TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game 
  designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
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  DRAGONS game events of all sizes, visit our website at www.rpga.com. 
   
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  express written permission of Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or 
  events is purely coincidental. © 2005 Wizards of the Coast, Inc. 
   
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  For questions specific to this document, please e-mail your Triad at contact.per@iuzlg.com; for LIVING GREYHAWK campaign questions email 
  rpgahq@wizards.com. 
  PER7-04 
   
   
   
   
   
   
   
   
   
   
   
  In the Court of the Famine Queen 
   
  A One-Round Dungeons & Dragons® Living Greyhawk™  
  Perrenland Regional Adventure 
  Version 1.0 
   
  by Bruce Paris 
   
  Reviewer: Gary Johnson 
  Circle Reviewer: Britt F. Frey 
  Playtesters: Suzie Allen, Ben Bolton, Steve Clark, Robin Farnsworth, Ben Flanagan, Bronwyn Johnson, Gary 
  Johnson (DM), Antigone Paris, Bruce Paris (DM), Jireh Scheuerwater, Joey Schibberas, Brad Snape, Peter Williams, 
  and Tim Woodhams 
   
   
   
  The drow have retreated to The Hollows, and Mount Hellspaar is no longer smoking. So what dark gloom still 
  hangs over the Canton of Traft? It is the Blue Blight. And the famine. And the hold of the Witch Queen’s daughter 
  – who appears to have made Traft City her new, private, domain. Aristocrats, city autocrats, and commoners alike 
  are at each other’s throats. Are you ready for this? This is a one-round Perrenland regional adventure set in Traft 
  Canton for APLs 2-12. You are strongly advised to play this adventure with a large party, and with a character at or 
  above the APL played. 
   
   
  
  PER7-04 In The Court of the Famine Queen 
   
  Page 1 
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA event 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 session 
  Dungeon Master (or usually just DM). Sometimes (and 
  almost all the time in the cases of home events) the 
  senior gamemaster is also the session DM. You must be 
  at least a HERALD-LEVEL GM to run this adventure.
   
  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, players and DMs gain 
  rewards for sanctioned RPGA play if they are members 
  of the DUNGEONS & DRAGONS REWARDS program. 
  Playing this adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2008.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, 
  visit the RPGA website at www.rpga.com.  
   
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this 
  adventure as part of an RPGA-sanctioned event, 
  reading beyond this point makes you ineligible to do 
  so.  
   
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies 
  of the following D&D rule books: Player’s Handbook, 
  Dungeon Master’s Guide, and the Monster Manual.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or 
  read 
  aloud when appropriate. 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 split by 
  APL 
   
  Along with this adventure, you’ll find a RPGA 
  session tracking sheet. If you’re playing this adventure 
  as part of an RPGA-sanctioned event, complete and 
  turn in this sheet to your senior GM directly after play. 
  You’ll also find a LIVING GREYHAWK adventure record 
  (AR). You need one copy of this for each participating 
  player. 
   
  AVERAGE PARTY LEVEL (APL) 
  See Chapter One of the Living Greyhawk Campaign 
  Sourcebook for details on APLs. If the APL of your group 
  is an odd number, ask them before the adventure 
  begins whether they would like to play the higher or 
  the lower adjacent APL. 
   
  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 from Perrenland pay 1 Time 
  Unit. Out of region characters pay 2 Time Units. 
   
  More information about Lifestyle and Upkeep can 
  be found in the Living Greyhawk Campaign Sourcebook. 
   
  ADVENTURE BACKGROUND 
  In 596 CY, a group of adventurers journeyed to Mount 
  Hellspaar (in the Clatspur Ranges). There, they 
  performed a ritual which put a stop the volcanic wrath 
  of Joramy – at least for the time being. This ritual 
  ended the effect known as Hell’s Gloom, but it did not, 
  unfortunately, end the famine. At the same time, the 
  same adventurers uncovered the Dark Wave plot to 
  supply food to Perrenders in the form of cloned 
  townsfolk from Liesenbrau. With the “Kukelwurst” 
  factory now closed, Traft Canton is in more trouble 
  than ever. Recovery of crops has been slow, and food is 
  still in extreme shortage. 
   
  One third of the residents of Traft City still bear 
  the mark of the Blue Blight – a sign that Drelnza, 
  daughter of the Witch-Queen Iggwilv, has them fated 
  for some terrible, unknown, purpose. The Roodbergs, 
  Oostmeers and Vuurzwards are arguing that those with 
  The Blight should be rounded up and taken to live 
  apart from everybody in Das Arena. Here, they would 
  be left to “the mercy of the gods” (and this generally 
  means being denied food, water and sanitation). The 
  Roodbergs and Vuurzwards, great traders, argue that 
  The Blighted are a curse on business; the Oostmeers 
  argue that The Blighted are a curse on the city 
  aristocracy, and that they are to blame for a downturn 
  in the fortunes of the city elite. 
   
  The Weisspeers, Vestmeers and Vossers are 
  arguing that such a barricade is pointless. They believe 
  that The Blighted are just innocent victims of Hussen 
  clan treachery – stretching back to when Karl Hussen 
  allowed Iggwilv to first gain a foothold in Kir Russ. 
  They also note that a (small) majority of The Blighted 
  come from clans Weisspeer, Vestmeer and Vosser: 
  something clans Hussen, Morganrood and Rosrijder 
  are more than happy to point out. 
  
  PER7-04 In The Court of the Famine Queen 
   
  Page 2 
   
  The Hussen, Morganrood and Rosrijder clans 
  believe that The Blight is the result of Weisspeer and 
  Roodberg egotism and lust for political power. They 
  claim that the Weisspeers and Roodbergs have lost 
  their faith in the Oerth-mother and the ways of the Old 
  Faith. They have given themselves over to man-made 
  superstition; made deals with fiends and heretics; and 
  are (somehow) responsible for the current schism in 
  the Old Kerk. This is not true, but this faction believes 
  it to be so. That said, this faction believes that The 
  Blighted have been cursed due to impure thoughts 
  during Hell’s Gloom (true), and that the only way to 
  “cleanse” them is to burn the Blight from the afflicted 
  faces. Such a methodology will leave the Blighted with 
  a permanent, terrible scar – which will stay with them 
  long after any alternate solution might be found. The 
  alliance plans on carrying out this “solution” as soon as 
  the Blighted are rounded up and sent to Das Arena. 
   
  With the clans at each other’s throats, nobody is 
  really looking for the culprit in all of this: Drelnza, 
  herself. The Blight is a curse put on those Traftians 
  who committed sins of selfishness and gluttony during 
  Hell’s Gloom. Although Joramy was able to rid 
  adventurers of The Blight, she was not able to extend 
  her touch to everybody. So, roughly 5,000 residents of 
  Traft City are currently scarred by this terrible, 
  tendrilled, blue “tattoo” which stretches across the 
  right side of their face, and creeps down onto their 
  necks.  
   
  Drelnza really has no “great plans” for these poor 
  blighted folk. Her job is done: to sow the seeds of 
  discord, blame, and insecurity. But she has to be close 
  by to continue her dark ceremonies which cause the 
  Blue Blight to continue afflicting the Traftians. With 
  the help of the Dark Wave Crime Syndicate, she has set 
  up a base of operations beneath a simple farmhouse 
  (just outside of Traft City). From here, she conducts her 
  monthly mock court – judging Traftians as unworthy, 
  and consorting with terrible fiends who are ready to 
  seize Traft at the right opportunity: at a time when the 
  clans have torn themselves to shreds and there is no 
  chance of reprisal or greater unity. 
   
  The stage is set for great conflagration. In two days 
  the greater moon, Celene, will beam full in the grim 
  night sky. This is the time for ceremonies. It is a time 
  for purification and the casting off of sins and sinners. 
  No matter what the cost, life will return to normal in 
  Traft city – and the price will be paid. 
   
  ADVENTURE SUMMARY 
  During the Introduction, the characters find 
  themselves in the Raggletail Tavern in Traft City. They 
  can discover some information about life in Traft since 
  the lifting of Hell’s Gloom. 
   
  In Encounter 1, a trio of Blighted folk enters the 
  tavern. The Barman, an Oostmeeren, refuses to serve 
  “their kind”. They argue. Members from other clans get 
  embroiled in the scuffle. The characters are forced to 
  intervene (or else silently witness poor, blighted 
  townsfolk unfairly abused). This has its own problems 
  – particularly if the characters are aligned with one 
  particular clan, or another. Encounter 1 is a fairly 
  lengthy encounter, as it sets up the clan factions and 
  the background to the crisis facing Traft City. The 
  encounter ends when Lord Boone arrives at the tavern. 
   
  In Encounter 2, the PCs are taken back to Boone’s 
  city watchtower. Here, the PCs speak with Boone, as 
  well as a little girl who has run away from home. She is 
  from a farm near to Traft City. Her entire family has 
  the Blight, and she and her seven siblings are starving 
  because “all our farm produce is going towards feeding 
  the monsters underneath our house”. What’s that you 
  say? Your farm is producing food? There are monsters 
  under your house? Surely this is an opportunity for 
  adventurers to investigate! Before they leave, the PCs 
  get to speak with two other important NPCs who have 
  fallen victim to the Blight: Cesarea von Aaronfar (the 
  Mayor) and Arabelle von Oostmeeren. 
   
  In Encounter 3, the PCs go with the girl, who 
  takes them back to her farmhouse. By all accounts, the 
  farmhouse appears pretty ordinary – though quite 
  prosperous considering the times. The PCs speak with 
  the girl’s parents. They need to (somehow) convince 
  the parents that whilst they may have been greedy 
  during the famine, this was not reason enough to 
  consort with evil forces. It turns out that the family has 
  allowed “a strange, evil woman” to set up a secret 
  dungeon complex beneath their farmhouse. From 
  below, she consorts with terrible monsters – fed by the 
  farmer. In return, the farmer was promised prosperity 
  (though he himself has seen little of it). The farmer 
  knows that “the witch” (as he calls her) has something 
  to do with the Blight Curse, and that her minions are 
  controlling the curse from beneath the farmhouse. The 
  farmer also believes that “the witch” is planning an evil 
  ceremony for the full moon of Celene (tonight). The 
  PCs realise that such evidence could save the lives (or 
  brains) of all the Blighted back in Traft. They now have 
  a choice: push on below to the dungeon as a whole 
  party (knowing that they will be too late to save the 
  Blighted back in Traft); or go back to Traft as a whole 
  party – guarding the farming family as witnesses to the 
  truth of the Blight situation. By doing this, they know 
  that Drelnza might get to perform her “terrible 
  ceremony” which could bring further blight on this 
  poor canton. Or, they have a third choice: split the 
  party. Some go back, others push on. This is the 
  optimal choice – but how many will be brave enough 
  to take it? 
   
  In Encounters Four, Six and Eight the PCs 
  push on into Drelnza’s Dungeon. There are three 
  “Events” 
  (read: 
  combats/traps) 
  which 
  the PCs 
  encounter before ridding this place of Drelnza’s 
  presence. The ELs in here take into account the 
  possibility of the PCs taking the “split” option. Either it 
  is a “fair fight” (split party), or a “pushover” (full party). 
  If it is a “pushover”, then the party gains less than 
  maximum XP to account for their cowardice; and the 
  poor Blighted folk of Traft City die because of their 
  lack of heroism. If the party “splits”, then the Events in 
  this dungeon should be cinematically (and excitingly) 
  interspersed with the Events of the returning party 
  members in Encounter 4. 
   
  In Encounters Five, Seven and Nine the PCs 
  form an entourage to protect the farming family (who 
  act as witnesses against Drelnza) as they make the 
  dangerous trek back to Traft City. Drelnza will stop at 
  
  PER7-04 In The Court of the Famine Queen 
   
  Page 3 
  nothing to see these people dead before they testify as 
  to what has really been going on. There are three 
  “Events” 
  (read: 
  combats/traps) 
  which 
  the PCs 
  encounter before reaching Traft City. The ELs in here 
  take into account the possibility of the PCs taking the 
  “split” option. Either it will be a fair fight (split party), 
  or a “pushover” (full party). If it is a “pushover”, then 
  the party gains less than maximum XP to account for 
  their cowardice; and Drelnza completes her full-moon 
  ceremony which afflicts every third person in all of 
  Traft City with The Blight. If the party “splits”, then the 
  Events in this encounter should be cinematically 
  interspersed with the Events of the dungeoneering 
  party members in Encounter 3. 
   
  In Encounter 10, the PCs can try and save the 
  Blighted, who have been rounded up and taken to Das 
  Arena for “cleansing”. There will no doubt be some 
  consequences, 
  some 
  diplomacy, 
  and 
  some 
  factionalising. By the end, many PCs will need to 
  decide where they stand in terms of their Clans. They 
  need to decide whether they stand with them, or 
  against them. There are also early signs that this 
  factionalisation is about to spread beyond Traft City; 
  and that soon all of Perrenland might be a state divided 
  by itself. 
   
  The Critical Events Summary is very important at 
  the end of this adventure, and the DM must fill this out 
  and send it to the author as soon as possible after play.  
   
  PREPARATION FOR PLAY 
  Before the game, please ask players which Perrenland 
  clans they belong to. Inform players that clan 
  membership (or lack of membership) will be very 
  important in this adventure. It is therefore important 
  to note if any PC is an Ootlander (Outlander – Non-
  Clan 
  Member). 
  Nonhumans 
  are 
  considered 
  “Ootlanders” in Traft (unless they belong to the Khund 
  dwarves, or the Kershane elves, or one of the clans on 
  the chart). Use the table in DM’s Aid 4. Inform or 
  remind players of the clan alliances, and write PC 
  names underneath the appropriate alliance on the 
  chart. This helps determine bonuses or penalties to 
  later skill checks that involve interaction with different 
  clan members. 
        Tell players that the first half of this scenario is role-
  play intensive and they do not have to rush through 
  NPC interaction in order to find time for combat. 
   
  Finally, please note the various Perrenland 
  Specific Effects on play, as set out in DM’s Aid 1: 
  Perrenland Specific Effects. 
  INTRODUCTION 
  Either you were there, or you heard the stories. In 
  late 596, a band of brave adventurers led an 
  expedition to Mount Hellspaar. At the base of the 
  volcano they established a shrine to appease the 
  goddess of fire, Joramy. The goddess was pleased, 
  Mount Hellspaar became quiet, Hell’s Gloom 
  ended, and sunshine came once more to 
  Perrenland.  
        For a few weeks, it all seemed so good. 
        Until winter set in, and the famine grew worse, 
  not better – particularly in and around Traft 
  Canton. 
        And the Blue Blight which afflicted so many in 
  Traft City did not go away as expected – in fact, 
  more people than ever before contracted the 
  strange blue markings on their face and neck. 
  Nothing, not even magic, could rid the Traftians of 
  this terrible affliction. It seemed that the city 
  herself was cursed, and people started staying 
  away. Traders ceased trading. Visitors stopped 
  coming. The city became isolated and shunned by 
  all the world. 
        Now, the only regular visitor is Old Nerull 
  himself, who greets the sick and starving as they 
  pass from this world into the next – with startling 
  frequency. 
        Heavens knows why any of you have now 
  returned to this blighted place. Perhaps you want 
  to share your reasons; perhaps it is in your best 
  interest to stay quiet. Regardless, you find 
  yourselves sitting in the Raggletail Tavern – once 
  the meeting place for all the brave adventurers in 
  Perrenland – for a late lunch on a cloudy 
  afternoon. Nowadays, it is the last drinking hole 
  in Traft City that actually pours beer – and a plate 
  of moldy salad can be bought for less than the 
  price of a champion warhorse. 
   
