TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any form without 
  permission of the author.  To learn more about the Open Gaming License and the d20 system license, please visit 
  www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast, Inc. 
  LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. This scenario is 
  intended for tournament use only and may not be reproduced without approval of the RPGA Network.  
   
  VEL4-06 
   
   
   
   
   
  A Harvest of Souls 
   
  A one Round D&D LIVING GREYHAWK
  ®  
  Veluna Regional Adventure 
  by Michael T. Hebert 
  Triad Edit: Jeff Richards 
  Circle Edit: David Christ 
   
   
   
   
   
   
  The shadow cast by The One continues to spread across Veluna, even as Hazen’s successor dons the mantle of Canon.  
  In this struggle for the very soul of the Vale, heroes find that knowledge and wits are as valuable as swords and armor.  
  How will you fare when put to the test?  On the streets of Veluna City one battle will be decided for good or ill.  An 
  urban investigative scenario for APLs 2 through 8. 
   
   
  
   Vel4-06 A Harvest of Souls 
   
  Page 2 
  Introduction 
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A four-hour time block has been allocated 
  for each round of this scenario, but the actual playing time 
  will be closer to three and a half hours. The rest of the time 
  is spent in preparation before game play, and scoring after 
  the game. The following guidelines are here to help you 
  with both the preparation and voting segment of the game. 
  Read this page carefully so that you know and can 
  communicate to your players the special aspects of playing 
  an RPGA scenario.  
  Preparation 
   
   
   
   
   
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room along 
  the inside margin to bind the adventure, if you desire.  
  Read this entire adventure at least once before you run 
  your game. Be sure to familiarize yourself with any special 
  rules, spells, or equipment presented in the adventure. It 
  may help to highlight particularly important passages.  
  When you run an RPGA D&D adventure we assume that 
  you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the Monster 
  Manual. We also assume that you have a set of dice (at least 
  one d4, d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of fun. It is 
  also a good idea to have a way to track movement during 
  combat. This can be as simple as a pad of graph paper and a 
  pencil, as handy as a vinyl grid map and chits, or as 
  elaborate as resin dungeon walls and miniatures. 
  Instruct the players either to prepare their characters now, 
  or wait until you read the introduction, depending on the 
  requirements of the scenario as described in the 
  introduction.  
  Keep in mind that you must have at least four players (not 
  counting the DM), for the game session to be a sanctioned 
  RPGA event. As well, you cannot have more than six 
  players participating in the game. 
  Once you are ready to play, it is handy to instruct each 
  player to place a nametag in front of him or her. The tag 
  should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes it 
  easier for the players (and the DM) to keep track of who is 
  playing which character. 
  The players are free to use the game rules to learn about 
  equipment and weapons their characters are carrying. That 
  said, you as the DM can bar the use of even core rulebooks 
  during certain times of play. For example, the players are 
  not free to consult the Dungeon Master’s Guide when 
  confronted with a trap or hazard, or the Monster Manual 
  when confronted with a monster.  
  Some of the text in this scenario is written so that you may 
  present it as written to the players, while other text is for 
  your eyes only. Text for the players will be in gray boxes. 
  It’s strongly recommended that you paraphrase the player 
  text instead of reading it aloud. Some of this text is general 
  and must be adapted to the specific situation or to actions 
  of the player characters. 
  Reporting 
   
   
   
   
   
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and 
  DM fill out a reporting form.  After the form is filled out 
  it should be given to the senior DM. 
  Living Greyhawk 
   
   
   
   
  This is a LIVING GREYHAWK Adventure.  As a LIVING 
  adventure it is expected that players bring their own 
  characters with them.  If players do not have a LIVING 
  GREYHAWK character generated, get a copy of the 
  current LIVING GREYHAWK character generation 
  guidelines, and a character sheet from your convention 
  coordinator or the RPGA Web site, ant then have any 
  players without a character create on.  Once all players 
  have a LIVING GREYHAWK character, play can begin. 
  Along with the other materials that you are assumed to 
  have in order to run a D&D game, it is also recommended 
  that you have a copy of the LIVING GREYHAWK 
  Gazetteer. 
  Living Greyhawk Levels of Play 
   
   
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the Average 
  Party Level (APL): 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs trained 
  for war), other than those brought by virtue of a class 
  ability (i.e. animal companions, familiars paladin’s 
  mounts, etc) use the sidebar chart to determine the 
  number of levels you add to the sum above. Add each 
  character’s animals separately. A single PC may only 
  bring four or fewer animals of this type, and animals 
  with different CRs are added separately. 
  
   Vel4-06 A Harvest of Souls 
   
  Page 3 
   
   
  3. 
  Sum the results of 1 and 2, and divide by the number 
  of characters playing in the adventure.  Round to the 
  nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
   
  By following these four steps, you will have determined 
  the APL. Throughout this adventure, APLs categorize the 
  level of challenge the PCs will face. APLS are given in 
  even-numbered increments. If the APL of your group 
  falls on an odd number, ask them before the adventure 
  begins whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
  APL also affects the amount of experience you may gain 
  at the end of the adventure. If your character is three 
  character levels or more either higher or lower than the 
  APL this adventure is being played at, that character will 
  receive only half of the experience points awarded for the 
  adventure. This simulates the face that either your 
  character was not as challenged as normal, or relied on 
  help by higher-level characters to reach the objectives. 
  Note: LIVING GREYHAWK adventures are designed for 
  APL 2 and higher. Four or sometimes even five 1
  st-level 
  characters may find difficulty with the challenges in a 
  LIVING GREYHAWK adventure. If your group is APL 1 
  there are three things that you can do to help even the 
  score. 
  5. 
  Attempt to create a table of six 1
  st-level characters, or 
  try to enlist higher-level characters to play at that 
  table. 
  6. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. All riding dogs are 
  considered trained to attack. PCs who want their 
  dogs to attack must succeed at a Handle Animal or 
  Charisma check (DC 10). Failure indicates that the 
  animal will not attack that round. This is a free 
  action (spoken command) that may be attempted 
  each round. If an animal loses half or more hp in a 
  single round it flees, unless another check is 
  successful. 
  Time Units and Upkeep 
   
   
   
  This is a standard one-round Regional adventure, set in 
  the Archclericy of Veluna.  Characters native to Veluna 
  pay one Time Unit per round, all others pay two Time 
  Units per round.  Adventurer’s Standard Upkeep costs 
  12gp per Time Unit.  Rich Upkeep costs 50gp per Time 
  Unit.  Luxury Upkeep costs 100gp per Time Unit. 
   
   
   
   
   
   
   
   
   
   
   
   
  Adventure Background 
  An advance team of Nerullian cultists, followers of The 
  One, have infiltrated Veluna City.  Their mission is to 
  murder members of the Celestial Order of the Moons, 
  the nobles’ council that advises the Canon.  They hope to 
  spread chaos and disorder as a result of these murders or 
  at the very least increase fear and paranoia.  The cultists 
  entered Veluna City posing as hired laborers for a local 
  bookseller and antiquities dealer.  The bookseller is in 
  fact a deep cover agent of The One.  The real bookseller 
  was kidnapped while on a trip to Greyhawk City.  She 
  was interrogated, tortured and then murdered, and the 
  agent assumed her identity.  She has spent the last year in 
  Veluna City gathering intelligence and assessing targets. 
  Complicating matters is the recent announcement that a 
  new Canon has been elected to replace Canon Hazen, 
  recently killed in battle with The One.  The authorities 
  have increased security for the anointment of the newly 
  elected Canon, which has limited the cultist’s activities 
  lately.  However the influx of people to Veluna City to 
  attend the ceremony and celebrate the new Canon’s 
  election has stretched  thin the Guardsmen on hand for 
  the ceremony and ironically made the cultist’s activities 
  easier to conceal.   
  Their first target is Matthew Sarneth, representative for 
  the Diocese of Grayington and uncle of the current Plar, 
  Redin Sarneth.  He is kidnapped from his residence and 
  taken to a Veluna City bath house frequented by nobles 
  and upper class residents.  There he is consumed by a 
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  
   Vel4-06 A Harvest of Souls 
   
  Page 4 
  fiendish shark summoned by the cultists’ cleric.  
  Unfortunately for the cultists, there was a witness in the 
  bath house.  A junior member of the Pack was inside 
  stealing valuables when the cultists entered with Sarneth. 
   He hid quickly, fearing they were the city watch, but 
  moved to see what was going on when the chanting 
  began.  As the fiendish shark devoured Sarneth, the 
  rogue let out an involuntary gasp, alerting the cultists.  
  With several cultists on his heels, the burglar fled the 
  bath house.  While trying to elude pursuit, he literally 
  runs into the party and asks for help.  This is where the 
  actual adventure begins. 
   
