. Advise characters to buy riding dogs to 
  help protect them and fight for them. 
   
  TIME UNITS AND UPKEEP 
  This is a standard one-round regional adventure, 
  set in Perrenland. All characters within Perrenland 
  pay 1 Time Unit. Out of region characters pay 2 
  Time Units. 
   
  Adventurer’s Standard Upkeep costs 12 gp 
  per Time Unit. Rich Upkeep costs 50 gp per Time 
  Unit. Luxury Upkeep costs 100 gp per Time Unit. 
  Characters that fail to pay at least Standard 
  Upkeep will retain temporary ability damage until 
  the 
  next 
  adventure, 
  must 
  buy 
  new 
  spell 
  component pouches and healer’s kits, and may 
  suffer other in-game penalties (or possibly gain in-
  game benefits) as may be detailed in this 
  adventure. 
   
  A character that does not pay for at least 
  Standard Upkeep may also avoid the above-
  described penalties by living off the wild. If the 
  character possesses four or more ranks in the 
  Survival skill and succeeds at a DC 20 Survival 
  check, the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, 
  may refill spell component pouches and healer’s 
  kits, and may restock up to 20 arrows or bolts if 
  the character has at least four ranks in Craft 
  (bowmaking). The player is allowed to Take 10 on 
  this roll. 
   
  More information about Lifestyle and Upkeep 
  can be found in the “Lifestyle and Upkeep” section 
  of Chapter 3 of the Living Greyhawk Campaign 
  Sourcebook. 
   
  ADVENTURE BACKGROUND 
  It all began in 594 CY, when the new Voormann, 
  Orgus Bildgear, vowed to break the non-
  aggression pact with the Empire of Iuz and join the 
  fight against evil. Now, this epic struggle  is 
  reaching its finale.  
   
  The Voorman’s challenge to the Old One was 
  soon matched with the simultaneous invasion of 
  the armies of Iuz from the East, and from his 
  daughter, Iggwilv, from within the heart of 
  Perrenland. 
  Moreover, the explosion of 
  Mt 
  Hellspaar augured in the magical winter of Hell’s 
  Gloom brought three years of war, death and 
  famine that have nearly destroyed Perrenland. 
  Combined, they nearly destroyed the country, at 
  first, but little victories by bands of brave 
  adventurers soon transformed into a great victory 
  in the East and then at Riberlund in Nederboden, 
  with the help of Oomkar Hus the chief servant of 
  Nerull in the Quaglands. For a fleeting moment it 
  looked as if the country had prevailed. 
   
  Yet one foe at least remained. Drelnza. 
  Iggwilv’s daughter, and sister of Iuz. Despite her 
  army being small, Drelnza maintained a hold on 
  significant parts of Nederboden. From this 
  strategic position she began to reap the benefits 
  the effects of the prolonged famine were having on 
  the population. As families, and then villages, 
  began to starve, old rivalries between sept and 
  clans remerged and hatchets: rivalries thought 
  buried since the time of Perren’s unity were, now, 
  uncovered. Perrenland strength, and its internal 
  unity, became undermined. Nothing hurt this 
  concept of unity more than a schism within the Old 
  Kerk, which was manufactured by Drelnza.  
   
  From a humble and low key event in the town 
  of Schwartzestadt, soon emerged a story that 
  another evil hidden shrine existed within the Old 
  Kerk and that Oomkar Hus was poised take power 
  in the Quaglands through the Old Kerk. Circulated 
  by Drelnza’s quasit agents, and then by the folk 
  themselves driven half made by her magical 
  
  PER7-06 The Diadem of Kir-Russ Part 1 
   
  Page 3 
  diseases and the famine and the Schwartzestadt 
  Heresy was born.  
   
  Here the Old Kerk did much of the work for 
  her, and Drelnza could never have imagined that 
  her ploy would gain such purchase. Soon, the Old 
  Kerk was beginning to divide against itself and the 
  folk, who for so long had been bound by common 
  religious tradition, where presented with a choice. 
  Most chose to remain within the tradition but 
  others became heretics, and believed the worst of 
  the stories. 
   
  Luckily for all, there remained some cool 
  heads. Bertgris Udden and Karla Hussen the 
  HetRechters (judges) of the land have remained 
  determined and steadfast to the law and refused 
  to exile the heretics as instructed. Bertgris Udden 
  in particular feels in his heart that this is all a 
  horrible manipulation of the situation by Drelnza 
  and thus Iuz. He has commissioned adventurers 
  to determine the truth of these matters. In 
  particular he has caused the revelation of an 
  ancient and secret group who have hidden the 
  true identity of the hidden shrine, the Jasmine 
  Index.  
   
  From this, a small but important group of 
  stakeholders now know that the hidden shrine is 
  that of the goddess of beauty and love: Myrhiss – 
  long forgotten (and indeed suppressed) in the 
  Quaglands. Furthermore, they know that the 
  hidden shrine should be that if Kyuss, servitor 
  power to Nerull, but that a great Lie has been 
  manufactured and maintained for two ages of the 
  world. This deception is so effective that Oomkar 
  Hus and indeed the few followers of Kyuss left in 
  the Quagland believe that what is actually the 
  hidden shrine of Myrhiss is the hidden shrine of 
  Kyuss. If Oomkar where to find out the pact that 
  bind him to not grow the power of Nerull in the 
  Quaglands would be broken. The only way this 
  situation can be preserved and the great lie 
  maintained is if the threat of Drelnza and her 
  faction the Cult of the Fiend are removed from 
  play. 
   
  As fate would have it, a weapon long 
  prophesied may be close to discovery. The 
  intelligent weapon, Boonbane, already a potent 
  weapon, is but “one item of a set”. For its true 
  power can only be used if its wielder has the 
  Diadem of KirRuss upon their head. To this end, it 
  has been revealed by the recently recovered Cli 
  Lyre that the Diadem can be found on a 
  mysterious island located in the centre of Lake 
  Quag. When combined, these two items have the 
  power to destroy the bloodline of Igg-Vuurz. Thus, 
  Iuz, Iggwilv and Drelnza are all in fear of this event 
  and seek to prevent it. 
   
  With the unity of Perrenland at break point, the 
  Voormann critically ill, and civil war breaking out, 
  the Cult of the Fiend is poised for victory. Iuz has 
  begun to reinforce his sister’s cause with more 
  demons so that she can secure the Diadem and 
  remove this threat to his person. 
   
  Enter the last hope of the nation: the 
  expedition to recover the Diadem of Kir Russ! 
   
  ADVENTURE SUMMARY 
  Introduction 
  The adventure begins with the PC’s journeying to 
  the Isle of Cli, either by magic or mundane means. 
   PCs that use magic means arrive before their ship 
  is ready for the journey and get a chance to learn 
  some rumors before they set sail, where Hanne 
  Weisspeer is entrusted to their care. PCs that 
  arrive by ship do not arrive until just before 
  encounter 1. 
  Encounter 1 
  As the PCs reach the docks a group of heretics try 
  to stop the journey from taking place. During the 
  confusion, the Cult of the Fiend make another 
  attempt to capture Hanne and the lyre. 
  Encounter 2 
  As the ship sets sail, several minor incidents occur 
  onboard ship. Another heretic is responsible but 
  takes his actions too far, accidentally killing a 
  crewman in the process. Calling out to an angel 
  the creature appears, and heretic PCs may have 
  to explain themselves. 
  Encounter 3 
  The ship’s crew learns the true destination of the 
  ship’s journey – to enter a storm that no other ship 
  has ever returned from.  The PCs will need to 
  speak up to prevent a mutiny. 
  Encounter 4 
  The ship encounters the full brunt of the storm, 
  with the PCs lending a hand to deal with the 
  dangers faced.  During the storm, an elemental 
  guardian attacks, attempting to finish them off. 
  Encounter 5 
  Beyond the storm a giant maelstrom draw the ship 
  in, and only the greatest of sailors or mighty magic 
  gives it a chance of escaping its grasp. 
  Encounter 6 
  As the ship sinks the PCs are rescued by a group 
  of nixies, their leader offers to guide the PCs to the 
  lost island and to look after the surviving ships 
  crew.  
  Encounter 7 (optional) 
  This encounter only occurs if the ship escapes the 
  maelstrom. The nixies visit the PCs and warn 
  them about the ghost ships that patrol the island’s 
  
  PER7-06 The Diadem of Kir-Russ Part 1 
   
  Page 4 
  waters, and offer to show them a safer way below 
  the water’s depths. 
  Encounter 8  
  The nixie guide leads them through a frozen ship 
  graveyard, where the remains of the ships that 
  have succumbed to the maelstrom now lie. The 
  undead guardians of the island guard this area 
  too, but forewarned the PCs stand a chance of 
  defeating some of them whilst avoiding the rest. 
  Encounter 9 
  The PCs finally reach the isle, and find a 
  teleportation circle that will allow them to return to 
  Cli if they want, and return back to the island when 
  they are ready to continue the mission. 
  Conclusion 
  The beginning of the journey is over, but the 
  remaining parts of the journey lay shrouded in 
  mystery.  
   
  PREPARATION FOR PLAY 
  The Diadem of Kir-Russ Part 1 is the first part of 
  the three part finale to the ‘Nation Mocked’ series. 
   It is recommended you have played PER 6-07 
  ‘The Schwartzstadt Heresy’, PER 7-03 ‘Discords 
  Harmony’ and PER 7-05 ‘The Jasmine Index’ 
  before playing this adventure. 
   
  You should determine before play if any of the 
  PCs speak Flan or Ur-Flan, possess Boonbane, 
  have the Mark of HUS, are Fully Trusted by 
  Hanne, declared themselves a Heretic to the angel 
  Meneliant and have become a Keeper of the Great 
  Lie.  
   
  • 
  PCs 
  who 
  speak 
  Flan 
  or 
  Ur-Flan 
  can 
  understand the Cli Lyre and Boonbane when 
  they speak. 
  • 
  Boonbane is a unique magic item from PER 5-
  02 (Hell’s Gloom). Only one PC can possess 
  Boonbane at a table: if more than one PC has 
  Boonbane, they must choose who has 
  Boonbane 
  for 
  this 
  adventure. 
  Strongly 
  encourage the players to have only one PC 
  with Boonbane at the table, as Boonbane 
  changes significantly in this adventure series – 
  but only for the PC who has Boonbane at the 
  table. If no PC has Boonbane, Hanne 
  Weisspeer has Boonbane. 
  • 
  PCs who have declared themselves a heretic 
  to Meneliant (PER 7-03 Discords Harmony) 
  and are a Keeper of the Great Lie (PER 7-05 
  The Jasmine Index) face a choice to tell the 
  angel the truth about the hidden shrine or 
  keep it a secret from him (Encounter 2). 
  • 
  PCs who have the Mark of HUS from PER 6-
  04 (Death’s Fury) or PER 7-03 (Discord’s 
  Harmony) are recognised as an ally by the 
  defenders of the necropolis and not attacked 
  directly unless they attack first (Encounter 8). 
  • 
  Hanne’s attitude to PCs who have the Fully 
  Trusted by Hanne benefit from PER 7-05 (The 
  Jasmine Index) is one step better than usual 
  (for example, friendly instead of indifferent). 
   
  Throughout 
  this 
  adventure, 
  the 
  PCs 
  are 
  accompanied by Hanne Weisspeer, her daughter 
  Karennie, the Cli Lyre, and Boonbane. All four are 
  important to the plot of this adventure: however, 
  please do what can to ensure that the NPCs aren’t 
  the central figures in this adventure. They’re 
  present to give the PCs advice and assistance, not 
  to tell the PCs what to do and when. 
   
  When running the combats, note that the ELs 
  for all combats assume Hanne is actively helping 
  the PCs with (at a minimum) her bardic music, and 
  by providing healing where necessary (-1 EL 
  adjustment). Please note that Hanne is an active 
  participant in the initiative order and that Hanne 
  but not Karennie can die if the PCs are lax in their 
  protection of her. Both are critical to the remaining 
  parts of the finale (The Diadem of Kir-Russ part 2 
  and Part 3), but that the enemies of Perrenland 
  want Hanne dead but Karennie alive. Thus in 
  some encounters Hanne is the target of direct 
  attack, although area effect attacks will not be 
  targeted on her for fear of harming Karennie. 
   
  This adventure is part one of a three part 
  finale to the second major regional plot arc, A 
  Nation Mocked. When running this adventure, 
  keep in mind that it’s a finale: this should feel like a 
  big event to the PCs, and build up to what will be 
  major turning-point 
  in what’s happening to 
  Perrenland (in part 3).  
   
  Finally, please note the various Perrenland 
  Specific Effects on play, as set out in DM’s Aid 1: 
  Perrenland Specific Effects. 
   
  INTRODUCTION 
  Give the players Player Handout 1. If the players 
  are relatively new to the Perrenland plotline, then 
  give them plenty of time to read this, as well as 
  ask any questions about “The Story So Far …” 
   
  This adventure begins with the PCs separated 
  or in small groups when they each receive a 
  Sending cast by Bertgris Udden, HetRecher of 
  Perrenland. Modify the read aloud text below for 
  PCs living off the land. 
   
  It is a cold night spent at another once fine 
  establishment of Perrenland, where another 
  argument threatens to incite trouble among the 
  
  PER7-06 The Diadem of Kir-Russ Part 1 
   
  Page 5 
  crowded interior. But it seems the crowd is 
  finally tired of the fighting. They all seem burnt 
  out and somewhat numb to the greater 
  troubles affecting Perrenland at this time, 
  resigned to a fate that seems dark and 
  ominous this year.  
   
  It is with these somber thoughts pressing 
  at your mind that a voice pierces through with 
  a call to arms:     
   
  For PCs who know Bertgris Udden (from any 
  previous A Nation Mocked adventures), read the 
  following: 
   
  “It is time.  The Lyre has called for you. Come 
  to Cli quickly, we must depart. Lina Gersiten, 
  north dock. Come prepared.”   
   
  For PCs who have not met Bertgris, read the 
  following instead: 
   
  “This 
  is 
  Bertgris 
  Udden, 
  HetRechter 
  of 
  Perrenland. You are summoned with haste to 
  Cli for an important mission. Lina Gersiten, 
  north dock. Come prepared.” 
    
  • 
  PCs may make a DC 10 Knowledge Local 
  (Iuz Border States) check to recognize the 
  voice of Bertgris Udden, and know of the 
  importance of is position. Alternatively, 
  any PC familiar with Bertgris from previous 
  ‘A Nation Mocked’ adventures recognizes 
  his voice immediately.  
  • 
  A DC 10 Knowledge Local (Iuz Border 
  States) or Knowledge Core check reveals 
  the quickest way to reach the isle of Cli is 
  magical means, via a teleport spell cast by 
  the PCs themselves, the Wayfarers guild 
  (anywhere on the Flaness) or the Den 
  Zauber Wizard guild (within Perrenland 
  only).  
  • 
  Alternatively any members of the Old Kerk 
  can receive a casting of Transport via 
  Plants from any Old Kerk church (or 
  grove) with an appropriate level NPC to 
  reach Cli for themselves and any other 
  PCs with them at this time.  
  • 
  The cost of any NPC spell casting is the 
  spell level x caster level x 10gp – PCs can 
  use any relevant favours to receive a free 
  casting instead. DMs discretion as to 
  which favours apply – powerful families 
  and organizations could provide the funds 
  for 
  magical 
  transportation, 
  or 
  even 
  undertake 
  to 
  transport 
  the 
  PCs 
  themselves. 
  • 
  The PCs can also travel to Cli by ship 
  (which costs only 5gp apiece), but locating 
  a ship and the travel itself will take several 
  days. Those PCs that choose to travel by 
  ship arrive at the docks during encounter 
  1 and do not get a chance to gather 
  information on the isle itself – skip the rest 
  of the introduction for these PCs.  
  • 
  If the PCs look to travel to Cli by ship they 
  will meet up with any other PCs traveling 
  by the same means (only one ship is 
  headed for Cli this week, a merchant 
  vessel).  
  • 
  A similar meeting occurs if more than one 
  PC decides to use the Wayfarers guild (or 
  another organization) to reach Cli more 
  quickly.   
   
  What If The PCs Travel Magically To Cli? 
  Any PCs traveling magically (ie. immediately) to 
  Cli (using teleport, or fly) arrive to find the Lina 
  Gersiten is not quite ready for departure and 
  Hanne Weisspeer is with Bertgris Udden, in the 
  middle of preparations of their own. The PCs are 
  given quarters at the bardic college while they wait 
  for Hanne and any other PCs yet to arrive. They 
  do not get to see Hanne or Bertgris at this time, 
  but they can however explore the isle briefly 
  (possibly visiting the withered oak – see below) 
  and finalize any purchases, as well as learn some 
  of the following tidbits of information (via Gather 
  Information checks):  
   
  DC 5 – an attack on the Lina Gersiten 
  occurred a few days ago – a group of young 
  college students attempted to disable the vessel.  
  The ship is currently being repaired for mostly 
  superficial damage.  
   
  DC 10 – There has been sightings of a 
  deformed angel on the isle of Cli – witnesses have 
  been forced to swear allegiance to either the 
  traditionalist or heresy movements to the creature, 
  but have been able to keep this knowledge to 
  themselves and the angel only. 
   
  DC 12 – There have been unsubstantiated 
  rumors of demonic activity on the isle as well – 
  several suspicious deaths have the investigating 
  authorities stretched to their limits. 
   
  DC 15 – There rumors of a ship preparing to 
  brave the centre of Lake Quag – this is a place of 
  mystery from which no ships have returned for 
  many centuries. 
   
  DC 20 – The Voormann, Orgus Bildgear is still 
  on Cli.  Rumor is that his health has worsened, 
  and he is barely strong enough to get out of bed. 
  The clerics have been unable to do anything about 
  
  PER7-06 The Diadem of Kir-Russ Part 1 
   
  Page 6 
  his illness, and can only help make him 
  comfortable.  
   
  DC 30 – Rumors exist of a mission being 
  prepared to discover a weapon to fight the Cult of 
  the Fiend and possibly restore the health of the 
  Voormann.  
   
  If the PCs arrive early, they may also have the 
  opportunity to visit The Withered Oak … 
   
  The Withered Oak 
  One of the sites on Cli the PCs can visit prior to 
  the ship leaving is the Withered Oak. This oak is 
  reported to give one who is prepared to plant a 
  kiss upon it a blessing or a curse, no one can 
  determine who is going to get what.  
   
  Any player who decides to kiss the oak must 
  roll a d20 to determine what effect occurs to them. 
  A person can only ever be affected once. Any PCs 
  that have previously kissed the withered oak 
  (PER7-05 The Jasmine Index) do not receive 
  another blessing or curse. All effects last for the 
  next three adventures played (including this one). 
   
  1: You have lost the ability to speak one of your 
  languages 
  2: You have gained the ability to speak a non 
  restricted language 
  3: Your skin color has changed to a somber shade 
  of green (+5 to hide in woodlands) 
  4: You have gained a natural armor bonus of +2 
  5: You have become highly conductive, electrical 
  damage is always maximized against you 
  6: When struck by electricity you take only � 
  damage. 
  7: You are aging twice as fast as normal. 
  8: You are aging half as fast as normal. 
  9: You have lost your sense of smell. 
  10: You have gained the scent ability to a range of 
  10ft. 
  11: You loose a number of XP, enough take you to 
  the exact amount needed to still be your current 
  level. 
  12: You have gained a number of XP, enough to 
  take you to one XP less than you need to level. 
  13: You have a racial aversion towards Halflings, 
  you can’t stand them. 
  14: You are overly attracted to Halflings, in fact 
  they are the most attractive race to you. 
  15: You find it hard to focus, it takes you 12 hours 
  to regain spells rather than 8. 
  16: You regain your spell after only 4 hours of 
  uninterrupted rest. 
  17: Each of your saving throws is reduced by 1. 
  18: Each of your saving throws is increased by 1. 
  19: Critical threats delivered against you gain a +4 
  bonus to convert. 
  20: Critical threats delivered against you gain a +4 
  penalty to convert. 
    
  DEPARTURE FOR CLI 
  After a day (or three if some PCs traveled to Cli by 
  non-magical means) on the isle the PCs finally 
  receive word that the ship is ready for departure, 
  and they should gather their belongings and head 
  for the college entrance.  
   