  Allow players a moment to introduce their characters, 
  and give reasons for their return to Traft City (if they 
  desire to reveal such reasons). After this, continue on. 
   
      RAGGLETAIL RUMOURS & CLIENTELE 
  Give PCs time to talk to people in the tavern. Each PC 
  can talk to one table simultaneously before the ‘Enter 
  the Blighted’ event begins. It is a good idea to try and 
  take players aside as privately as possible when they are 
  talking to different clans. Then, try to minimise table 
  chat when they return to the group (as this would be 
  “metagaming”). The notion is to start pitting player 
  against player (as well as clan versus clan). Do not give 
  players time to cross-check their gathered info. They 
  may want to do it, but that’s not realistic as all these 
  chats effectively take place at the same time. The idea is 
  to put players off-balance. We want them to feel old 
  prejudices, and possibly take sides! 
   
  The tavern is fairly crowded – mostly because it is 
  the only decent place to buy a meal at present. The 
  general atmosphere is dim and moody. A DC 12 Sense 
  Motive reveals most folk are very tense and very drunk; 
  and some are spoiling for a fight if they are given the 
  opportunity.  
        NPCs 
  are 
  seated 
  according 
  to 
  their 
  “clan 
  affiliations”. There is a cluster of Roodberg + 
  Vuurzward + Oostmeer tables; a cluster of Weisspeer + 
  Vosser + Vestmeer tables; and a cluster of Morganrood 
  + Hussen + Rosrijder tables. The tension in here is 
  palpable. The DM should relay this information to the 
  PCs as they enter and scan the tavern. 
        NPCs are wearing clan colours, so their clan will be 
  clear when a PC first makes contact. The standard 
  Gather Information check starts out at DC 12. If a PC 
  signals his allegiance to a particular clan, then make 
  
  PER7-04 In The Court of the Famine Queen 
   
  Page 4 
  sure the NPC reacts in the appropriate way. If the PC 
  and NPC are of the same clan, then the PC gets +6 to 
  her Gather Information check. If the PC and NPC are 
  of the same Clan Alliance, then the PC gets +4 to his 
  check. If the PC and NPC are of different Clan 
  Alliances, then the check is made by the PC at -4. If the 
  DM needs to, roll 1d10 and reroll ones to determine 
  the clan sitting at the table the PCs approach. This 
  should only be necessary if none of the PCs are 
  Perrenders and cannot recognise the clans or make a 
  decision who to talk to. 
   
  Note that the PCs do not get a Sense Motive to see 
  whether these people are telling the truth (or not). The 
  fact is that they all believe that what they are saying is 
  really true. Of course, magical divinations of various 
  kinds might actually discern whether some beliefs are 
  true, or not. But that is up to the players to initiate. 
        Of course, it is possible that the party do not wish to 
  engage in any conversation. Go straight to Enter the 
  Blighted section below: 
   
  1. Roodberg Table 
  • 
  Allied with Vuurzwards and Oostmeers. 
  • 
  Hell’s Gloom is gone, but the greed and avarice 
  displayed by The Blighted during the Gloom has 
  cursed the Canton and caused the famine to 
  continue (true). 
  • 
  There is also rumour that many of the Blighted are 
  Heretics (false)! 
  • 
  So this is what their disobedience has led to? Trade 
  has practically ceased (true). 
  • 
  The Roodbergs of Traft have been isolated and 
  robbed of their birthright by other Roodbergs in 
  adjoining cantons (false). 
  • 
  Only the Voormann, Orgus Bildgear, has stood by 
  them. He is a great man. If it was not for him, they 
  would be food for wolves (false). 
  • 
  The Hussens must be behind all of this (false)! 
  They have never been supporters of Bildgear 
  (true), and it wouldn’t be surprising to find out 
  that Karl Hussen is still alive (false) and working 
  with that vampire, Drelnza, to curse all these 
  Blighted folk (true)! 
  • 
  The Oostmeers have a plan to set things straight! 
  (true) 
   
  2. Vuurzward Table 
  • 
  Allied with the Roodbergs and Oostmeers. 
  • 
  The clan is isolated and poverty-stricken (true). 
  • 
  Normally, the Vuurzwards are great traders and 
  mercenaries. But trade has ceased, and nobody 
  wants to hire them on anymore (true). 
  • 
  They feel some pity for The Blighted, and this clan 
  has been at the forefront of the alliance in finding 
  ways to rid them of the affliction (true). 
  • 
  Nobody seems to have the ability to do so (true). It 
  is rumoured that The Blighted have been cursed 
  by the gods themselves (particularly seeing as 
  many of them are apparently Heretics!) – so maybe 
  only the gods can cure them of their affliction 
  (false). 
  • 
  It doesn’t help that he Rosrijders have been killing 
  VosserKatz for sport; and that the Weisspeers have 
  run most of their fabulous ponies into an early 
  grave (false). 
  • 
  The Oostmeers have a plan to set things straight! 
  (true) 
   
  3. Oostmeer Table 
  • 
  Allied with the Roodbergs and Vuurzwards. 
  • 
  They blame the Blight on the general downfall in 
  the power and prestige of the Traftian Aristocracy.  
  • 
  They believe that while ever the Blighted are 
  allowed to walk freely, then they will spread the 
  malaise of the Blight – both physically and 
  spiritually – amongst the people (false). 
  • 
  As the Blighted have been cursed by the gods, why 
  not leave them in the care of the gods? The 
  Aristocracy have proposed to round up all the 
  Blighted and barricade them within the confines 
  of Das Arena. Here, the gods can give them food 
  and water and, if not, then they will go to be with 
  the gods who afflicted them in the first place. 
  • 
  A few Oostmeers (the Oostmeeren family in 
  particular) are against this plan – but their voices 
  have been silenced out of necessity (true). 
  • 
  Cesarea Aaronfar (the Mayor) is currently out of 
  town on a diplomatic mission in Schwartzenbruin 
  (false). 
  • 
  Lord Boone has threatened that nobody will be 
  barricaded up, or harmed, “over his dead body” 
  (true) – but as nobody likes him much anyway, 
  there are plans for his “accidental death”. 
  • 
  Very few will miss his arrogance and moralistic 
  indignation (true, sadly). 
   
  4. Weisspeer Table 
  • 
  Allied with the Vestmeers and the Vossers. 
  • 
  The Weisspeers are sympathetic to the cause of the 
  Blighted (true). 
  • 
  They have heard that the Oostmeers are planning 
  to barricade the Blighted up in Das Arena and 
  leave them in the “hands of the gods” (true). 
  • 
  Starve them slowly is more like it! Aristocratic 
  pigs! That’s what they are! This is all the fault of 
  Clan Hussen! 
  • 
  Karl Hussen – traitor that he was – brought the 
  wrath of the Famine Queen down upon them all. 
  He should never have interfered! Then the witch 
  queen would never have come, and poor Hanne 
  Weisspeer would never have faced the indignity of 
  giving birth to a child who has no father (false)! 
  • 
  What hope is there for such a child? Poor little 
  darling! Maybe we should barricade the Hussen 
  clan within Das Arena! 
  • 
  Maybe then the gods of the Old Kerk will reward 
  us for taking a stand against them at last (no, they 
  won’t)!  
  
  PER7-04 In The Court of the Famine Queen 
   
  Page 5 
  5. Vestmeer Table 
  • 
  Allied with the Weisspeers and the Vossers. 
  • 
  Have you heard what those Oostmeers are doing? 
  They want to barricade (true) all the Blighted in 
  Das Arena and set fire to them (false) and 
  exterminate them! 
  • 
  But not before they are tortured about what they 
  know of their dealings with the witch queen 
  (false)! 
  • 
  Barbaric! We would expect more from the 
  Oostmeers – us both being of Meeridjer blood – 
  but they have proven once again that they care 
  only about their aristocratic lineage and their hip 
  pockets! Just because they lost some money and 
  their big fancy mansions on the hill! 
  • 
  We say that’s a good thing! Give ‘em a good kick in 
  the arse! No way are we gonna stand by and see 
  people locked up and set fire to – even if they are 
  heretics, most of ‘em (false). 
   
  6. Vosser Table 
  • 
  Allied with the Weisspeers and the Vestmeers. 
  Have you seen the Blighted? They are mostly 
  Rosrijders (false)! 
  • 
  They have taken too much liberty with our lands 
  to graze their horses (false)! The Blight is 
  punishment for their greed (false)! 
  • 
  The Blighted should be taken forcibly to 
  Clatspurgen and put on trial. They should be made 
  examples of. Let’s not lock them up in Das Arena – 
  particularly without a trial. Where is the justice in 
  that? Every Perrender should see what happens to 
  those who steal other people’s land! 
  • 
  For too long we have had a “live and let live” 
  attitude (true). But no more! Now we say: “Take 
  land – take life! Take land – take life!” 
   
  7. Morganrood Table 
  • 
  Allied with the Hussen and the Rosrijders. 
  • 
  Everybody knows that the majority of the Blighted 
  come from the Weisspeer, Vestmeer and Vosser 
  clans (true – but only a small majority – this is 
  being much overplayed)! 
  • 
  Everybody knows the Weisspeers have been 
  cursed by the Old Kerk gods – cursed because of 
  that demon-child that Hanne Weisspeer birthed 
  (false). This deviltry must not come to pass 
  anymore! 
  • 
  The Blighted are but another sign of unclean 
  trespass! We must find a way to cleanse the Mark 
  of Trespass from their faces! Only then can those 
  who were Blighted look their gods in the eyes and 
  beg for their forgiveness! 
   
  8. Rosrijder Table 
  • 
  Allied with the Morganroods and Hussens. 
  • 
  Only now do people believe how badly the 
  Weisspeers and their allies have treated their 
  ponies over these many centuries! 
  • 
  These ponies were supposedly bred to carry their 
  human cargo up hill and down dale – but that is a 
  lie (false). 
  • 
  The ponies have beautiful tempers, and suffer 
  greatly without complaint beneath the flatulent 
  behinds of the vacuous Weisspeer clan and their 
  cronies! When was the last time you saw a 
  Weisspeer Pony for sale? Forever! Why? Because 
  they are all dead, or turned to glue (false)! 
  • 
  That is why there are so many Blighted amongst 
  the Weisspeers and their allies (false)! The Horse-
  gods have punished them for their cruelty. Only 
  Rosrijders know how to treat their horses with 
  kindness. 
  • 
  And those Roodbergs? Roodbergs be damned! 
  They use horses only to make war (false). To them, 
  a horse is an object. To the Rosrijder, horses are 
  life itself (true)! 
   
  9. Hussen Table 
  • 
  Allied with the Morganroods and Rosrijders. 
  • 
  The Blight is the result of Weisspeer and 
  Roodberg egotism and lust for political power. 
  • 
  The Weisspeers and Roodbergs have lost their 
  faith in the Oerth-mother and the ways of the Old 
  Faith. They have given themselves over to man-
  made superstition; made deals with fiends and 
  heretics; and are (somehow) responsible for the 
  current schism in the Old Kerk (false). 
  • 
  That said, this faction believes that The Blighted 
  have been cursed due to impure thoughts during 
  Hell’s Gloom (true), and that the only way to 
  “cleanse” them is to burn the Blight from the 
  afflicted faces (false). 
  • 
  Such a methodology will leave the Blighted with a 
  permanent, terrible scar – but that is the price that 
  they must pay in order to be “cleansed”. 
  • 
  The Hussen alliance plans on carrying out this 
  “solution” as soon as the Blighted are rounded up 
  and sent to Das Arena.  
   
  Troubleshooting: What if players ask questions 
  outside of what is here? This is possible, so you’ll have 
  to wing it. If you know a lot about Perrenland (and 
  Traft City), then you might be able to answer. If not, 
  then it’s best to give no answer than an incorrect answer. 
  The NPCs just answer: “I’m sorry, I don’t know”.  
   
  What if the PCs want to go off in search of 
  Blighted folk – or even friends or family in Traft City? 
  They won’t have time to do this. As soon as they try to 
  leave, the Blighted enter and they trigger the sub-
  encounter below. If they try to go later, they won’t have 
  time to stop Drelnza, so they fail the primary quest of 
  this adventure. If they go after they finish the 
  adventure, then you as DM might have to wing it. You 
  can download the “Visitor’s Guide to Traft City” from 
  the 
  Perrenland 
  website: 
  perrenland.rpga-
  apac.com/downloads.php 
        As soon as the players have finished talking to 
  various clans, go to Encounter 1.  
   
  
  PER7-04 In The Court of the Famine Queen 
   
  Page 6 
  1: ENTER THE BLIGHTED 
  At a suitable moment, a group of Blighted folk enter 
  the Raggletail Tavern. There are no laws in Traft which 
  prevent Blighted folk from eating, drinking, or 
  travelling wherever they want – but feelings about 
  restricting their movements are running high. The 
  majority of the Clansfolk favour segregation of the 
  Blighted; and quite a few of those favour more extreme 
  measures to “deal with them”. 
    
  When the Blighted first enter, read or paraphrase 
  the following: 
   
  Suddenly the tavern door swings open and you are 
  greeted by a burst of icy air. Looking up, you see 
  three disheveled folk enter the pub and head 
  straight for the bar. They are not dressed in clan 
  colours, and their clothes are raggedy and dirty. 
  They pull back their cloak-hoods to reveal … 
   
  Pause. 
   
  They are Blighted. The bright, blue blight covers 
  the better half of the left side of their face – then 
  travels down the neck and, presumably, onto the 
  upper portion of their chests. One of the Blighted 
  is clearly a man, while the other two are women.  
   
  “Whiskey, barman,” the man says quietly – 
  clearly aware that most of the tavern has stopped 
  whatever they were doing and are now staring at 
  the trio with menacing intent. 
   