  Adventure Summary 
  The PCs are in Veluna City to witness the anointment of 
  the new Canon, Priffin Truft.  In these troubled times the 
  citizens need a boost to morale and so the authorities 
  have lifted the curfew in place since the recent invasion 
  began in the north.  They have also relaxed certain rules 
  concerning proper behavior, and while the city is still 
  chaste compared to the City of Greyhawk, Veluna City is 
  more boisterous than it’s been since the occupying 
  Keoland forces left Veluna in 438CY. 
  In keeping with this idea, the adventure opens at a party 
  thrown by the gnomish delegation from Lorrish.  This 
  provides an opportunity for the PCs to introduce 
  themselves and have a bit of fun before the grim business 
  of the adventure proper begins. 
  The main adventure starts off with a burglar running into 
  the party as they are on their way to their inn after 
  departing a celebration honoring the new Canon.  After 
  disposing of the burglar’s would-be assassins, the PCs can 
  discover a valuable old coin that will eventually be the 
  link to the cultists.  The burglar pleads with the party to 
  protect him.  He has just witnessed a grisly murder and 
  insists the murderers will not rest until they have gotten 
  rid of him.  He offers to reward the PCs should they 
  shelter him and determine the identity of the murderers. 
   At this point, the PCs have to decide whether to accept 
  the 
  burglar’s 
  offer 
  and 
  begin 
  an 
  independent 
  investigation or turn him over to the authorities.  This is 
  the first possible branch in the adventure.   
  It should be noted that this entire adventure takes place 
  over a twenty four hour period.  The GM should make 
  careful note of time passage as it affects the course of the 
  adventure.  If the PCs have not successfully solved the 
  mystery and found the cultists by midnight, they will 
  have conducted their second murder/sacrifice and fled 
  the city undetected.   
  If the PCs elect to investigate on their own, the burglar 
  leads them to the bath house where the murder took 
  place.  There the party may uncover clues as to the 
  identity of the murder victim.  Questioning the cultists 
  may uncover some clues as well. 
  If the PCs elect to either turn the burglar over to the city 
  watch or take him to the authorities themselves, the 
  burglar will be hauled off and the party can retire for the 
  night.   
  At this point it will be well after midnight and the party 
  may head back to the inn to get some sleep, rest to 
  prepare for spells etc.  In the morning, over breakfast, 
  they may get some additional clues and information by 
  interacting with the staff and patrons of the inn.  
  In the morning, they can go to the building housing the 
  Celestial Order of the Moons.  This can happen either on 
  their own volition or because they are summoned there 
  (if they turned over the burglar).  There they will meet 
  with Sharis Jamorrie, current head of the Order and 
  Bishop Tarik Turis, acting Archbishop of Veluna City.  
  After hearing the burglar’s story the Bishop and Jamorrie 
  will be able to confirm the disappearance of Matthew 
  Sarneth and his subsequent murder.  They will have also 
  received information linking the cultists to the 
  bookseller.  They will ask the PCs to conduct a discreet 
  investigation to avoid public panic.  The burglar will be 
  charged and placed in jail pending trial. (This means, of 
  course, the PCs will NOT receive the Favor of the Pack.)   
  The PCs may elect to shelter the burglar and still alert the 
  authorities.  Of course the authorities will be curious how 
  the PCs came by their information, so careful role-
  playing on the party’s part is necessary to avoid an 
  uncomfortable situation with local law enforcement. 
  If they allowed the burglar to go free, he will uncover 
  information linking the cultists to the bookseller and will 
  share this information with the party. 
  Eventually, the coin recovered from the cultists will lead 
  the PCs to the bookseller who owns the warehouse 
  where the main cultists have been hiding.  Remember 
  she is a deep cover agent of the One and has been warned 
  by the cultists to expect trouble.  She will attempt to 
  mislead the party as to the nature of her “employees” 
  claiming ignorance of the cultists.  She will also attempt 
  to determine how much the PCs know about the cultists 
  and their operation.  In all cases she will try to resolve the 
  encounter nonviolently.  Only if the PCs give her no 
  other option will she use violence and then only to 
  escape and flee Veluna City.  There are clues in the 
  booksellers shop that lead to the warehouse. 
  
   Vel4-06 A Harvest of Souls 
   
  Page 5 
  By the time the PCs arrive at the warehouse, the main 
  cultists have left.  If they arrive early enough, they can 
  catch some monk cultists cleaning up.  The monks will 
  have clues indicating that Sharis Jamorrie may be the 
  next victim. 
  When the PCs arrive at Sharis Jamorrie’s residence they 
  will learn from a badly wounded guard that they are too 
  late.  The guard can provide additional clues about the 
  cultists and a general location of where they were headed, 
  the Veluna City cemetery. 
  Once they get to the cemetery, the PCs should be able to 
  find their way to the Turis family mausoleum.  The 
  cultists are using the acting Archbishop’s family crypt as 
  the site of their final sacrifice to Nerull.  The place has 
  been thoroughly defiled and desecrated and Veluna PCs 
  should be suitably outraged.  If the PCs arrive before 
  9PM they will be able to intervene and hopefully save 
  Jamorrie.  If she is killed and the body recovered, she can 
  be raised.  If the necromancer is able to summon the 
  fiendish serpent and Jammorie is devoured then she is 
  gone forever as far as the adventure is concerned and the 
  PCs have failed.  If the PCs arrive after 9PM, the serpent 
  is gone, having taken Jamorrie with her, but they can still 
  deal with the cultists.  If they arrive after midnight they 
  find only an empty desecrated crypt. 
  Remember that at any time the PCs may elect to give up 
  their independent investigation and go to the authorities 
  with what they have. 
  Critical Flow:  There is a key chain of evidence that leads 
  the PCs to the final encounter at the cemetary.  It is 
  important that the DM understand this key flow: 
  1) PCs find coin on cultists in first encounter. 
  2) PCs find link of coin to bookseller 
  3) At bookseller’s, they find evidence of a warehouse 
  owned by the bookseller. 
  4) At the warehouse they find evidence that Jamorrie 
  may be the next target. 
  5) At Jamorrie’s they find out about the cemetery. 
  The adventure is divided into 6 time periods.  In each of 
  these time periods the party may do ONE encounter.  
  These time periods are as follows: 
  A) First night. 
  B) AM1 
  C) AM2 
  D) Noon 
  E) PM1 
  F) PM2 
  In each time period the party may visit one encounter 
  area.  As they go to another encounter area, advance the 
  time period by 1.  Explain any timing questions as travel 
  time, dealing with long lines at gates as the overworked 
  guard screen pedestrians, or waiting time at the COOTM. 
   The DM can waive a time period advancement if the PCs 
  are simply going back to a place they already visited (such 
  as updating Turis on what they are doing). 
  VELUNA NOTE TO DMs: Any PC or NPC that 
  attempts to cast scry, divination, commune, contact other 
  plane, or greater scrying in this module will find their 
  attempt blocked.  They will feel great pressure on their 
  minds and take 2d6 non-lethal damage.   
  Introduction 
  With Mitrik still under siege by Herion’s forces and 
  Fals Keep occupied by the enemy, Veluna City has 
  become the end point for trade heading west.  The 
  City and points east and south have been spared the 
  ravages of war thanks to the valiant defenders of 
  Mitrik who halted the advance of the evil horde.  But 
  the war is far from over. 
  With the death of Canon Hazen at the hands of 
  Herion himself, Veluna had found herself leaderless.  
  Veluna law requires that the new Canon be selected 
  by the College of Bishops and ratified by the Celestial 
  Order of the Moons.  Word on the street is that the 
  College of Bishops has selected Archbishop Priffin 
  Truft, Archbishop of the Royal College.  Earlier today 
  the Celestial Order of the Moons ratified Truft’s 
  selection and Veluna has a new leader. 
  Many folk have come to Veluna City for the official 
  anointment of Canon Truft, and the city is teeming 
  with people, including refugees from the war.  
  Complicating matters, however, is the fact that the 
  Plar of Grayington, Plar Redin Sarneth, has 
  withdrawn his troops from Veluna City, leaving its 
  defense to a beleagured Mitrik Temple Guard unit.  
  The rumor is that the troops were pulled in order to 
  reinforce 
  Grayington’s 
  northern 
  border 
  with 
  Whitehale, which is in enemy hands.  With the influx 
  of visitors and the tightened security surrounding the 
  anointment of the Canon, the Temple Guard is spread 
  thin. 
  The selection of a new Canon is a rare event, however, 
  and the mood in the city is a joyous one.  For a few brief 
  days, the people have forgotten the worries of the war 
  and focus on celebration.  The PCs are in Veluna City to 
  celebrate the election of  Archbishop Priffin Truft as the 
  new Canon.  Their reasons for being here can vary.  
  