  They are greeted on the college steps by 
  Bertris Udden, HetRechter of Perrenland and 
  Hetshoolman of Allitur. Bertgris steps forward, 
  smiling as he addresses the PCs.  
   
   “My friends, it is good to see you again. Your 
  help and counsel are greatly appreciated. 
  Although I would love to talk with you further, 
  but now I must relinquish my charge into your 
  capable hands and wish you success for your 
  journey ahead.  
   
  “One last thing you should know, is that 
  the Voorman’s health is waning. Drelnza has 
  poisoned 
  the 
  sacred 
   
  Lundoak, 
  which 
  connects the Voormann to the well being of 
  Perrenland. It is up to you to find the weapon 
  that can defeat her evil, to save the Voormann 
  and our nation! Good luck, my friends!”   
   
  As Bertgris bows to you all and steps back, 
  another figure confidently steps forward. It is a 
  strikingly beautiful woman with a proud, yet 
  somewhat sad bearing that you all recognize 
  as Hanne Weisspeer. Holding her hand is a 
  young girl, her daughter Karennie. 
   
  “Welcome again my friends and protectors. 
  I am thankful you have chosen to help once 
  again. I know some of you have questions still 
  unanswered, but they will have to wait until we 
  are underway. We must not tarry any longer – 
  even in a place as serene as Cli the possibility 
  of unfriendly ears is all too real. Take your 
  place at my side, and let us get underway!”  
   
  Bertgris steps forward to shake each of 
  your hands and invokes a blessing to Allitur 
  on your behalf as you begin to move away. 
   
  If some PCs chose to head to Cli by ship, they are 
  not present to meet Bertgris or Hanne at this time 
  – these PCs join Hanne and any PCs with her at 
  the Lina Gersiten in Encounter 1. Hanne is aware 
  of any PCs yet to arrive (The Cli Lyre told her), 
  and says so if any PCs ask.  
   
  Troubleshooting: If none of the PCs chose to 
  travel to Cli by magical means and travel by ship, 
  Bertgris chauffeurs Hanne to the north dock 
  instead.  The PCs disembark from their own ship 
  at the north dock, and only have a short journey to 
  
  PER7-06 The Diadem of Kir-Russ Part 1 
   
  Page 7 
  the Lina Gersiten. Modify the greeting text above 
  to reflect this if necessary.  
    
  1: TROUBLE AT THE DOCKS 
  Accompanied by a strong, sea breeze you 
  arrive at the northern docks of the Isle of Cli.  
  Tucked up the coast in an isolated cove the 
  Lina Gersiten sways against its moorings, like 
  a caged animal waiting to be loosed. It is a 
  dark, sleek vessel built for speed alone and 
  should serve you well in the journey ahead.  
   
  Only a trickle of cargo remains to be 
  loaded on board, carried by a large crane and 
  cargo net that presently hangs over the ship.   
  You sense the preparations for departure are 
  almost complete, awaiting only your presence. 
   
  The PCs are greeted as they walk down to the 
  dock by the Captain and any crew who recognize 
  them from previous adventures involving the Lina 
  Gersiten (especially any PCs that have played 
  PER7-05 The Jasmine Index). The crew quickly 
  lowers the gangplank for the PCs and Hanne to 
  board the ship, but as the PCs begin boarding the 
  following event occurs: 
   
   A 
  large 
  detonation 
  accompanied 
  by 
  a 
  tremendous roar rings out from the nearby end 
  of the dock. The roof of one of the warehouses 
  is ablaze, smoke pouring out of its many 
  windows. The yells and screams of those 
  caught inside the warehouse filter quickly to 
  your ears, calling out for help…  
   
  The explosion is the result of several hundred 
  crates of alcohol set ablaze by a group of heretics. 
  But this is only a part of their plan – their real goal 
  is to disable the Lina Gersiten and prevent the 
  PC’s mission ahead, which they believe is a 
  traditionalist mission destined to condemn all 
  heretics and keep the truth hidden for good.   
   
  This idea has been spread through the heresy 
  by a insane, tortured angel Meneliant, who is a 
  servant of Myhriss, the flan goddess of be beauty, 
  but has formed his own idea of what is going on. 
   
  But to make matters worse, the Cult of the 
  Fiend is also present on Cli, watching Hanne and 
  keeping a tab on the location of the Cli Lyre 
  especially. Being aware of Meneliant they have 
  contrived to convince a number of the heretics on 
  Cli for their immediate safety that the Hanne’s 
  mission should be stopped. Their distraction now 
  provides the cult a perfect opportunity for them to 
  attempt to kill Hanne and capture the lyre – or at 
  the least slow the PCs down in their search for the 
  focus for weapon that can defeat the cult.  
   
  APL 2 (EL 3) 
  Quasit (1): hp 13; see Monster Manual p46 
  Heretics (2): human cleric 1; hp 8 each; see 
  Appendix 1 
   
  APL 4 (EL 5) 
  Sea Hag (1): hp 19; see Monster Manual p144 
  Heretics (3): human cleric 1; hp 8 each; see 
  Appendix 1 
   
  APL 6 (EL 7) 
  Green Hag (1): hp 49; see Monster Manual 
  p143 
   
  Sea Hag (1): hp 19; see Monster Manual p144 
  Heretics (3): human cleric 1; hp 8 each; see 
  Appendix 1 
   
  APL 8 (EL 9) 
  Annis (1): hp 45; see Monster Manual p143 
  Green Hag (1): hp 49; see Monster Manual 
  p143 
  Sea Hag (1): hp 19; see Monster Manual p144 
   
  Heretics (3): human cleric 3; hp 19 each; see 
  Appendix 1 
   
  APL 10 (EL 11) 
  Annis (1): hp 45; see Monster Manual p143 
  Green Hag (1): hp 49; see Monster Manual 
  p143 
  Sea Hag (1): hp 19; see Monster Manual p144 
   
  Veiled* Hill Giants (2): hp 102 each; see 
  Monster Manual p123 
   
  Heretics (3): human cleric 3; hp 19; see 
  Appendix 1 
   
  APL 12 (EL 13) 
  Annis (1): hp 45; see Monster Manual p143 
  Green Hag (1): hp 49; see Monster Manual 
  p143 
  Sea Hag (1): hp 19; see Monster Manual p144 
   
  Veiled* Frost Giants (3): hp 133 each; see 
  Monster Manual p122 
   
  Heretics (3): cleric 5; hp 31; see Appendix 1 
   
  APL 14 (EL 15) 
  Annis (1): hp 45; see Monster Manual p143 
  Green Hag (1): hp 49; see Monster Manual 
  p143 
  Sea Hag (1): hp 19; see Monster Manual p144 
   
  Veiled* Cloud Giants (3): hp 178 each; see 
  Monster Manual p120 
   
  Heretics (3): cleric 5; hp 31; see Appendix 1 
   
  
  PER7-06 The Diadem of Kir-Russ Part 1 
   
  Page 8 
  Tactics: This encounter is broken up into four 
  components – the warehouse, the heretics, the 
  hags and the giants (at APL 10 and 12). DM’s 
  Map 1 details the layout of the northern docks, 
  and the locations of each of the groups involved. 
  The DM should be familiar with the tactics of each 
  group, as it is possible that the PCs will move to 
  deal with the warehouse fire at first, and then have 
  to split up to deal with each group as they reveal 
  themselves. Each component, and their tactics, 
  are detailed below. 
   
  The Warehouse 
  The fire has completely engulfed the northern part 
  of the warehouse and flames block the main 
  entrance, preventing those trapped within from 
  escaping and help from the other dock workers 
  from reaching those trapped inside. Inside the 
  warehouse are four dock workers, one of whom 
  has been knock unconscious by the force of the 
  explosion. 
   
  The Heretics 
  The heretics are not evil, just misguided. They do 
  not attack the PCs – their goal is to distract the 
  PCs by setting the warehouse fire (described 
  above) while they attempt to sabotage the cargo 
  crane, releasing the cargo net suspended above 
  the ship.  It is their hope that the falling cargo does 
  enough damage to disable the ship, preventing the 
  PCs mission. The heretics deal with the four man 
  crew operating the crane. It is this action that may 
  draw the attention of the PCs. Any PCs who 
  remain at the ship (guarding Hanne and Karennie) 
  can make a DC 15 Spot check to notice the 
  commotion at the base of the crane. The problem 
  for the heretics is that they don’t know how to use 
  the crane controls. After trying to operate the 
  controls for two rounds, they will give up and 
  instead try to cut the ropes holding the cargo net 
  aloft.  
   
  Development: 
  If 
  captured, 
  the 
  heretics 
  confess their allegiance, citing the usual heretic 
  dogma about the hidden shrine and the evil of 
  Nerull. If pushed by the PCs, they also mention a 
  visit from a divine messenger: an angel who has 
  been tortured by Nerull’s servant. This servant 
  extracted a binding pledge from them to uncover 
  the truth and lies hidden by the Old Kerk. They are 
  convinced that if Hanne and the Cli Lyre leave the 
  island, they will be furthering Nerull’s aims and 
  ambitions to take control of the Old Kerk and the 
  Quaglands. The heretics seem rather smug about 
  the fact that they have been given divine 
  assistance and feel they will be forgiven by the 
  gods for their actions. This belief reduces the 
  concerns they have for their own well-being. 
   
  Bertgris Udden takes the heretics into his 
  custody (again), but this time he shows none of 
  the sympathy he has reserved for heretics in the 
  past and plans to use the full extent of the law to 
  punish these heretics. 
   
  One other thing of note is the amulet one of 
  the heretic priests wears: it is in fact a Hag Eye 
  (see Monster Manual p144). The amulet was a gift 
  from his heretic friends in Ulmt, who have been 
  infiltrated by members of the Cult of the Fiend 
  (PER7-03 Discord’s Harmony). It is through the 
  Hag Eye a covey of hags serving the Cult were 
  aware of the heretics plans at the docks and were 
  in position to take advantage of the chaos. Only a 
  true seeing reveals it for what it is – if it is 
  destroyed it damages the green hag if she was 
  successful in infiltrating the crew (this may give 
  her away if the PCs are near). 
   
  The Hags (or Quasit for APL 2 only) 
  In the 5th round following the explosion at the 
  warehouse, the hags (or a quasit at APL 2 only) 
  climb onboard the Lina Gersiten and make an 
  attempt to kill Hanne and capture the Lyre.  At 
  APL 2 the quasit uses its alternate form ability to 
  appear as a crew member to get close to Hanne. 
  At APL 4+ the sea hag uses its horrific 
  appearance to neutralize any crew that intervenes, 
  as well as the PCs. At higher APLs the annis and 
  the green hag use their disguise self (or veil if all 3 
  hags are present) ability to appear as crew 
  members and will attempt to draw Hanne away 
  from any PCs guarding her. They attempt to bluff 
  the PCs, telling them that they can move Hanne 
  below decks where she will be safe in case of 
  attack.  If successful in separating Hanne from the 
  PCs, they then attempt to kill her and steal the Cli 
  Lyre. Hanne will call out for help, altering the PCs 
  to their folly.   
   
  Development: At higher APLs, or if obviously 
  overmatched by Hanne’s defenders (especially if 
  they fail to split up), the green hag instead tries to 
  infiltrate the crew, disguising herself as one of 
  them. The annis and sea hag are not as sneaky as 
  the green hag, and fight to the death. If any of the 
  hags are captured, they snarl their defiance to the 
  PCs, and comment that the weapon will not fall 
  into the PCs hands. They say nothing else on this 
  matter.  
   
  The Giants 
  At APLs 10 to 14 a group of giants in the service 
  of the hag covey move from another warehouse 
  on Round 3 to disable the Lina Gersiten at the 
  
  PER7-06 The Diadem of Kir-Russ Part 1 
   
  Page 9 
  same time the hags launch their attack, striking 
  the ship directly with their weapons. These giants 
  are under the effects of a veil cast by the hag 
  covey and are disguised as dockhands. A DC 20 
  Spot check notices the dockhands attacking the 
  ship itself – exceeding this check by 5 notices that 
  their blows are dealing more damage than they 
  should to the ship (a clue as to their real 
  appearance). A true seeing blows their cover if a 
  PC made a DC10 spot check to notice them. 
   
  Treasure: All APLs: Loot 150gp; Coin 50gp; 
  Magic 0gp. 
   
  Aftermath 
  It is possible that the PCs may not be entirely 
  successful in preventing damage to the Lina 
  Gersiten, especially from the giants at high APLs.  
  Refer to Appendix 3 for details on the Lina 
  Gersiten – including statistics for hp and hardness 
  of each section (AC 3, 80hp, Hardness 5). If the 
  heretics are successful in releasing the cargo net, 
  this completely damages the rigging section. 
    
  In the aftermath of the events at the docks, if 
  the ship is damaged it takes several more days to 
  repair before the ship is ready to sail (one extra 
  day for each section damaged). Hanne is not 
  pleased, but resigned that the PCs did the best 
  they could to stop the damage. The PCs can 
  assist with the repairs if they like – spells such as 
  make whole, fabricate and the various repair 
  damage spells help speed up the repairs 
  considerably. 
   
  Development: One other option the PCs can 
  explore is to use a ship owned by one of the PCs. 
  They are welcome to do this (if the owner agrees), 
  and Hanne is pleased that the PC in question 
  would risk their own ship for this endeavour. If the 
  PCs take this path, captain Tillman from the Lina 
  Gersiten takes the PC who owns the ship aside. 
  He will warn them about the dangers of the area of 
  the lake they are headed for – Kraken and violent 
  storms from which no ship with the exception of 
  the Lina Gersiten has ever returned. Tillmen also 
  suggests that they keep this a secret from their 
  crew and the other PCs until out on the lake – if 
  the 
  crew 
  finds 
  out 
  about 
  their 
  proposed 
  destination, they will almost certainly abandon the 
  ship, leaving the PC captain without a crew.   
   
  If the PCs elect to use one of their own ships, 
  replace any future references in this adventure to 
  the Lina Gersiten with the name of the PCs ship. 
   
  Once the ship gets underway, continue with 
  Encounter 2. 
   
  Troubleshooting: If Hanne is killed at this point 
  then she is raised by Bertgris, and if the Lyre was 
  captured it is recovered by Bertgris. The PCs lose 
  any fully trusted status they had with her. She is 
  also not as helpful as she should be, being more 
  withdrawn and not using her morale lifting abilities 
  or magic to assist in combats. 
   
  2: HERETIC SPY 
   
  Once the Lina Gersiten is underway, the 
  Captain leads the PCs below decks, to the 
  quarters 
  they 
  have 
  set 
  aside 
  for 
  Hanne 
  Weisspeer, her daughter Karennie and her maid 
  (location 4 on map). As the PCs enter the room, 
  Hanne smiles and welcomes them warmly, except 
  if she was killed or the Lyre captured in which 
  case she will be more formal. 
   
  “It is good to be finally underway. As you no 
  doubt already know, there are forces that 
  would see us fail in the endeavour ahead of us. 
  Please, 
  take 
  a 
  set 
  and 
  make 
  yourself 
  comfortable, as I have much to tell you, things 
  you must know if we are to be successful.” 
   
  Hanne will pause for the PCs to settle and refresh 
  themselves before continuing.  The PCs are free 
  to interject with relevant questions during their 
  conversation (see below). 
   
  Development: During the conversation with 
  Hanne, any PC at the doorway can with a DC 25 
  spot check notice one of the crewmen repairing a 
  net nearby, just within earshot. A DC 20 Sense 
  Motive check reveals the crewman is straining to 
  hear the PCs conversation with Hanne, without 
  being too obvious about it. He will tug his forelock 
  and move away if he is noticed. If questioned he 
  will simply prove to be an over curious sailor. 
   
  The Conversation 
  “Let me start by explaining what this mission 
  is all about. Are you all familiar with the 
  Prophesy of Jor-Russ?”    
   
  Give Players Handout #2 to the party. This has 
  Hanne’s 
  and 
  Bertgris’ 
  interpretation 
  of 
  the 
  meaning of each line of the Prophecy upon it. 
   
  “It is the diadem we seek to uncover. It is the 
  means to find the weapon that can defeat the 
  Cult of the Fiend.  Many centuries in the past, 
  Igg-Vuurz, 
  the 
  mother 
  of 
  Igg-Wilv, 
  was 
  struggling to defeat the last of the Nergrafs 
  (High Lord of Nerull), the Lich creature you 
  know as Oomkar Hus. To do this she captured 
  
  PER7-06 The Diadem of Kir-Russ Part 1 
   
  Page 10 
  Oomkar’s brother, Bragnor Hus, the general of 
  his undead armies and bound his soul, via a 
  corruption of the Kondkaynen ritual, into a 
  potent weapon. Other properties she also 
  bound into the item and linked its activation of 
  it true power to a second item, the Diadem of 
  Kir-Russ which she wore on her own brow. 
   
  Igg-Vuurz’s new weapon had the power to 
  destroy Oomkar Hus forever, without having to 
  retrieve his periapt from around the neck of 
  Nerull, where it was kept safe and had allowed 
  him to reform after each defeat. 
   
  Here, however, Iggwilv made a fatal error: 
  for she herself was a blood relation of Oomkar 
  Hus. Thus it was that the prophesy of Jor-Russ 
  was learned and, although the weapon could 
  indeed slay Oomkar Hus, it could also destroy 
  the bloodline of Igg-Vuurz. In a rage, she 
  cursed the weapon, as it was both a Boon and 
  a Bane to her cause, and hid it deep within her 
  fortress of Tsojcanth. 
   
  In the recent expeditions to oust her 
  daughter and grand daughter from Tsojcanth 
  the weapon known as “Boonbane” was 
  recovered. This weapon can slay Oomkar Hus, 
  Iggwilv, Drelnza and Iuz with but a single blow 
  – if it is used in conjunction with the Diadem of 
  Kir Russ. They all fear it greatly and they know 
  we have it [either Hanne or a PC should have 
  Boonbane]. They also know that we have one of 
  the original Cli Lyres, and that this one has a 
  map linked to the prophecy upon it. What they 
  know we don’t have is the Diadem of Kir Russ, 
  and we know that they don’t have it.  This is 
  now what we all seek, but we have a head start 
  as I know where it is now!”  
   
  Pulling out a map of Perrenland she unrolls 
  it out upon the chart table and stabs her finger 
  dramatically into the blank centre of the lake. 
  “It is here, in the one place no one has 
  returned from in centuries except the ghosts of 
  the Lina Gersiten, it is here that we now go. 
  Any questions?” 
   
  PC Questions 
  How do you know that your interpretation of the 
  prophecy is correct? 
  “I don’t, but from what we have learned, 
  gleaned and researched it is the 
  most 
  plausible.” 
   
  What is in the centre of the Lake? 
  “No one knows for sure, something that 
  consumes ships and crews whom venture to 
  far into the area. Huge seas and sea monsters 
  have been reported but never confirmed. The 
  Lyre has however shown us that there is an 
  island at the centre of the lake and that upon 
  this island is some sort of temple.” 
   
  Can the crew be trusted to get us to this location? 
  “Hopefully, but keep your ears and eyes 
  peeled, our enemies know full well our 
  heading.” 
   
  DMs Note: You will need to answer other 
  questions as you can. 
   
  THE SPY 
  During the first couple of days onboard the ship, 
  the PCs can get to know the captain and crew, 
  and if they have any aptitude for sailing they are 
  invited to work on the ship as well. It is during the 
  first couple of days of travel that a few mishaps 
  occur, 
  minor 
  at 
  first 
  but 
  soon 
  becoming 
  troublesome for the mission ahead.  
   
  Most of these troubles are the result of 
  Vannak Vestmeer, a young idealist caught up with 
  the Heretic movement within the Old Kerk and the 
  current medical officer onboard the Lina Gersiten. 
  An idealist at heart, Vannak has been secretly 
  attending heretic meetings when in port to hear 
  them preach their views. He was easily swayed 
  (along with many other young Juistmenn) by the 
  conspiracy theories prevalent to the heresy’s line 
  of reasoning, and has taken up their cause 
  willingly.  
   