  The barman doesn’t react at first, then replies, 
  “We don’t serve Blighted folk – you’re sinners, the 
  lot of you …” 
   
  What happens next is up to the PCs and how the DM 
  plays up the various NPC factions in the tavern. Things 
  shouldn’t get physically violent at this point – but you 
  might take things right to the edge. At no point does a 
  tavern-goer “draw first” on a Blighted person or a PC. 
  Keep it tense and very “verbal” – with a fair amount of 
  posturing for good measure. If a PC strikes a tavern-
  goer first, or one of the Blighted, then Lord Boone asks 
  the PC/s to pay kopprijs (compensation) after he 
  arrives on the scene in the next encounter.  
        Kopprijs is: – 500 gp if a commoner is killed; 50 gp if 
  they are knocked unconscious; or a proportion of 50 gp 
  equal to the proportion of hit points lost if struck but 
  still conscious. 
        If a fight breaks out, use the NPC stats for Level 1 
  Commoners (DMG 109). There are 50 Commoners in 
  the tavern, all unarmed. The barman and barmaids 
  never get involved in fights. 
   
  Here are some ways this scene might develop: 
  • 
  If the PCs try and convince the barman to serve 
  the Blighted folk, or ask why he won’t serve them, 
  he explains that Blighted folk have been cursed 
  because they have (in some way) offended the 
  gods during the famine crisis. They have acted 
  selfishly, or inhumanely. They do not deserve to 
  have respect, or even a place at the bar (or table) of 
  ordinary folk who have acted with honor during 
  this time. A DC 20 Diplomacy, Intimidate, or Bluff 
  check changes his mind a gets him to pour drinks 
  for the Blighted (the barman is a Roodberg for 
  factional purposes).  
  • 
  If the PCs ask the Blighted to go away, it takes a 
  DC 25 Diplomacy, Intimidate, or Bluff check to 
  get them to leave. However, even if the Blighted 
  leave, a ruckus still begins amongst the Clansfolk 
  who have “had enough of these blighters!” and 
  they call for “somethin’ to be done with ‘em!”. 
  • 
  If the PCs try to convince the tavern-goers that the 
  Blighted aren’t cursed by the gods, and that it’s 
  Drelnza’s fault, they have no success. It seems that 
  the clansfolk are tired of words, and insist on 
  irrefutable, tangible proof that Drelnza is directly 
  responsible – more than just the PCs’ word. They 
  have “heard it all” and they’re “sick of strangers 
  comin’ and tellin’ ‘em what to do and how to do 
  it!”. It’s time to “take matters into their own 
  hands”. Blah blah blah … 
   
  If the PCs do nothing, or act indecisively, then the 
  Blighted folk refuse to leave before getting their drink. 
  This leads some of the clansfolk to step forward and say 
  things such as:  
  • 
  Roodbergs: “You have no right to drink with 
  Clansfolk. You’ve been stripped of your birthright. 
  You cannot breathe the same air as us!” 
  • 
  Vuurzwards: “We tried to help you – but you 
  brought this upon yourselves! Anything that 
  happens now is not what we intended, but what 
  you have forced us to do!” 
  • 
  Oostmeers: “You don’t deserve a drink! You took 
  food and water from the mouths of babes to satisfy 
  your own selfish needs! Soon you will know what 
  it is truly like to thirst … and to starve … and be at 
  the mercy of your gods!” 
  • 
  Weisspeers: “Give them a drink, barman! There’s 
  no harm in one drink. Who knows? It may be 
  their last – once the pig Oostmeer aristocrats and 
  the demon-dealing Hussens have their way with 
  them!” 
  • 
  Hussens: “Call us that again and we will send you 
  to the Abyss!” 
  • 
  Vestmeers: [towards the Oostmeers] “Torturers!” 
  • 
  Morganroods: [towards the Blighted] “You strip 
  yourselves of your clan colours – but I know that 
  you [towards the man] are a Weisspeer!” 
  • 
  Female Blighted: “But I was of the Rosrijder 
  clan!” 
  • 
  Vossers: “You were blighted because the 
  Rosrijders slaughtered all our VosserKatz!” 
  • 
  Rosrijders: “That’s a lie! If we had our horses 
  under us we would trample you into the dust of 
  this tavern!” 
  • 
  Vossers: “But you would have to come out from 
  behind your horses to do that!” [raucous laughter 
  from Weisspeers, Vestmeers and Vossers – 
  including “neighing horse” sounds] 
   
  Development: As the arguments heat up, various 
  members of the clans break bottles and glasses and start 
  circling each other – spoiling for a fight. PCs are asked 
  
  PER7-04 In The Court of the Famine Queen 
   
  Page 7 
  to take sides – and side with their clan on various 
  arguments.  
   
  Any PC who openly fails to side with their clan 
  receives the Clan Disfavour on the AR.  
   
  As things are about to go “brawl”, the door of the 
  tavern opens … 
   
  ENTER LORD BOONE 
  Suddenly, the door of the tavern swings open – 
  again. Standing in the dim light of the chill 
  doorway is the dark figure of Lord Boone: 
  Lawkeeper of Traft City. He has black slick-back 
  hair, a thin goatee, and a deep tanned complexion. 
  His black eyes signify some deep, unnatural 
  purpose buried far beneath the surface of his 
  outward persona. Slowly, he pushes back his cloak 
  to display his twin swords. In doing so, he also 
  reveals a well-stocked pouch of magic components 
  tied firmly to his belt. 
   
  The din in the room falls to a hush. Lord 
  Boone looks at your party of adventurers. Without 
  any emotion, he says: 
   
  “Heard you were here. Come with me.” 
   
  And then, uncharacteristically, he says: 
   
  “… Please …” 
   
  Lord Boone then looks over at the Blighted 
  folk, then back over at the Clansfolk. “These 
  blighted people are now under my protection. 
  They will come with me. Any attempt to harm 
  them will result in … pain.” 
   
  An Oostmeer clansman angrily steps forward: 
  “You can’t do anything to us! We are Oostmeers, 
  and people like you find themselves having little 
  … accidents! We run Traft City!” 
   
  Quickly, Lord Boone outstretches his hand. 
  With a single arcane word, a thunderous bolt of 
  force resonates from his fingers and knocks the 
  Oostmeeren clansman to the ground – instantly 
  unconscious. 
   
  Nobody moves. Lord Boone has made his 
  point. 
   
  A DC 23 Spellcraft check identifies this spell as a 
  quickened non-lethal metamagic orb of force. A DC 10 Heal 
  check reveals that the clansman is only unconscious 
  with 35 points of non-lethal damage and will recover:  
  only his pride is permanently damaged. 
   
  Development: Lord Boone does not answer any 
  questions here in the tavern. He politely but firmly 
  requests the PCs to come with him to his watchtower 
  (which is only just across the Traftstaat main square). 
  No more clansfolk interfere. The Blighted folk are 
  frightened and obey the orders given by Boone. They, 
  gingerly, leave with him. 
   
  If the PCs go with Lord Boone, go to Encounter 
  2.  
   
  If the PCs do not go with Lord Boone and stay at 
  the Raggletail Tavern, they hear the clansfolk begin 
  their plotting to round up the Blighted by dusk and 
  herd them into Das Arena. The Blighted are 
  outnumbered 10 to 1, so it really looks like this plan 
  will come about – and Lord Boone won’t be able to stop 
  everybody. There is no way the PCs have enough 
  influence to prevent mob rule and mob mentality on 
  this issue. They should realise that it will take 
  something extremely momentous to reverse the 
  upcoming course of events. 
   
  If the PCs don’t go to Lord Boone, and decide to 
  poke around the city – or try and stop the roundup – 
  then they hear the following rumours: 
  • 
  A farmer was in town the other day and was 
  speaking some kind of madness about seeing 
  monsters roaming around a farmhouse near his 
  property – about 4 miles north of the city. He 
  swore that the monsters lived beneath the 
  farmhouse 
  of 
  a 
  blighted 
  farmer, 
  called 
  Niemhausen. He said it was further proof that the 
  blighted were in league with dark forces. 
  • 
  Yesterday, a little girl tarnished by the blight, came 
  to the gates of Traft City and pleaded for 
  protection. She claimed that there were “monsters 
  under her bed” – and that “her daddy put them 
  there”. The guards on the gate were about to turn 
  her away, when Lord Boone arrived and 
  shepherded her into his watchtower. She has not 
  been seen since. 
   
  If the PCs now go to see Lord Boone and ask about the 
  girl and/or the farmhouse, go to Encounter 2 (though 
  the DM has to slightly modify it). 
  If the PCs just leave town and go north to try and 
  find the farmer who saw the monsters, or even the 
  farmhouse with the monsters, they eventually confirm 
  the rumours and discover the Niemhausen farm. Go to 
  Encounter 3, and note that the PCs do not receive the 
  Thanks of Lord Boone benefit at the end of the 
  adventure. 
  If the PCs do not investigate further, the 
  adventure ends in tragedy. The Blighted are burned in 
  Das Arena and Drelnza’s curse afflicts one third of all 
  Traftians with the Blight –absolute chaos reigning 
  supreme, no matter how hard the PCs try to stop it. At 
  best, the PCs may be able to save the Blighted from 
  being burned in Encounter 10 – if they’re in the right 
  place at the right time. 
   
  2: THE WATCHTOWER 
  Lord Boone’s watchtower is only a short walk 
  across the main city square. Inside, it is a spartan 
  affair – much in keeping with the taciturn 
  personality of its keeper: Lord Boone, himself. 
  Boone calls for his assistant, Durka Bingle, and 
  requests that Durka take the Blighted folk away, 
  and to make them as comfortable as possible. 
  Durka complies. Boone then asks you all to be 
  seated. He pours a large glass of hard whiskey and 
  sighs … 
   
  This is a fairly freeform encounter. Its purpose is to: 
  • 
  Allow the PCs to have a conversation with Lord 
  Boone. This will inform PCs about what Lord 
  Boone thinks is happening in Traft City. The PCs 
  will also discover some secrets about Lord Boone, 
  himself. 
  
  PER7-04 In The Court of the Famine Queen 
   
  Page 8 
  • 
  Allow Lord Boone to introduce the PCs to Hilga 
  Niemhausen – the little blighted girl who came to 
  the city yesterday, claiming that her father, a local 
  farmer, had put “monsters under her bed”. She has 
  been “keeping secrets” for a long time, but now she 
  has run away because she is “too scared to stay any 
  longer”. 
  • 
  Allow the party to discover that Mayor Aaronfar is 
  actually not in Schwartzenbruin – but has in fact 
  been blighted and is secretly under the protection 
  and care of Lord Boone (in his watchtower). Many 
  of the von Oostmeeren family – including 
  Arabelle von Oostmeeren – have also contracted 
  the blight, and are being secretly sheltered by Lord 
  Boone. It should be clear to PCs that if the general 
  populace find out that Traft is “leaderless”, then 
  total anarchy would ensue. This secret must be 
  kept until a cure for the Blight is found. 
   
  CONVERSATION WITH BOONE 
  A DC 20 Sense Motive check reveals that Boone and 
  Durka really do have these people’s welfare at heart. 
  Boone motions for the PCs to sit and make themselves 
  comfortable. He is still a gruff, stiff, son-of-a-b**ch, but 
  he appears to have mellowed … slightly … due to the 
  pressing lawlessness of the times. The large whiskey is 
  evidence of a growing drinking problem. Boone sits 
  down behind his desk. He looks across at the PCs and 
  speaks. His voice is somber and soft – to the point of 
  being hoarse due to the choking of emotion: 
  “You and I are all that currently stand between law 
  and chaos. That’s why I’ve asked you here. Things 
  have gone from bad to worse in Traft. Everybody 
  thought that things would improve after the 
  Gloom was lifted. But that only kept the undead at 
  bay. And only the gods know why the drow from 
  the Hollows are so quiet. We haven’t heard a peep 
  from ‘em in over six months. This famine … it has 
  brought this city to its knees. Now we all bow 
  before Drelnza in her court of the famine Queen. 
  Here, in this city, she judges those she deems not 
  worthy – and blights them! And the people don’t 
  want to understand. They are tired of fighting 
  demons. They’re tired of witch queens and 
  aberrations, and drow, and Tiger Nomads, and 
  Dark Wave … and every other damn external 
  enemy who has threatened this city over the last 
  seven years!  
        Now there are rumblings of blame deep 
  WITHIN the population! Clan is turning against 
  clan, cousin against cousin. You must understand 
  this: there is no law left in Traft except me. There 
  is no more government. There are no more clergy. 
  I am all that stands between law and chaos. And I 
  am but a poor substitution. Soon, even my own 
  weaknesses with be evident, and they will be 
  exploited … and this city will fall!” 
   
  Answers to some potential questions. 
        What is “The Gloom”, and who is Drelnza? “Two 
  and a half years ago, Mount Hellspaar (in the Northern 
  Clatspurs, near Traft) erupted. It erupted because a 
  major artifact was destroyed. The Gloom (called “Hell’s 
  Gloom”) was smoke from the volcano which caused 
  sunlight to be blocked for most of the day. This allowed 
  undead creatures to roam and attack more freely. 
  Iggwilv, daughter of Iuz, used this opportunity to 
  launch a major attack on Perrenland. When Iuz 
  recently won a battle to control a layer of the Abyss, he 
  recalled Iggwilv to be by his side and help him ensure 
  rulership of his demi-plane. Iggwilv, in turn, left her 
  daughter, Drelnza, behind to carry on the war against 
  Perrenland. Drelnza has been using her powers to 
  destroy Perrenland (and Traft City in particular) from 
  within. Drelnza is not a good commander of armies 
  (unlike her mother); she is more insidious, and hopes 
  to win this war by having Perrenders turn on (and kill) 
  each other!” 
        Why don’t you think you’ve heard from the 
  drow? “We know that the famine hit them just as hard. 
  Some intelligence uncovered in Kir Russ last year has 
  led us to suspect that they have come to some kind of 
  arrangement with Drelnza. Part of this arrangement, 
  obviously, means “biding their time” and staying put in 
  The Hollows of Mordaine.” 
        How is Drelnza judging people? Who does she 
  judge? And why? “Drelnza appears to people who have 
  lost all faith and hope – in themselves and their society. 
  These people may have acted in some selfish way, or 
  failed to attend to the daily ceremonies required by 
  their gods. When people are starving, morality and 
  ethics are the last things on anyone’s mind. Drelnza 
  blights people so that others will distrust them, shun 
  them, and seek retribution because people think that 
  “they might be next”. People are frightened because no-
  one really knows exactly what Drelnza has in store for 
  the Blighted folk. It could be domination. Or it could 
  be nothing more than a ploy to divide Traftian society 
  so that it turns upon itself.” 
        Why have Traftians given up the fight? Where 
  is the 1st Auszug? “The general feeling in Traft is that 
  just as soon as they conquer one thing, another thing 
  comes along to take its place. These problems do not 
  seem to worry Schwartzenbruin. Why has it been 
  exempt from everything? And the 1st Auszug? They are 
  kept continuously on the front line by the Perrenland 
  Hetcommanders – who cannot see that there is as 
  much need for an army in Traft, as elsewhere. Perhaps 
  it is just their pride: who wants to defend hopeless 
  peasants and haughty aristocrats? Who wants to “fight 
  famine” when you can “fight demons and undead”?” 
        How are the clans turning against each other? 
  “That was pretty evident back in the Raggletail Tavern. 
  But to summarise: there are three Clan Alliances. The 
  first alliance is between the Roodbergs, Oostmeers and 
  Vuurzwards. The second alliance is between the 
  Hussens, Morganroods and Rosrijders. The third 
  alliance is between the Vossers, the Weisspeers, and 
  the Vestmeers. The first and second alliances want to 
  round up and barricade all the blighted inside Das 
  Arena – thus creating a kind of “ghetto for the 
  afflicted”. They dramatically outnumber the third 
  alliance (who opposes this idea). I feel that it will not be 
  long before this plan is enacted – and there will be 
  blood in the streets, along with many blighted, hurt 
  beyond redemption.” 
  