   Vel4-06 A Harvest of Souls 
   
  Page 6 
  Locals are here for religious or social reasons, while those 
  from out of country could be here for a whole host of 
  reasons.  Encourage the PCs to be creative in this regard.  
  In any event, the adventure starts off at a party.  Mugly 
  Tinderfoot, one of the leaders of the Lorrish delegation to 
  the new Canon’s anointment has announced a party in 
  the new Canon’s honor.  Everyone’s invited.  The party 
  itself is held outside the city in a tent city erected for that 
  purpose.  Mugly has two purposes: one, to have a good 
  old fashioned shindig because he figures Veluna City 
  needs one, and two, to give the refugees currently 
  encamped put outside a chance to put their cares behind 
  them, if only for one night.  The party begins at sundown 
  and is still going strong at midnight.  
  Development:  This is the intro, so keep it simple and 
  fun.  Give the PCs a chance to introduce each other in a 
  party environment.  They can meet at the bar, on the 
  dance floor, or at the buffet table.  Now this is Veluna so 
  this isn’t a wild night of debauchery, but the Lorrish 
  delegation has convinced both the secular and religious 
  authorities that the chance to celebrate a bit boisterously 
  would lift spirits.  Think of Bilbo Baggins’ birthday party 
  from The Lord of the Rings and you have the idea. 
  After the PCs have introduced their characters, ask them 
  what they are doing at the party.  PCs can drink, eat and 
  dance. Ask each PC if they are drinking at the party.  
  Don’t go around the table and ask each one, do it casually 
  to determine a drinking level.  Mentally assign each PC 
  as a non-drinker, or light, medium, or heavy drinker.  
  Those engaged in serious drinking will need to make 
  Fortitude Saves to avoid the effects of the strong gnomish 
  ale served at the party. 
  The gnomes of course will encourage the PCs to drink, 
  eat, and dance.  Any PC not drinking will be approached 
  in short order by Mugly Tinderfoot: 
  “Hey! You there!  You’re not drinking!  Let me take 
  care of that!”  Mugly hands you a large mug of ale. 
  If any of the PCs is drinking in moderation (in the light 
  category), pick one.  Mugly comes up to that PC bearing a 
  huge mug of ale, and huffs:  
   “You call THAT a pint?!  He hands you the huge mug. 
   “Now THIS is a pint!  Drink up!”  He turns and head 
  back into the crowd.  
  If the PC takes takes the huge mug, upgrade them to 
  “medium” drinkers. 
  Then have each PC make a saving throw as follows: 
  Light Drinkers 
  Fortitude Save (DC10) or take 1d4 temporary Dexterity 
  and Wisdom damage 
  Medium Drinkers 
  Fortitude Save (DC15) or take 1d6 temporary Dexterity 
  and Wisdom damage 
  Heavy Drinkers 
  Fortitude Save (DC20) or take 1d8 temporary Dexterity 
  and Wisdom damage.  Those making their saves take 1d4 
  temporary Dexterity and Wisdom damage.  These are the 
  characters that are drinking until they get drunk. Even 
  Dwarves with 20+ con can get at little tipsy. 
  All ability damage goes away the following morning, 
  although creative DMs and PCs may have fun with 
  hangovers. 
  Any PC with an empty mug will find a filled one at his or 
  her side in short order.  The gnomes take their partying 
  very seriously.  So be creative and have fun, but 
  remember this is only the introduction to the mod and a 
  chance for the PCs to have a bit of fun before grim reality 
  sinks in.  This should provide a nice counterpoint to the 
  rest of the adventure and DMs are encouraged to play up 
  this aspect. 
  After a few minutes to set the scene, read the following: 
  You hear the bells of Rao’s Cathedral chiming the 
  twelve strokes of midnight in the distance.  Perhaps 
  it’s time to head back to your inn, the ever popular 
  Tannenbaum’s Chalice.  You gather what wits you 
  have left and your new found companions and head 
  for the city gates.  Once there the guards give you a 
  cursory inspection and with a curt gesture motion 
  you inside the city proper.  The warm comfort of the 
  Chalice awaits! 
  Move to Encounter One:  The Unlucky Burglar 
   
  Encounter One: The Unlucky 
  Burglar 
  This encounter occurs in time period “A” only. 
  The night is unseasonably warm and humid as you 
  make your way down the street to your familiar inn, 
  Tannenbaum’s Chalice.  It is now after midnight; full 
  of food and drink, you look forward to the comforts 
  of your room and bed. 
  Then something jolts you out of your reverie.  Out of 
  a nearby alleyway a man dressed in dark leathers runs 
  out.  He frantically looks around and spots your party. 
   He runs up shouting, “Help me!  They’ll kill me if 
  they catch me!  As he speaks these words several 
  figures emerge from the alleyway.  Moonlight glitters 
  