  After learning that this ship would be used for 
  a new mission for the Old Kerk, Vannak has 
  decided it is his duty as a heretic to do what he 
  can to stop the ship from reaching its goal. His 
  attempts are focused around swaying the crew 
  rather than directly dealing with the PCs – the 
  mishaps he creates are meant to look unfortunate, 
  and possibly a result of anger from the gods of the 
  Old Kerk about this journey, and the lack of their 
  support. 
  Vannak will foster 
  these thoughts 
  amongst the other crew, allowing them to fester 
  anger and worry about the PCs and the mission.    
   
  Vannak Vestmeer: male human cleric 2 / rogue 1 
  (Sense Motive +5). 
   
  DM’s Note: Vannak has in his possession a Hag 
  Eye (see Monster Manual p144) – allowing a 
  covey of Hags to watch his every move. It is also 
  possible that the green hag from encounter 1 is 
  still alive and in disguise – if so she will assist 
  Vannak in his attempts at sabotage, but will not 
  reveal herself to Vannak. 
   
  At first, Vannak will try to slow down the ship 
  and its crew in a subtle manner, but becomes 
  
  PER7-06 The Diadem of Kir-Russ Part 1 
   
  Page 11 
  more desperate as the journey continues. His last 
  attempt to stop the mission has catastrophic 
  results, resulting in the death of another crewmen 
  – he is overcome with guilt and will confess his 
  affiliation with the heretics and his responsibility for 
  the accidents. 
   
  Below are some examples of the incidents 
  created by Vannak (the DM is free to include ideas 
  of his own as well). The PCs are unaware to these 
  problems at first, unless they are an active part of 
  the crew (or they own the ship – the captain is told 
  everything). 
  • 
  Several swarms of rats, summoned by 
  Vannak on day 1 have eaten and fouled 
  much of the ships food stores. The rats 
  are killed by the crew, but not before the 
  damage is done – everyone will have to 
  be on short rations unless the PCs have 
  magical means to feed the entire crew. 
  • 
  Several sections of the rigging are 
  tampered with by Vannak (using his 
  disable device skills), but due to the 
  diligence of the crew these problems are 
  picked up in the first couple of days of 
  travel.  
  • 
  A couple of crewmen are injured (not 
  seriously) by carelessly placed ropes and 
  items thanks to Vannek using his craft 
  (trap-making) ability. 
   
  Development: The final mishap occurs on the 
  third night of travel, in the early hours of the 
  morning. So far Vannak’s machinations have been 
  discreet and don’t directly lead to him, but his luck 
  finally ends. In the process of damaging the stored 
  sails (cabin 12), another crew member enters the 
  sail room, catching Vannak in the act. Confronted 
  by the crewman, Vannak tries to escape and a 
  struggle 
  ensures 
  – 
  and 
  the 
  crewman 
  is 
  accidentally killed by Vannak’s dagger. 
   
  Any PCs on watch can make A DC 20 Listen 
  check – those that succeed hear the sounds of the 
  scuffle echoing from the sail room below decks. If 
  the PCs fail to hear the sounds of the scuffle, one 
  of the crewmen does hear it, and gets the PCs to 
  check it out. 
   
  When they arrive at the sail room they find 
  Vannak weeping uncontrollably over the corpse of 
  the crewman, the bloodied dagger still in his hand. 
  He is clearly filled with remorse, and looks up at 
  the PCs with tear filled eyes. 
   
   
  “May Zodal forgive me for what I have 
  done. I have dared interfere, and to my despair 
  I have taken it too far. Now an innocent man 
  lies dead at my own hand and my shame is 
  plain for all to see. I do not warrant 
  mercy….protectors, pronounce your sentence 
  upon me.” 
   
  Vannak will confess his involvement in the small 
  acts of sabotage he has undertaken onboard the 
  ship since leaving Cli. He will tell the PCs that he 
  never intended to kill anyone – he just wanted the 
  ship to turn around and force the mission to be 
  abandoned, a mission which is obviously a 
  traditionalist stunt to gain more power. He will 
  claim he has a divine mandate to stop this mission 
  – if pressed he will mention being visited by a 
  servant of good, an angel that has felt the full 
  effects of the evil that exists in the Old Kerk. PCs 
  that have played PER7-03 Discord’s Harmony 
  may recognize the angel in question as Meneliant, 
  a tortured Solar Assimon they have encountered 
  before. 
   
   Eventually the captain is roused from his 
  sleep and arrives on the scene. He is clearly 
  displeased at the events of the night, and with a 
  steely resolve he orders that Vannak be brought 
  above deck for the pronouncing of his sentence. 
  Unless a PC Rechter is onboard, the captain is 
  both judge and jury, which according to maritime 
  law is Koppris of 1000gp or removal of his person 
  from the ship (i.e. walking the plank). 
   
  But Vannak is overcome with remorse, and 
  will attempt to take his own life instead as payment 
  for his dark deed. A DC 20 Sense Motive check 
  sees the desperation in his eyes just before he 
  attempts to throw himself on the sharp prongs of 
  the nearby anchor.  
   
  Development: If the PCs stop him from this 
  action, he will call out to Meneliant in frustration.  If 
  the PCs do not stop his attempt at suicide, he will 
  call out to Meneliant with his dying breath.  Either 
  call draws the angel’s attention, who teleports in to 
  investigate. 
   
  THE ANGEL’S ARRIVAL 
  Suddenly a huge figure appears in the air 
  above the heretic, an angelic, tortured form of 
  beauty and sorrow. Ignoring you at first, the 
  disfigured 
  angel 
  looks 
  at 
  Vannak, 
  with 
  sympathy plainly evident on its face. The angel 
  then bends down, lifting Vannak up in its huge 
  arms, cradling him against its chest like a 
  mother carrying a child.  Then the creature 
  turns, to face you all. 
   
  “This person is a troubled soul and has 
  asked for my protection. I have granted his 
  request.” 
  
  PER7-06 The Diadem of Kir-Russ Part 1 
   
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  The angel then turns away, holding Vannak 
  in a protective embrace, leaving you to your 
  thoughts. 
   
  The angel is Meneliant, a Solar Assimon and a 
  deeply troubled and insane servant of Myhriss, 
  goddess of beauty. PCs that have played PERI5-
  01 What Lies Beneath recognise Meneliant as the 
  angel who was freed from imprisonment from the 
  necropolis of Jor-Russ during that interactive. A 
  DC 25 Knowledge (the Planes) check identifies 
  him as a Solar Aasimon, the most powerful of 
  angels and the direct servants of good deities.   
   
  Meneliant is a tortured soul, and has suffered 
  over a thousand years of imprisonment at the 
  hands of Nerull’s servants. It has taken a toll on 
  his mind and body (as seen in PER7-03), but with 
  Vannak in his arms he looks gentle and calm 
  instead. 
   
  Development: If any PC at the table has the 
  AR entry from PER7-03 declaring themselves as a 
  Heretic, Meneliant remembers their face and turns 
  back to address them. 
   
   
  The angel turns as if to leave, when it 
  suddenly turns back to face some of you. It 
  stands silently, but within the mind of some of 
  you his words echo in your thoughts…. 
   
  To Heretic PCs only: 
   
   
  “I know you don’t I? Yes, I remember you 
  my heretic brother (or sister). Why do I find 
  you here, on this traditionalist ship? Ah…I see. 
  You are clever to infiltrate this mission so far.”  
   
  “Please tell me…what truths have you 
  discovered since we last met?” 
   
   
  Meneliant is pleased about this development, and 
  is eager to hear any PC heretic’s thoughts about 
  the secrets of the Old Kerk, namely anything they 
  have learnt about the hidden shrine or the real 
  reason for this mission. 
   
  Any Keepers of the Great Lie (from PER7-05 
  The Jasmine Index) may find it difficult to answer 
  this question truthfully to Meneliant, given they 
  may have changed their minds somewhat on the 
  heresy issue, based on the information they learnt 
  in that adventure. 
   
  If any PC tells him the truth of the great lie, he 
  will remain silent, but his shock at 
  their 
  announcement is evident on his face.  
   
  If all heretic PCs withhold the secret from him, 
  he will bade them to continue investigating this 
  matter.  
  In either case, once the PCs have answered he 
  teleports away, taking Vannak with him. 
   
  Please email the Perrenland Triad if any PCs 
  tell the angel the truth about the Great Lie at 
  perrenland-triad@rpga-apac.com  
  .   
  3: MUTINY’S CALL  
  So far the journey has gone mostly to plan, 
  despite the groups working against you thus 
  far. You have made quick time across the 
  water of Lake Quag over the past few days, 
  with almost perfect weather blessing the 
  journey so far.  
   
  It is in the early hours of dawn when sense 
  a change in the motion of the ship indicating a 
  heavier swell.  Within moments Hanne steps 
  out of her quarters, looking at you all with an 
  expression of worry mixed with curiosity 
  clearly evident on her face. Putting on her 
  heavy cloak Hanne moves towards the stairs, 
  waiting for you to lead the way above deck.  
   
  The first thing you notice when you get 
  above deck is the dark heavy storm clouds on 
  the horizon straight ahead.  In fact that seems 
  to be what everyone else onboard is worried 
  about as well, as the majority of the crew has 
  gathered to gaze at the dark sky. An almost 
  angry and fearful murmur begins to rumble 
  through the assembled crew. 
   
  At the tiller, the captain is engaged in a 
  headed conversation with the bosun and first 
  mate. Both are pointing at the storm and 
  shaking their heads repeatedly, echoing the 
  sentiments of the rest of the crew it seems. 
  Even though the captain is obviously feeling 
  the brunt of their anger and fear he straightens 
  when he notices you all, but the worried look 
  on his face is plain to see. 
   
  Until this stage of the journey, the crew has been 
  kept ignorant of the ship’s true destination.  The 
  part of Lake Quag the ship is headed for is a 
  notorious ‘black spot’, usually avoided by all 
  sensible sailors. The distant storm clouds serve as 
  an obvious warning of the danger of those waters, 
  and in the past several ships have braved the 
  storm to explore the waters beyond.  But no ship 
  has ever returned, and the crew knows this fact.  
   
  Whilst the crew are all experienced sailors (the 
  reason they were chosen for this mission), they 
  are not foolhardy and are greatly concerned about 
  the storm. Already they are thinking about mutiny, 
  desertion and the like – it will take a rousing 
  speech to convince the crew they can survive the 
  storm. 
  
  PER7-06 The Diadem of Kir-Russ Part 1 
   
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  To make matters worse, the heretic that was 
  onboard (Vannak Vestmeer) has convinced some 
  of the crew of the futility of this mission, and they 
  are already disposed towards mutiny and will 
  voice their concerns loudly. 
   
  As the PCs arrive at the tiller, the ship captain 
  turns to address the crew: 
   
  “My crew…..my friends, I am sorry that I have 
  had to keep the truth from you, but it was 
  essential that our mission remain secret and 
  our true destination hidden. As you probably 
  know, our journey takes us beyond that storm 
  ahead, and it is a destination we must reach if 
  our friends are to succeed in their mission (he 
  gestures to the PCs and Hanne as he says 
  this). What say you? 
   
  Troubleshooting: If the PCs are using their own 
  ship, the PC owner will have to explain to the crew 
  the reason for keeping this information secret from 
  them and face the crew’s wrath themselves. 
   
  The ship’s crew are not happy at all and loudly 
  voice their opinions to this fact.  Many quote 
  maritime laws and traditions that the captain of a 
  vessel cannot force the crew to endanger 
  themselves by entering troubled waters, and that 
  by not disclosing the ships true destination the 
  captain has broken the sacred bond between 
  captain and crew. They will also mention the 
  mishaps that have plagued the journey so far as 
  divine messages that this mission is doomed.   
   
  Unless the PCs intervene and can sway the 
  crew to complete the mission they will refuse to go 
  any further. The crew’s attitude is currently 
  unfriendly and will need to be changed to helpful 
  before they are willing to risk themselves by 
  entering the storm (DC 40 – see PHB p72). The 
  PCs can use Diplomacy, Intimidate or Bluff checks 
  to achieve this result, or can use magical means of 
  coercion if they possess them (Though note that a 
  failed Intimidate check will shift the crew’s attitude 
  to hostile). The following modifiers apply to the 
  check: 
  • 
  +2 modifier for PCs who have played PER 
  7-05 The Jasmine Index and successfully 
  fought off the demonic attack – it shows 
  their prowess in the face of danger 
  • 
  +2 modifier if any PC involved themselves 
  in the running of the ship – it shows they 
  are a kindred sailor.   
  • 
  +2 modifier also applies for PCs that have 
  treated the crew respectfully or as equals 
  so far during the journey 
  • 
  +2 modifier for each successful assist by 
  other PCs – each PC must present a new 
  argument in favour of braving the storm – 
  mentioning their own prowess or magical 
  ability is acceptable 
  • 
  +2 modifier for an obvious display of 
  magic (spells, items, abilities etc.) that 
  could help the ship survive the storm. 
  • 
  Hanne is reluctant to involve herself in this 
  matter, but will speak up if the PCs ask, 
  talking about patriotism and her own 
  sacrifices so far – granting an assist.(+2 
  modifier)    
  • 
  Any 
  Perrenland 
  favours 
  that 
  grant 
  bonuses to charisma-based skill  checks 
  apply 
  • 
  If it is a PC owned ship the owner can add 
  his leadership modifier to any ranks in one 
  of the above skills to use instead of the 
  skill modifier itself. 
  • 
  A Skamteguler (Shame Crier) has an 
  easier time changing the crew’s attitude – 
  they gain a +10 bonus to this check as 
  they insult and berate the crew, focussing 
  on their cowardice in the face of danger.  
  • 
  +2 modifier for any PC members of the 
  Old Kerk – if the gods are with them on 
  this mission, they may actually survive.  
  • 
  The captain’s speech also provides an 
  assist to the check (+2 modifier) 
  • 
  +2 If the PCs exposed the heretic 
  (Vannek) onboard to the crew, as the real 
  reason for the mishaps in Encounter 2. 
   
  Development: If the PCs are successful in 
  changing the crew’s attitude to helpful they will 
  reluctantly stand down and brave the journey into 
  the storm. If the PCs are unsuccessful, the crew 
  will refuse to go any further, and the PCs will have 
  to proceed into the storm by longboat or crew the 
  ship themselves (this will incur penalties when 
  fighting the maelstrom in encounter 5).  
   
  If the crew’s attitude is changed to friendly 
  they will assist the PCs to prepare the longboats 
  or the ship and will offer them advice and stores, 
  but will not venture into the storm themselves. If 
  this occurs, modify the text in future encounters to 
  account for this development where necessary.  
   
  No maps of the longboats have been provided 
  – if needed draw a small boat that is 5ft x 15ft – 
  there are four longboats on board, so the PCs can 
  use a combination of longboats if they wish.  
   
  
  PER7-06 The Diadem of Kir-Russ Part 1 
   
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  4: ELEMENTAL STORM 
  As the ship enters the dark storm clouds, the 
  very air around the ship starts to crackle with 
  energy. Your hair begins to stand on its end 
  and your skin begins to tingle from the 
  ambient charge in the air around you, and the 
  roar of the wind and thunder is almost 
  deafening.    
   
  The storm itself is natural, except that its origin is 
  from a portal to the Elemental Plane of Air that has 
  been placed over the region to ward and hide the 
  island necropolis. Powerful and ancient magic 
  anchors the storm to this location, and has done 
  so for a thousand years. 
   
  Whilst in the storm, the ship suffers the effects 
  of a thunderstorm as per DMG p94, blowing into 
  the rear and starboard (right) side of the ship.  
  Wind speeds are severe (30 – 50mph – use wind 
  effects DMG p95 for penalties to ranged attacks 
  and effects on movement) and visibility is cut by 
  three quarters. Once every minute lightning lashes 
  out from the storm, striking a single metallic object 
  for 1d10 eight sided dice damage. This is mostly 
  confined to the metallic fittings onboard the ship, 
  but may also affect any metallic clad PCs (DM’s 
  discretion – PCs that take measures to protect or 
  shelter themselves should avoid the lightning).   
   
  During the initial period when the ship enters 
  the storm, the PCs and crew have to deal with the 
  effects the storm is having on the ship itself.  The 
  DM is encouraged to keep this section dramatic, 
  as the storm causes several incidents over the 
  next few hours for the PCs to counter (whilst the 
  crew is kept busy with other problems).  Some 
  examples include: 
  • 
  One of the wrapped sails begins to unfurl as it 
  catches the wind – the PCs will need to pull 
  down the sail (DC 20 Strength check) and tie it 
  down (DC 15 Rope Use check), or cut the sail 
  away before it takes the mast with it. 
  • 
  Any mounts or draft animals below decks 
  (including animal companions) are spooked by 
  the storm and rage out of control – a Handle 
  Animal check DC 20 is needed to quiet the 
  animals down. 
  • 
  Several items onboard the deck are picked up 
  by the storm and batter the PCs position – a 
  reflex save DC 15 avoids 1d6 points of 
  damage to anyone caught out in the storm.     
  • 
  The ship springs a leak in the hold during the 
  storm, forcing the PCs to bail out water before 
  it sinks and repair the damage dealt with a DC 
  10 craft check.  
  • 
  A crewman of the ship falls overboard and is 
  in need of rescue – the PCs will need to work 
  together to save him in the trying conditions. 
  • 
  The DM is also free to use any ideas of his 
  own to spice up this encounter. 
   
  A half an hour after the ship first enters the storm 
  the PCs are attacked by a storm elemental (four of 
  them at APL 14). The elementals are linked to the 
  protective magic that guards the island necropolis, 
  and ruthlessly attack all that enter these waters.     
   
   
  APL 2 (EL 4*) 
   
  Storm Elemental, medium (1): hp 26; see 
  Appendix 1. 
   
  APL 4 (EL 6*) 
   
  Storm Elemental, large (1): hp 68; see 
  Appendix 1. 
   
  APL 6 (EL 8*) 
   
  Storm Elemental, huge (1): hp 168; see 
  Appendix 1. 
   
  APL 8 (EL 10*) 
   
  Storm Elemental, Greater (1): hp 220; see 
  Appendix 1. 
   
  APL 10 (EL 12*) 
   
  Storm Elemental, Elder (1): hp 252; see 
  Appendix 1. 
   
  APL 12 (EL 14*) 
   
  Storm Elemental, Elder (2): hp 252 each; 
  see Appendix 1. 
   
  APL 14 (EL 16*) 
   
  Storm Elemental, Elder (4): hp 252 each; 
  see Appendix 1. 
   
  * The EL of this encounter would normally be 
  increased by one due to the effects of the 
  thunderstorm.  The storm elementals are well 
  camouflaged 
  in 
  this 
  environment 
  and 
  gain 
  concealment once 20ft away from the ship, as well 
  as a +4 bonus to hide checks. However this 
  adjustment has been mitigated by the help offered 
  by Hanne Weisspeer (reducing the EL by 1). 
   
  Tactics: The storm elemental(s) attack any PCs 
  or NPCs (like Hanne) that they can make out 
  above deck. It is highly likely that not all PCS will 
  be above deck at this time. The creature(s) will 
  begin each round by doing its shock as a Free 
  Action, then follow this up with Slam attacks. The 
  elemental wants to harm as many people as it 
  
  PER7-06 The Diadem of Kir-Russ Part 1 
   
  Page 15 
  can, at once, so it will never concentrate all of its 
  attacks on one single target (unless that is all who 
  is available). It will even direct its shock at a 
  different target if it can. Also, it wants to destroy 
  the PCs as fast as it can, so it never stops to use 
  its healing ability. It will not use its Thunder And 
  Lightning (Su) ability unless it looks like it is going 
  to be destroyed (ie. Has less than 50hp 
  remaining). Even then, use of this ability is at the 
  DM’s option, as it is a wicked attack and has the 
  ability to utterly destroy PCs (or TPK parties) if 
  used injudiciously. 
   
  Finally, if the elemental inflicts death upon at 
  least half the party, it will laugh hideously at those 
  who remain and gesture towards the approaching 
  maelstrom. Then it will leave the PCs to their fate. 
   
  Treasure: All APLs: Loot 0gp; Coin 0gp; Magic 
  0gp  
   
  Troubleshooting: 
  If 
  any 
  PCs 
  die 
  in 
  this 
  encounter, then their bodies will be taken to the 
  underwater Nixie City (in Encounter 6). There, 
  they have resurrection cast upon them (free of 
  charge) by the Nixie High Priests. They can rest 
  up, then continue on to the Graveyard whenever 
  they feel healthy enough to continue. 
   