  PER7-04 In The Court of the Famine Queen 
   
  Page 9 
        Why is there no more law – except you? Why no 
  more government? Why no more clergy? “Apart 
  from me and Durka Bingle, all peacekeepers and city 
  patrols have deserted. That happened about three 
  weeks ago – about the same time as clansfolk started to 
  take the law into their own hands. And the 
  government? Well, the Council of Traft was disbanded. 
  But there is more to it than that; and there is 
  something I will show you later. As for the clergy? The 
  Old Kerk is so busy chasing so-called “Heretics” all over 
  Perrenland; it cares naught for those who need it most 
  in this time. The Kerk is being consumed from within. 
  I’m sure this is another ploy on the part of Drelnza; and 
  I’m certain that she is enjoying every minute of THAT. 
        And what about YOU? Why are you so 
  concerned about your … weaknesses? [Lord Boone 
  takes a strong swig of his whiskey] “Up until now, my 
  weakness has been my secret. But I cannot hide it any 
  longer. You see, I cannot leave the walls of this city – at 
  least not until my allotted time. And that is … not yet. 
  My secret is that I am cursed. Oh yes, I am powerful – 
  but I am still bound by a curse of which I cannot rid 
  myself. 
   
  How did you get cursed? Where did that 
  happen? Far away from here: in another place … called 
  Khartou-mia. This place is not on Oerth. It is beyond 
  the moons; and beyond the heavens. It is past The Rock 
  and beyond the great, wild space that separates the 
  spheres. It is beyond Faerun (my last port of call); and 
  beyond the place where the dragons live – both above 
  and below. You see, I committed a terrible crime and, 
  for my punishment, I must bring law to places where 
  there was none – anywhere my Master so desires. 
   
  Why did you get cursed? Who cursed you? 
  What was my crime? Who is my Master? That I may 
  tell you at another time.  
        What does your curse do? I cannot leave these 
  city walls, else my life is forfeit. These walls define the 
  boundaries of my influence. Otherwise I would hunt 
  down Drelnza myself; along with every single Dark 
  Wave bastard who ever set foot in Traft City! People see 
  me as cruel and harsh. But that, too, is my curse. 
   
  When the PCs have finished asking Boone questions, 
  he asks them: 
   
  “Knowing all this, will you help me keep another 
  secret?”  
   
  If the PCs agree, then Boone nods – with a great sense 
  of relief – and continues: 
    
   “And now the reason why I brought you here. You 
  see, I have a little girl downstairs in the holding 
  cells. She has the blight. She came into the city 
  yesterday – very frightened.  
        I think she knows where Drelnza is. I think she 
  knows a way to stop the Blight! You see, she too 
  has … a secret.” 
  THE LITTLE GIRL:  HILGA NIEMHAUSEN 
  Boone guides the PCs down into the watch house 
  dungeons. 
   
  Lord Boone takes up a torch and beckons you to 
  follow him. He takes you through a doorway, then 
  down a long, winding flight of steps which lead 
  deep beneath the city watchtower.  
        “These are my dungeons. It is here that I extract 
  the truth from lawbreakers so that they may be 
  trialed in a fair and just manner. Today, there are 
  no lawbreakers in my dungeon. Now … [at the 
  bottom of the steps he shines his torch down the 
  darkened dungeon hallway] … it is a haven …” 
        Parting the darkness, Lord Boone’s torch 
  reveals a heartbreaking scene: dozens of blighted 
  folk! All of them saved and kept safe from the 
  ravages of a surface community gone mad with 
  prejudice. Moving amongst them is Durka Bingle 
  – helping to share what little food Lord Boone has 
  been able to scrounge for them. Clearly, they are 
  weak – and most are suffering from a range of 
  simple diseases caused from malnourishment. But 
  they are alive! 
        “In here …” Boone says, intimating for your 
  party to enter an unlocked holding cell to your 
  right. 
        Inside, you see several blighted folk – all adults 
  except – for one little girl … sitting curled up in 
  the far corner of the dungeon chamber. 
        Lord Boone speaks: “She won’t say anything 
  more to me. I frighten her. But you … you might 
  succeed where I have failed! Talk to her! Please …” 
   
  It is now over to the PCs to interrogate the girl – 
  preferably in a gentle and concerning manner. A DC 14 
  Diplomacy check is required to get Hilga to speak: 
  offering food and water gives a +2 circumstance bonus. 
        When ready, Hilga Niemhausen tentatively relates 
  the following story. The PCs may interrupt at any stage 
  to seek clarification, or ask other questions. Hilga cries 
  a lot while telling this story: she is VERY fragile, and 
  the PCs need to be very gentle with her. Any harsh 
  words cause her to recede into herself again – forcing 
  PCs to make another DC 14 Diplomacy check, with a –
  2 circumstance penalty for each previous check 
  required. She loves her daddy and mummy, and she 
  thinks that the “witch lady” is going to kill her daddy 
  once she no longer needs to come to the farmhouse. 
        Hilga’s Story: Hilga lives on a farm with her daddy, 
  Bretran, and her mummy, Muuti. She also has five 
  other sisters and two brothers. All of the children are 
  under the age of thirteen. She is seven years old. All of 
  her family have the Blight – but Hilga’s daddy has been 
  able to feed the family because their farm is – 
  miraculously – producing crops! Daddy told her that 
  this “must be kept secret”. The crops are picked by the 
  members of Hilga’s family, and are taken by Hilga’s 
  daddy to “the entrance of the big dungeon under their 
  house”. The “big dungeon” is under the control of the 
  ugly “witch lady” who lets daddy grow food. The food is 
  used to feed “big monsters”. At first, the monsters only 
  lived under the ground – but now they walk around 
  outside the farmhouse and – the day before yesterday – 
  
  PER7-04 In The Court of the Famine Queen 
   
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  Hilga saw one of the monsters hiding under her bed! 
  She is certain that it was waiting for her to go to sleep – 
  then it was going to EAT HER! Hilga waited until all 
  her family were asleep, and then she ran out of the 
  house, and down the road to Traft City.  
        Finally, Hilga is particularly worried because she 
  overheard her daddy talking to her mummy. Tonight, 
  the “witch lady” is going to come to the dungeon one 
  last time. She is going to do something which will 
  make everyone in Traft contract the Blight! 
   
  Development: Obviously, Hilga needs the help of the 
  party. So does her family – even if they have been, 
  somehow, aiding Drelnza. If the PCs have been nice to 
  Hilga, then offers to take them back to her farmhouse. 
  The farmhouse is somewhat difficult to find – so if the 
  PCs are going to get there quickly, she needs to lead 
  them. Of course, some PCs will be concerned and insist 
  that she stay behind while they investigate. That’s OK: 
  it means Hilga is one of the Blighted in danger of being 
  burned in Encounter 8. 
   
  If the PCs refuse to go to the farmhouse, Boone 
  asks for their help, saying that anything they can do to 
  either stop, reverse, or prevent the Blight is worth 
  investigating.  
   
  THE BLIGHTED ARISTOCRACY 
  As the PCs begin leave the dungeon of the blighted, 
  they overhear a young woman, crying in one of the 
  nearby holding cells. An older woman is comforting 
  the young woman. If any PC has played any adventure 
  set in Traft in the past, then they recognise the older 
  woman’s voice as belonging to … Mayor Cesarea von 
  Aaronfar!  
        If they investigate, they see that Cesarea is blighted! 
  She is clearly not in Schwartzenbruin (as told in the 
  tavern), 
  but 
  secretly 
  hiding 
  beneath 
  Boone’s 
  watchtower. With her is a young woman – Arabelle 
  von Oostmeeren! She, too, is blighted! If the PCs talk 
  with these people, they reveal the following: 
   
  Cesarea’s Story: Cesarea is glad to see the adventurers 
  – but ashamed. She explains that she has a dark secret 
  which caused her to be blighted. She begs the PCs to 
  keep her secret if she tells them. If they agree, she says 
  that she stayed strong for as long as she could. She was 
  the last member of the Council to desert the Chambers 
  – but ultimately, she did desert. The hunger and the 
  hopelessness were too much for her! To see all the 
  people she loved: either blighted, or part of those who 
  were persecuting the blighted. She decided to leave, 
  and return to her family in Clatspurgen. But as soon as 
  she left the front steps of the Council Chambers, an old 
  crone appeared to her. The crone told her of her 
  cowardice; her lack of caring; and her shame in 
  deserting the city she swore to protect in her hour of 
  need. For this, the old crone gave her the Blight.    
        Fortunately, Lord Boone was nearby and saw this 
  happen to her from his watchtower! He came quickly 
  to her aid and shepherded Cesarea inside and down 
  here to sanctuary. He then spread the rumour that she 
  was on business in Schwartzenbruin. She still feels 
  shame. There are only 200 people down here … under 
  Boone’s protection. There are another 1000 blighted 
  still up in Traft City – left to the devices of mob rule! 
   
  Arabelle’s Story: Arabelle von Oostmeeren is the 
  eldest daughter of Traft’s most aristocratic family. She 
  is currently engaged to marry Haro, an adventurer. She 
  is crying and extremely distraught. Arabelle was 
  frightened of dying, and used her dowry to buy an 
  illegal passage on a Vestmeer ship bound for 
  Schwartzenbruin. Her plan was to escape Traft and 
  meet up with her fiancé (if she could find him). 
  However, the Vestmeer Captain double-crossed her at 
  the docks. He took her money, and called her 
  “shameful” for deserting her family and her city in its 
  time of need. She broke down on the docks – a total 
  wreck. Then, she was visited by the old crone, who 
  punished her with the Blight as a result of her 
  selfishness. Not able to return home due to her shame, 
  she sought out her friend, Durka Bingle, who in turn 
  brought her here under the protection of Lord Boone. 
  She knows that she has now lost Haro’s love forever; 
  and she will not blame him if he cancels the marriage – 
  particularly seeing as she no longer has a dowry. She 
  does, however, beg the PCs to keep her condition “a 
  secret” – for now. 
   
  Development: If the PCs agree to go to the farmhouse, 
  Lord Boone asks them to go immediately and without 
  delay. In fact, any loitering might embroil them in the 
  plot to round up the Blighted and herd them into Das 
  Arena for “treatment”. If they do so, go to Encounter 
  3. 
   
  If the PCs linger too long, or choose not to 
  investigate further, the adventure ends in tragedy. The 
  Blighted are burned in Das Arena and Drelnza’s curse 
  afflicts one third of all Traftians with the Blight –
  absolute chaos reigning supreme, no matter how hard 
  the PCs try to stop it. At best, the PCs may be able to 
  save the Blighted from being burned – if they’re in the 
  right place at the right time. 
   
  3: THE FARMHOUSE 
  Read or paraphrase the following as the PCs leave Traft 
  City. Remember to remove all references to Hilga if 
  she didn’t accompany the PCs to the farmhouse. 
   
  It appears that there is no time to lose. Now, you 
  have a farmhouse to investigate – and an 
  opportunity to stop Drelnza once and for all! 
        It does not take long to travel the four miles to 
  the farmhouse, and it is late afternoon as you 
  approach. All you see is a tree-lined driveway 
  leading to simple farmhouse surrounded by two 
  small fields. The fields have very nice crops – 
  mostly vegetables – though there is only enough 
  to feed two or three families here. Whatever 
  Drelnza is growing these crops for, it certainly 
  isn’t an army. The farmhouse seems quiet as you 
  approach. Nobody can be seen. But then Hilga 
  hesitates: “Shhhh. There are monsters. They hide. 
  They watch. They listen. They are the eyes and ears 
  of the ugly witch woman …” 
   
  
  PER7-04 In The Court of the Famine Queen 
   
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  Get the PCs to make a DC 20 Spot check. Any PC with 
  an Intelligence of 12 or more can sense a scrying sensor 
  (Ewen-Kuur-Ta-Nog watching Hilga and the PCs).   
        When the PCs continue along the driveway towards 
  the farmhouse, get them to make a DC 15 Sense 
  Motive check. Those who succeed get the feeling that 
  there is something wrong about the farmhouse – 
  something they can’t quite put their finger on, like 
  movement in the shadows that they catch glimpses of 
  out of the corner of their eye. 
        At the farmhouse, the PCs meet Bretran and Muuti 
  Niemhausen – parents of little Hilga. There are also 
  seven other children, all under the age of thirteen: 
  Franton, Wandi, Geodrea, Fredlina, Jessard, Anniter, 
  and Jalmes (youngest).  
        If Hilga is with the party: As the party approaches 
  the farmhouse, little Hilga calls out: “Father! Muuti! 
  Father! Muuti!” Bretran Niemhausen will open the 
  front door and shout with joy at the safe return of his 
  little daughter. “Oh! My little Hilga! We thought you 
  were dead! We thought the witch had taken you 
  instead of me! Oooohhhhh! We could not endure that!” 
  After much hugging and kissing, Hilga introduces the 
  party and they are welcomed and thanked by Farmer 
  Niemhausen, who is friendly towards them. He asks 
  them inside. 
        If Hilga is NOT with the party: Farmer 
  Niemhausen meets the PCs on the porch of the 
  farmhouse. He is indifferent towards them, and they 
  need either to change his attitude to friendly or to tell 
  him that Hilga is safe and sent them to help before 
  Bretran invites them inside.  
        Once Inside the Farmhouse: Bretran is a farmer. 
  He is uneducated, and frightened that the “witch” 
  might do something to his family once she finds out 
  that Hilga has run away. Bretran also appears to be a 
  man on his “last legs”. His entire family is blighted. 
  They are thin because they are starving. All of the crops 
  in the field go towards feeding the “witch’s guardian 
  minions”. As a result, Bretran and his family are ready 
  to do anything to “stop the witch”. Bretran tells the PCs 
  the following: 
  • 
   A “strange, evil woman” that Bretran calls “the 
  witch” has set up a secret dungeon complex 
  beneath their farmhouse. (In fact, the farmhouse 
  was built on top of the dungeon – Bretran just 
  never knew it.) 
  • 
  One night, terrible monsters came up through the 
  floorboards of their living room! Talking wolves, 
  bull-men, and others – they forced the entire 
  family to grovel to “the witch”, who told them that 
  they would live and be prosperous so long as they 
  fed her monsters, told no-one, and didn’t stop her 
  monsters coming and going through their house 
  as they wished! 
  • 
  Bretran built a trapdoor where they broke the 
  floorboards. Under the trapdoor is a long flight of 
  steps that leads down to a chamber where the 
  monsters lair, and where he has to bring their 
  crops as tribute. 
  • 
  Beyond their lair are many tunnels and chambers 
  – but he’s never had to go further than the first 
  chamber, thank Pelor! 
  • 
  Far below, the witch consorts with her terrible 
  monsters. From what he’s heard the monsters say, 
  Bertran knows that “the witch” has something to 
  do with the Blight Curse, and that she controls the 
  curse from beneath the farmhouse. 
  • 
  He also knows she has been mining “blue crystals” 
  from beneath some “lost caverns”. She brings the 
  crystals here to the dungeon and is building a 
  huge “crystalline tree”. 
  • 
  The family hasn’t seen the witch since that first 
  night – she must use magic to come and go as she 
  pleases. 
  • 
  Two nights ago, most of the monsters came up 
  through the trap door. While they cowered in 
  their beds, they heard them say that the witch had 
  finished mining the last batch of the crystals, and 
  was planning bringing them here tonight – for 
  some evil ceremony to do with the full moon of 
  Celene! The monsters haven’t returned, praise the 
  Hearth Mother! 
  • 
  Perhaps if the crystalline tree could be smashed, 
  destroyed, then the blight curse would be lifted, 
  and the latest batch of crystals would be rendered 
  useless! 
   