   Vel4-06 A Harvest of Souls 
   
  Page 7 
  off steel as weapons are raised. They hesitate for a 
  moment as if sizing up your party.  Then they charge 
  to attack! 
  APL 2 (EL 4)  
  �Cultist Thug (5): Male Human Rog1:  hp 9 (each).  See 
  Appendix One. 
  �Carsten Riis: Male Human Rog2:  hp 9.  See Appendix 
  One. 
  APL 4  (EL 6) 
  �Cultist Thug (5): Male Human Rog2/War2:  hp 21 
  (each).  See Appendix One. 
  �Carsten Riis: Male Human Rog4:  hp 21.  See 
  Appendix One. 
  APL 6 (EL 8) 
  �Cultist Thug (5):  Male Human Rog3/War2: hp 34    
  (each).  See Appendix One. 
  �Carsten Riis: Male Human Rog6:  hp 32.  See 
  Appendix One. 
  APL 8 (EL 10) 
  �Cultist Thug (6): Male Human Rog5/War2:  hp 46   
  (each).  See Appendix One. 
  �Carsten Riis: Male Human Rog8:  hp 42.  See 
  Appendix One. 
  Tactics:  This is a straightforward combat encounter.  The 
  cultists are a bit daunted by the sudden encounter with 
  the party but press the attack since failure is not tolerated 
  by The One.  The cultists attempt to close on the burglar, 
  accepting attacks of opportunity (but attempting to 
  tumble if they can) from the party in order to get within 
  striking range.  They will use their skills and special 
  abilities to best advantage (i.e. sneak attack) to eliminate 
  the witness.  While fanatics they are nevertheless 
  intelligent opponents.  They will not surrender nor 
  retreat. 
  The street is 20 feet wide and lined with buildings on 
  both sides. The alley the thugs came out of is 10 feet 
  wide.  For reference see Map One in Appendix Three: 
  Maps. 
  Development: 
  The noise of the combat will alert the 
  city watch, who will arrive within five minutes of the 
  start of combat.  If they elect to remain and talk with the 
  watch the party will have to decide what to do with the 
  burglar and what to tell the watch when they arrive.  
  They may elect to go the authorities with the story the 
  burglar told them.  The GM is encouraged to role play 
  this out.  In light of the recent invasion the city watch is 
  especially suspicious of strangers.  Their initial attitude 
  toward a group of non-local PCs is Unfriendly.  If there is 
  at least one Veluna citizen with the party their attitude 
  changes to Indifferent.  Members of metaorgs should 
  remember to apply their appropriate modifiers when 
  interacting with the city watch and local residents.  It is 
  assumed that smart PCs will not fight the city watch, but 
  if PCs elect to start a fight a City Watch Patrol may be 
  found in Appendix One: NPCs.  Assume another patrol 
  will arrive every three minutes.   For Watch patrol stats 
  see Appendix One:  NPCs, 
  If the PCs elect to search the thugs they discover an 
  unusual object in one of the thugs’ belt pouches.  If the 
  PCs don’t initiate the search, Carsten will.  Be sure the 
  PCs see this coin! 
  You hold in your hand a large coin or medallion made 
  of silver about the size an average human’s palm.  On 
  one side is the “Heart of Rao” that also serves as a 
  symbol for Veluna.  Under the heart are the dates 
  415-438.  On the reverse side is a defaced coat of arms, 
  under which are the words in Common “Never 
  Forget” 
  Any PC making a successful Knowledge (Nobility and 
  Royalty) skill check DC 10 or Knowledge (Local 
  Sheldomar Valley) DC10 will recognize the defaced coat 
  of arms as that of the Kingdom of Keoland.  Any PC 
  making a successful Knowledge (History) skill check DC 
  15 or Knowledge (Local Tuf/Fals/Vel) skill check DC 20 
  will realize that the dates referred to on the front of the 
  medallion correspond with the brutal occupation of most 
  of Veluna by Keoish forces under the command of the 
  infamous Commandant Berlikyn.  If the Knowledge 
  (Local Tuf/Fals/Vel) skill check was DC 25 or higher, it 
  will also reveal that these medallions were commissioned 
  in remembrance of all those who resisted the occupation 
  and fought the Keoish troops.  These medallions are quite 
  rare now and considered valuable collector’s items.  If 
  shown to the City Watch the Sergeant says: 
  “Hmm, I think I saw something about this back at 
  headquarters, I’ll have to take it in to be sure.  In any 
  case this is part of a crime scene and we’ll need to 
  take custody of it.” 
  GM Note:  Jelena Karlonen assumed the thugs were not 
  stupid enough to steal from her, but as they say “there is 
  no honor among thieves.”  She is ignorant of the theft 
  until the PCs show her the medallion or inform her of 
  how they found it.  One of the cultists took it from her 
  warehouse, and gave it to the one they found it on to 
  pawn.  The thug who had it knows nothing about the 
  location of the warehouse, only that his buddy was 
  staying in a warehouse and stole it from there. 
  It is assumed at some point the PCs will want to hear the 
  burglar’s tale.  When they question the burglar he relates 
  the following story: 
  
   Vel4-06 A Harvest of Souls 
   
  Page 8 
  “Name’s Carsten Riis.  I was hanging out in the 
  bathhouse when I heard a noise at the front door.  
  Figuring it was the Guard making rounds I hid in a 
  changing room next to the main bathing pool.  Heard 
  some folks come in and start moving around the main 
  pool.  Didn’t sound like no Watch to me, but I stayed 
  hid just in case.  I heard a splash and then some 
  chanting in some language I ain’t never heard of.  
  Now this was definitely NOT the Watch, but 
  chanting is not a good thing at this time of the night 
  if you get my drift.  So I started looking around for 
  another way out.  That’s when I heard someone say 
  something about “sacrifice” and a big splashing sound 
  come from the pool.  Darn if curiosity didn’t get the 
  better of me and I had to sneak a peek.  So cracked 
  the door a bit and risked a look.” 
  “Wish I hadn’t.  There were about 10 people around 
  that pool, all in black.  Couldn’t see no faces but I 
  figured the one doing all the gesturing and chanting 
  must be the leader and probably a spell caster to boot. 
   Must’a been a woman too cause that weren’t no man’s 
  voice, at least not one over the age of twelve.  So she’s 
  been doing this chanting and I looked to see what 
  made that big splashing sound.  Some kinda big fish 
  was at one end of the pool.  Never seen one like it.  
  All fins and teeth that one was.  And it was eating 
  something.  Then I realized it was a man when I saw 
  an arm go flying.  Blood and guts everywhere! 
  “Well I couldn’t help but express my disgust at the 
  whole thing.  Problem was one of them fellas must’ve 
  heard me ‘cause I saw him turn in my direction.  
  Must’ve seen me too ‘cause I saw him pull out a sword 
  and head in my direction, yelling to his buddies, 
  ‘Interloper!’ 
  “Now momma didn’t raise no fool, so I took off out of 
  there like the whole City Watch was after me.  I could 
  hear the woman yelling for them to kill me.  Guess 
  that added a bit more motivation, ‘cause I got out 
  there before they caught me.  Led ‘em on a merry 
  chase I did, but never could shake ‘em.  So I figured 
  on hitting one of the main roads and lure ‘em into the 
  arms of the Watch.  Might mean getting arrested and 
  jail time, but it beats being dead…  Just lucky I ran 
  into you folks first.  What say you help a fellow out 
  and protect me from these folks?  I got powerful 
  friends who’d look mighty kindly on you for taking 
  care of me.  Not to mention I bet there’d be a hefty 
  reward for finding these folks and solving the 
  murder.  Of course I’d appreciate it if the authorities 
  don’t find out about me and my….um….activities.  So 
  whadda you say?  Do we have a deal?” 
  GM note:  It is expected that PCs will want to know what 
  kind of reward the burglar can deliver.  So if they ask that 
  question (i.e. “What’s in it for us?”) reply with the 
  following or paraphrase from the following: 
  “Can’t rightly say at the moment, but I’d imagine we 
  could get you some special training or maybe 
  something interesting that fell off the back of a 
  wagon if you get me.  Maybe even introduce you to 
  some of my ‘friends’ if you get my drift?  Who’s that 
  you ask?  Well you’ll find out when you meet ‘em, eh? 
   Where’s your sense of adventure laddie?  Gotta know 
  everything up front do we?  Feh! No fun in that! 
  Carsten will attempt to dodge questions as to why he was 
  in the bathhouse (he was burgling it, but he won’t admit 
  to that!).  This may call for Sense Motive vs Bluff checks, 
  but poor Carsten is a B&E man, not a face or con man, so 
  it’s likely the PCs will be able to figure it ou.  Only under 
  torture or magical coercion will Carsten reveal he works 
  for the Pack.  He takes his vows to the organization very 
  seriously, despite his demeanor.  If somebody comes 
  right out and asks, he might beat around the bush, 
  allowing them to get the idea that he is a member of the 
  Pack (wink, wink, nudge, nudge) without ever coming 
  out and SAYING it.  If the PCs decide to investigate the 
  bath house before turning in for the night, go to 
  Encounter 1A: A Bad Night for a Bath. 
   