  Once the elemental(s) is defeated, the ship 
  endures another hour of the storm before 
  encountering the maelstrom – move to Encounter 
  5. 
        
  5: THE MAELSTROM 
  After several hours of fighting the storm the 
  winds finally die down and sunlight breaks 
  through the canopy of dark clouds. But just 
  when you think the ship has endured the worst 
  of the storm, something even more terrible is 
  visible ahead – the swirling waters of a 
  massive maelstrom, hundreds of feet in size. 
  The strong currents surrounding the whirlpool 
  begin to tug at the ship, steadily drawing you 
  towards its dangerous centre. 
   
  A mile or so beyond the maelstrom you 
  can just make out an island shrouded in fog – 
  your destination.  But it may as well be 
  hundreds of miles away, given the ferocious 
  whirlpool blocking any travel towards it.  
   
  The Lina Gersiten is caught in the outlying 
  currents of a Greater Maelstrom (with a vortex 
  240ft in diameter). See Appendix 3 and 4 to help 
  run this encounter – it includes statistics for the 
  Lina Gersiten, its captain and crew as well as rules 
  for the effects of the maelstrom. DM’s Map 2 is a 
  grid of the maelstrom to help with tracking of the 
  ship’s position within the maelstrom and its feeder 
  currents. Any PCs with ranks in Profession (sailor) 
  can assist the captain on any checks to break free 
  of the maelstrom – as can the first mate and 
  bosun if present (add +2 for each assist as 
  normal). If a PC is more proficient than the 
  captain, he will willingly relinquish control to a 
  better sailor. 
     
  The maelstrom is another of the powerful 
  defenses guarding the necropolis isle, and has 
  been the ultimate reason for the failure of those 
  ships journeying this far into the storm from 
  returning. Below the maelstrom on the lake’s 
  bottom are the wrecks of all the ships that have 
  attempted this passage over the years and the 
  Lina Gersiten could join them unless the PCs can 
  stop it happening (which is unlikely, given the 
  strength of the maelstrom).   
   
  Immediately the ship begins to travel towards 
  the maelstrom, drawn by the strong feeder 
  currents surrounding it.  The ship starts 500 feet 
  from the edge of the maelstrom, caught in 
  dangerous currents (see appendix 3) and each 
  round the ship is drawn 40-60ft (d3+3 x 10ft) 
  closer to the maelstrom. The wind speed at the 
  centre of the storm is only light (x1 wind modifier), 
  so the ship can only move at a maximum speed of 
  30ft each round (plus the effects of the current 
  dragging on the vessel). When the ship is within 
  200ft of the maelstroms edge the strength of the 
  current increases to irresistible; drawing the ship 
  70-90ft (d3+6 x 10ft) per round towards the 
  maelstrom thereafter.  
   
  Once the ship is inside the maelstrom the ship 
  is considered trapped. The ship is moved 30ft 
  clockwise around the rim of the maelstrom and 
  drawn 30ft towards its centre each round (the 
  radius of the maelstrom is 120ft).  A DC 40 
  Profession 
  [Sailor] 
  check 
  (based 
  on 
  the 
  maelstrom’s size – see Appendix 3) allows the 
  ship to escape being trapped by the maelstrom. If 
  the ship escapes the maelstrom, the feeder 
  currents may drag it back in to the maelstrom in 
  subsequent rounds (depending on the ship’s 
  speed). 
   
  Once the ship reaches the centre of the 
  maelstrom it begins to sink into the maw and is 
  considered battered. This takes one round during 
  which the vessel takes 10d6 damage (every 
  section suffers this damage, as well as any crew 
  and PCs caught above deck), and creatures get 
  no action in this round. On the following round the 
  ship is ejected at the bottom of the maelstrom, 
  200ft from the lake’s bottom.  The ship will then 
  continue to sink to the bottom of the lake. 
  
  PER7-06 The Diadem of Kir-Russ Part 1 
   
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  Without additional wind generated magically 
  by the PCs or some other means of moving the 
  ship or increasing its speed, it is inevitable that the 
  ship will get drawn into the maelstrom. With 
  magical assistance, the PCs (and captain) only 
  have two real options at this stage. They can 
  attempt to break free from the currents away from 
  the maelstrom, and then use other means to reach 
  the island (by traveling underwater or by air). 
  Hanne will not want to abandon the ship to its fate 
  alone, and will refuse other modes of travel until 
  the ship (and crew) is out of danger. The other 
  option is to attempt to survive the maelstrom long 
  enough to be drawn around its circumference to 
  the side closest to the island, and then to attempt 
  to break free. 
   
  Troubleshooting: There is a variety of spells 
  that may be able to help the ship escape the 
  maelstrom.  There are too many to list here, so it 
  is up to the DM to adjudicate the effectiveness of 
  these spells.  Appendix 3 has the speed modifiers 
  for wind strength – for Gust of Wind, Control 
  Weather and similar spells use the spell’s 
  description to gauge the comparative strength of 
  the wind generated. Note that the maelstrom itself 
  is too powerful (both in force and arcane strength) 
  to be negated by such spells – any attempts to do 
  so fail.  
   
  Development: When the ship is drawn into 
  the maelstrom’s centre, the captain orders any 
  PCs above decks to take cover below deck. If they 
  refuse he reminds them of their real charge (to 
  protect Hanne and Karennie) and orders them 
  below decks once again for their own safety.  
   
  If the ship is sunk by the maelstrom, continue 
  with Encounter 6 – Help from the Deep.  If the 
  PCs 
  somehow 
  negotiate 
  the 
  maelstrom 
  successfully, go to Encounter 7 – Occupied 
  Waters.    
   
  6: HELP FROM THE DEEP 
  As the Lina Gersiten sinks, the PCs are most likely 
  below deck with Hanne and Karennie. Their rooms 
  begin to fill with water, but the air bubble within the 
  room gives the PCs a couple of minutes to 
  prepare themselves, gather their gear and rescue 
  any animals, or to sweat before the air is tainted 
  and the pockets of air inside the ship completely 
  disappear.  
   
  As the ships timbers creak and the sound of 
  rushing water fills their ears, some unexpected 
  help arrives on the scene. 
   
  As you plan your next move, you hear a tap 
  coming from the room’s porthole. A very short 
  elf with green skin and silver eyes has its face 
  against the glass, peering inside.  Noticing 
  you, it motions to others of its kind who you 
  can see in the water around the ship, waving 
  them in his direction. As you watch you notice 
  some of the other creatures helping some of 
  the ships crew – these crew members have a 
  strange bubble-like mask covering their faces, 
  which seems to enable them to breathe. 
   
  Within moments there is a tap on the door 
  to your room, where another of the creatures 
  pokes its head above the water to speak with 
  you. 
   
  “I am Hon’nor, a Swabbonwalder (meaning 
  Wanderers of the Sea of Weeds) or nixie in 
  your dry land tongue.  We are here to help. If 
  you can’t breathe water, put one of these on.” 
   
  The creature hands you each a strange 
  looking mask, which is slimy to the touch. 
   
  “You place the top over your eyes and the 
  bottom over your nose. Now speak the word 
  ‘Swabbonwalder’ and you will be able to 
  breathe water for 12 hours. This can be done 
  twice a day.” 
   
  The mask takes up the goggles slot. On 
  command, while worn, it bestows the benefits of 
  water breathing for 12 hours up to twice a day and 
  endure elements once a day. The effect can be 
  shared with familiars and animal companions that 
  stay close (within 5ft). Someone else can also 
  speak the command word and activate the mask 
  once it is donned (e.g. by an animal companion). 
   
   
  Hon’nor: male nixie paladin 3; hp 21.  
   
  Nixies (12): male sprite; hp 3 each; see 
  Monster Manual p235. 
   
  Once you have the mask on, the nixie motions 
  for you to follow him as he swims through the 
  ship’s interior, leading you outside.  
   
  In the waters around the ship you can see 
  the other crew members wearing similar 
  masks, among them the ship’s captain. There 
  are about a dozen nixies mounted on strange 
  looking animals (sea lions) and perhaps half of 
  the crew in total being helped by them.  
   
  The nixies lead the crew members and the PCs 
  (with Hanne and Karennie) away from the ship 
  along the lake’s bottom. Once clear of the ship, 
  Hon’nor turns to talk to you. 
   
  “What brings you air breathers out this far? 
  You should not have come. You have made the 
  waters angry, like those who have tried before 
  
  PER7-06 The Diadem of Kir-Russ Part 1 
   
  Page 17 
  you in the past. I know something of you 
  surface dwellers, and I would have thought the 
  storm would scare you away. 
  Yet you 
  continued in, and have paid the price. May I 
  ask why?” 
   
  Hon’nor is the leader of this nixie patrol, a paladin 
  of Beory. The patrol’s job is to guard the waters 
  surrounding the hidden isle and tend to the old 
  seed groves that surround it, as the nixies have 
  done for a thousand years. It has been some 
  years since Hon’nor has spoken with any surface 
  dwellers, and his curiosity has gotten the better of 
  him at this time. But apart from his curiosity, the 
  other reason he asks the question above is to 
  determine if he will have to fight the PCs. If they 
  treat him with respect and answer his questions 
  truthfully, he is convinced they are not an enemy.  
   
  The PCs will no doubt have questions of their 
  own – some sample questions and answers are 
  listed below. If the PCs have other questions not 
  listed here, answer them as Hon’nor would know – 
  he is not aware of much else about the lands 
  above the lake, but is keen to learn more about 
  the PCs themselves. 
   
  Who are the Swabbonwalders?   
   
  ”This is the translation of our name in your 
  Stamtaal language. We are a race of fey, 
  normally reclusive and normally hidden. We 
  are guardians that assist the Quagaloogal in 
  maintaining the Old Seed areas that lie 
  beneath the lake’s waters. You are nearby one 
  such area now.” 
   
  Are you by any chance related to Aronor? (the 
  nixie met by the PCs in PER6-03 The Fate of the 
  Lina Gersiten) 
   
  “Why yes….he is my brother. You are 
  friends of his yes? A pity he is not here to 
  greet you.” 
   
  Did you recognize the Lina Gersiten? It was the 
  ship encased in ice that Aronor came to talk to us 
  about (PER6-03 The Fate of the Lina Gersiten).  
   
  “I am sorry I do not know the difference 
  between your vessels. They all look the same 
  to me. There are many ships encased in ice 
  around the island – the graveyard of frozen 
  ships is what we call it.” 
   
  You mentioned others have come to these parts 
  before us? 
   
  “That is true. It has been some years since 
  the last group arrived, but their fate was the 
  same as yours. The water grew angry at their 
  presence and sunk their ship. We determined 
  their hearts were good, so we helped them as 
  we are helping you.” 
   
  What has become of the survivors? 
   
  “Because they could not breathe water like 
  our kind, they could not remain underwater for 
  ever. So we did as we have done for all we 
  have rescued over the years – we took them to 
  the island.”  
   
  An island you say…that is where we are headed. 
   
  “I knew that already. But you don’t look 
  like you are searching for riches like those 
  before you. I sense a purpose behind your 
  journey.” 
   
  Can you take us to this island? 
   
  “It is possible, but the way is dangerous. 
  The path lies through the frozen graveyard, 
  near where your ship lies now. There are more 
  sunken ships like it the closer to the island, 
  trapped by walls of ice. But the other 
  guardians have recently awoken and will not 
  let us pass – they have even attacked our 
  patrols when we venture too close.”  
   
  What other guardians? 
   
  “It is the dead I speak of. They are evil and 
  ruthless, and like us they are charged with 
  guarding these waters. But usually they are 
  not a problem, as they do not swim fast 
  enough to catch us. But something has 
  organized them, and I fear any attempt to travel 
  through the graveyard will draw their attention. 
  If you value your lives, you should not go that 
  way and instead turn around. Let me take you 
  to my people – they can lead you back to your 
  homeland.”  
   
  We must reach the island – the fate of everything 
  depends upon it. 
   
  “I will help you if you must. But I can take 
  only a small group – if we are careful we may 
  elude the dead patrols and get through before 
  they notice us. The rest of your group will have 
  to go to Lensa, city of my people. They will see 
  you safely to your homeland from there.” 
   
  Why can’t we resurface and head there above 
  water?  
   
  “No, no…it is even more dangerous that 
  way. The spirits of the dead roam the waters 
  around the island. You would never escape 
  their ghostly ships. At least traveling through 
  the frozen graveyard you have a chance.”  
  
  PER7-06 The Diadem of Kir-Russ Part 1 
   
  Page 18 
   
  Can you take us to your city first so we can rest? 
   
  “Our city is two sleeps from here, quite a 
  distance of you to travel twice, especially if 
  your mission is as important as you say it is. 
  My patrol has a camp not far from here, but it 
  is not suited for your kind as there are no air 
  pockets for you to breathe. If you must rest, 
  your best bet may be one of the frozen ships – 
  I have heard stories that some have air trapped 
  within them. But I am afraid I cannot confirm 
  these stories, they are merely rumors I have 
  heard.” 
   
  When the PCs are ready to continue, Hon’nor will 
  tell his patrol to lead the crew members to the 
  safety of Lensa, while he accompanies the PCs as 
  their guide through the frozen ship graveyard. 
  Skip ahead to Encounter 8. 
   
  7: OCCUPIED WATERS 
  This encounter is an optional encounter only for 
  PCs that successfully negotiate the maelstrom. If 
  the ship succumbed to the force of the maelstrom, 
  skip this encounter and move on to Encounter 8. 
   
  With the dangers of the maelstrom behind you, 
  the waters ahead seem calm and serene in 
  comparison. Now that you are past the storm 
  you can better make out the island that has 
  remained hidden for so long. 
   
  The island ahead is a barren and desolate 
  lump of heaped, black boulders and jagged 
  ridges. Cyclopean stone structures, all of 
  natural origin, jut sharply upwards from the 
  foreshore, hiding any look at what lies beyond 
  their boundary.  
   
  As the PCs (and crew) gaze at the island before 
  them, a small nixie surfaces at the rear of the ship 
  and calls out to draw the PC’s attention: 
   
  Without any warning a high pitched piping 
  voice speaks out from behind the ship. 
   
  “What brings you air breathers out this 
  far? You should not have come.” 
   
  A very short elf with green skin and silver 
  eyes is visible in the water, eyeing you all with 
  large bulbous eyes. Several other figures are 
  barely visible below the water, perhaps a 
  dozen in total. 
   
  “You have made the waters angry, like 
  those who have tried before you in the past, 
  yet you have survived. You must be powerful 
  to have made it this far, but there is an even 
  greater danger to come. You must abandon 
  your ship and come with me now into the 
  depths if you want to survive.” 
   
   
  Hon’nor: male nixie paladin 3; hp 21.  
   
  Nixies (12): male sprite; hp 3 each; see 
  Monster Manual p235. 
   
  The PCs will no doubt have questions for the nixie. 
  He is agitated as he talks to the PCs, and keeps 
  looking past the PCs checking the horizon for 
  something. 
   
  Who are you? 
   
  “I am Hon’nor, a Swabbonwalder (meaning 
  Wanderers of the Sea of Weeds) or nixie in 
  your dry land tongue.  We are here to help. You 
  must follow me now, for to stay here any 
  longer will draw you to their attention. 
   
  What do you mean about danger? 
  “The spirits of the dead roam these waters – a 
  fleet of ghostly ships that serve as the final 
  guardians of the hidden isle. The dead also 
  lurk on the lake bottom below, but at least 
  against them we stand a chance, for I know a 
  safe way through their domain. Against the 
  ghosts there is no hope.” 
   
  How can we trust you? 
   
  “We are a race of fey, normally reclusive 
  and normally hidden. We are guardians that 
  assist the Quagaloogal in maintaining the Old 
  Seed areas that lie beneath the lake’s waters. 
  You are nearby one such area now. But also I 
  sense a purpose in your journey here, and 
  detect in you no malice.” 
   
  We don’t have any spells that allow us to breathe 
  water. 
   
  “If you can’t breathe water, put one of 
  these on. We have enough for all of you, 
  including your crew.” 
   
  The creature hands you each a strange 
  looking mask, which is slimy to the touch. 
   
  “You place the top over your eyes and the 
  bottom over your nose. Now speak the word 
  ‘Swabbonwalder’ and you will be able to 
  breathe water for 12 hours. This can be done 
  twice a day.” 
   
  Troubleshooting If the PCs are reluctant to take 
  Hon’nor’s advice, he becomes more agitated and 
  upset, and will tell them they have no time to 
  argue. It after several minutes of pleading with the 
  PCs to accompany him that then the PCs begin to 
  
  PER7-06 The Diadem of Kir-Russ Part 1 
   
  Page 19 
  notice several strange ships appear on the 
  horizon, ships that are almost transparent to the 
  naked eye.  
   
  Hon’nor will speak up once more. 
   
  “We must go now! They are almost here. To 
  stay is to die!” 
   
  If the PCs still refuse his help, they will have to 
  face hundreds of ghosts onboard the ships 
  headed for their location. Note the ship’s crew 
  (and captain) have no such hesitation and jump 
  into the water, where several nixies begin fitting 
  them with Swabbonwalder masks.  
   
  No statistics are provided for these ghosts – 
  the DM should use the sample ghost fighter found 
  in the Monster Manual (p117). No experience is 
  awarded for any ghosts defeated, as they could 
  have avoided them. The idea is to scare the PCs – 
  endless waves of ghosts should persuade them to 
  accept Hon’nor’s suggestion and help – if not then 
  more ghost ships arrive on the scene – essentially 
  in an endless wave of ghosts. 
   
  If the PCs and the crew agree to accompany 
  him he is greatly relieved. Once they are below the 
  surface continue below: 
   
  Once you have the mask on, the nixie motions 
  for you to follow him as he swims downward, 
  headed for the lake’s bottom.  
   
  In the waters around the ship you can see 
  the other crew members wearing similar 
  masks, among them the ship’s captain. There 
  are about a dozen nixies mounted on strange 
  looking animals (sea lions) and the ship’s crew 
  being helped by them.  
   
  The nixies lead the crew members and the PCs 
  (with Hanne and Karennie) away from the ship 
  along the lake’s bottom. Once clear of the ship, 
  Hon’nor turns to talk to you. 
   
  “What brings you air breathers out this far? 
  You should not have come. You have made the 
  waters angry, like those who have tried before 
  you in the past. I know something of you 
  surface dwellers, and I would have thought the 
  storm would scare you away. 
  Yet you 
  continued in, and have paid the price. May I 
  ask why?” 
   
  Hon’nor is the leader of this nixie patrol, a paladin 
  of Beory. The patrol’s job is to guard the waters 
  surrounding the hidden isle and tend to the old 
  seed groves that surround it, as the nixies have 
  done for a thousand years. It has been some 
  years since Hon’nor has spoken with any surface 
  dwellers, and his curiosity has gotten the better of 
  him at this time. But apart from his curiosity, the 
  other reason he asks the question above is to 
  determine if he will have to fight the PCs. If they 
  treat him with respect and answer his questions 
  truthfully, he is convinced they are not an enemy.  
   
  The PCs will no doubt have more questions of 
  their own – some sample questions and answers 
  are listed below. If the PCs have other questions 
  not listed here, answer them as Hon’nor would 
  know – he is not aware of much else about the 
  lands above the lake, but is keen to learn more 
  about the PCs themselves. 
   
  Who are the Swabbonwalders?   
   
  ”This is the translation of our name in your 
  Stamtaal language. We are a race of fey, 
  normally reclusive and normally hidden. We 
  are guardians that assist the Quagaloogal in 
  maintaining the Old Seed areas that lie 
  beneath the lake’s waters. You are nearby one 
  such area now.” 
   
  Are you by any chance related to Aronor? (the 
  nixie met by the PCs in PER6-03 The Fate of the 
  Lina Gersiten) 
   
  “Why yes….he is my brother. You are 
  friends of his yes? A pity he is not here to 
  greet you.” 
   
  Did you recognize the Lina Gersiten? It was the 
  ship encased in ice that Aronor came to talk to us 
  about (PER6-03 The Fate of the Lina Gersiten).  
   
  “I am sorry I do not know the difference 
  between your vessels. They all look the same 
  to me. There are many ships encased in ice 
  around the island – the graveyard of frozen 
  ships we call it.” 
   
  You mentioned others have come to these parts 
  before us? 
   