  If the PCs haven’t already announced their willingness 
  to go through the trap door and destroy the tree, 
  Bretran begs the PCs to go down there and destroy the 
  witch’s handiwork before she returns. Without the 
  crystalline tree, the witch loses a great deal of her 
  power – so much so, that it might weaken her enough 
  to break the Blight Curse.  
        Farmer Niemhausen also begs the PCs to take him 
  and his family back to the safety of Traft City. He 
  knows that as soon as any of the party are discovered in 
  the dungeon, then the “witch’s minions” will be on 
  alert – both those in the dungeon, and those out in the 
  countryside. Bertran believes the witch will NOT let 
  anyone survive if there is an incursion into the 
  dungeon, and fears that the road isn’t safe at night. 
   
  AN UNEXPECTED VISITOR 
  Just as the PCs are about to go down into the dungeon 
  and the late afternoon sun begins to set, Durka Bingle 
  comes riding on a pony at a pace, down the farmhouse 
  road. He throws himself off his horse and staggers, 
  breathless, onto the farmhouse porch: 
   
  “Please! Help! Help! You’ve got to come back! 
  You’ve got to … speak with them…!” 
   
  Once the PCs have calmed Durka down he relates the 
  following: 
   
  “I’m so glad I got here in one piece! As I got closer 
  to the farm, it felt like things were watching me, 
  perhaps even following me. It felt like any 
  moment something would spring out onto the 
  road and attack me! 
   
  Oh, I came to beg for your help! Not long after 
  you left, the clans … they attacked Lord Boone’s 
  tower! Lord Boone was able to fight off many, but 
  soon he was overwhelmed by numbers – grappled 
  
  PER7-04 In The Court of the Famine Queen 
   
  Page 12 
  and pinned, so he couldn’t use his spells! They 
  beat him badly, and locked him in a cell. I don’t 
  think he’s dead … but he’s not moving or 
  speaking, and they took away the key.  
   
  They took all the blighted folk we had in the 
  watchtower! They took them to Das Arena! They 
  rounded up most of the others as well. Took ‘em 
  all to Das Arena. By the gods, if you don’t come 
  now and use your influence … speak to them … I 
  fear that by dusk, many of them will be “sanitised” 
  – or worse! And they were talking about starting 
  with Mayor Aaronfar and young Arabelle von 
  Oostmeeren! They’re going to set an example with 
  them! Quick! You must come! 
   
  If the PCs tell Durka about the situation at the 
  farmhouse, he continues: 
   
  “Bring the Niemhausens! They can vouch for the 
  dungeon under their farmhouse, and for what 
  they have seen and heard! This is the PROOF that 
  the clansfolk have been waiting for!” 
   
  At that point, Bretran Niemhausen interjects: 
  “But you can’t go! Not yet! You must go down into 
  that dungeon and destroy that crystalline tree! 
  You must do it before the moon rises! Before SHE 
  returns! If you leave now, you might save 
  hundreds. If you destroy the tree, you will save 
  thousands!” 
   
  Let the party discuss this among themselves. Monitor 
  their arguments and decision making. If the PCs did 
  not bring Hilga with them to the farm, add the 
  following conversation between Muuti and Durka 
  Bingle: 
   
  MUUTI: “What’s happened to little Hilga?” 
  DURKA: “She’s been taken with the others! She 
  too will be made an example!” 
  MUUTI: “Ohhhh, my little girl! You must help my 
  little girl!!” 
   
  If the PCs don’t decide to split up and deal with both 
  problems simultaneous, Bretran suggests: 
   
   “Why can’t some of you go down into the 
  dungeon, and some of you go back? Surely you are 
  brave adventurers? No? Maybe you CAN save 
  everybody today … but only if you are willing to 
  risk YOUR lives … for THEIRS!” 
   
  Durka supports Bertran’s suggestion: 
   
   “Yes! Yes! Split the party! Drelnza will have to 
  focus her attention on two nemeses instead of 
  one! Yes! Good idea!” 
   
  Sample answers to some expected questions: 
        Will we get time to destroy the crystalline tree 
  before Drelnza returns? “Yes, I think so!” Bretran 
  says. “If you leave straight away, I’m you can explore 
  the dungeon and destroy the tree before the moon rises 
  – that would be about a half-hour from now, after the 
  sun sets. Yes, I’m certain – you will not encounter 
  Drelnza if you leave for the dungeon right now!” 
        Will we have time to do the dungeon first, and 
  then get back to Traft in time to save the others? 
  “No,” says Durka, “I can’t see how you would be sure to 
  have time to do both. From what Bretran says, the 
  dungeon could be very large – I don’t think you should 
  gamble on that. It’s at least a half hour ride back to Traft 
  on my pony, even if I keep on flogging him half-to-
  death – if you have lightly encumbered riding horses, it 
  may only take you 20 minutes, but then you have to get 
  from the gates to Das Arena … Please,  take my advice 
  and split up your party! Some of you stay here and 
  destroy the tree – others of you return to Traft. If you 
  are true heroes, this is what I think you will do. I am 
  certain that you would be well rewarded for taking 
  such a risk!” 
        How do we convince the masses back in Traft? 
  The best option is to shepherd the Niemhausen Family 
  back to Traft and have them stand as witnesses to what 
  Drelnza is doing in the dungeon under their house.  
        Of course, the party might come up with another 
  “cunning plan” which is just as plausible, so allow it.  
        Can we send a note – or the Niemhausen family 
  – back to Traft with Durka? Yes, but both Bretran 
  and Durka think this is a dangerous plan. Advise that 
  this will probably not be enough to sway over a 
  thousand people to change their minds! Besides, the 
  PCs will be leaving Durka and Bretran at the mercy of 
  Drelnza’s minions. 
        How do we destroy the crystalline tree? Is it the 
  right thing to do? The answers are “break it into little 
  pieces” and “yes” respectively. They might get this 
  answer via divination, or simply by asking the advice of 
  Bretran or Durka Bingle. 
        Does Drelnza know what we are doing? Yes! 
  There is a good chance she is listening to everything 
  being said right now. Although she is not currently in 
  the dungeon, all the NPCs expect she would send her 
  minions to prevent the tree being destroyed, and try to 
  stop anyone who’s going to Traft City in order to 
  prevent atrocities at Das Arena.  
   
  Development: The party has two principal ways of 
  tackling the adventure from this point on: 
  1. 
  Split the party. The hints have been given. This is 
  the optimal way to complete the adventure. Many 
  parties may grimace at this thought, and recall the 
  D&D adage: “never split the party”; but in this case 
  it really is the best option (and the only way to get 
  full XP and GP) to have one team tackle the 
  dungeon and destroy the crystalline tree while the 
  other team hurries back to Traft City in time to 
  stop the blighted from being “sanitised”. 
  2. 
  Stay Together. The party may decide they can do 
  only one of the two tasks, or may try to complete 
  the tasks in sequence (such as explore the 
  dungeon, then go back to town). If the PCs can’t 
  complete both tasks within 30 minutes, something 
  goes wrong in the Conclusion. Note that a party 
  that chooses to stay together gets XP and GP for 
  the encounters they complete in those 30 minutes 
  – after that time, Drelnza calls off her minions and 
  they do not confront the PCs. 
  
  PER7-04 In The Court of the Famine Queen 
   
  Page 13 
  Once the PCs have decided what they want to do, 
  proceed to Encounter 4 if some or all of the PCs are 
  entering the dungeon. If all the PCs are leaving for 
  Traft, proceed to Encounter 5. 
        DM’s Note: Once the PCs have decided what to do, 
  be prepared to run the rest of this adventure as 
  cinematically as possible. Stopping both Drelnza and 
  the “Clan Mob” back in Traft is a sheer race against the 
  clock – and the players should be excited as a result of 
  this. Be prepared to flip backwards and forwards 
  between party teams – even running two different 
  melees side by side. This will keep everybody engaged 
  at all times. The big thing to look out for is 
  metagaming. Warn players not to “pass advice” to PCs 
  who are not present. If anybody does this, warn once, 
  and then apply appropriate penalties. 
   
  Troubleshooting: Some parties might teleport some 
  or all of the PCs back to Traft. That’s OK: let them. 
  Drelnza still finds out, and sends her minions out to try 
  and kill the PC(s) at Traft in the same sequence as in 
  the following Encounters – just relocate the events to 
  locations within Traft City, which has, after, all been 
  devastated by famine for over a year and has many dark 
  alleys and abandoned buildings where evil creatures 
  can confront the PC(s). 
   
  If the PCs are sending back a solitary PC (probably 
  because they’re sending back their “diplomat”), Bretran 
  warns the party that Drelnza “is watching” and may 
  send minions to ambush and kill a lone PC! Do what 
  you can to make it clear to the players that splitting off 
  one PC is taking a risk, so there isn’t any ill-feeling if 
  that PC is killed or defeated by Drelnza’s minions. 
   
  Alternatively, some PCs may attempt to teleport to 
  the crystalline tree. Note that areas 6 and 7 of DM’s 
  Map 2 are protected by a dimensional lock spell (Drelnza 
  teleports to area 5, then walks through the door into 
  area 6). 
   
  4: THE KEYMASTER 
  When the PCs roll back the rug and open up the trap 
  door in the floor of the farmhouse, they reveal a 5 ft. 
  wide set of rough-hewn steps leading directly 
  downwards for 150 feet underneath the farmhouse. 
  There is faded, ancient writing – written in blood – 
  upon the walls of the stairway. It is an old Flan script 
  which says: 
   
  “This is the dungeon of Ewen-Kuur-Ta-Nog! Ruler 
  of the Eastern Quaglands. Sorcerer supreme. 
  Servant to mighty Igg-Vuurz! Long may she live!” 
   
  A DC 10 Knowledge (History) or Bardic Knowledge 
  check reminds the PCs that Igg-Vuurz was Iggwilv’s 
  mother. She, and the sorcerer mentioned here, are long 
  deceased. A DC 10 Knowledge (Dungeoneering) or a 
  DC 10 Survival check determines that this dungeon 
  once was great, but has fallen into disrepair over the 
  centuries.  
        A 
  DC 
  10 
  Knowledge 
  (Architecture 
  and 
  Engineering) check determines that the Niemhausen 
  farmhouse was built on top of the ruins of this 
  dungeon – quite unwittingly. The Niemhausen family 
  was not “chosen” for any reason other than that they 
  owned the farm built on top of this ancient complex, 
  and Drelnza needed access to the surface and food from 
  the farm to feed her minions living below, and in the 
  countryside around Traft City. 
   
  At the bottom of the steps is a large chamber that has 
  clearly been used as a lair by several monsters for some 
  time. There are three exits from this chamber, leading 
  the PCs into a labyrinthine series of tunnels, chambers, 
  and dead ends. Note that turning left doesn’t work, and 
  there are no tracks after the first few tunnels and 
  chambers (Drelnza’s minions stayed near the exit to the 
  dungeon, while she teleports directly to the area near 
  the crystalline tree). Read or paraphrase the following, 
  and modify as appropriate if the PCs are using magic 
  like find the path to guide them through the complex: 
   
  You have hurried through the dark and expansive 
  dungeon complex for some ten minutes, your path 
  stymied again and again by dead ends, collapsed 
  tunnels, and other wasteful side-trips and detours. 
  It is hard to be certain that you are any closer to 
  the witch’s lair and the crystalline tree – but surely 
  your efforts will not prove to be in vain! 
   
  Ask the PCs for a DC 6 Listen check to hear a menacing 
  cackling, and a DC 15 Spot check to notice a shadowy 
  figure crouched against the wall some 60 feet ahead.  
  Give the PCs an opportunity to react – or prepare 
  themselves before they continue. If it becomes 
  relevant, the ceiling here is 15ft high – with the walls 
  standard masonry and the floor made of stone. 
   
  All APLs (EL 7) 
   
  Kharras the Keymaster, Ghost Fighter 5: hp 32; 
  MM 117. 
   
  Creatures: The Keymaster will not speak to any PC 
  until one of them actually walks (or comes) within 20 
  feet of him. Some parties may immediately attack. 
  That’s OK. Play out the combat. The Keymaster may or 
  may not ever get the chance to allow the PCs to answer 
  his questions (and get the key to open the door in 
  Encounter 6). The PCs do not get any XP for 
  destroying the Keymaster, as they don’t need to fight 
  him, but it might make them feel better, as he’s a nasty 
  creature anyway. 
        When a PC comes within 20 feet of him, the 
  Keymaster looks up. Describe the following and adjust 
  for circumstances: 
   
  As you approach, the crouching figure looks up at 
  you. He is clearly incorporeal, and he has the right 
  side of his head smashed in from the blow which 
  obviously killed him. Chipped skull fragments, 
  broken teeth, and black protruding brain leak 
  from odorous flesh – as he speaks in an evil, 
  cackling voice: 
        “I am Kharras. Keymaster to Ewen-Kuur-Ta-
  Nog. No longer do I serve him. Now I keep key for 
  new mistress. But she don’t treat me nice! She 
  treat me like I woz dead! I like you. I help you!” 
   
  
  PER7-04 In The Court of the Famine Queen 
   
  Page 14 
  If the PCs ask … how? 
   