  If any of the cultists are captured and interrogated, 
  the PC’s will have a hard time getting any information 
  out of the cultists.  They know that the Guard is on the 
  way and can stall for them.  Once the Guard arrives, they 
  will take custody of any prisoners.  If the PCs can make 
  an Intimidate check, some information can be learned 
  before the Guard arrives.  The Intimidate check will be 
  opposed by a level check (plus Wisdom bonus) of the 
  prisoner.  The amount the Intimidate checks beats the 
  cultists opposed roll determines how much info they get. 
   If they attempt to cut a deal or sweet talk a prisoner, it 
  requires a Diplomacy check (initial attitude is 
  unfriendly).  The DM may choose to allow up to one 
  other PC to aid in Intimidate, but that’s all (the bad guy 
  can only be killed once, it doesn’t matter how may are 
  threatening him), but nobody can aid on the Diplomacy 
  check (more than one person talking at once just 
  confuses things): 
  Intimidate success by +0 to +9, or Diplomacy DC15:  
  They were hired in Greyhawk City to serve as hired 
  muscle.  They don’t know much. 
  Intimidate success by +10 to +19, or Diplomacy DC25:  
  They were hired in Greyhawk City to serve as hired 
  muscle.  They weren’t told of their target and did not 
  know who they were after.  Their leaders are a male 
  
   Vel4-06 A Harvest of Souls 
   
  Page 9 
  wizard and a female cleric, but they always appear hooded 
  and masked so they don’t know what they look like.  
  They’ve been paid well so they don’t ask too many 
  questions.  
  Intimidate success by +20 or more, or Diplomacy DC40:  
  As above, but they will also tell that the coin they had was 
  given to one of the thugs by another cultist who asked 
  him to pawn it.  He knows his buddy was hiding out in a 
  warehouse with some other cultists and that’s where he 
  stole the coin from.  He doesn’t know where the 
  warehouse it located though… 
  If a corpse is questioned much the same information can 
  be obtained, although the nature of the spell may limit 
  the amount and quality of information and the body. 
  If the PCs elect to tell the burglar’s tale to the watch, they 
  will be summoned to the Celestial Order of the Moons in 
  the morning during Time Period B.   Proceed to 
  Encounter Two:  Haven’t You Heard after the PCs 
  decide to rest for the night. 
  Whatever the PCs decide to do, the remaining cultists 
  return to their warehouse hideout.  When the others do 
  not return they will assume their presence has been 
  discovered.  They will gather up their belongings and 
  move to their alternate hideout in the cemetery.  They 
  will also warn the bookseller that the operation may be in 
  jeopardy and to expect unwelcome visitors.  Once settled 
  into their new hideout the cultists will finalize plans for 
  their next target, Sharis Jamorrie, the current head of the 
  Celestial Order of the Moons. 
  Development:  The PCs can do nothing else in Time 
  Period A.  If they go to the officials, nobody will be 
  available until morning.  They do not have enough leads 
  to continue investigating until something breaks loose 
  on the coin clue in the morning (Encounter Two or 
  Encounter Three).  If they let Carsten Riis go, he tells 
  them that he will ask around about information about the 
  coin they discovered.  It is their only clue.  He will seek 
  them out at Tannenbaum’s Chalice in the morning. 
   
  Encounter 1A:  A Bad Night for a 
  Bath 
  Time Period A: 
  This encounter takes place when the PCs go to 
  investigate the bath house where the burglar claims the 
  murder took place.  By a careful search of the premises 
  combined with questioning the burglar, the PCs may 
  gain clues as to the murder victim and the possible 
  identity of the cultists. 
  This bath house has stood on this site since shortly after 
  the founding of Veluna City. It has long been a refuge for 
  the city’s elite where they could come to wash their 
  troubles away and conduct private business away from 
  prying eyes.  Unlike most buildings in town, the bath 
  house is at least partly constructed of stone and brick.  
  Think of a Roman style bath house for a point of 
  reference. 
  Assuming the PCs accept the burglar’s offer, he leads 
  them to the bathhouse.  Entering through an unlocked 
  side entrance (one whose locked he picked earlier this 
  evening) he leads you to the main bathing area.  He 
  points to a large pool its normally clear water stained 
  pink.   
  “See!  Here’s where they killed him.” He says pointing 
  to the pool.  “They hung him over the side like bait 
  while that cleric of theirs invoked some dark power 
  to summon a fiend from the nether planes.  It 
  appeared in the pool in the shape of a fish although it 
  looked like no fish I’ve ever seen.”     
  Any inspection of the pool (Spot DC15) reveals 
  something shiny on the bottom.  Someone will have to 
  wade into the pool to retrieve it off the bottom.   
  The object is a signet ring bearing a crest.  A Knowledge 
  (Nobility and Royalty) check (DC 15) or Knowledge 
  (Local VTF) DC15 reveals the crest to belong to one of 
  the members of the Sarneth  family of Grayington (the 
  largest and most powerful noble family in Veluna).   If 
  the Knowledge (Nobility and Royalty) check is 20 or 
  higher, it also indicates that it is a signet only worn by the 
  leading members of house Sarneth.  If a PC specifies 
  he/she is examining the ring closely, they will see the 
  initials M.S. engraved on the inside of the band. There 
  are indentations on the ring suggesting claw or tooth 
  marks.   
  The ring belonged to Matthew Sarneth, the Grayington 
  Diocese representative to the Celestial Order of the 
  Moons.  If someone specifically enters the pool and 
  makes a Search check  DC 15 they find a small torn piece 
  of cloth floating in a shadowy area of the pool.  The cloth 
  bears a partial coat of arms matching that of the signet 
  ring.  If the PCs fail the skill checks to determine the 
  owner of either the ring or the torn cloth, and they make 
  a point of showing it to the burglar, have him make the 
  check(s).   If he fails, they can always ask the locals.  If 
  they try the patrons of Tannenbaum’s Chalice the next 
  morning (Encounter 3), assume three of the locals has 
  Knowledge (Local VTF) +8 for the check.  By then the 
  party should know the identity of the murder victim.  
  Development:  The PCs can do nothing else in Time 
  Period A.  If they go to the officials, nobody will be 
  
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  Page 10 
  available until morning.  They do not have enough leads 
  to continue investigating until something breaks loose 
  on the coin clue in the morning (Encounter Two or 
  Encounter Three).  If they let Carsten Riis go, he tells 
  them that he will ask around about information about the 
  coin they discovered.  It is their only clue.  He will seek 
  them out at Tannenbaum’s Chalice in the morning. 
  Time Periods B/C/D/E/F: 
  If the PCs go investigate the bathhouse anytime other 
  than Time Period A, they will not gain access.  The place 
  will be swarming with guards and Church of Rao and 
  Celestial Order officials.  The bathhouse staff discovered 
  the crime scene and alerted the authorities.  The PCs will 
  be denied entry, if they say they have information 
  relating to the crime, they will be taken to Bishop Tarik 
  Turis and Sharis Jamorrie.  At this point move to 
  Encounter Three: The Whole Truth and Nothing but 
  the Truth.   The visit to the bathouse at this time will not 
  consume a time period, move them straight to 
  Encounter Three for that time period. 
   
  Encounter 1B:  Sarneth 
  Residence 
  If at any time the PCs desire to visit Matthew Sarneth’s 
  residence they will find nothing: 
  Time Period A: 
  The house will be quiet and under guard.  The night 
  guards will not allow anyone entry, nor will they 
  announce anybody’s presence in the middle of the night. 
   They will simply tell any visitors to come back in the 
  morning.  If a PC tries to sweet talk the guards, they can 
  try a DC25 Diplomacy check (unfriendly to friendly); no 
  aid another on this check.  If so, they can find out that 
  the master is not in, and has not returned from the 
  COOTM yet. 
  Time Period B/C/D/E/F: 
  The place will be buttoned down and crawling with 
  Mitrik Temple Guardsmen.  The Guards will send the 
  PCs on their way.  If they press for information, they will 
  be redirected to the COOTM for official information.  
  They will not be allowed to conduct any investigation of 
  their own.   If a PC tries to sweet talk the guards, they can 
  try a DC25 Diplomacy check (unfriendly to friendly); no 
  aid another on this check.  If so, they can find out that 
  Matthew never came home and nothing unusual was 
  found in his home. 
   