  “That is true. It has been some years since 
  the last group arrived, but their fate was the 
  same as yours. The water grew angry at their 
  presence and sunk their ship. We determined 
  their hearts were good, so we helped them as 
  we are helping you.” 
   
  What has become of the survivors? 
   
  “Because they could not breathe water like 
  our kind, they could not remain underwater for 
  ever. So we did as we have done for all we 
  have rescued over the years – we took them to 
  the island.”  
   
  
  PER7-06 The Diadem of Kir-Russ Part 1 
   
  Page 20 
  An island you say…that is where we are headed. 
   
  “I knew that already. But you don’t look 
  like you are searching for riches like those 
  before you. I sense a purpose behind your 
  journey.” 
   
  Can you take us to this island? 
   
  “It is possible, but the way is dangerous. 
  The path lies through the frozen graveyard, 
  near where your ship lies now. There are more 
  sunken ships like it the closer to the island, 
  trapped by walls of ice. But the other 
  guardians have recently awoken and will not 
  let us pass – they have even attacked our 
  patrols when we venture too close.”  
   
  What other guardians? 
   
  “It is the dead I speak of. They are evil and 
  ruthless, and like us they are charged with 
  guarding these waters. But usually they are 
  not a problem, as they do not swim fast 
  enough to catch us. But something has 
  organized them, and I fear any attempt to travel 
  through the graveyard will draw their attention. 
  If you value your lives, you should not go that 
  way and instead turn around. Let me take you 
  to my people – they can lead you back to your 
  homeland.”  
   
  We must reach the island – the fate of everything 
  depends upon it. 
   
  “I will help you if you must. But I can take 
  only a small group – if we are careful we may 
  elude the dead patrols and get through before 
  they notice us. The rest of your group will have 
  to go to Lensa, city of my people. They will see 
  you safely to your homeland from there.” 
   
  Why can’t we resurface and head there above 
  water?  
   
  “No, no…it is even more dangerous that 
  way. The spirits of the dead roam the waters 
  around the island. You would never escape 
  their ghostly ships. At least traveling through 
  the frozen graveyard you have a chance.”  
   
  Can you take us to your city first so we can rest? 
   
  “Our city is two sleeps from here, quite a 
  distance of you to travel twice, especially if 
  your mission is as important as you say it is. 
  My patrol has a camp not far from here, but it 
  is not suited for your kind as there are no air 
  pockets for you to breathe. If you must rest, 
  your best bet may be one of the frozen ships – 
  I have heard stories that some have air trapped 
  within them. But I am afraid I cannot confirm 
  these stories, they are merely rumors I have 
  heard.” 
   
  When the PCs are ready to continue, Hon’nor will 
  tell his patrol to lead the crew members to the 
  safety of Lensa, while he accompanies the PCs as 
  their guide through the frozen ship graveyard. 
  Continue to Encounter 8. 
   
  8: GRAVEYARD OF FROZEN 
  SHIPS 
  After almost an hour of traveling along the lake 
  floor, Hon’nor stops, motioning for all to do so 
  as well. 
   
  “Do you feel the water cooling as we get 
  closer? The frozen graveyard is not far ahead.  
  That reminds me…wait here for a while, while I 
  go get something that will help us.” 
   
  With that Hon’nor leaves, swiftly swimming 
  away into the dark waters to the right of your 
  current position.   
   
  The PCs are left to their own devices for a half-
  hour, and may begin to wonder what has 
  happened to their guide after several minutes 
  have past without his return.  
   
  Troubleshooting: If they decide to continue 
  on with out him, after they have traveled several 
  hundred feet they begin to feel the chill of the cold 
  water around them, and begin to take non-lethal 
  damage from the cold (1d6 points of damage 
  every minute). 
   
  Half an hour later Hon’nor returns to the PC’s 
  position, dragging the corpse of a giant seal 
  behind him. He then cuts into the seal’s side, 
  drawing out a handful of blubber, and begins 
  applying the oily substance to his skin. 
   
  “This will help protect you from the cold. You 
  will need its protection to venture further.” 
   
  The blubber grants a +4 bonus to Fortitude saves 
  against the cold waters of the graveyard. The PCs 
  must make a DC 15 Fortitude save every 10 
  minutes they are within the graveyard area – 
  failure means they suffer 1d6 points of non-lethal 
  damage. For each subsequent check the DC is 
  increased by 1.  
   
  Of course PCs with access to magical 
  protection (such as endure elements or resist 
  energy) can use that instead – they receive a 
  resigned look from Hon’nor, who slaps himself on 
  the head for not thinking about that earlier.  
   
  Once everyone is protected from the cold, 
  continue with the following: 
  
  PER7-06 The Diadem of Kir-Russ Part 1 
   
  Page 21 
   
  It is only a few minutes later that you glimpse 
  your first look at the ship graveyard Hon’nor 
  has talked about. 
   
  Looming in your vision ahead is a large 
  ship, much larger than the Lina Gersiten, 
  partially frozen inside a solid block of ice. 
  Beyond the first ship you can make out several 
  other ships similarly trapped within walls of 
  ice. All around the area ahead the lake’s 
  bottom is covered in a sheet of ice that 
  stretches as far as you can see. 
   
  Hon’nor speaks to you once again. 
   
  “There are many ships found here, all 
  trapped so some degree within the ice. I do not 
  know why this happens to them – there must 
  be a rift to some colder place somewhere in 
  this area. I do know that the water gets colder 
  at the graveyard’s centre, then warms once 
  again when past. ”  
   
   
   
  As they get closer to the ship the PCs notice a 
  jagged opening at the ships bow, allowing them to 
  explore inside the half frozen ship before them.   
   
  If they venture inside the ship they see that the 
  interior of the ship is intact, though it is completely 
  filled with water (meaning the PCs cannot rest 
  within). It does not take them long to explore the 
  parts of the ship that are not encased in ice – in 
  one of the cabins, one that appears to be for 
  someone with rank the PCs find a locked chest, 
  carved with elaborate designs and glyphs.  
   
  A DC 20 Knowledge [History] check reveals 
  the period the chest dates back to – it is over 150 
  years old, and bears the faded symbols of the 
  Shrine Alliance. The check is locked by a simple 
  lock, but it is not trapped. 
   
  Treasure  
  APL 2: Loot 0gp; Coin 200gp; Magic 271gp; Cloak 
  of Elemental Protection (83gp), Healing Belt 
  (63gp), Inquisitor Bracers (125gp)  
   
  APL 4: Loot 0gp; Coin 200gp; Magic 604gp; 
  Cloak of Elemental Protection (83gp), Healing Belt 
  (63gp), Inquisitor Bracers (125gp), Ring of 
  Counterspells (333gp) 
   
  APL 6: Loot 0gp; Coin 200gp; Magic 905gp; 
  Cloak of Elemental Protection (83gp), Healing Belt 
  (63gp), Inquisitor Bracers (125gp), Ring of 
  Counterspells (333gp), Metamagic Rod of Silent, 
  lesser (250gp), Scroll of Freedom of Movement 
  (58gp), Dispelling Cord (83gp)  
   
  APL 8: Loot 0gp; Coin 200gp; Magic 1346gp; 
  Cloak of Elemental Protection (83gp), Healing Belt 
  (63gp), Inquisitor Bracers (125gp), Ring of 
  Counterspells (333gp), Metamagic Rod of Silent, 
  lesser (250gp), Scroll of Freedom of Movement 
  (58gp), 
  Dispelling 
  Cord 
  (83gp), 
  Helm 
  of 
  Comprehend 
  Languages 
  and 
  Read 
  Magic 
  (433gp), Incense of Meditiation (408gp) 
   
  APL 10: Loot 0gp; Coin 200gp; Magic 3454gp; 
  Cloak of Elemental Protection (83gp), Healing Belt 
  (63gp), Inquisitor Bracers (125gp), Ring of 
  Counterspells (333gp), Metamagic Rod of Silent, 
  lesser (250gp), Scroll of Freedom of Movement 
  (58gp), 
  Dispelling 
  Cord 
  (83gp), 
  Helm 
  of 
  Comprehend 
  Languages 
  and 
  Read 
  Magic 
  (433gp), 
  Incense 
  of 
  Meditiation 
  (408gp), 
  Angelhelm (833gp), Pearl of the Sirines (1275gp) 
   
  APL 12 & 14: Loot 0gp; Coin 200gp; Magic 
  4276gp; Cloak of Elemental Protection (83gp), 
  Healing Belt (63gp), Inquisitor Bracers (125gp), 
  Ring of Counterspells (333gp), Metamagic Rod of 
  Silent, lesser (250gp), Scroll of Freedom of 
  Movement (58gp), Dispelling Cord (83gp), Helm of 
  Comprehend 
  Languages 
  and 
  Read 
  Magic 
  (433gp), 
  Incense 
  of 
  Meditiation 
  (408gp), 
  Angelhelm (833gp), Pearl of the Sirines (1275gp), 
  Ankh of Ascension (750gp), Plate Armor of the 
  Deep (2054gp) 
   
  Once the PCs have finished exploring the ship, 
  Hon’nor will speak to them once again. 
   
  “I will say one last think before we go any 
  further – from here on we must be careful. The 
  dead do not sleep, and will be lurking amongst 
  these ruined ships waiting to pounce upon us. 
  Stay on your guard at all times and if you have 
  protective magic then use it. Our passage 
  through the graveyard should take no longer 
  than another hour, if we are undiscovered.  If 
  the dead do find us, deal with them quickly and 
  with out flashy spells if possible.  There are 
  many more than we can fight down here – let 
  us avoid drawing all of their attention and 
  move swiftly through this place.”   
   
  Allow the PCs to make their preparations – when 
  they are ready continue below. 
   
  Hon’nor takes the lead, his face filled with 
  purpose as you move off. The small, yet proud 
  nixie leads you deep into the frozen shipyards, 
  his eyes alert for any danger. 
   
  As the PCs venture further into the ship graveyard, 
  they begin to pass several ships of varying size, 
  completely frozen in huge blocks of ice. The PCs 
  also come across an area of broken ice, where a 
  ship may have once lain frozen before breaking 
  away. This was the previous site of the Lina 
  
  PER7-06 The Diadem of Kir-Russ Part 1 
   
  Page 22 
  Gersiten before it was found inside an iceberg in 
  PER6-03 The Fate of the Lina Gersiten.  
   
  After another half-hour of travel, as they reach 
  the centre of the graveyard the undead haunting 
  the ship ruins launch their attack.  
   
  DM’s Note: To run this encounter the DM 
  should refer to the rules on underwater combat in 
  the DMG (p92). The EL of this encounter is not 
  adjusted to account for this, as the warning given 
  by Hon’nor and the help of Hanne Weisspeer 
  offsets any adjustment. At APL 2 Hon’nor has a +1 
  longsword that he will lend to the strongest fighter 
  PC to deal with the shadow.  
   
  These undead guardians will not initially attack 
  any PC bearing the HUS rune, though they will 
  retaliate to attacks from a rune bearer. 
   
  DMs should also note that the zombies listed 
  below are all aquatic variants – possessing a swim 
  speed equal to their base land speed.  
   
  APL 2 (EL 5) 
   
  Troglodyte Zombie (4): hp 29 each; see 
  Monster Manual p267.  
   
  Shadow (1): hp 19 each; see Monster Manual 
  p221 
   
  APL 4 (EL 7) 
   
  Bugbear Zombie (4): hp 42 each; see 
  Monster Manual p267.  
   
  Shadow (2): hp 19 each; see Monster Manual 
  p221 
   
  APL 6 (EL 9) 
   
  Ogre Zombie (6): hp 55 each; see Monster 
  Manual p267. 
   
  Shadow (3): hp 19 each; see Monster Manual 
  p221 
   
   
  APL 8 (EL 11) 
   
  Minotaur Zombie (6): hp 81 each; see 
  Monster Manual p266. 
   
  Greater Shadow (1): hp 58; see Monster 
  Manual p221 
   
  Spectre (1): hp 45; see Monster Manual p258 
   
  APL 10 (EL 13) 
   
  Gray Render Zombie (6): hp 133 each; see 
  Monster Manual p267.  
   
  Greater Shadow (2): hp 58 each; see 
  Monster Manual p221 
   
  Spectre (2): hp 45 each; see Monster Manual 
  p232 
   
  APL 12 (EL 15) 
   
  Gray Render Zombie (6): hp 133 each; see 
  Monster Manual p267.  
   
  Greater Shadow (2): hp 58 each; see 
  Monster Manual p221 
   
  Spectre (2): hp 45 each; see Monster Manual 
  p232 
   
  Mummy Lord (1): hp 97; see Monster Manual 
  p190 
   
   
   
  APL 14 (EL 17) 
   
  Gray Render Zombie (6): hp 133 each; see 
  Monster Manual p267.  
   
  Greater Shadow (2): hp 58 each; see 
  Monster Manual p221 
   
  Spectre (2): hp 45 each; see Monster Manual 
  p232 
   
  Mummy Lord (1): hp 97; see Monster Manual 
  p190 
   
  Ice Devil (2): hp 147; see Monster Manual 
  p56 
   
  Tactics: The undead creatures wait to ambush 
  the PCs as they pass one of the frozen wrecks, 
  attacking with the element of surprise. A DC 20 
  Spot check notices movement just before they 
  strike – successful PCs get to act in the surprise 
  round. The shadows will wait for the zombies to 
  engage the party before attacking, darting in to 
  drain PCs fighting with the mindless creatures.  
   
  At APL 8+ the spectre(s) will focus its attacks 
  on any arcane spell casters initially and will avoid 
  fighter and cleric PCs.  
   
  At APL 12 a mummy lord will lead the attack, 
  bolstering the undead prior to sending them into 
  the fray, backing them up with his offensive and 
  inflict spells.   
   
  At APL 14 a pair of ice devils accompanies the 
  mummy lord. Once the PCs have engaged the 
  undead the two devils will teleport in behind the 
  PCs, cutting off any retreat. 
   
  During the fight Hon’nor will try to use his lay 
  on hands ability and a wand of cure light wounds 
  to keep the PCs from dying. He is not the best of 
  combatants himself, so will mostly leave the real 
  fighting to the PCs. No statistics for Hon’nor are 
  provided, but if the DM feels it is necessary, 
  Hon’nor is prepared to sacrifice himself to save 
  others. 
   
  Treasure  
   
  APL 4-10: Loot 50gp; Coin 0gp; Magic 0gp;  
   
  APL 12 & 14: Loot 50gp; Coin 0gp; Magic 
  2187gp; +2 Half-plate armor (729gp), cloak of 
  resistance +2 (333gp), ring of minor fire resistance 
  (1000gp), brooch of shielding (125gp). 
   
  Development: Once the undead are defeated, 
  Hon’nor urges the PCs to pick up the pace and 
  
  PER7-06 The Diadem of Kir-Russ Part 1 
   
  Page 23 
  move quickly from the battle scene. The DM 
  should keep the PCs nervous for a while more, 
  hinting that further attacks may occur, but the PCs 
  make the rest of the journey across the graveyard 
  without incident. 
   
  9: GATEWAY TO THE ISLE 
  Beyond the frozen graveyard the lake bottom 
  sharply rises, signifying a landmass ahead that 
  must be the island you have been looking for. 
  After another couple of minutes you reach a 
  point where the lake bottom becomes barren 
  and rocky, until it stretches up before you as a 
  jagged, underwater cliff face.      
   
  Hon’nor speaks up at this time. 
   
  “I must leave you here my friends. The 
  island you seek is before you now and you no 
  longer need me as a guide, for I know little 
  about the island itself.  Follow the cliff face up 
  to the surface, and may the gods be with you 
  for the rest of your journey.” 
   
  With a solemn bow, Hon’nor departs. 
   
  The PCs only have to swim upwards or climb the 
  cliff face to reach their destination. As they move 
  upward, they can see the cliff face  
   
  Once they have surfaced and moved onto dry 
  land, continue below. 
   
  The island on which you find yourselves is a 
  barren and desolate lump of heaped, black 
  boulders and jagged ridges. Cyclopean stone 
  structures, all of natural origin, jut sharply 
  upwards from the foreshore. To the naked 
  touch, each boulder delivers a frozen bite 
  which tears the flesh as it breaks free from its 
  grasp. In the air, there is the slight hint of 
  sulphur; and your lips taste the tang of bitter 
  ash – still blowing in the breeze. If there was 
  ever fire here, it has long since died – though 
  its ferocity has ensured the spirit of such a 
  cataclysm still haunts this desperate place. 
  Finally, a chill wind blows against your backs – 
  as if pressing you forward … into the jaws of 
  death. 
   
  Searching your immediate surroundings 
  there is one thing that stands out against the 
  bleak cliff face – a circle of eight standing 
  stones, each bearing faded Ur-Flan runes. In 
  between the runes the stone floor has a pale 
  hue, starkly in contrast to the dark stones and 
  sand that covers the rest of the waterfront.  
   
  The standing stones surround an ancient Ur-Flan 
  teleportation circle, forgotten for over a thousand 
  years. A DC 24 Knowledge (Arcana) check 
  identifies the circle is still active; alternatively the 
  Ur-Flan runes written on the standing stones 
  describe its purpose, and how to activate the circle 
  (Boonbane’s wielder can read these runes if no 
  one else can). 
   
  This teleportation circle will allow players to 
  return to Cli. It will also allow players to change 
  PCs if they wish or allow players that do not play 
  this adventure participate in The Diadem of Kir-
  Russ parts 2 and 3. 
   
  CONCLUSION 
  The first part of your journey is over, yet you 
  understand it is only the beginning of the 
  mission that has brought you here. You have 
  braved the dangers that shroud the lost isle, 
  and 
  passed 
  by 
  guardians 
  natural 
  and 
  unnatural to make it this far. But more mystery 
  lies ahead, and only the gods may know where 
  the next part of your journey will lead. 
   
  For the moment you take stock of things 
  done thus far – the road ahead begins another 
  day….    
   
  End Of Part 1 
   
   
  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. 
   
  1: Trouble at the Docks 
  Stop the heretic sabotage and defeat the Cult of 
  the Fiend’s minions:   
  APL 2  
  90 XP 
  APL 4  
  150 XP 
  APL 6  
  210 XP 
  APL 8  
  270 XP 
  APL 10  
  330 XP 
  APL 12  
  390 XP 
  APL 14 
  450 XP 
   
  4: Elemental Storm 
  Defeat the storm elementals: 
  APL 2  
  120 XP 
  APL 4  
  180 XP 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
  
  PER7-06 The Diadem of Kir-Russ Part 1 
   
  Page 24 
  APL 10  
  360 XP 
  APL 12  
  420 XP 
  APL 14 
  480 XP 
   
  4: Graveyard of Frozen Ships  
  Defeat the undead guardians: 
  APL 2  
  150 XP 
  APL 4  
  210 XP 
  APL 6  
  270 XP 
  APL 8  
  330 XP 
  APL 10  
  390 XP 
  APL 12  
  450 XP 
  APL 12 
  510 XP 
   
  Story Award 
  Preventing injury to Hanne and Karennie: 
  All APLs  
  30 XP 
   
  Preventing a mutiny onboard the ship: 
  All APLs  
  30 XP 
   
  Discretionary roleplaying award 
  APL 2  
  30 XP 
  APL 4  
  75 XP 
  APL 6  
  120 XP 
  APL 8  
  165 XP 
  APL 10  
  210 XP 
  APL 12  
  255 XP 
  APL 14 
  300 XP 
   
  Total possible experience: 
  APL 2  
  450 XP 
  APL 4  
  675 XP 
  APL 6  
  900 XP 
  APL 8  
  1125 XP 
  APL 10  
  1350 XP 
  APL 10  
  1575 XP 
  APL 14 
  1800 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 watch, and so on), 
  characters may return to retrieve loot. If the 
  characters do not loot the body, the gold piece 
  value for the loot is subtracted from the encounter 
  totals given below. 
   
  The coin total is the number of gold pieces 
  each character gains if they take the coin 
  available. A normal adventuring party can usually 
  gather this wealth in a round or so. If for some 
  reason, they pass up this treasure, the coin total is 
  subtracted from the encounter totals given below. 
   