  Kharras says: “I have no fun in over thousand 
  years. Now you give me fun by answering my 
  questions. Answer all three right, then I give you 
  key to door to her throne room. If not get right, 
  then I leave and … you still give me fun when I 
  see … you DIE! Ha ha ha ha ha ha ha!!!!” 
   
  If the PCs agree to answer the questions, ask the PCs if 
  they wish to solve the questions as characters or as 
  players. If they choose to solve the questions as 
  characters, ask them to attempt three Knowledge 
  (Local – Iuz’s Border States) checks at DC 10, 15, and 
  20, respectively – if a majority of PCs succeed at each 
  check, the group answers the question correctly. If 
  they choose to solve the question as players, ask one 
  question at a time. Note that Kharras allows the PCs to 
  confer, and then speak firmly the final answer to him.  
   
  “Question One: Who is my new mistress?” 
   
  Answer: “Drelnza”. Be careful here. Some players might 
  say “Drelzna”. Both are acceptable pronunciations. 
   
  “Question Two: What kind of creature is she?” 
   
  Answer: “Vampire”. If the PCs say “Undead”, then 
  Kharras prompts them: “Ah, but what kind of undead 
  creature?” 
   
  “Question Three: Where does she live?” 
   
  Answer: “The Lost Caverns of Tsojcanth”. If the PCs 
  answer either “Lost Caverns” or say just “Tsojcanth”, 
  then both can be correct. In this instance, Kharras is 
  not concerned with correct pronunciation (so long as 
  what they say sounds something like “So-canth” – 
  although “Last Caverns” is incorrect).  
   
  Development: If the PCs refuse to answer the 
  questions (at any point), Kharras says: 
   
  “Death to you then! Ha ha ha ha ha ha!” 
   
  And he disappears into thin air – his evil cackles 
  lingering only long enough to give the PCs a final chill. 
   
  Development: If the PCs give a wrong answer, then 
  Kharras disappears – cackling ominously – and 
  screaming: “Wrong! Wrong! Wrong! Now you DIE! Ha 
  ha ha ha ha ha!” If they get all three correct, then 
  Kharras laughs and says: “Lucky! Lucky! Here is your 
  reward!” And drops a ghost touch key at their feet. He 
  then disappears into thin air (unless the PCs then try 
  and attack him – in which case he fights back). 
   
  The key unlocks the iron door in Encounter 6, 
  which prevents the trap from going off. 
   
  Treasure: The PCs can gain the following treasure 
  here: 
   
  All APLs: Loot 0 gp; Coin 0 gp; Magic 5 gp; Total 5 
  gp. 
   
  If some of the PCs left the farm for Traft, proceed to 
  Encounter 5: otherwise, proceed to Encounter 6.  
   
  5: THE RAVINE 
  As they ride back to Traft, Drelnza’s minions attempt to 
  attack and halt the PCs at three locations (marked on 
  DM’s Map 2). The minions do not attack Durka, the 
  Niemhausen family, or any other NPCs with the PCs, 
  as they know the NPCs cannot get to Traft with an 
  escort. Conversely, when combat begins, any NPCs 
  travelling with the party group together, huddle, or 
  hide at the first opportunity. 
   
  As the PCs approach Area 1 on the map, read or 
  paraphrase the following: 
   
  You are approaching the point on the trial about a 
  third of the way back to Traft where it passed 
  through a narrow ravine for several hundred feet. 
  It appears that there has been a rock slide since 
  you and Durka came through, and the rocks have 
  fallen down on a horse and cart which was 
  attempting to manouver through the narrow pass. 
  The passage is now completely blocked. There is a 
  man crying on the side of the road near his cart, 
  and you see an older woman lying motionless on 
  the road – crushed under a large boulder. 
   
  This is Farmer Jensen and his dear mother, Lilliani. 
  They were going to market in Traft to try and sell what 
  few pathetic crops they were able to grow. As they 
  went to go through this ravine, something up above 
  pushed a lot of rocks over the cliff – and down onto 
  their cart. Jensen jumped clear, but his mother wasn’t 
  fast enough and a big rock fell on her. The road 
  through the ravine in now blocked. There is no other 
  (quick) way through this pass. The road travels through 
  the ravine which has 130ft cliffs on either side. 
        A DC 12 Heal check reveals that Lilliani is actually 
  not dead, but badly wounded and unconscious (she’s 
  currently on -4 hit points, and is not stable).  
        The boulder on top of Lilliani can be moved with a 
  DC 15 combined Strength check. There are 5 boulders 
  blocking the road. They can each be moved with a DC 
  18 combined Strength check. Multiple attempts are 
  allowed. Give the PCs the feeling (DC 20 Sense 
  Motive) that this was maybe no “accident” – but a 
  deliberate attempt to slow down the PCs journey back to 
  Traft.  
        As soon as the PCs have cleared the trail, and made 
  Farmer Jensen and his mother more comfortable, then 
  they can all proceed on their way to Traft. The PCs are 
  also able to right Jensen’s cart (and his horse is OK).  
        However, as soon as the first PC gets 10 feet beyond 
  the end narrow ravine, they are attacked by a minion of 
  Drelnza’s: 
  
  PER7-04 In The Court of the Famine Queen 
   
  Page 15 
  APL 2 (EL 2) 
   
  Blink Dog (Corrupted): hp 22; MM 28. The 
  majority of blink dogs are “lawful good”: however, this 
  creature has been corrupted by Drelnza – thus making 
  him Lawful Evil in nature. 
   
  APL 4 (EL 4) 
   
  Displacer Beast: hp 51; MM 66. 
   
  APL 6 (EL 6) 
   
  Digester: hp 68; MM 59. 
   
  APL 8 (EL 8) 
   
  Gray Render: hp 125; MM 138. 
   
  APL 10 (EL 10) 
   
  Golem, Clay: hp 90; MM 134. 
   
  APL 12 (EL 12) 
   
  Displacer Beast, Pack Lord: hp 203; MM 66. 
   
  Tactics: Keep in mind that the PCs are at the 
  disadvantage of not having a full party compliment – so 
  if this means having the creatures back away for a 
  round (or two) to let the PCs heal up, or buff, etc., then 
  do it. The idea here is to annoy, harass, and slow down 
  the party – not necessarily go all-out to kill them. But 
  that doesn’t mean to give them an “easy” time of it! 
   
  If the PCs try to communicate or negotiate with 
  the creature, a DC 15 Sense Motive or DC 25 Spellcraft 
  check determines that the creature is under the effect 
  of a domination spell (caster level 20) of somebody 
  unseen (most probably Drelnza). The DM should note 
  that no attempt to change the creature’s attitude stops 
  it attacking the PCs, as Drelnza takes control of the 
  creature’s actions if it is convinced not to fight. 
   
  Development: When the creature is defeated, the PCs 
  can continue forwards on their journey back to Traft.  
  If some of the PCs entered the dungeon, proceed to 
  Encounter 6: otherwise, proceed to Encounter 7.  
   
  6: THE FAITHFUL SERVANT 
  After another ten minutes of travelling through the 
  dungeon, the PCs reach area 1 on DM’s Map 1 
  (Drelnza’s Dungeon). The walls and floor throughout 
  this area are made of stone, while the ceiling is 15 ft. 
  high in areas 1 to 5 and 25 ft. high in areas 6 and 7. 
   
  Areas 1, 2 and 4 are corridors with no particular 
  features of interest: the PCs have seen many such 
  corridors in the last 20 minutes of searching through 
  the dungeon. 
   
  Area 3 is a standard iron door (PH 166). It is quite 
  well fortified, but a little rusty and covered in dust. On 
  the door is a plaque. When the dust is brushed away, it 
  reads in Flan: 
   
  “Shel-Na-Torg, my faithful servant.” 
   
  The door is locked and trapped (2 traps at APL 12). At 
  higher APLs, this lock is of better quality (hence the 
  higher skill check needed to unlock it without the 
  correct key). 
   
  • 
  APL 2: DC 15 Open Lock 
  • 
  APL 4: DC 20 Open Lock 
  • 
  APLs 6 - 8: DC 25 Open Lock 
  • 
  APLs 10 - 12: DC 30 Open Lock 
   
  If the correct key is used (obtained by solving the 
  Keymaster’s questions in Area 4), then the trap does not 
  spring. Otherwise, if the trap is not disarmed, 
  attempting to open, break, or burst the door triggers 
  the trap. 
   
  APL 2 (EL 2) 
   
  Inflict Light Wounds Trap: CR 2; magic device; 
  touch trigger; automatic reset; spell effect (inflict light 
  wounds, 1st Level cleric 1d8+1, DC 11 Will save half 
  damage); Search DC 26; Disable Device DC 26. 
   
  APL 4 (EL 4) 
   
  Inflict Serious Wounds Trap: CR 4; magic 
  device; touch trigger; automatic reset; spell effect (inflict 
  serious wounds, 5th Level cleric 3d8+5, DC 14 Will save 
  half damage); Search DC 28; Disable Device DC 28. 
   
  APL 6 (EL 6) 
   
  Heightened Inflict Critical Wounds Trap: CR 
  6; magic device; touch trigger; automatic reset; spell 
  effect (inflict critical wounds, 9th Level cleric 4d8+9, DC 
  17 Will save half damage); Search DC 30; Disable 
  Device DC 30. 
   
  APL 8 (EL 8) 
   
  Heightened 
  Empowered 
  Inflict 
  Critical 
  Wounds Trap: CR 8; magic device; touch trigger; 
  automatic reset; spell effect (empowered inflict critical 
  wounds, 13th Level cleric 4d8+13 x 1.5, DC 20 16 Will 
  save half damage); Search DC 32; Disable Device DC 
  32. 
   
  APL 10 (EL 10) 
   
  Heightened 
  Maximised 
  Inflict 
  Critical 
  Wounds Trap: CR 10; magic device; touch trigger; 
  automatic reset; spell effect (heightened maximised inflict 
  critical wounds, 17th Level cleric 4d8+15=47, DC 22 Will 
  save half damage); Search DC 34; Disable Device DC 
  34. 
   
  APL 12 (EL 12) 
   
  2 Heightened Maximised Inflict Critical 
  Wounds Trap: CR 10 each; magic device; touch 
  trigger; automatic reset; spell effect (heightened 
  maximised inflict critical wounds, 17th Level cleric 
  4d8+15=47, DC 22 Will save half damage); Search DC 
  34; Disable Device DC 34. 
   
  The iron door to Area 5 is very hard to open. It takes 
  one full round to open right up (and to see what is in 
  the room beyond).  This room contains Ewen-Kuur-Ta-
  Nog’s old servant and guardian, Shel-Na-Torg. The PCs 
  must defeat it to get to the next room, and the 
  Crystalline Tree. Shel-Na-Torg varies according to APL. 
   
  
  PER7-04 In The Court of the Famine Queen 
   
  Page 16 
  APL 2 (EL 2) 
   
  Bugbear Zombie: hp 42; MM 267 (morningstar 
  only). 
   
  APL 4 (EL 4) 
   
  Minotaur Zombie: hp 81; MM 267. 
   
  APL 6 (EL 6) 
   
  Gray Render Zombie: hp 133; MM 267. 
   
  APL 8 (EL 8) 
   
  Bodak: hp 58; MM 28. 
   
  APL 10 (EL 10) 
   
  Slaad, Grey: hp 95; MM 231. 
   
  APL 12 (EL 12) 
   
  Leonal, Guardinal (Corrupted): hp 114; MM 
  142. The majority of leonals are “lawful good”: however, 
  this creature has been corrupted by Drelnza – thus 
  making him Lawful Evil in nature. 
   
  Tactics: The servant attacks as soon as any PC fully 
  opens the iron door to reveal what is in the room. 
  There is no surprise round. If PCs try to shut the door 
  on the creature, remember that the door takes one full 
  round to close (as well as to open). Of course, the PCs 
  (eventually) need to find some way past this creature in 
  order to get to Area 6. 
   
  Note the servant’s orders are to attack anyone who 
  enters the area 5 or attacks from area 3 unless they are 
  Drelnza or Ewen-Kuur-Ta-Nog. Clever PCs may be able 
  to use this to their advantage! 
   
  Development: Areas 6 and 7 are protected by a 
  dimensional lock spell – the only way to get into those 
  rooms is through the door on the far side of area 5. 
        After the servant in Area 5 is defeated, the PCs are 
  faced with another iron door. There is a dusty plaque 
  on the door which reads in Flan: 
   
  “Chamber of Ewen-Kuur-Ta-Nog: those who 
  trespass shall die a horrible death. Keep Out!” 
   
  This time, the door is not locked. When the PCs open 
  the door (one full round) and look inside, proceed to 
  Encounter 7 if some of the PCs are on the road back to 
  Traft: otherwise, proceed to Encounter 8.  
   
  7: THE RUINED FARMHOUSE 
  The next slow-down tactic that Drelnza uses is to try 
  and distract the PCs off the main road at location 2 on 
  DM’s Map 2 … and into a decrepit farmhouse that 
  may be their deaths! Place down a battlemat so that PCs 
  know exactly where they are walking in relation to the 
  events below: it doesn’t have to be anything fancy. 
  Then, read or paraphrase the following: 
   
  Continuing along the trail, you are approaching 
  yet another side path that branches off from the 
  main road towards a decrepit, ruined farmhouse 
  some 50 ft. back on your left-hand side. You didn’t 
  notice anything happening there on your way to 
  the farmhouse – but now, you hear voices. 
   
  “Please! Please don’t hurt us! We really don’t 
  have any money! Please!” a female voice cries out 
  in panic. Another female voice can be heard 
  crying. 
  “Damn blighted! Ye not good fer money, and ye no 
  good fer turning into kukelwurst! What reason be 
  there we should be leaving’ ye alive?” 
   
  Go to initiative. The scene above is actually a 
  programmed image – designed to lure the PCs into the 
  decrepit farmhouse and onto the dangerously weak 
  floorboards. The illusion has an Initiative of 1. The PCs 
  will need to advance 30 feet down the side trail before 
  they can see past the overgrowth and make out what’s 
  going on. When they do, describe the following: 
   
  When you get to this point you can see more 
  clearly what is going on through the undergrowth 
  and the collapsing wall of the ramshackle 
  farmhouse. There are two men who look like 
  bandits – one threatening a young, blighted 
  woman who cowers before him on the ground. 
  The second bandit is leering over another, 
  younger, girl – perhaps the first woman’s sister? 
  They are still about 20 feet from where you 
  currently stand. 
   
  Any attempt to speak or parlay results in nothing, as 
  these are illusions and cannot interact. Any ranged 
  attack that hits makes the illusion wince (as it’s 
  programmed to cry out and bleed if it is struck by 
  anything) – but nothing else. The DM should make a 
  (secret) DC 19 Will Save for each PC who strikes or 
  otherwise physically interacts with the illusion – thus 
  giving that PC a chance to uncover the ruse! 
        What Drelnza really wants is for a PC to come 
  within 5 feet of the illusion. When this happens, the 
  5ft square on which the PC stands gives way, dropping 
  them into the deep 15 ft. by 15 ft. sinkhole under the 
  farmhouse that lead to it being abandoned in the first 
  place. 
   