   
  Encounter Two:  Haven’t You 
  Heard? 
  Time Period B ONLY: 
  This encounter takes place in Tannenbaum’s Chalice, the 
  party’s destination before the encounter with the burglar. 
   It will take place the morning after the murder of 
  Matthew Sarneth (Time Period B only).  This encounter 
  is a role-playing encounter designed to give the PCs a 
  chance to interact with both patrons and staff, and in the 
  process gain information that may prove useful in their 
  search for the killers.  DMs will need to adjust NPC 
  reactions and information based on PC action.  As always, 
  be creative and have fun!  This encounter will NOT 
  consume a Time Period unless the party does nothing but 
  sit around and wait for Carsten Riis to return with 
  information. 
  Morning finds you in the common room of 
  Tannenbaum’s 
  Chalice 
  eating 
  breakfast 
  and 
  considering the events of the previous evening.  
  There are a few other patrons in the Inn, having a 
  quick breakfast before heading off to the day’s work.   
  There are several people or groups of people the PCs can 
  approach to gather information: 
  Clerk from the COOTM (by now the word has reached 
  him of Sarneth’s murder through the “grapevine.”)  He 
  doesn’t seem too upset about it.  If asked about Matthew 
  Sarneth and/or his murder: 
   “Matthew Sarneth?  What a pain! [looks around 
  furtively] More preachy than the most pious bishop 
  he was!  Always looking down his nose at us locals, as 
  if only the folks from Grayington worshipped 
  properly!  Perhaps we’re better off without him!” 
  Off Duty Temple Guardsman (Use this NPC only if the 
  party did not investigate the bath house the previous 
  night).  If asked about the bath house murder: 
  “Last night? Yeah I heard about that.  Right mess that 
  was.  Whoever did it was real thorough.  Didn’t find 
  much there.”  [The guardsman lowers his voice]  
  “Heard they found a signet ring and a piece of cloth 
  with a coat of arms on it.  Hear tell it belonged to that 
  Matthew Sarneth, what was the Grayington rep to the 
  Moons.” [The “Moons” is Guard slang for the Celestial 
  Order of the Moons.]. “But you didn’t hear that from 
  me, right?” 
  Local Workers (laborers, artisans, blue collar workers) 
  If asked about local conditions: 
  
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  Page 11 
  Lots of strangers in town what with the war and the 
  annointment of the new Canon...  Some of them are 
  foreigners, not sure I trust them much. 
  If asked about the murder:  “Murder?!  Who?!  Ah 
  what’s the Vale coming too!  Bad times I tell ya… Oh 
  last night, yeah…don’t recall hearing a ruckus, but I 
  did hear some of the guard dogs in the warehouse 
  district start barking after midnight.  Could’ve been 
  anything though.  Lots of strange folk about like I 
  said.  Maybe one of them foreigners did it?” 
  Adventurers (Another party of adventurers is having 
  breakfast in the inn).  If asked about adventuring 
  opportunities :   
  “Ow!  Not so loud!  Me head ‘urts from all that 
  gnomish ale last night!  [massages his temples]  
  Thems little folk sure throw a mean party!  Eh?  
  Work?  Yeah works been mostly good.  They use us 
  mainly as  scouts and elite strike forces.  Still might 
  move on to safer pastures.  Lots of folk going into the 
   Dark [which is what the locals are calling the dark 
  cloud hanging over northernmost Veluna], ain’t too 
  many of ‘em coming back…” 
  If asked about the murder: 
  “Murder?  What murder?  Last night was pretty foggy 
  after six mugs.  ‘ow ‘bout you?”  He elbows his dwarf 
  companion, who huffs, “Laddie ye canna hold yer ale! 
   Now me I had ten.  ‘Course I don’t remember 
  anything about last night…” he looks somewhat 
  sheepishly at the rest of you.  A chuckle from the end 
  of the table draws your attention to a gnome dressed 
  in fine red and brown leathers.  “Well my two stalwart 
  companions, I had ten and I feel fine,” he smirks, 
  “guess it’s an acquired taste.”  He looks at you and 
  shrugs his shoulders. “Sorry I wish we could tell you 
  more, but I escorted my friends back here around 
  three bells and saw nothing unusual on the way.  He 
  looks at the rest of his party, another human and an 
  elf and they shrug their shoulders as well. 
  Any Locals 
  If they ask locals in the Chalice about the Sarneth crest 
  from the bathouse or the coin from the thugs, you can 
  allow up to three locals to make rolls Knowledge (Local 
  VTF) at +8 to pass on information the PCs couldn’t get 
  themselves.  See Encounter 1  and Encounter 1A for the 
  DCs and information from these checks. 
  Development:  From here, the PCs can either wait for 
  Carsten Riis to return with information or they can visit 
  the authorities.  If they wait for Carsten Riis, this will 
  consume Time Period B, go to Encounter 2A:  Waiting 
  for a Burglar.  If they go straight to the authorities first 
  thing in the morning, they can go to Encounter Three: 
  The Whole Truth and Nothing but the Truth and 
  arrive during Time Period B.  If they try anything else, 
  advance the Time Period to Time Period C and they 
  accomplish nothing. 
   
  Encounter 2A:  Waiting for the 
  Burglar 
  This encounter happens in any Time Period in which the 
  PCs are in Tannenbaums Chalice meeting with Carsten 
  Riis. 
  Your ‘acquaintance’ from last night hurries into the 
  common room of the Chalice.  He looks much 
  different than he did last night, not nearly so much 
  black clothing, though he still looks nervous and 
  skittish.  It looks as though he is trying to keep a low 
  profile to keep from being noticed. 
  He slinks up to your table and slides into a chair.  His 
  eyes dart both ways as he leans close and speaks in a 
  quiet voice. 
  “I was able to dig up some information on that 
  medallion we found on the bad guys last night…  
  Word on the street was that it was stolen from a 
  bookseller named Jelena Karlonnen, she runs the 
  Light of Reason, a rare books and curio shop in the 
  merchant district.  She had reported it missing from a 
  shipment and there is a court case pending against 
  the trading company, Silver Star.” 
  “Nobody knows anything about who took it, just that 
  she had filed a report that it was missing.  That’s all I 
  got, at least it’s something…” 
  That’s all Carsten was able to dig up.  He can give 
  directions to the Light of Reason shop.  He knows 
  nothing about her storage warehouse, he didn’t think to 
  ask about that (he would have no reason).  The Pack 
  keeps track of these sorts of things because they like to 
  keep an eye out for freelancers operating on their turf.  
  He was able to find this information from some of his 
  Pack contacts. 
  After talking with the PCs, he will go on the lam again.  
  He’s worried being found by the cultists who want to kill 
  him.  He will promise to check back at the Chalice 
  occasionally to see how their investigation is going. 
  At this point go to the next Time Period.  It is likely the 
  PCs will visit the Light of Reason.  
   