  Next, the magic items are listed. Magic item 
  treasure is the hardest to adjudicate, because they 
  are varied and because characters may want to 
  use them during the adventure. Many times 
  characters must cast identify, analyze dweomer or 
  similar spell to determine what the item does and 
  how to activate it. Other times they may attempt to 
  use the item blindly. If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) 
  and the item is used before the end of the 
  adventure, its total is subtracted from the 
  adventure totals below. 
   
  Once you have subtracted the value for 
  unclaimed treasure from each encounter add it up 
  and that is the number of gold pieces a characters 
  total and coin value increase at the end of the 
  adventure. Write the total in the GP Gained field of 
  the adventure certificate.  
   
  Loot = Looted gear from enemy; Coin = Coin, 
  Gems, Jewelry, and other valuables; Magic = 
  Magic Items. 
   
  1: Trouble at the Docks 
  All APLs: Loot 150gp; Coin 50gp; Magic 0gp  
   
  8: Graveyard of Frozen Ships 
  APL 2: Loot 0gp; Coin 200gp; Magic 271gp; Cloak 
  of Elemental Protection (83gp), Healing Belt 
  (63gp), Inquisitor Bracers (125gp) 
   
  APL 4: Loot 50gp; Coin 200gp; Magic 604gp; 
  Cloak of Elemental Protection (83gp), Healing Belt 
  (63gp), Inquisitor Bracers (125gp), Ring of 
  Counterspells (333gp) 
   
  APL 6: Loot 50gp; Coin 200gp; Magic 905gp; 
  Cloak of Elemental Protection (83gp), Healing Belt 
  (63gp), Inquisitor Bracers (125gp), Ring of 
  Counterspells (333gp), Metamagic Rod of Silent, 
  lesser (250gp), Scroll of Freedom of Movement 
  (58gp), Dispelling Cord (83gp)  
   
  APL 8: Loot 50gp; Coin 200gp; Magic 1346gp; 
  Cloak of Elemental Protection (83gp), Healing Belt 
  (63gp), Inquisitor Bracers (125gp), Ring of 
  Counterspells (333gp), Metamagic Rod of Silent, 
  lesser (250gp), Scroll of Freedom of Movement 
  
  PER7-06 The Diadem of Kir-Russ Part 1 
   
  Page 25 
  (58gp), 
  Dispelling 
  Cord 
  (83gp), 
  Helm 
  of 
  Comprehend 
  Languages 
  and 
  Read 
  Magic 
  (433gp), Incense of Meditiation (408gp) 
   
  APL 10: Loot 50gp; Coin 200gp; Magic 
  3454gp; Cloak of Elemental Protection (83gp), 
  Healing Belt (63gp), Inquisitor Bracers (125gp), 
  Ring of Counterspells (333gp), Metamagic Rod of 
  Silent, lesser (250gp), Scroll of Freedom of 
  Movement (58gp), Dispelling Cord (83gp), Helm of 
  Comprehend 
  Languages 
  and 
  Read 
  Magic 
  (433gp), 
  Incense 
  of 
  Meditiation 
  (408gp), 
  Angelhelm (833gp), Pearl of the Sirines (1275gp) 
   
  APL 12 & 14: Loot 50gp; Coin 200gp; Magic 
  6366gp; Cloak of Elemental Protection (83gp), 
  Healing Belt (63gp), Inquisitor Bracers (125gp), 
  Ring of Counterspells (333gp), Metamagic Rod of 
  Silent, lesser (250gp), Scroll of Freedom of 
  Movement (58gp), Dispelling Cord (83gp), Helm of 
  Comprehend 
  Languages 
  and 
  Read 
  Magic 
  (433gp), 
  Incense 
  of 
  Meditiation 
  (408gp), 
  Angelhelm (833gp), Pearl of the Sirines (1275gp), 
  Ankh of Ascension (750gp), Plate Armor of the 
  Deep (2054gp), +2 Half-plate armor (729gp), cloak 
  of resistance +2 (333gp), ring of minor fire 
  resistance (1000gp), brooch of shielding (125gp). 
   
  Total Possible Treasure 
   
  APL 2: Loot 200gp; Coin 250gp; Magic 271gp; 
  Total 721gp. 
   
  APL 4: Loot 200gp; Coin 250gp; Magic 604gp; 
  Total 1054gp. 
   
  APL 6: Loot 200gp; Coin 250gp; Magic 905gp; 
  Total 1355gp 
   
  APL 8: Loot 200gp; Coin 250gp; Magic 
  1346gp; Total 1796gp 
   
  APL 10: Loot 200gp; Coin 250gp; Magic 
  3454gp; Total 3904gp 
   
  APL 12 & 14: Loot 200gp; Coin 250gp; Magic 
  6366gp; Total 6816gp 
   
  ADVENTURE RECORD 
  ITEMS 
  Friendship of the Swabbonwalders: You have 
  befriended the nixies that dwell beneath the 
  waters of Lake Quag. You gain a +2 circumstance 
  bonus to Charisma-based checks with non-evil fey 
  creatures and any members of the Old Kerk. You 
  also gain regional access to the Mask of the 
  Swabbonwalders (see below). 
   
  Mask of the Swabbonwalders: This mask fits 
  over the eyes and nose, taking up the goggles 
  slot. On command, while worn, it bestows the 
  benefits of water breathing up to twice a day and 
  endure elements once a day. The effect can be 
  shared with familiars and animal companions that 
  stay close. Someone else can also speak the 
  command word and activate the mask once it is 
  donned (e.g. by an animal companion). Weak 
  transformation and abjuration, CL 6th; Craft 
  Wondrous 
  Item, 
  water 
  breathing, 
  endure 
  elements; Price 13320gp 
   
  Gratitude of the Voormann: For undertaking a 
  mission of great importance and danger you are 
  rewarded for your bravery and selflessness. 
  Although this mission must remain a secret for the 
  moment, your devotion to the nation of Perrenland 
  has been noted. You may use this favour upon 
  completion of PER7-08 The Diadem of Kir-Russ 
  Part 3 to gain access to the nation’s magical 
  stores. In game terms you gain access to 
  purchase any one non-restricted item from the 
  DMG up to a value of 25,000gp. 
  Item 
  Chosen:______________________________ 
   
  A Captain’s Sacrifice: Your willingness to risk 
  your own ship for this mission has not gone 
  unnoticed. The Voormann has commissioned a 
  new vessel to be built (at no cost to you) to 
  replace your lost ship upon completion of PER7-
  08 The Diadem of Kir-Russ Part 3 – a vessel that 
  is one size category larger than your previous 
  ship. 
  New Ship Type:__________________________ 
   
  Braving the Storm: Through your encounter with 
  the great maelstrom, one of the most powerful 
  forces of nature on Oerth you have gained a 
  glimpse of your own mortality. One time in the 
  future you may use this insight to gain a +10 
  bonus to any one saving throw that would result in 
  your death. You may use this favour retroactively, 
  upon learning the consequences of a failed saving 
  throw. 
   
  Wizened Oak Effect: [  
   
   
  ] 
  This effect lasts for the next 3 ARs. 
   
  ITEM ACCESS 
  APL 2:  
  • 
  Cloak of Elemental Protection (Adventure; 
  MIC) 
  • 
  Healing Belt (Adventure; MIC) 
  • 
  Inquisitor Bracers (Adventure; MIC) 
   
  APL 4 (APL 2 plus):  
  • 
  Ring of Counterspells (Adventure; DMG) 
   
  
  PER7-06 The Diadem of Kir-Russ Part 1 
   
  Page 26 
  APL 6 (APL 2 – 4 plus):  
  • 
  Metamagic Rod of Silent, Lesser (Adventure; 
  DMG) 
  • 
  Dispelling Cord (Adventure; MIC) 
    
  APL 8 (APL 2 – 6 plus):  
  • 
  Helm of Comprehend Languages and Read 
  Magic (Adventure; DMG) 
  • 
  Incense of Meditiation (Adventure; DMG) 
   
  APL 10 (APL 2 – 8 plus):  
  • 
  Angelhelm (Adventure; MIC) 
  • 
  Pearl of the Sirines (Adventure; DMG) 
   
  APL 12 & 14 (APL 2 – 10 plus): 
  • 
  Ankh of Ascension (Adventure; MIC) 
  • 
  Plate Armor of the Deep (Adventure; DMG) 
  • 
  Ring of Minor Fire Resistance (Adventure; 
  DMG)  
  • 
  Brooch of Shielding (Adventure; DMG) 
  
  PER7-06 The Diadem of Kir-Russ Part 1 
   
  Page 27 
  APPENDIX 1: ALL APLS
  INTRODUCTION 
  H A N N E W E I S S P E E R 
  CR 12 
  Female human (flan) bard 10/rogue 2 
  N Medium humanoid (human) 
  Init +2; Senses Listen +2, Spot +2 
  Languages Common, Dwarven, Elven, Flan, Gnome, 
  Ur-Flan 
  AC 18, touch 15, flat-footed 15 
   (+2 Dex, +3 armor, +3 deflection) 
  hp 74 (12 HD) 
  Resist evasion 
  Fort +7, Ref +14, Will +11 
  Speed 30 ft. (6 squares) 
  Melee +2 rapier +11/+6 (1d6+1/18-20) or 
  Melee boonbane +7/+2 (1d8-4/19-20) or 
  Melee masterwork dagger +10/+5 (1d4/19-20) or 
  Ranged +1 composite shortbow +10/+5 (1d6/x3) or 
  Ranged masterwork dagger +10 (1d4/19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +7; Grp +6 
  Atk Options Combat Expertise, +1d6 sneak attack 
  Special Actions Bardic music 10/day (countersong, 
  fascinate, inspire courage +2, inspire competence, 
  suggestion, inspire greatness), trapfinding 
  Combat Gear potion of cure moderate wounds, oil of 
  bless weapon 
  Bard Spells Known (CL 10th): 
   4th (1/day)—dimension door, dominate person (DC 
  20) 
   3rd (3/day)—charm monster (DC 19), glibness, 
  haste, see invisibility� 
   2nd (4/day)—detect thoughts (DC 17), invisibility, 
  silence, suggestion (DC 18) 
   1st (5/day)—charm person (DC 17), cure light 
  wounds, hypnotism (DC 17), ventriloquism (DC 
  16) 
   0 (3/day)—dancing lights, detect magic, flare (DC 
  15), ghost sound (DC 15), light, prestidigitation 
  �Already cast 
  Abilities Str 8, Dex 15, Con 14, Int 16, Wis 10, Cha 
  20  
  SQ Bardic knowledge +18, Bard of the Voice, may 
  possess Boonbane 
  Feats Alertness, Combat Expertise, Iron Will, Spell 
  Focus (Enchantment), Weapon Finesse 
  Skills Bluff +20, +24 with Perrenders , Decipher 
  Script +15, Diplomacy +26, +30 with Perrenders , 
  Gather Information +17, +21 with Perrenders , Heal 
  +4, Hide +2, Intimidate +7, +11 with Perrenders , 
  Knowledge (history) +20, Knowledge (local – Iuz’s 
  Border States) +20, Knowledge (nobility and 
  royalty) +15, Listen +2, Move Silently +2, Perform 
  (sing) +20, Sense Motive +15, Speak Language 
  (Dwarven, Elven, Gnome), Spellcraft +8, +10 to 
  decipher spells on scrolls , Spot +2, Use Magic 
  Device +20, +22 with scrolls  
  Possessions 
  combat 
  gear 
  plus 
  +2 
  rapier, 
  masterwork dagger, +1 composite shortbow, 20 
  arrows, +2 amulet of health, +2 cloak of charisma, 
  +2 headband of intellect, +2 gloves of dexterity, +2 
  vest of resistance, +3 bracers of armour, +3 ring of 
  protection, handy haversack, potion of cure light 
  wounds (2), potion of cure moderate wounds (2), 
  potion of lesser restoration (2), spell component 
  pouch, the Cli Lyre 
  Bard of the Voice (Ex) Hanne is a member of the 
  Voice of the Old Kerk. As such, she wears a blue 
  cloak trimmed with purple, can demand the right to 
  the first and last statement in an argument, and 
  has the power to censure any Perrender. In 
  addition, she receives a +3 circumstance bonus to 
  Bardic Knowledge checks, a +4 circumstance 
  bonus to Heal, Knowledge (history), Knowledge 
  (local – Iuz’s Border States), Knowledge (religion) 
  and Spellcraft skill checks, and a +4 circumstance 
  bonus to Bluff, Diplomacy, Gather Information and 
  Intimidate skill checks with Perrenders. 
  May possess Boonbane If no PC owns Boonbane, 
  Hanne owns Boonbane. 
   
   
  Physical Description: Hanne Weisspeer is a 
  slender and pretty young woman in her mid 
  twenties. She has steady gray eyes, and ties her 
  straight dark brown hair back in a loose ponytail. 
  Her mouth is often quirked in a slight smile, as if 
  she views the world with a cynical air. 
   
  
  PER7-06 The Diadem of Kir-Russ Part 1 
   
  Page 28 
  APL 2 
  1: TROUBLE AT THE DOCKS 
   
   
  O L D K E RK  H ER E T IC 
  CR 2 
  Male Human (Flan) cleric 1  
  LN Medium humanoid (human) 
  Init - 1; Senses Listen +2, Spot +2 
  Languages Common, Celestial  
  AC 14, touch 9, flat-footed 14 
   (-1 Dex, +4 armour, +1 shield) 
  hp 8 (1 HD) 
  Fort +4, Ref -1, Will +4 
  Speed 30 ft. (6 squares) 
  Melee mwk bastard sword +2 (d10+1) 
  Ranged - 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +0; Grp +1 
  Special Actions Turn undead 
  Combat Gear scroll of calm emotions (50 charges), 
  scroll of CLW x 2, scroll of bless 
  Cleric Spells Prepared (CL 1st): 
   1st—command (DC13), entropic shield, sanctuaryD 
   0—detect magic, light, resistance 
  D: Domain spell. Deity: Mayaheine. Domains: Good, 
  Protection  
  Already cast  
  Abilities Str 12, Dex 8, Con 14, Int 13, Wis 15, Cha 
  10 
  SQ Good domain  
  Feats Combat Casting, Scribe Scroll 
  Skills Concentration +10, Diplomacy +1, Heal +5, 
  Knowledge (Religion) +2, Sense Motive +5 
  Possessions combat gear plus holy symbol of 
  Mayaheine, 
  masterwork 
  bastard 
  sword, 
  masterwork 
  chain 
  shirt, 
  masterwork 
  buckler, 
  backpack, quill, parchment and ink. 
   
  4: ELEMENTAL STORM 
   
   
   
  S T O R M  E L E ME N T A L, M E D I U M 
  CR 4 
  N Medium Elemental (Air, Extraplanar)  
  Init +5; Senses darkvision 60 ft; Listen +5, Spot +6 
  Languages Common, Auran  
  AC 15, touch 11, flat-footed 14 
   (+1 Dex, +4 natural) 
  hp 26 (4 HD);  
  Fort +3, Ref +5, Will +1 
  Speed 30 ft. (6 squares), fly 60 ft. (perfect) 
  Melee slam +5 (1d6+2 plus 1d6 electricity)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +5 
  Special Actions shock, thunder and lightning 
  Abilities Str 14, Dex 13, Con 14, Int 4, Wis 11, Cha 
  11  
  SQ Air mastery, electrical and sonic healing, 
  elemental traits 
  Feats Alertness, Improved Initiative 
  Skills Listen +5, Spot +6 
  Air Mastery (Ex): Airborne creatures take a –1 
  penalty on attack and damage rolls against a storm 
  elemental. 
  Electrical and Sonic Healing (Ex): Storm elementals 
  take no damage from electricity and sonic attacks. 
  Instead any electricity attack (such as shocking 
  grasp or lightning bolt) or sonic attack (such as 
  sound burst) used against a storm elemental heals 
  1 point of damage for every 3 points of damage the 
  attack would Otherwise deal. The storm elemental 
  cannot heal hit points by attacking itself. 
  Shock (Su): Once per round as a free action, a storm 
  elemental can deliver an electrical shock to a 
  single opponent within 10 feet. This attack deals 
  non-lethal electricity damage to living opponents 
  (Fortitude half). The save DC is Constitution-
  based. 
  Size 
  Height 
  Weight Fortitude DC Damage 
  Small 
  4 ft. 
  4 lb. 
  12 
  1d4 
  Medium 
  8 ft. 
  8 lb. 
  14 
  2d4 
  Large 
  16 ft. 
  16 lb. 
  18 
  4d4 
  Huge 
  32 ft. 
  32 lb. 
  24 
  8d4 
  Elder 
  36 ft. 
  40 lb. 
  26 
  10d4 
  Greater 
  40 ft. 
  49 lb. 
  28 
  12d4 
  Thunder and Lightning (Su): Once per minute as a 
  full-round action, a storm elemental can emit a 
  blast of thunder coupled with a bolt of lightning. 
  The thunder deals sonic damage (see table) to all 
  creatures within 60 feet of the storm elemental. A 
  Fortitude save halves this damage. The lightning is 
  a 120-foot-long line that deals electricity damage 
  (see table). A Reflex save halves this damage. The 
  save DCs are Constitution-based. 
   
   
   
   
   
   
   
   
  Size 
  Save 
  DC 
  Sonic 
  Damage 
  Electricity 
  Damage 
  Small 
  12 
  1d6 
  2d6 
  Medium 
  14 
  2d6 
  4d6 
  Large 
  18 
  4d6 
  8d6 
  Huge 
  24 
  8d6 
  16d6 
  Elder 
  26 
  10d6 
  21d6 
  Greater 
  28 
  12d6 
  24d6 
  
  PER7-06 The Diadem of Kir-Russ Part 1 
   
  Page 29 
  APL 4 
  1: TROUBLE AT THE DOCKS 
   
   
  O L D K E RK  H ER E T IC 
  CR 2 
  Male Human (Flan) cleric 1  
  LN Medium humanoid (human) 
  Init - 1; Senses Listen +2, Spot +2 
  Languages Common, Celestial  
  AC 14, touch 9, flat-footed 14 
   (-1 Dex, +4 armour, +1 shield) 
  hp 8 (1 HD) 
  Fort +4, Ref -1, Will +4 
  Speed 30 ft. (6 squares) 
  Melee mwk bastard sword +2 (d10+1) 
  Ranged - 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +0; Grp +1 
  Special Actions Turn undead 
  Combat Gear scroll of calm emotions (50 charges), 
  scroll of CLW x 2, scroll of bless 
  Cleric Spells Prepared (CL 1st): 
   1st—command (DC13), entropic shield, sanctuaryD 
   0—detect magic, light, resistance 
  D: Domain spell. Deity: Mayaheine. Domains: Good, 
  Protection  
  Already cast  
  Abilities Str 12, Dex 8, Con 14, Int 13, Wis 15, Cha 
  10 
  SQ Good domain  
  Feats Combat Casting, Scribe Scroll 
  Skills Concentration +10, Diplomacy +1, Heal +5, 
  Knowledge (Religion) +2, Sense Motive +5 
  Possessions combat gear plus holy symbol of 
  Mayaheine, 
  masterwork 
  bastard 
  sword, 
  masterwork 
  chain 
  shirt, 
  masterwork 
  buckler, 
  backpack, quill, parchment and ink. 
   