  Suddenly, the floorboards beneath your feet start 
  to give way! The people ahead of you don’t seem to 
  have any difficulty with the collapsing floor – but 
  you certainly do! 
  APL 2 (EL 2) 
   
  Pit Trap: CR 2; mechanical; location trigger; 
  manual reset; DC 20 Ref save avoids); 40ft deep (4d6, 
  fall); Search DC 20; Disable Device DC 20. 
   
  APL 4 (EL 4) 
   
  Spiked Pit Trap: CR 4; mechanical; location 
  trigger; automatic reset; DC 20 Ref save avoids); 60ft 
  deep (6d6, fall); pit spikes (Atk +10 melee; 1d4 spikes 
  per target for 1d4+5 each); Search DC 20; Disable 
  Device DC 20. 
   
  APL 6 (EL 6) 
   
   Spiked Pit Trap: CR 6; mechanical; location 
  trigger; automatic reset; DC 20 Ref save avoids); 100ft 
  deep (10d6, fall); pit spikes (Atk +10 melee; 1d4 spikes 
  
  PER7-04 In The Court of the Famine Queen 
   
  Page 17 
  per target for 1d4+5 each); Search DC 20; Disable 
  Device DC 20. 
   
  APL 8 (EL 8) 
   
  Well-Camouflaged Pit Trap: CR 8; mechanical; 
  location trigger; repair reset; DC 20 Ref save avoids); 
  100ft deep (10d6, fall); Search DC 27; Disable Device 
  DC 18. 
   
  APL 10 (EL 10) 
   
  Poisoned Spike Pit Trap: CR 10; mechanical; 
  location trigger; manual reset; hidden lock bypass 
  (Search DC 25, Open Lock DC 30); DC 20 Reflex save 
  avoids; 50ft deep (5d6 fall); multiple targets (first target 
  in each of two adjacent 5ft squares); pit spikes (Atk +10 
  melee, 1d4 spikes per target for 1d4+5 plus poison 
  each); poison (purple worm poison, DC 24 Fortitude 
  save resists, 1d6 Str/2d6 Str); Search DC 16, Disable 
  Device DC 25. 
   
  APL 12 (EL 12) 
   
  Poisoned Spike Pit Trap: CR 10; mechanical; 
  location trigger; manual reset; hidden lock bypass 
  (Search DC 25, Open Lock DC 30); DC 20 Reflex save 
  avoids; 50ft deep (5d6 fall); multiple targets (first target 
  in each of two adjacent 5ft squares); pit spikes (Atk +10 
  melee, 1d4 spikes per target for 1d4+5 plus poison 
  each); poison (purple worm poison, DC 24 Fortitude 
  save resists, 1d6 Str/2d6 Str); Search DC 16, Disable 
  Device DC 25. Remember that the sinkhole is 15 ft. by 
  15 ft. wide. Down the bottom is a very hungry guardian 
  naga: 
   
  Creatures: At APL 12, there is a creature at the bottom 
  of the trap. 
   
  APL 12 
   
  Guardian Naga (Corrupted): CR 10, hp 93; MM 
  192. The majority of guardian nagas are “usually lawful 
  good”: however, this creature has been corrupted by 
  Drelnza – thus making her Lawful Evil in nature. 
   
  Tactics: The guardian naga might hear the PCs coming 
  and prepare herself for “food”. The naga automatically 
  hears the PCs talking to the illusion – otherwise, give 
  the naga a Listen check (+13) versus the PCs’ Move 
  Silently check/s. If she hears them coming she casts 
  greater invisibility, divine power, and mage armor on 
  herself before anyone falls down the pit (Listen DC 15 
  for the PCs to hear some background noise over the 
  illusion, DC 25 to make out that it’s someone casting a 
  spell). The naga climbs up the pit wall after the PC if 
  they try to climb out (at +6 on a DC 15). Once the PC is 
  out of the pit, the naga gives up and ceases to follow: 
  consider her “defeated”. 
   
  Development: 
  When 
  the 
  PCs 
  have 
  finished 
  investigating the illusion, they can continue forwards 
  on their journey back to Traft.  
   
  If some of the PCs entered the dungeon, proceed 
  to Encounter 8: otherwise, proceed to Encounter 9.  
   
  8: RULER OF THE EASTERN QUAGLANDS 
  Read or paraphrase the following when the PCs fully 
  open the door to area 6 and look inside. 
   
  Before you is a very large room, which is dwarfed 
  by a huge, pulsating, blue-coloured crystalline 
  tree. The base of the tree pulsates – giving off 
  magical energy to its branches, which are feeding 
  in a tangled mass in all conceivable directions. But 
  not all branches appear to be in place … just yet. 
  Some more need to be added … and the tree looks 
  just fragile enough to be smashed into a million 
  pieces! 
        Next to the tree, to the south, is an ornately 
  decorated throne. In front of the throne is a large 
  stone dais. Upon the dais rests a crystal ball.  
        Apart from the pulsating hum of the crystalline 
  tree, there is no other sound coming from within 
  this most magical chamber … 
   
  The crystalline tree has a strong aura of transmutation 
  magic, while the dais and crystal ball have a strong aura 
  of both divination and evil. Note that the ceiling in here 
  is 25 feet high. 
   
  Ewen-Kuur-Ta-Nog is hiding at area 7: match his 
  Hide check against the players’ Spot checks once a PC 
  has reached a point where they have line of sight to his 
  squares. If they notice him, they are not surprised.  
        The DM should note that no matter what creature 
  Ewen once was, he is now clearly a “demon” of some 
  kind - one with the ability to speak Common (a “gift” 
  granted him through Drelnza’s magic). 
        When he first attacks, Ewen says: 
   
  “I am Ewen-Kuur-Ta-Nog! This is my eternal 
  chamber! I alone rule here with my betrothed – 
  my 
  lover, 
  Drelnza! 
  Her 
  power 
  and 
  her 
  transformative magic infuse my entire, physical 
  form! Feel my wrath … and DIE!” 
   
  APL 2 (EL 2) 
   
  Vargouille: hp 5; MM 254. 
   
  APL 4 (EL 4) 
   
  Barghest: hp 33; MM 23. 
   
  APL 6 (EL 6) 
   
  Demon, Babau: hp 66; MM 40. 
   
  APL 8 (EL 8) 
   
  Demon, Succubus (Incubus): hp 66; MM 47. The 
  EL has a +1 adjustment for Ewen having maximum hit 
  points for his hit dice. 
   
  APL 10 (EL 10) 
   
  Demon, Bebilith: hp 150; MM 42. 
   
  APL 12 (EL 12) 
   
  Demon, Hezrou: hp 173; MM 46. The EL has a +1 
  adjustment for Ewen having maximum hit points for 
  his hit dice. 
   
  
  PER7-04 In The Court of the Famine Queen 
   
  Page 18 
  Development: As Ewen is killed, he gets a few parting 
  words: 
   
  “Ahrrrrrggggh! You have destroyed me! But soon 
  my lover lady will return! Soon you will feel her 
  hands around your neck – and you too will be 
  transformed! Ahrrrrrrrgggghhh!” And he dissolves 
  into nothingness! 
   
  The PCs should realise it has been more than 20 
  minutes since they entered the dungeon, and Drelnza 
  may arrive soon – if they don’t, remind them . They do 
  not have long to smash the crystalline tree and get the 
  hell out of there! 
   
  The tree is extremely fragile. Just by whacking a 
  sword, mace or staff against it will smash it to pieces. 
  Of course, smashing it all up will take a few minutes, 
  but that’s OK. As soon as the last branch (along with 
  the base) is smashed, the pulsating stops, and no magic 
  can any longer be detected. It takes several minutes for 
  the tree’s destruction to affect those afflicted with the 
  Blight at Traft – but Drelnza’s curse has been broken. 
        The crystal ball cannot be moved from this 
  dungeon. It is magically bound to the dais upon which 
  it sits, and must stay here – no matter what any PC tries 
  to do in order to remove it. 
   
  Sitting on the throne activates the crystal ball, and 
  the person sitting can use greater scrying at will. If the 
  PC doesn’t have any location in mind, the crystal ball 
  begins by showing Traft City from far above: it is the 
  instrument Drelnza used to observe those whom she 
  wanted to blight.  
   
  If some of the PCs are on the road back to Traft, 
  proceed to Encounter 9: otherwise, proceed to 
  Encounter 10: if the PCs want, they can watch the 
  events at Das Arena from here. 
   
  Troubleshooting: What happens if any party decides 
  to stay and wait for Drelnza? She never arrives. When 
  the tree is destroyed, she is alerted. She feels the loss of 
  her lover, Ewen, and she teleports herself directly from 
  the Caverns of Tsojcanth to Traft, to witness the fallout 
  from her evil undoing. At the moment, she has used 
  almost all her spell slots in the rituals needed to 
  empower the last of the crystalline branches, which are 
  useless, now the tree has been destroyed. As a result, 
  she has not the energy to face the PCs and take her 
  revenge … for now. … 
   
  9: THE FINAL ADVERSARY 
  This is Drelnza’s last-ditch attempt to slow down or to 
  stop the PCs reaching Traft City using her minions. As 
  the PCs approach Area 3 on DM’s Map 2, then the 
  following creature moves out onto the road from the 
  bushes some 30 ft. ahead. They stand in the middle of 
  the road and snarl at the PCs – goading them to come 
  forward and attack! It says, in broken Common: 
   
  “My Mistress has failed to stop you from reaching 
  your destination – thus far. But you will not get 
  past me! Prepare to meet your gods!” 
   
  APL 2 (EL 2) 
   
  Dead 
  Tree 
  (Animated 
  Object, 
  Medium 
  Construct): hp 31; MM 13 (30 ft. speed). This is a dead 
  tree which has long fallen over and died. It has been 
  “animated” as an object to fight against the PCs. 
   
  APL 4 (EL 4) 
   
  Gargoyle: hp 37; MM 188. 
   
  APL 6 (EL 6) 
   
  Ettin: hp 65; MM 106. 
   
  APL 8 (EL 8) 
   
  Giant, Stone: hp 119; MM 124. 
   
  APL 10 (EL 10) 
   
  Formian, Myrmarch: hp 102; MM 110. 
   
  APL 12 (EL 12) 
   
  Troll Hunter (2): hp 130 each; MM 247. In this 
  instance, the first Troll stops the party up front; while 
  the other Troll moves onto the road 30 ft. behind the 
  party at the top of Round 2 of combat (or at a 
  time/place which is tactically advantageous). 
   
  Tactics: The creature(s) fight to the death and do not 
  employ any particularly fancy tactics – or try to parley 
  or flee. 
   
  If the PCs try to communicate or negotiate with 
  the creature(s), a DC 15 Sense Motive or DC 25 
  Spellcraft check determines that the creature is under 
  the effect of a domination spell (caster level 20) of 
  somebody unseen (most probably Drelnza). The DM 
  should note that no attempt to change the creature’s 
  attitude stops it attacking the PCs, as Drelnza takes 
  control of the creature’s actions if it is convinced not to 
  fight. 
   
  Development: Once this creature is defeated, read or 
  paraphrase the following: 
   
  As the final blow slays the creature standing in 
  your way, you feel a slight breeze, then the warmth 
  of the setting sun … and you look up. In the sky 
  you see the clouds have parted to reveal a beautiful 
  sunset. Accompanying it is a spectacular rainbow. 
  It seems there is still hope in this world, and the 
  gods are with you always – even when things seem 
  at their darkest. Now, quickly, you do not have far 
  to go to reach Traft City, and it is nearly night! 
   
  Proceed to Encounter 10. 
   
  10: TERROR AT DAS ARENA 
  There are multiple ways to get to this encounter, 
  depending on what resources the PCs have available to 
  them to travel from the farmhouse back to Traft. Most 
  PCs must ride back, and have thus completed 
  Encounters Five, Seven and Nine – but PCs who 
  explored the dungeon could still teleport or wind walk 
  back to Traft in time to join in this encounter. Modify 
  the read-aloud text to best match what the PCs did. 
  
  PER7-04 In The Court of the Famine Queen 
   
  Page 19 
   
  It is really important that the DM play this fairly 
  freeform. If you can, avoid just “reading” the box text. 
  Make this as heroic and cinematic as you can, and allow 
  good players to feel like they can really make a 
  difference here. If possible, juxtapose events in the city 
  with cutaway scenes to the observers down in the 
  dungeon, so that those players aren’t silent observers 
  during these dramatic scenes. 
        You may even like to have the PCs arrive at the gates 
  of Das Arena – only to find them barred. The PCs can 
  climb up on a nearby parapet. From here, they overlook 
  the stage where the stockade is erected. Near them is a 
  rope which one of them could use to swing down onto 
  the stage, knocking over a couple of guards, and 
  definitely (cinematically) getting the attention of the 
  audience. Such a feat would require a DC 10 Strength 
  or Dexterity check (allow the PC to choose).  
   
  After making the journey back to Traft, you are 
  met with much ado upon your arrival. The 
  Blighted have, indeed, been herded like cattle into 
  Das Arena. As you enter the stadium, you see a 
  makeshift podium has been erected. Up on the 
  stage are ten wooden stocks. Locked inside – their 
  heads poking through – are several prominent 
  “blighted folk”, including Cesarea Aaronfar and 
  Arabelle von Oostmeeren [add Hilga Niemhausen if 
  the PCs didn’t take her to the farmhouse in Encounter 
  2]. Near them is a heavy-set human, dressed in 
  black (and masked). He holds a naked torch and 
  appears ready to hold the flame up to the face of 
  [insert name of most liked NPC] in order to “burn 
  away” the blight. There are over a thousand 
  cityfolk, all gathered watching, and all calling out 
  in unison: “Cleanse them! Cleanse them! Cleanse 
  them!” 
   
  Turn to the PCs who returned to Traft and ask them 
  what they do! They must think, speak, and act – 
  quickly! At this point in time the crowd is hostile – they 
  must make the crowd at least indifferent (DC 25 Bluff, 
  Diplomacy or Intimidate) just to get them to quiet 
  enough to listen to what the PCs have to say – and to 
  present their “evidence” (ideally the Niemhausen 
  family and their testimony of the dungeon beneath 
  their farmhouse).  
        Even if the PCs sway the crowd and present their 
  evidence, have rabble-rousers in the crowd shout out 
  angry responses! Ramp up the tension! Have the PCs 
  feel like there is going to be no way out of this! 
        At some point towards the end of this scene, read: 
   
  The heavy-set masked human waves his torch 
  ferociously in the air and screams: 
        “Me want to burn faces! Me paid to burn faces! 
  Me want to see faces BURN!!!!” 
        … And he lurches towards [insert name of most 
  liked NPC] … 
   
  Ask the PCs what they do in response. Play this out 
  briefly, and then proceed as follows. 
   