  
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  Page 12 
  Encounter Three:  The Whole 
  Truth and Nothing But the 
  Truth. 
  Time Periods A: 
  Nobody of authority is available; only common Guards 
  who can take reports and prisoners.  Nobody can give any 
  useful information. 
  Time Periods B/C/D/E: 
  This encounter takes place if the PCs elect to go to the 
  authorities at any time in the adventure.  The GM will 
  need to adjust the available NPCs based on the Time 
  Period.  If this occurs in Time Periods B or C they can 
  meet with Sharis Jamorrie and Bishop Tarik Turis.  If this 
  occurs in Time Period C or later, they can meet with only 
  Bishop Tarik Turis.  If they go there in Time Period A, 
  they will simply get an appointment first thing in the 
  morning, though the Temple Guard will take the burglar 
  off their hands and take a full report. 
  During Time Periods B/C/D/E, they can meet with 
  Temple Guard officials and ask questions about the 
  murder or the medallion. 
  Mitrik Temple Guard HQ: 
  If the PCs ask about the Medallion: 
  If the PCs go to headquarters and asks about the 
  medallion, the desk sergeant informs the PCs that the 
  medallion belonged to a shipment delivered last month 
  by the Silver Star trading company to Jelena Karlonen, a 
  local bookseller and antiquities dealer.  Karlonen 
  reported this and several other items missing from the 
  shipment and they were presumed stolen by the firm 
  that transported the shipment from Mitrik.  Criminal 
  charges have been filed and a civil lawsuit is working its 
  way through the court system.  If asked, the Watch desk 
  sergeant can provide directions to Karlonen’s shop the 
  Light of Reason.  The guard will confiscate the medallion 
  If asked about any aspect of the Sarneth murder: 
  The guard will indicate (actually insist) that the PCs meet 
  with Bishop Tarik Turis who is personally handling the 
  matter.  He will be able to get them an audience with 
  Turis in the same Time Period (do not advance the Time 
  Period). 
  Meeting with Bishop Tarik Turis or the COOTM: 
  If they go to the Church of Rao or the COOTM, they will 
  only be able to get useful information from Bishop Tarik 
  Turis (and Sharis Jamorrie if she is there).  Nobody else 
  will be able to help them in any way.  Should a member 
  of an appropriate meta-org (specified in the meta-org) 
  request a meeting with someone in charge, they can get 
  in to the Bishop.  Otherwise, if they mention they are 
  interested in the murder of Sarneth (either by name or by 
  mentioning the bathhouse) they will be escorted to see 
  Bishop Turis. 
  GM Note:  If PCs have met Bishop Tarik Turis before in 
  previous Veluna adventures he will be more favorably 
  inclined toward them, so adjust his reactions to take that 
  into account.  Also adjust their reactions based on when 
  they go to the authorities.  The more evidence they bring, 
  the more concerned the Bishop and Sharis Jamorrie will 
  be, but the more the Bishop will chide them for their 
  “freelance crimefighting.”  The Bishop’s reactions when 
  they come to him later in the adventure can serve as a 
  guide.  Both NPCs are Lawful Good in Alignment, but 
  the Bishop is more “Lawful” in this situation, while 
  Jamorrie is more of a politician and deal maker.  In one 
  sense play Bishop Tarik Turis as the “bad cop” to Sharis 
  Jamorrie’s “good cop.”  If any PC asks why Bishop Turis 
  seems so harsh, remember there’s a war on, his former 
  superior has apparently defected to the enemy and he’s 
  inherited the job of running this city.  He’s got a lot on 
  his shoulders. 
  Meeting the Bishop in Time Period B or C: 
  Meeting with Sharis Jamorrie and Bishop Tarik Turis: 
  You’re escorted to a plush office deep inside the 
  building housing the Celestial Order of the Moons.  
  Inside are two figures.  Behind an ornately carved 
  wooden desk sits a female gnome.  She’s well dressed 
  and her fair hair styled in what passes for the latest 
  fashion.   Her brown eyes narrow as she looks at you 
  and she gestures to her guest.  He is a tall 
  distinguished human wearing the robes of a Raoan 
  bishop.  He steps forward to greet you, “May the 
  Peace of Rao be upon you.  I am Bishop Tarik Turis, 
  acting Archbishop of Veluna City.  This is Sharis 
  Jamorrie, current chair of the Celestial Order.  I 
  understand you have something of import to discuss 
  with us?”  
  As soon as he realizes the PCs are speaking to him about 
  the Sarneth disappearance, Bishop Turis will cast Zone of 
  Truth.  He will tell them what he is doing.  If the PCs 
  object he apologizes but says that in these dangerous 
  times he cannot be too cautious.  Let the PCs tell their 
  tale then have the NPCs react accordingly. 
  How Bishop Turis and Sharis Jamorrie react will depend 
  on how much the PCs tell them.  The Zone of Truth 
  should keep the PC from outright lies and it is assumed 
  that lawful PCs will come clean and that more mercenary 
  PCs will see what kind of reward they could get.  One 
  
   Vel4-06 A Harvest of Souls 
   
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  complication is the burglar.  The Bishop already knows 
  about the incident in the Bathhouse, and that Sarneth is 
  missing.  If the party turned the burglar over to the 
  watch, the Bishop will have already questioned him and 
  sent him back to jail.  If, on the other hand, the party is 
  sheltering him and did not bring him to the meeting, the 
  PCs will have to explain how they came by their 
  information.  Let them be creative, but remember that 
  the Bishop and Jamorrie are major powers in this city and 
  hard to fool.  If they brought the burglar with them, he 
  will question him then send him off to jail. 
   
  Assuming the PCs successfully relate their tale read 
  the following.  If there are any Knights of Salvation, 
  Church of Rao, or Mitrik Temple Guard meta-org 
  members in the party, please adjust this boxed text to 
  soften up Bishop Turis’ attitude.  After all, with them in 
  the party the church IS taking care of this issue (the PCs 
  are finding themselves stuck in the middle of a 
  church/noble political play): 
  The Bishop frowns and looks at Jamorrie.  She meets 
  his gaze and arches one eyebrow, then cocks her head 
  in your direction.  You feel her gaze upon each of you 
  as if measuring you for some task.  Then she motions 
  to the Bishop who circles around and leans toward 
  her.  Whispered words are exchanged.  At one point 
  the Bishop looks in your direction with a clear look of 
  disapproval on his face then turns back to whisper 
  something to the gnome.  Finally he shrugs his 
  shoulders and you make out the words “Fine.  Your 
  way then...”  He crosses his arms and takes a step back 
  as if symbolically yielding the floor.  Sharis leans back 
  in her chair, steeples her fingers, then speaks, “I have 
  a proposition.  You seem to be honest folk…” she 
  smirks, “after a fashion… and I believe you have our 
  best interests at heart, or at the very least those of 
  your own money pouch.”  She looks up at Bishop 
  Turis, “I have consulted with the good Bishop,” Turis 
  harrumphs, “and he has agreed that we will allow you 
  to continue to investigate the murder.  There are foul 
  forces at work here in Veluna City and we must root 
  them out.  However I suspect discretion will work 
  here better than brute force, so I will use you rather 
  than the over burdened Temple Guardsmen.  Besides 
  they are doubtless known, whereas you may be able to 
  operate more freely.  Keep us informed of what you 
  find and call on the Guard if needed.”  She opens a 
  desk drawer and pulls out a piece of parchment.  
  Taking up a pen she dips it in an inkwell and begins 
  to write.   A few minutes pass, then she turns to the 
  Bishop and asks for his signature. He reluctantly 
  agrees.  After sanding it to absorb the excess ink she 
  hands the parchment to you.  “This is a writ naming 
  you as our agents.  It directs all citizens of Veluna 
  City to render you aid and assistance to the best of 
  their abilities.  More importantly it allows you to call 
  on the aid of the Temple Guard if need be and 
  instructs them not to hinder your investigation.  This 
  is a grave responsibility and do not abuse this 
  authority.  We will hear of it if you do and take 
  appropriate measures.  Do we understand one 
  another?  Yes?  Good.” 
  If the PCs turned over the medallion to the Guard last 
  night, Bishop Turis will tell them what he knows about 
  the medallion (he has already gathered the information).  
  If they brought it with them, he will call a Guard to take 
  the medallion and look into it while the PCs wait, then 
  the Guard will come back with the information.  In any 
  case, unless the PCs are completely hiding the medallion 
  they should be able to get the information about the 
  medallion: 
  Medallion info: 
  The medallion belonged to a shipment delivered last 
  month by the Silver Star trading company to Jelena 
  Karlonen, a local bookseller and antiquities dealer.  
  Karlonen reported this and several other items missing 
  from the shipment and they were presumed stolen by the 
  firm that transported the shipment from Mitrik.  
  Criminal charges have been filed and a civil lawsuit is 
  working its way through the court system.  The Guard 
  can provide directions to the Light of Reason. 
  Info on Matthew Sarneth: 
  If the PCs ask about Matthew Sarneth, Bishop Turis or 
  Sharris Jamorrie can tell them that he is the younger 
  brother of the previous Plar (Eldried Sarneth) and the 
  uncle of the current Plar of Grayington, Redin Sarneth.  
  Redin just took over the title of Plar, the most powerful 
  noble in all Veluna, last fall when his father handed down 
  the title as was tradition for the Sarneth family for 
  generations (though he did it 6 months later than usual).  
  They can also relate that Redin has been claiming to be 
  receiving direct guidance from Rao in the form of 
  visions, and that he had been lobbying to be picked as the 
  next Canon.  However, he was nowhere near qualified, 
  visions or no.  Matthew had not agreed with his brother’s 
  ambitions as Canon, and it had caused some friction 
  between them.  Bishop Turis can also tell them that 
  Matthew Sarneth left the COOTM yesterday evening, 
  but never reached his home.  He had a habit of walking 
  alone since the walk was short and in a well patrolled part 
  of town (the temple district), he enjoyed clearing his 
  head with a brisk evening walk. 
  After handing over the writ, the Bishop calls for the 
  guard outside to escort you out of the building.  Before 
  you step foot outside the guard says:   
  