  4: ELEMENTAL STORM 
   
   
   
  S T O R M  E L E ME N T A L, L A R G E 
  CR 6 
  N Large Elemental (Air, Extraplanar)  
  Init +4; Senses darkvision 60 ft; Listen +7, Spot +8 
  Languages Common, Auran  
  AC 16, touch 9, flat-footed 16 
   (-1 size, +7 natural) 
  hp 68 (8 HD); DR 5/- 
  Fort +6, Ref +6, Will +2 
  Speed 40 ft. (8 squares), fly 80 ft. (perfect) 
  Melee slam +11 (1d8+6 plus 1d8 electricity) or 2 
  slams +11/+11 (1d8+6 plus 1d8 electricity) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +6; Grp +16 
  Special Actions shock, thunder and lightning 
  Abilities Str 22, Dex 11, Con 18, Int 6, Wis 11, Cha 
  11  
  SQ Air mastery, electrical and sonic healing, 
  elemental traits 
  Feats Alertness, Blind-Fight. Improved Initiative 
  Skills Listen +7, Spot +8 
  Air Mastery (Ex): Airborne creatures take a –1 
  penalty on attack and damage rolls against a storm 
  elemental. 
  Electrical and Sonic Healing (Ex): Storm elementals 
  take no damage from electricity and sonic attacks. 
  Instead any electricity attack (such as shocking 
  grasp or lightning bolt) or sonic attack (such as 
  sound burst) used against a storm elemental heals 
  1 point of damage for every 3 points of damage the 
  attack would Otherwise deal. The storm elemental 
  cannot heal hit points by attacking itself. 
  Shock (Su): Once per round as a free action, a storm 
  elemental can deliver an electrical shock to a 
  single opponent within 10 feet. This attack deals 
  non-lethal electricity damage to living opponents 
  (Fortitude half). The save DC is Constitution-
  based. 
  Size 
  Height 
  Weight Fortitude DC Damage 
  Small 
  4 ft. 
  4 lb. 
  12 
  1d4 
  Medium 
  8 ft. 
  8 lb. 
  14 
  2d4 
  Large 
  16 ft. 
  16 lb. 
  18 
  4d4 
  Huge 
  32 ft. 
  32 lb. 
  24 
  8d4 
  Elder 
  36 ft. 
  40 lb. 
  26 
  10d4 
  Greater 
  40 ft. 
  49 lb. 
  28 
  12d4 
  Thunder and Lightning (Su): Once per minute as a 
  full-round action, a storm elemental can emit a 
  blast of thunder coupled with a bolt of lightning. 
  The thunder deals sonic damage (see table) to all 
  creatures within 60 feet of the storm elemental. A 
  Fortitude save halves this damage. The lightning is 
  a 120-foot-long line that deals electricity damage 
  (see table). A Reflex save halves this damage. The 
  save DCs are Constitution-based. 
   
   
   
   
   
   
   
   
  Size 
  Save 
  DC 
  Sonic 
  Damage 
  Electricity 
  Damage 
  Small 
  12 
  1d6 
  2d6 
  Medium 
  14 
  2d6 
  4d6 
  Large 
  18 
  4d6 
  8d6 
  Huge 
  24 
  8d6 
  16d6 
  Elder 
  26 
  10d6 
  21d6 
  Greater 
  28 
  12d6 
  24d6 
  
  PER7-06 The Diadem of Kir-Russ Part 1 
   
  Page 30 
  APL 6 
  1: TROUBLE AT THE DOCKS 
   
   
  O L D K E RK  H ER E T IC 
  CR 2 
  Male Human (Flan) cleric 1  
  LN Medium humanoid (human) 
  Init - 1; Senses Listen +2, Spot +2 
  Languages Common, Celestial  
  AC 14, touch 9, flat-footed 14 
   (-1 Dex, +4 armour, +1 shield) 
  hp 8 (1 HD) 
  Fort +4, Ref -1, Will +4 
  Speed 30 ft. (6 squares) 
  Melee mwk bastard sword +2 (d10+1) 
  Ranged - 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +0; Grp +1 
  Special Actions Turn undead 
  Combat Gear scroll of calm emotions (50 charges), 
  scroll of CLW x 2, scroll of bless 
  Cleric Spells Prepared (CL 1st): 
   1st—command (DC13), entropic shield, sanctuaryD 
   0—detect magic, light, resistance 
  D: Domain spell. Deity: Mayaheine. Domains: Good, 
  Protection  
  Already cast  
  Abilities Str 12, Dex 8, Con 14, Int 13, Wis 15, Cha 
  10 
  SQ Good domain  
  Feats Combat Casting, Scribe Scroll 
  Skills Concentration +10, Diplomacy +1, Heal +5, 
  Knowledge (Religion) +2, Sense Motive +5 
  Possessions combat gear plus holy symbol of 
  Mayaheine, 
  masterwork 
  bastard 
  sword, 
  masterwork 
  chain 
  shirt, 
  masterwork 
  buckler, 
  backpack, quill, parchment and ink. 
   
  4: ELEMENTAL STORM 
   
   
   
  S T O R M  E L E ME N T A L, H U G E 
  CR 8 
  N Huge Elemental (Air, Extraplanar)  
  Init +3; Senses darkvision 60 ft; Listen +11, Spot +12 
  Languages Common, Auran  
  AC 17, touch 7, flat-footed 17 
   (-2 size, -1 Dex, +10 natural) 
  hp 168 (16 HD); DR 5/- 
  Fort +11, Ref +11, Will +5 
  Speed 50 ft. (10 squares), fly 100 ft. (perfect) 
  Melee slam +20 (2d6+10 plus 2d6 electricity) or 2 
  slams +20/+20 (2d6+10 plus 2d6 electricity) 
  Space 15 ft.; Reach 15 ft. 
  Base Atk +12; Grp +30 
  Attack Options Power Attack, Cleave 
  Special Actions shock, thunder and lightning 
  Abilities Str 30, Dex 9, Con 22, Int 6, Wis 11, Cha 11  
  SQ Air mastery, electrical and sonic healing, 
  elemental traits 
  Feats 
  Alertness, 
  Blind-Fight, 
  Cleave, 
  Improved 
  Initiative, Lightning Reflexes, Power Attack 
  Skills Listen +11, Spot +12 
  Air Mastery (Ex): Airborne creatures take a –1 
  penalty on attack and damage rolls against a storm 
  elemental. 
  Electrical and Sonic Healing (Ex): Storm elementals 
  Take no damage from electricity and sonic attacks. 
  Instead any electricity attack (such as shocking 
  grasp or lightning bolt) or sonic attack (such as 
  sound burst) used against a storm elemental heals 
  1 point of damage for every 3 points of damage the 
  attack would Otherwise deal. The storm elemental 
  cannot heal hit points by attacking itself. 
  Shock (Su): Once per round as a free action, a storm 
  elemental can deliver an electrical shock to a 
  single opponent within 10 feet. This attack deals 
  non-lethal electricity damage to living opponents 
  (Fortitude half). The save DC is Constitution-
  based. 
  Size 
  Height 
  Weight Fortitude DC Damage 
  Small 
  4 ft. 
  4 lb. 
  12 
  1d4 
  Medium 
  8 ft. 
  8 lb. 
  14 
  2d 
  Large 
  16 ft. 
  16 lb. 
  18 
  4d4 
  Huge 
  32 ft. 
  32 lb. 
  24 
  8d4 
  Elder 
  36 ft. 
  40 lb. 
  26 
  10d4 
  Greater 
  40 ft. 
  49 lb. 
  28 
  12d4 
  Thunder and Lightning (Su): Once per minute as a 
  full-round action, a storm elemental can emit a 
  blast of thunder coupled with a bolt of lightning. 
  The thunder deals sonic damage (see table) to all 
  creatures within 60 feet of the storm elemental. A 
  Fortitude save halves this damage. The lightning is 
  a 120-foot-long line that deals electricity damage 
  (see table). A Reflex save halves this damage. The 
  save DCs are Constitution-based. 
   
   
  Size 
  Save 
  DC 
  Sonic 
  Damage 
  Electricity 
  Damage 
  Small 
  12 
  1d6 
  2d6 
  Medium 
  14 
  2d6 
  4d6 
  Large 
  18 
  4d6 
  8d6 
  Huge 
  24 
  8d6 
  16d6 
  Elder 
  26 
  10d6 
  21d6 
  Greater 
  28 
  12d6 
  24d6 
  
  PER7-06 The Diadem of Kir-Russ Part 1 
   
  Page 31 
  APL 8 
  1: TROUBLE AT THE DOCKS 
   
   
  O L D K E RK  H ER E T IC 
  CR 2 
  Male Human (Flan) cleric 3  
  LN Medium humanoid (human) 
  Init - 1; Senses Listen +5, Spot +5 
  Languages Common, Celestial  
  AC 14, touch 9, flat-footed 14 
   (-1 Dex, +4 armour, +1 shield) 
  hp 19 (3 HD) 
  Fort +5, Ref +0, Will +5 
  Speed 30 ft. (6 squares) 
  Melee mwk bastard sword +4 (d10+1) 
  Ranged - 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +3 
  Special Actions Turn undead  
  Combat Gear scroll of calm emotions (50 charges), 
  scroll of CLW x 2, scroll of bless,  
  Cleric Spells Prepared (CL 3rd): 
   2nd—enthral, sound burst 
   1st—command (DC13), entropic shield, sanctuaryD 
   0—detect magic, light, resistance 
  D: Domain spell. Deity: Mayaheine. Domains: Good, 
  Protection  
  Already cast  
  Abilities Str 12, Dex 8, Con 14, Int 13, Wis 15, Cha 
  10 
  SQ Good domain  
  Feats Alertness, Combat Casting, Scribe Scroll 
  Skills Concentration +12, Diplomacy +2, Heal +6, 
  Knowledge (Religion) +2, Listen +5, Sense Motive 
  +5, Spot +5 
  Possessions combat gear plus holy symbol of 
  Mayaheine, 
  masterwork 
  bastard 
  sword, 
  masterwork 
  chain 
  shirt, 
  masterwork 
  buckler, 
  backpack, quill, parchment and ink. 
   
  4: ELEMENTAL STORM 
   
   
   
  S T O R M  E L E ME N T A L, G R E A T E R 
  CR 10 
  N Huge Elemental (Air, Extraplanar)  
  Init +4; Senses darkvision 60 ft; Listen +14, Spot +14 
  Languages Common, Auran  
  AC 22, touch 8, flat-footed 22 
   (-2 size, +14 natural) 
  hp 220 (21 HD); DR 10/- 
  Fort +13, Ref +14, Will +7 
  Speed 50 ft. (10 squares), fly 100 ft. (perfect) 
  Melee slam +24 (3d6+11 plus 2d6 electricity) or 2 
  slams +24/+24 (3d6+11 plus 2d6 electricity) 
  Space 15 ft.; Reach 15 ft. 
  Base Atk +15; Grp +34 
  Attack Options Power Attack, Cleave, Great Cleave 
  Special Actions shock, thunder and lightning 
  Abilities Str 32, Dex 11, Con 22, Int 8, Wis 11, Cha 
  11  
  SQ Air mastery, electrical and sonic healing, 
  elemental traits 
  Feats Alertness, Blind-Fight, Cleave, Great Cleave, 
  Improved Initiative, Improved Natural Attack (slam), 
  Lightning Reflexes, Power Attack 
  Skills Listen +14, Spot +14 
  Air Mastery (Ex): Airborne creatures take a –1 
  penalty on attack and damage rolls against a storm 
  elemental. 
  Electrical and Sonic Healing (Ex): Storm elementals 
  Take no damage from electricity and sonic attacks. 
  Instead any electricity attack (such as shocking 
  grasp or lightning bolt) or sonic attack (such as 
  sound burst) used against a storm elemental heals 
  1 point of damage for every 3 points of damage the 
  attack would Otherwise deal. The storm elemental 
  cannot heal hit points by attacking itself. 
  Shock (Su): Once per round as a free action, a storm 
  elemental can deliver an electrical shock to a 
  single opponent within 10 feet. This attack deals 
  non-lethal electricity damage to living opponents 
  (Fortitude half). The save DC is Constitution-
  based. 
  Size 
  Height 
  Weight Fortitude DC Damage 
  Small 
  4 ft. 
  4 lb. 
  12 
  1d4 
  Medium 
  8 ft. 
  8 lb. 
  14 
  2d 
  Large 
  16 ft. 
  16 lb. 
  18 
  4d4 
  Huge 
  32 ft. 
  32 lb. 
  24 
  8d4 
  Greater 
  36 ft. 
  40 lb. 
  26 
  10d4 
  Elder 
  40 ft. 
  49 lb. 
  28 
  12d4 
  Thunder and Lightning (Su): Once per minute as a 
  full-round action, a storm elemental can emit a 
  blast of thunder coupled with a bolt of lightning. 
  The thunder deals sonic damage (see table) to all 
  creatures within 60 feet of the storm elemental. A 
  Fortitude save halves this damage. The lightning is 
  a 120-foot-long line that deals electricity damage 
  (see table). A Reflex save halves this damage. The 
  save DCs are Constitution-based. 
  Size 
  Save 
  DC 
  Sonic 
  Damage 
  Electricity 
  Damage 
  Small 
  12 
  1d6 
  2d6 
  Medium 
  14 
  2d6 
  4d6 
  Large 
  18 
  4d6 
  8d6 
  Huge 
  24 
  8d6 
  16d6 
  Greater 
  26 
  10d6 
  21d6 
  Elder 
  28 
  12d6 
  24d6 
  
  PER7-06 The Diadem of Kir-Russ Part 1 
   
  Page 32 
   
  APL 10 
  1: TROUBLE AT THE DOCKS 
   
   
  O L D K E RK  H ER E T IC 
  CR 2 
  Male Human (Flan) cleric 3  
  LN Medium humanoid (human) 
  Init - 1; Senses Listen +5, Spot +5 
  Languages Common, Celestial  
  AC 14, touch 9, flat-footed 14 
   (-1 Dex, +4 armor, +1 shield) 
  hp 19 (3 HD) 
  Fort +5, Ref +0, Will +5 
  Speed 30 ft. (6 squares) 
  Melee mwk bastard sword +4 (d10+1) 
  Ranged - 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +3 
  Special Actions Turn undead  
  Combat Gear scroll of calm emotions (50 charges), 
  scroll of CLW x 2, scroll of bless,  
  Cleric Spells Prepared (CL 3rd): 
   2nd—enthral, sound burst 
   1st—command (DC13), entropic shield, sanctuaryD 
   0—detect magic, light, resistance 
  D: Domain spell. Deity: Mayaheine. Domains: Good, 
  Protection  
  Already cast  
  Abilities Str 12, Dex 8, Con 14, Int 13, Wis 15, Cha 
  10 
  SQ Good domain  
  Feats Alertness, Combat Casting, Scribe Scroll 
  Skills Concentration +12, Diplomacy +2, Heal +6, 
  Knowledge (Religion) +2, Listen +5, Sense Motive 
  +5, Spot +5 
  Possessions combat gear plus holy symbol of 
  Mayaheine, 
  masterwork 
  bastard 
  sword, 
  masterwork 
  chain 
  shirt, 
  masterwork 
  buckler, 
  backpack, quill, parchment and ink. 
   
  4: ELEMENTAL STORM 
   
   
   
  S T O R M  E L E ME N T A L, E L D E R 
  CR 12 
  N Huge Elemental (Air, Extraplanar)  
  Init +5; Senses darkvision 60 ft; Listen +29, Spot +29 
  Languages Common, Auran  
  AC 24, touch 9, flat-footed 23 
   (-2 size, +1 Dex, +15 natural) 
  hp 252 (24 HD); DR 10/- 
  Fort +14, Ref +17, Will +8 
  Speed 50 ft. (10 squares), fly 100 ft. (perfect) 
  Melee slam +27 (3d6+11/19-20 plus 2d6 electricity) or 
  2 
  slams 
  +27/+27 
  (3d6+11/19-20 
  plus 
  2d6 
  electricity) 
  Space 15 ft.; Reach 15 ft. 
  Base Atk +18; Grp +37 
  Attack Options Power Attack, Cleave, Great Cleave 
  Special Actions Shock, thunder and lightning 
  Abilities Str 32, Dex 13, Con 22, Int 10, Wis 11, Cha 
  11  
  SQ Air mastery, electrical and sonic healing, 
  elemental traits 
  Feats Alertness, Blind-Fight, Cleave, Great Cleave, 
  Improved 
  Critical 
  (slam), 
  Improved 
  Initiative, 
  Improved 
  Natural 
  Attack 
  (slam), 
  Lightning 
  Reflexes, Power Attack 
  Skills Listen +29, Spot +29 
  Air Mastery (Ex): Airborne creatures take a –1 
  penalty on attack and damage rolls against a storm 
  elemental. 
  Electrical and Sonic Healing (Ex): Storm elementals 
  Take no damage from electricity and sonic attacks. 
  Instead any electricity attack (such as shocking 
  grasp or lightning bolt) or sonic attack (such as 
  sound burst) used against a storm elemental heals 
  1 point of damage for every 3 points of damage the 
  attack would Otherwise deal. The storm elemental 
  cannot heal hit points by attacking itself. 
  Shock (Su): Once per round as a free action, a storm 
  elemental can deliver an electrical shock to a 
  single opponent within 10 feet. This attack deals 
  non-lethal electricity damage to living opponents 
  (Fortitude half). The save DC is Constitution-
  based. 
  Size 
  Height 
  Weight Fortitude DC Damage 
  Small 
  4 ft. 
  4 lb. 
  12 
  1d4 
  Medium 
  8 ft. 
  8 lb. 
  14 
  2d 
  Large 
  16 ft. 
  16 lb. 
  18 
  4d4 
  Huge 
  32 ft. 
  32 lb. 
  24 
  8d4 
  Elder 
  36 ft. 
  40 lb. 
  26 
  10d4 
  Greater 
  40 ft. 
  49 lb. 
  28 
  12d4 
  Thunder and Lightning (Su): Once per minute as a 
  full-round action, a storm elemental can emit a 
  blast of thunder coupled with a bolt of lightning. 
  The thunder deals sonic damage (see table) to all 
  creatures within 60 feet of the storm elemental. A 
  Fortitude save halves this damage. The lightning is 
  a 120-foot-long line that deals electricity damage 
  (see table). A Reflex save halves this damage. The 
  save DCs are Constitution-based. 
   
   
   
  Size 
  Save 
  DC 
  Sonic 
  Damage 
  Electricity 
  Damage 
  Small 
  12 
  1d6 
  2d6 
  Medium 
  14 
  2d6 
  4d6 
  Large 
  18 
  4d6 
  8d6 
  Huge 
  24 
  8d6 
  16d6 
  Elder 
  26 
  10d6 
  21d6 
  Greater 
  28 
  12d6 
  24d6 
  
  PER7-06 The Diadem of Kir-Russ Part 1 
   
  Page 33 
  APL 12 & 14 
  1: TROUBLE AT THE DOCKS 
   
   
  O L D K E RK  H ER E T IC 
  CR 2 
  Male Human (Flan) cleric 5  
  LN Medium humanoid (human) 
  Init - 1; Senses Listen +6, Spot +6 
  Languages Common, Celestial  
  AC 14, touch 9, flat-footed 14 
   (-1 Dex, +4 armor, +1 shield) 
  hp 33 (5 HD) 
  Fort +6, Ref +0, Will +6 
  Speed 30 ft. (6 squares) 
  Melee mwk bastard sword +5 (d10+1) 
  Ranged - 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +4 
  Special Actions Turn undead  
  Combat Gear scroll of calm emotions (50 charges), 
  scroll of CLW x 2, scroll of bless, scroll of prayer 
  Cleric Spells Prepared (CL 3rd): 
   3rd—Dispel magic, Blindness/Deafness (DC16) 
   
   2nd—enthral (DC15), sound burst (DC15) 
   1st—Cause 
  fear 
  (DC14), 
  command 
  (DC13), 
  entropic shield, sanctuaryD 
   0—detect magic, guidance, light, resistance 
  D: Domain spell. Deity: Mayaheine. Domains: Good, 
  Protection  
  Already cast  
  Abilities Str 12, Dex 8, Con 14, Int 13, Wis 16, Cha 
  10 
  SQ Good domain  
  Feats Alertness, Combat Casting, Scribe Scroll 
  Skills Concentration +14, Diplomacy +4, Heal +6, 
  Knowledge (Religion) +2, Listen +6, Sense Motive 
  +5, Spot +6 
  Possessions combat gear plus holy symbol of 
  Mayaheine, 
  masterwork 
  bastard 
  sword, 
  masterwork 
  chain 
  shirt, 
  masterwork 
  buckler, 
  backpack, quill, parchment and ink. 
   