  If the PCs at the dungeon have shattered the 
  crystalline tree, read or paraphrase the following: 
   
  Back in the city, the crowd has, again, begun 
  screaming for blood … But … suddenly … the 
  blight vanishes! Completely! For everybody! The 
  other party has been successful!!! Yes!!!! 
        Then, there is Silence. Deafening silence.  
        For a minute, nobody really knows what to do. 
  Some shout that it is an illusion – others cry out 
  that the PCs are up to trickery! But then it is clear: 
  everybody is cured. Everybody.  
   
  The crowd disperses like lightning! It seems 
  nobody wants to take the blame for rounding up 
  the Blighted this afternoon. 
   
  If the PCs failed to shatter the crystalline tree, read or 
  paraphrase the following:  
   
  Suddenly there is a massive cry of agony from 
  hundreds of spectators! Almost simultaneously, 
  from the crowd, hundreds of Traftian clansfolk – 
  from right across every Clan, all scream and clutch 
  their faces in agony: they have been blighted! En-
  masse! It takes only a few seconds for people to 
  realise that more than half of all Traftians now 
  bear the mark of the blight! Quickly, clan elders 
  (many of whom now have the blight), dispense 
  with their plans of “cleansing” in Das Arena, and 
  scurry to take care of their own sorry situation.  
        In the resulting chaos and confusion, you 
  release Mayor Aaronfar and the other blighted. 
  Drelnza has completed her crystalline tree! The 
  mass blight has not been prevented, but at least 
  the blighted have been saved from segregation, 
  mutilation, or worse. 
        The crowd disperses like lightning. It seems 
  nobody wants to take the blame for rounding up 
  the Blighted this afternoon. 
   
  Troubleshooting: If the PCs arrive too late, or nobody 
  set off for Traft City, the people in the stocks on the 
  stage have their faces horribly burned before the Blight 
  is lifted. The mob disperses before burning the 
  hundreds of other victims of the Blight, either because 
  the Blight is lifted or because the Blight spreads (both 
  as set out above). Paraphrase the relevant text above ( 
   
  Development: Proceed to the Conclusion. 
   
  CONCLUSION 
  In the weeks that followed, life began to return to 
  normal in Traft. The town council reformed, ships 
  began calling at the port once again, shops started 
  reopening their doors, and farmers purchased 
  seed and prepared to plant spring crops. However, 
  the events at Das Arena were like a cancer eating 
  away at Traft society. 
   
  Nobody wanted s to take the blame for 
  rounding up the Blighted, or for attacking Lord 
  Boone and imprisoning him in his watchtower. 
  Nobody really wanted to hurt lovely Mayor 
  Aaronfar, or pretty Arabelle von Oostmeeren. 
  There were so many claims and counterclaims for 
  kopprijs that nobody could keep track of which 
  clan owed what and to whom. The Town Council 
  
  PER7-04 In The Court of the Famine Queen 
   
  Page 20 
  announced a general amnesty, and it was hoped 
  that would sort things out – however, every clan 
  still blamed other clans for what happened. 
   
  It seemed that every clan now hated every 
  other; and now spent their waking hours steeped 
  in mistrust and plotting dire revenge. If that had 
  been Drelnza’s goal all along, it seemed her plots 
  had, in some strange way … ultimately succeeded 
  … 
   
  If the PCs broke the crystalline tree and saved the 
  NPCs at Das Arena, they all receive the Others before 
  Self favour. If the PCs save the NPCs at Das Arena but 
  didn’t break the crystalline tree, they all receive the 
  Saved the Blighted favour. 
   
  If the PCs broke the crystalline tree but didn’t save 
  the NPCs at Das Arena, they all receive the Destroyed 
  the Crystalline Tree favour. 
   
        Treasure: The reformed Traft City Council gives 
  the PCs a reward equal to full GP for their APL if they 
  receive the Others before Self favour, but only half GP 
  if they received the Saved the Blighted or the 
  Destroyed the Crystalline Tree favour. The PCs receive 
  no reward if they didn’t earn any of these three favours. 
  The Council also provides access to several magic items 
  from the Council’s stockpile: see the Item Access 
  section for more information. 
   
   
  APL 2: Loot 0 gp; Coin 450 gp; Magic 0 gp; Total 
  450 gp. 
   
  APL 4: Loot 0 gp; Coin 650 gp; Magic 0 gp; Total 
  650 gp. 
   
  APL 6: Loot 0 gp; Coin 900 gp; Magic 0 gp; Total 
  900 gp. 
   
  APL 8: Loot 0 gp; Coin 1300 gp; Magic 0 gp; Total 
  1300 gp. 
   
  APL 10: Loot 0 gp; Coin 2300 gp; Magic 0 gp; Total 
  2300 gp. 
   
  APL 12: Loot 0 gp; Coin 3300 gp; Magic 0 gp; Total 
  3300 gp. 
   
  The End 
   
  EXPERIENCE POINT SUMMARY 
  To award experience for this adventure, add up the 
  values for the objectives accomplished. Then assign the 
  experience award. Award the total value (objectives 
  plus roleplaying) to each character. 
   
  3: Drelnza’s Dungeon – Area 3 
  APL 2 
  60 XP 
  APL 4  
  120 XP 
  APL 6  
  180 XP 
  APL 8  
  240 XP 
  APL 10 
  300 XP 
  APL 12 
  360 XP 
   
  3: Drelnza’s Dungeon – Area 5 
  APL 2 
  60 XP 
  APL 4  
  120 XP 
  APL 6  
  180 XP 
  APL 8  
  240 XP 
  APL 10 
  300 XP 
  APL 12 
  360 XP 
   
  3: Drelnza’s Dungeon – Area 6 
  APL 2 
  60 XP 
  APL 4  
  120 XP 
  APL 6  
  180 XP 
  APL 8  
  240 XP 
  APL 10 
  300 XP 
  APL 12 
  360 XP 
   
  4: Road to Traft – Area 1 
  APL 2 
  60 XP 
  APL 4  
  120 XP 
  APL 6  
  180 XP 
  APL 8  
  240 XP 
  APL 10 
  300 XP 
  APL 12 
  360 XP 
   
  4: Road to Traft – Area 2 
  APL 2 
  60 XP 
  APL 4  
  120 XP 
  APL 6  
  180 XP 
  APL 8  
  240 XP 
  APL 10 
  300 XP 
  APL 12 
  360 XP 
   
  4: Road to Traft – Area 3 
  APL 2 
  60 XP 
  APL 4  
  120 XP 
  APL 6  
  180 XP 
  APL 8  
  240 XP 
  APL 10 
  300 XP 
  APL 12 
  360 XP 
   
  Discretionary roleplaying award 
  APL 2 
  90 XP 
  APL 4  
  135 XP 
  APL 6  
  180 XP 
  APL 8  
  225 XP 
  APL 10 
  270 XP 
  APL 12 
  315 XP 
   
  Total possible experience: 
  As a whole, the party earns way more XP than the 
  maximum allows, but just not enough individually to 
  get to the minimum allowed. This is OK. All PCs just 
  get the Maximum XP reward on the AR if they 
  complete all Encounter Areas successfully. This does 
  not apply to parties who do not split. Parties who stay 
  together simply get XP for those encounters which they 
  completed – plus the discretionary role-playing award. 
   
  Maximum XP Available (per PC) 
  APL 2 
  450 XP 
  APL 4  
  675 XP 
  APL 6  
  900 XP 
  APL 8  
  1125 XP 
  APL 10 
  1350 XP 
  APL 12 
  1575 XP 
   
  
  PER7-04 In The Court of the Famine Queen 
   
  Page 21 
  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. 
   
  Conclusion 
   
  APL 2: Loot 0 gp; Coin 450 gp; Magic 0 gp; Total 
  450 gp. 
   
  APL 4: Loot 0 gp; Coin 650 gp; Magic 0 gp; Total 
  650 gp. 
   
  APL 6: Loot 0 gp; Coin 900 gp; Magic 0 gp; Total 
  900 gp. 
   
  APL 8: Loot 0 gp; Coin 1300 gp; Magic 0 gp; Total 
  1300 gp. 
   
  APL 10: Loot 0 gp; Coin 2300 gp; Magic 0 gp; Total 
  2300 gp. 
   
  APL 12: Loot 0 gp; Coin 3300 gp; Magic 0 gp; Total 
  3300 gp. 
   
  ADVENTURE RECORD ITEMS 
  � Clan Disfavour:  You have displayed an attitude 
  which is the antithesis of your current clan philosophy. 
  For the next year, you gain a -4 to all Charisma based 
  checks when dealing with members of your own clan 
  (or clan affiliation). 
   
  � Thanks of Lord Boone: Should you ever need it, 
  Lord Boone will intercede and help you get out of 
  trouble in Traft City – but only once. He will also 
  intercede positively on your behalf should you ever 
  require such mediation. This is verbal and influential 
  help and does not extend to combat or equipment 
  purchase aid. 
   
  � Others before Self: You have risked great danger 
  to help others. For this selfless act, Cesarea Aaronfar 
  grants you the benefits of both Saved the Blighted 
  and Destroyed the Crystalline Tree. 
   
  � Saved the Blighted: You have saved the blighted; 
  the Council of Traft is pleased with your help and 
  grants you Adventure access to the following items 
  from DMG and MIC, based on your APL: 
  APLs 2-12: bear helm, eyes of the eagle 
  APLs 4-12: rod of viscid globs, wand of invisibility 
  APLs 6-12: reins of ascension 
  APLs 8-12: ring of arming 
  APLs 10-12: amulet of emergency healing 
  APL 12: quiver of energy [Any] 
   
  � Destroyed the Crystalline Tree: You have 
  destroyed the crystalline tree; the Council of Traft is 
  pleased with your help and grants you Adventure 
  access to the following items from DMG and MIC, 
  based on your APL: 
  APLs 2-12: acrobat boots, necklace of fireballs (type II) 
  APLs 4-12: silkslick belt, wand of levitate 
  APLs 6-12: gloves of manual prowess 
  APLs 8-12: wilding clasp 
  APLs 10-12: deathstrike bracers 
  APL 12: lesser metamagic rod of reach 
   
      ITEMS FOUND 
  APL 2: 
  • 
  Gauntlets of throwing (Adventure; MIC) 
   
  APL 4: Includes access to APL 2 items. 
  • 
  Infinite scrollcase (Adventure; MIC) 
   
  APL 6: Includes access to APL 2-4 items. 
  • 
  Scout’s headband (Adventure; MIC) 
   
  APL 8: Includes access to APL 2-6 items. 
  • 
  Sacred scabbard (Adventure; MIC) 
   
  APL 10: Includes access to APL 2-8 items. 
  • 
  Runestaff of fire (Adventure; MIC) 
   
  
  PER7-04 In The Court of the Famine Queen 
   
  Page 22 
  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. 
  
  PER7-04 In The Court of the Famine Queen 
   
  Page 23 
  DM’S AID 2: MAP OF DRELNZA’S DUNGEON 
   
   
   
   
  
  PER7-04 In The Court of the Famine Queen 
   
  Page 24 
  DM’S AID 3: MAP OF ROAD FROM FARM TO TRAFT 
   
   
  
  PER7-04 In The Court of the Famine Queen 
   
  Page 25 
  DM’S AID 4: 
  CLAN & ARISTOCRATIC ALLIANCES IN TRAFT CITY 
   
  In this adventure, the players are likely to do lots of interaction with Traftian clansfolk and Aristocratic families. As DM, 
  you should take a moment at the start of this adventure to determine how those clansfolk will react/interact with the 
  players during any encounter. To do this, find out which clan each PC belongs to, and write their name underneath the 
  Clan Alliance Chart.  
   
  Those PCs who are of a clan aligned to that family get a +2 circumstance bonus when using Bluff, Diplomacy or Gather 
  Information checks against members of that family. Those PCs of another clan alliance receive a –2 circumstance penalty 
  for those same checks. Those PCs who are Councilors Of Traft City, Businesspersons Of Traft City, or Defenders Of Traft 
  City (via Special Certs) receive no penalty versus families of clans outside their own alliance. Outlanders (those of no 
  clan) will not be spoken to by any Aristocrat. If every PC in the party is non-aligned, then Aristocrats will speak, but all 
  checks will be at –4. 
   
  Hussen, Morganrood, 
  Rosrijder Clan 
  Weisspeer, Vestmeer, 
  Vosser Clan 
  Roodberg, Oostmeer, 
  Vuurzward Clan 
  Family von Nurwolf (Rosr) 
  Family von Siff (Voss) 
  Family von Rickentropf  (Oost)  
  Family von Kuurssen (Huss) 
  Family von Bruegellian (Vest) 
  Family von Frillnius (Oost) 
  Family von Malachian (Morg) 
  Family von Vienerhauss (Vest) 
  Family von Kordanis (Rood) 
  Family von Girnhimuus (Morg) 
  Family von Fredrikkson (Weis) 
  Family von Roodgardt (Rood) 
  Khund Dwarves 
  Family von Ayedder (Weis) 
  Family von Oostmeeren (Oost) 
   
  Halflings & Gnomes 
  Family von Stoger (Vurz) 
   
  Kershane Elves 
  Family von Cheigrich (Rood) 
   
   
  Family von Lolveig (Oost) 
   
   
  Family von Urwiggen (Oost) 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  THESE PC’S ARE CONSIDERED “OUTLANDERS” AND RECEIVE A –4 PENALTY TO ALL CHECKS WHEN 
  DEALING WITH ALL ARISTOCRATS : 
   
  _____________________________________                 ____________________________________ 
   
  _____________________________________                 ____________________________________ 
   
  _____________________________________                 ____________________________________ 
  
  PER7-04 In The Court of the Famine Queen 
   
  Page 26 
  CRITICAL EVENTS SUMMARY 
   
  Please circle the appropriate answers to the questions below and send the 
  results of this critical events summary to baparis@aapt.net.au. Feel free to 
  use the space provided for additional comments. 
   
  Did the party destroy the Crystalline Tree? 
  Yes   |   No? 
   
   
   
  Did the party save the Blighted (incl. Cesarea Aaronfaar, Arabelle von 
  Oostmeeren, and little Hilga)? 
  Yes   |   No? 
   
   
   
  Anything else you want to report to us? i.e. Anything that you think might 
  affect future events in Traft and Perrenland in particular? 
   
   
   
   
   
   
  Did you enjoy running (GMing) this adventure? 
  Yes   |   Parts of It   |   No 
   
   
   
   
   
   
  Did your players enjoy playing this adventure?  
  Yes   |   Parts of It   |   No 
   
   
   
   
   
   
  Many Thanks! 
   
  Bruce Paris, Author (2007) 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Perrenland/597/Normal Scenarios/PER7-04 - In the Court of the Famine Queen (APL 2-12)/PER7-04 In The Court of the Famine Queen.pdf