  4: ELEMENTAL STORM 
   
   
   
  S T O R M  E L E ME N T A L, E L D E R 
  CR 12 
  N Huge Elemental (Air, Extraplanar)  
  Init +5; Senses darkvision 60 ft; Listen +29, Spot +29 
  Languages Common, Auran  
  AC 24, touch 9, flat-footed 23 
   (-2 size, +1 Dex, +15 natural) 
  hp 252 (24 HD); DR 10/- 
  Fort +14, Ref +17, Will +8 
  Speed 50 ft. (10 squares), fly 100 ft. (perfect) 
  Melee slam +27 (3d6+11/19-20 plus 2d6 electricity) or 
  2 
  slams 
  +27/+27 
  (3d6+11/19-20 
  plus 
  2d6 
  electricity) 
  Space 15 ft.; Reach 15 ft. 
  Base Atk +18; Grp +37 
  Attack Options Power Attack, Cleave, Great Cleave 
  Special Actions Shock, thunder and lightning 
  Abilities Str 32, Dex 13, Con 22, Int 10, Wis 11, Cha 
  11  
  SQ Air mastery, electrical and sonic healing, 
  elemental traits 
  Feats Alertness, Blind-Fight, Cleave, Great Cleave, 
  Improved 
  Critical 
  (slam), 
  Improved 
  Initiative, 
  Improved 
  Natural 
  Attack 
  (slam), 
  Lightning 
  Reflexes, Power Attack 
  Skills Listen +29, Spot +29 
  Air Mastery (Ex): Airborne creatures take a –1 
  penalty on attack and damage rolls against a storm 
  elemental. 
  Electrical and Sonic Healing (Ex): Storm elementals 
  Take no damage from electricity and sonic attacks. 
  Instead any electricity attack (such as shocking 
  grasp or lightning bolt) or sonic attack (such as 
  sound burst) used against a storm elemental heals 
  1 point of damage for every 3 points of damage the 
  attack would Otherwise deal. The storm elemental 
  cannot heal hit points by attacking itself. 
  Shock (Su): Once per round as a free action, a storm 
  elemental can deliver an electrical shock to a 
  single opponent within 10 feet. This attack deals 
  non-lethal electricity damage to living opponents 
  (Fortitude half). The save DC is Constitution-
  based. 
  Size 
  Height 
  Weight Fortitude DC Damage 
  Small 
  4 ft. 
  4 lb. 
  12 
  1d4 
  Medium 
  8 ft. 
  8 lb. 
  14 
  2d 
  Large 
  16 ft. 
  16 lb. 
  18 
  4d4 
  Huge 
  32 ft. 
  32 lb. 
  24 
  8d4 
  Elder 
  36 ft. 
  40 lb. 
  26 
  10d4 
  Greater 
  40 ft. 
  49 lb. 
  28 
  12d4 
  Thunder and Lightning (Su): Once per minute as a 
  full-round action, a storm elemental can emit a 
  blast of thunder coupled with a bolt of lightning. 
  The thunder deals sonic damage (see table) to all 
  creatures within 60 feet of the storm elemental. A 
  Fortitude save halves this damage. The lightning is 
  a 120-foot-long line that deals electricity damage 
  (see table). A Reflex save halves this damage. The 
  save DCs are Constitution-based. 
   
   
  Size 
  Save 
  DC 
  Sonic 
  Damage 
  Electricity 
  Damage 
  Small 
  12 
  1d6 
  2d6 
  Medium 
  14 
  2d6 
  4d6 
  Large 
  18 
  4d6 
  8d6 
  Huge 
  24 
  8d6 
  16d6 
  Elder 
  26 
  10d6 
  21d6 
  Greater 
  28 
  12d6 
  24d6 
  
  PER7-06 The Diadem of Kir-Russ Part 1 
   
  Page 34 
  APPENDIX 2: NEW RULES ITEMS 
  MAGIC ITEMS 
  Mask of the Swabbonwalders: This mask fits 
  over the eyes and nose, taking up the goggles 
  slot. On command, while worn, it bestows the 
  benefits of water breathing up to twice a day and 
  endure elements once a day. The effect can be 
  shared with familiars and animal companions 
  that stay close. Someone else can also speak 
  the command word and activate the mask once 
  it is donned (e.g. by an animal companion). 
  Weak transformation and abjuration, CL 6th; 
  Craft Wondrous Item, water breathing, endure 
  elements; Price 13320gp 
   
  
  PER7-06 The Diadem of Kir-Russ Part 1 
   
  Page 35 
  APPENDIX 3: THE LINA GERSITEN 
  The Lina Gersiten is a caravel, a sailing ship built mainly for speed. A caravel is a seaworthy, nimble ship 
  that can handle long ocean crossings. It has a small forecastle and sterncastle, and three masts. A 
  caravel is a smooth-hulled, full-decked vessel built on a strong internal frame. It is a relatively advanced 
  design and not every seafaring people have the skills and knowledge to build one. 
   
  The ships compliment is the Captain Tilmann, the First mate Prost, Bosun Carroll and twenty one 
  other crew, they are divided into three eight hour watches to cover the twenty four hour day. They each 
  do two watches and each watch is changed with the ringing of the ships bell. 
   
  Captain Tilmann: male human expert 10; hp 41; Bluff +5, Diplomacy +5, Knowledge (Geography) +8, 
  Profession (Sailor) +14, Rope Use +12. 
   
  Other Crewmen/women (21): mixed male and female human expert 5; hp 18 (average); Profession 
  [Sailor] +8, Rope Use +9 
  The Lina Gersiten (Caravel): 
  Colossal vehicle; Seaworthiness 
  +4; Ship-handling +2; Speed wind 
  modifier x 30 ft. (average); Overall 
  AC –3; 1 full sections 24 (sink 6 
  sections); 
  Section 
  hp 
  80 
  (hardness 5) ,Section 
  AC 3; 
  Rigging Sections 3; Rigging hp 80 
  (hardness 
  0), 
  AC 
  1; 
  Ram 
  4d6;.Mounts 2 light and I heavy; 
  Space 60 ft. by 20 ft.; Height 10 ft. 
  (draft 10 ft.); Complement 30; 
  Watch 7; Cargo 120 tons (Speed 
  wind x 15 ft. if 60 tons or more); 
  Cost 10,000 gp. 
   
  Map Legend 
  1. Quarterdeck 
  2. Focsle Deck 
  3. Captains’s cabin 
  4. Officers Cabin 
  5. Main Deck 
  6. Focsle 
  7. Galley 
  8. Chain Locker 
  9. Lower Deck 
  10. Hanne and the PC’s cabins. 
  11. Hold 
  12 Sail Locker 
   
  1 sq = 5ft 
   
  Map by James Dempsey 
   
   
  
  PER7-06 The Diadem of Kir-Russ Part 1 
   
  Page 36 
  APPENDIX 4: THE MAELSTROM 
  STORMWRACK (P13) 
  Naturally occurring whirlpools are dangerous 
  enough, but some whirlpools are supernatural 
  maelstroms – places where portals to the 
  elemental plane of water, divine manifestations 
  of sea deities' power, or ancient curses have 
  created monstrously powerful vortexes in the 
  water. 
   
  Maelstroms come in one of four sizes: minor 
  (10 to 40 feet in diameter), major (41 to 120 feet 
  in diameter), greater (121 to 500 feet in 
  diameter), and immense (501 feet to 2,000 feet 
  in diameter. Maelstroms usually have a depth 
  equal to their diameter. 
  Maelstroms are surrounded by strong feeder 
  currents that can snare swimmers or boats far 
  from the vortex itself, carrying them within the 
  vortex's grasp. 
  Current Strength by Distance 
  Maelstrom 
  Size 
  Strong 
        Dangerous 
  Irresistible 
  Minor 
  100 ft. 
  50 ft. 
  20 ft. 
  Major 
  500 ft. 
  250 ft. 
  100 ft. 
  Greater 
  1,000 ft. 
  500 ft. 
  200 ft. 
  Immense 
  1 mile 
  1/2 mile 
  1,000 ft. 
   
  Once a swimmer or ship is sucked into the 
  maelstrom by the currents sweeping toward it (or 
  simply has the misfortune of falling into the 
  vortex directly), the target endures three distinct 
  phases of danger: trapped, battered, and 
  ejected. Minor maelstroms can only trap and batter 
  objects or creatures of Huge size or smaller; major 
  maelstroms can trap and batter objects or 
  creatures of Gargantuan size and greater or 
  immense maelstroms can trap and batter 
  creatures or objects of any size. 
  Maelstrom 
  Size 
  Object 
  Size 
  Time 
  Trapped 
  Escape 
  DC 
  Battered 
  Damage 
  Minor 
  Huge 
  1d4rounds 
  25 
  3d6 
  Major 
  Gargantuan 1d8 rounds 
  30 
  6d6 
  Greater 
  Colossal 
  2d6 rounds 
  40 
  10d6 
  Immense 
  Colossal 
  2d8 rounds 
  50 
  20d6 
   
  Trapped: The creature or vessel is trapped 
  in the whirlpool, slowly being drawn down. 
  Escaping from the trap region requires a 
  successful Swim or Profession (sailor) check 
  against the maelstrom's DC, based on its size. 
  This moves the creature to a square adjacent to 
  the maelstrom (the current doesn't sweep him or 
  her back in immediately but can do so in 
  subsequent rounds). Failing that, the creature or 
  ship is unable to move of its own accord, and 
  revolves helplessly in the whirlpool. At the end of a 
  trapped character's turn, move him or her 30 feet 
  clockwise around the rim of the whirlpool. 
   
  Battered: At the end of trapped time, the 
  creature or vessel sinks into the maw of the 
  maelstrom. This takes 1 round, during which the 
  creature or object takes the indicated damage. 
  For ships or vehicles, every section is damaged. 
  Creatures can take no actions in this round. 
   
  Ejected: On the next round, the maelstrom 
  ejects the creature or vessel at its bottom. The 
  creature or vessel is now at the bottom depth of 
  the maelstrom. If the maelstrom has a particular 
  exit – for example, a hole in the bottom of a lake, 
  or a portal to the Elemental Plane of Water—the 
  creature or vessel passes through. Otherwise it 
  comes to rest on the bottom or is adrift in the 
  water a short distance from the bottom of the 
  maelstrom's funnel (Id4x10, 20, 50, or 200 feet, 
  depending on the maelstrom's size). A maelstrom 
  without an exit simply generates currents flowing 
  away from it on the bottom with the same 
  strength as currents flow toward it near the 
  surface. Buoyant creatures or objects return to the 
  surface, but there's no reason they couldn't be 
  caught in the maelstrom's grip again. 
   
  Wind Strength 
  Strength 
  Sailing Speed 
  None 
  –    
  Light 
  x1 
  Moderate 
  x2 
  Strong 
  x3 
  Severe (heavy) 
  x31 
  Windstorm (gale) 
  x32 
  Hurricane / Dire gale 
  Driven – 2 x wind speed 
  mph (in ft) 
  1 – Requires DC20 Profession (sailor) check to sail or 
  row; otherwise driven. 
  2 – Requires DC30 Profession (sailor) check to sail or 
  row; otherwise driven. 
  
  PER7-06 The Diadem of Kir-Russ Part 1 
   
  Page 37 
  DM MAP 1: THE NORTH DOCKS 
   
   
   
  
  PER7-06 The Diadem of Kir-Russ Part 1 
   
  Page 38 
  DM MAP 2: THE MAELSTROM 
  
  PER7-06 The Diadem of Kir-Russ Part 1 
   
  Page 39 
   
  PLAYERS’ HANDOUT 1 – BACKGROUND TO THE 
  ADVENTURE 
   
  It all began in 594 CY, when the new Voormann, Orgus Bildgear, vowed to break the non-aggression pact 
  with the Empire of Iuz and join the fight against evil. Now, this epic struggle  is reaching its finale.  
   
  The Voorman’s challenge to the Old One was soon matched with the simultaneous invasion of the 
  armies of Iuz from the East, and from his daughter, Iggwilv, from within the heart of Perrenland. Moreover, 
  the explosion of Mt Hellspaar augured in the magical winter of Hell’s Gloom brought three years of war, 
  death and famine that have nearly destroyed Perrenland. Combined, they nearly destroyed the country, at 
  first, but little victories by bands of brave adventurers soon transformed into a great victory in the East and 
  then at Riberlund in Nederboden, with the help of Oomkar Hus the chief servant of Nerull in the Quaglands. 
  For a fleeting moment it looked as if the country had prevailed. 
   
  Yet one foe at least remained. Drelnza. Iggwilvs daughter, and sister of Iuz. Despite her army being 
  small, Drelnza maintained a hold on significant parts of Nederboden. From this strategic position she began 
  to reap the benefits the effects of the prolonged famine were having on the population. As families, and then 
  villages, began to starve, old rivalries between sept and clans remerged and hatchets: rivalries thought 
  buried since the time of Perren’s unity were, now, uncovered. Perrenland strength, and its internal unity, 
  became undermined. Nothing hurt this concept of unity more than a schism within the Old Kerk, which was 
  manufactured by Drelnza.  
   
  From a humble and low key event in the town of Schwartzestadt, soon emerged a story that another evil 
  hidden shrine existed within the Old Kerk and that Oomkar Hus was poised take power in the Quaglands 
  through the Old Kerk. Circulated by Drelnza’s quasit agents, and then by the folk themselves driven half 
  made by her magical diseases and the famine and the Schwartzestadt Heresy was born.  
   
  Here the Old Kerk did much of the work for her, and Drelnza could never have imagined that her ploy 
  would gain such purchase. Soon, the Old Kerk was beginning to divide against itself and the folk, who for so 
  long had been bound by common religious tradition, where presented with a choice. Most chose to remain 
  within the tradition but others became heretics, and believed the worst of the stories. 
   
  Luckily for all, there remained some cool heads. Bertgris Udden and Karla Hussen the HetRechters 
  (judges) of the land have remained determined and steadfast to the law and refused to exile the heretics as 
  instructed. Bertgris Udden in particular feels in his heart that this is all a horrible manipulation of the situation 
  by Drelnza and thus Iuz. He has commissioned adventurers to determine the truth of these matters. In 
  particular he has caused the revelation of an ancient and secret group who have hidden the true identity of 
  the hidden shrine, the Jasmine Index.  
   
  From this, a small but important group of stakeholders now know that the hidden shrine is that of the 
  goddess of beauty and love: Myrhiss – long forgotten (and indeed suppressed) in the Quaglands. 
  Furthermore, they know that the hidden shrine should be that if Kyuss, servitor power to Nerull, but that a 
  great Lie has been manufactured and maintained for two ages of the world. This deception is so effective 
  that Oomkar Hus and indeed the few followers of Kyuss left in the Quagland believe that what is actually the 
  hidden shrine of Myrhiss is the hidden shrine of Kyuss. If Oomkar where to find out the pact that bind him to 
  not grow the power of Nerull in the Quaglands would be broken. The only way this situation can be 
  preserved and the great lie maintained is if the threat of Drelnza and her faction the Cult of the Fiend are 
  removed from play. 
   
  As fate would have it, a weapon long prophesied may be close to discovery. The intelligent weapon, 
  Boonbane, already a potent weapon, is but “one item of a set”. For its true power can only be used if its 
  wielder has the Diadem of KirRuss upon their head. To this end, it has been revealed by the recently 
  recovered Cli Lyre that the Diadem can be found on a mysterious island located in the centre of Lake Quag. 
  When combined, these two items have the power to destroy the bloodline of Igg-Vuurz. Thus, Iuz, Iggwilv 
  and Drelnza are all in fear of this event and seek to prevent it. 
   
  With the unity of Perrenland at break point, the Voormann critically ill, and civil war breaking out, the 
  Cult of the Fiend is poised for victory. Iuz has begun to reinforce his sister’s cause with more demons so that 
  she can secure the Diadem and remove this threat to his person. 
   
  Enter the last hope of the nation: the expedition to recover the Diadem of Kir Russ! 
  
  PER7-06 The Diadem of Kir-Russ Part 1 
   
  Page 40 
  PLAYERS’ HANDOUT 2 – PROPHECY OF JOR-RUSS 
   
  From Neijmargens womb, a fiery birth, a weapon of the 
  future (Hanne: Surely this is  Boonbane, Neijmargen is a volcanic pit (A Pit too Far)) 
   
  Into it bound, against his will, the air touched soul of 
  Bragnor Hus. (Hanne: Bragnor = Oomkar Hus, Kondkaynen ritual) 
   
  A boon and a bane it proved to be and the mistress hid it 
  deep. (Hanne: Mistress = Igg-Vuurz, hid the weapon in Tsjocanth) 
   
  For one purpose was it made to slay the last Ner-Graf. 
  (Bertgris: The last Ner-Graf is Oomkar Hus, the last of the Lords of Nerull in the Quaglands) 
   
  Yet best intention went astray when the mistress foresaw 
  a daughter’s death. (Bertgris: She must have learned the prophecy in conjunction 
  with the one that foresaw the birth of a god if her blood was mingled with the blood of the abyss). 
   
  Find the crown of the foolish king, the diadem of the 
  consort. (Hanne: This must have been the crown I saw on my fathers head when he was 
  captured by “her” back in time (A Dark Gods Laughter)). 
   
  A dark god’s laughter will bring it back from the place 
  that it was hid. (Hanne: I am confused, as we didn’t bring back anything when we 
  returned (A Dark Gods Laughter)) 
   
  Bearer of blade and crown will then unleash the power 
  kept within. (Hanne: Seems straight forward to me) 
   
  A kingdom both old and new rests bound within its fate. 
  (Bertgris: Perhaps this means the Quaglands and the new nation of Perrenland, or perhaps it 
  means Perrenland and some state yet to be?) 
   
  Yet the ruler to be will be the ruler that was but not the 
  ruler to come. (Bertgris: This is not something that makes sense, perhaps the 
  translation was incorrect?) 
  
  PER7-06 The Diadem of Kir-Russ Part 1 
   
  Page 41 
    
  DM’S AID 1: PERRENLAND SPECIFIC EFFCTS 
  The Nightmare: Many folk are having vivid nightmares of their friends and loved ones being 
  slaughtered and rising as undead to fight in the legions of the Famine Queen, Iggwilv. At the start 
  of the adventure, each PC has this nightmare the night before the Introduction begins. If the PC 
  fails a DC 15 Will save they suffer a –1 profane penalty to all saving throws for the first two days 
  of the adventure. This is a fear effect (caster level 10) and may be suppressed or dispelled in the 
  normal manner. 
   
  The Famine: Although Hell’s Gloom has ended, Perrenland is still recovering from two years of 
  continuous smog. During that time, most of Perrenland was not able to harvest any food: 
  southern Quagfludt, the Kershane Pass and northern Yattenheid were the only places that 
  produced harvests. This has the following effects during the adventure. 
   
  The shortage of food has created widespread hunger across Perrenland: many fear famine, 
  and hoarding is common but has yet to be outlawed. 
   
  Unless this is an Introductory scenario, the price of all food items has doubled (200% normal 
  cost) and the price of any other mundane item from the Player’s Handbook has increased by half 
  again (150% normal cost). Costs are not increased during Introductory scenarios or during 
  character creation. 
   
  Lifestyle and upkeep costs have also doubled (though PCs with free upkeep still pay 0 GP). If 
  a PC has a discount on lifestyle and upkeep costs, the discount applies after the costs have been 
  doubled. For example, standard upkeep with a 50% discount would cost 12 GP (12 x 2 = 24, 24 / 
  2 = 12); rich upkeep with a 20 GP discount would cost 80 GP (50 x 2 = 100, 100 – 20 = 80). 
  Again, costs are not increased during Introductory scenarios. 
   
  Living off the wild incurs a -5 circumstance penalty to the Survival check. 
   
  PCs who pay for upkeep can declare at the start of the game that they have donated their 
  upkeep to the needy. The PC is treated as if they have the next worst category of upkeep (none 
  instead of standard, standard instead of rich, rich instead of luxury) except that they do not 
  receive any in-game penalty to skill checks for having no upkeep (if paying for standard upkeep) 
  and retain the circumstance bonuses to skill checks (if paying for rich or luxury upkeep) because 
  they are deemed to be a generous patron of the folk by those they meet. In addition, the PC 
  begins the game suffering from the effects of hunger: at the beginning of the Introduction, they 
  are fatigued and have taken non-lethal damage equal to 1/3 of their hit-point total rounded down. 
  To remove these penalties, the PC must rest for 8 hours in game and eat an appropriate meal. 
   
  PCs who can cast create food and water or heroes feast can declare at the start of the game 
  that they do so to help the needy. The PC gains the circumstance bonus to skill checks as if they 
  had paid for the next best category of upkeep. The PC begins the game having cast the spell(s) 
  earlier on the day on which the Introduction begins. 
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Perrenland/597/Normal Scenarios/PER7-06 - The Diadem of Kir Russ Pt 1 (APL 2-14)/PER7-06 The Diadem of Kir Russ - Part One.pdf