   Vel4-06 A Harvest of Souls 
   
  Page 14 
  “Right little fireball ain’t she?  Don’t underestimate 
  her.  She’s been here at the Hall of Wisdom for going 
  on nineteen years and you don’t stay here that long 
  unless you’re good at the ‘game’ if you take my 
  meaning.  You must have impressed her.  Don’t get on 
  her bad side, and if you do, get out of Veluna City and 
  don’t come back.  Actually stay out of Lorrish too.  
  She’s Lord Corbin’s granddaughter and the apple of 
  his eye I hear.  Old Mugly tried courtin’ her years ago 
  and he and old Corbin got into a big row over the 
  whole thing.  I hear tell it’s one of the reasons he took 
  the life of a ranger.  Oh well, that’s enough gossip for 
  you folks.  You got work to do so best be about it!”   
  The guard turns around and heads back to his post, 
  leaving you with your writ and thoughts of what to do 
  next.    
  Meeting with the Bishop in Time Period D or E: 
  If meeting only with Bishop Tarik Turis: 
  You are escorted into the Bishop’s office.  It is richly 
  yet tastefully decorated with wood paneling and 
  several paintings depicting scenes from Veluna’s 
  history hang on the walls.  Bishop Turis looks up 
  from his desk, looks at your group and then at the 
  guard who ushered you in, and frowns.  “Yes? What 
  do these people want?”   The guard replies, “They say 
  they have information relating to the Sarneth matter, 
  Your Grace.”  The Bishop’s eyes narrow and motions 
  the guard to leave the room.  Once the door is closed 
  he looks you over once again.  “So what information 
  do you have for me?” 
  Before the PCs speak Bishop Turis will cast Zone of 
  Truth.  If the PCs object he apologizes but says that in 
  these dangerous times he cannot be too cautious.  Let the 
  PCs tell their tale then have the Bishop react accordingly. 
  How Bishop Turis reacts depends on how much the PCs 
  tell them.  The Zone of Truth should keep the PC from 
  outright lies and it is assumed that lawful PCs will come 
  clean and that more mercenary PCs will see what kind of 
  reward they could get.  One complication is the burglar.  
  The Bishop already knows about the incident in the 
  Bathhouse, and that Sarneth is missing.  If the party 
  turned the burglar over to the watch, the Bishop will 
  have already questioned him and sent him back to jail.  If, 
  on the other hand, the party is sheltering him and did not 
  bring him to the meeting, the PCs will have to explain 
  how they came by their information.  Let them be 
  creative, but remember that the Bishop and Jamorrie are 
  major powers in this city and hard to fool.  If they 
  brought the burglar with them, he will question him 
  then send him off to jail. 
  Assuming the PCs successfully relate their tale, but have 
  not discovered Jamorrie’s disappearance yet, read the 
  following (otherwise skip to the next section): 
  The Bishop frowns as you finish your tale.  “You 
  should 
  have 
  come to me sooner with this 
  information.  While I can sympathize with your 
  desire to do good and bring these foul cultists to Rao’s 
  Justice, your methods are not in keeping with the 
  Reasoned One’s teachings.  Action yes, but action 
  governed by reason and wisdom is what is required 
  here.”  With that he calls for the guard outside to 
  return.  “Go with this guardsman to the Captain‘s 
  office.  Give him the same report you gave me then 
  ask him to escort you back to my office.  Then we will 
  work out a plan to catch these criminals before they 
  can do anymore harm.” 
  Development:  The PCs are escorted to the Captain‘s 
  office.  After relating their story to him they return to 
  Bishop Turis’ office.  He hands the party and the Captain 
  a writ authorizing the PCs to continue their investigation 
  with the stipulation that they keep the authorities 
  informed of their activities and calls on the Temple 
  Guard to handle the arrest and incarceration of the 
  cultists.  After making clear everyone understands the 
  terms of the writ, the Bishop dismisses the party and has 
  them escorted out of the building.  Where the PCs go 
  from here will depend on when they elected to go to the 
  authorities. 
  See info above (Time Period B or C) for info the PCs can 
  get on the Medallion and Matthew Sarneth. 
  After Encounter Six: 
  If the PCs have already met with the Bishop, he will be 
  awaiting a break on the case.  He will listen to their story 
  and then offer to go with a troop of Guardsmen to the 
  cemetery with the party, continue to Encounter Seven. 
  If the PCs relate the attack on Jamorrie and this is the 
  first time they have met with the Bishop, continue with 
  the following: 
  Have each PC make a Sense Motive Check as they tell 
  their tale to the Bishop.  Anyone rolling over a 10 will 
  note the Bishop appears to be making a concerted effort 
  to restrain his temper.  This should make the PCs a bit 
  nervous.  When the PCs finish their tale read the 
  following : 
  Bishop Turis sits there his eyes downcast.  Minutes 
  pass as if he is gathering his thoughts.  You get the 
  sense he is engaged in an internal mental debate with 
  himself.  More minutes pass and then he looks up.  
  The icy glitter of his blue eyes startles you.  You’ve 
  never seen a high church official so obviously angry.  
  
   Vel4-06 A Harvest of Souls 
   
  Page 15 
  He speaks calmly but with a hint of disappointment 
  in his voice.  “Fortunately for you I am a follower of 
  the Reasoned One and not the Cudgel.  He would be 
  far less forgiving than I.  Rao has granted me the 
  reason to see past my initial anger with you.  Actions 
  which at worst could be considered obstruction of 
  justice can be also considered good faith efforts to 
  bring these criminal’s to Rao’s justice.  Therefore I 
  will not have you charged and thrown in jail as I 
  believe you have our best interests at heart, no matter 
  how misguided your actions or mercenary your 
  motives.  However I will have to insist that you now 
  cooperate 
  with 
  the 
  Temple 
  Guard 
  in 
  the 
  apprehension of these criminals.  I am prepared to 
  authorize your continued investigation to take 
  advantage of your particular…talents, but this is 
  contingent on your agreeing to cooperate with the 
  duly appointed agents of this city.  Do I make myself 
  clear?” 
   
  Assuming the PCs agree he will write out a writ 
  authorizing their continued investigation.  Read the 
  following: 
  “This is a writ naming you as my  agents.  It directs all 
  citizens of Veluna City to render you aid and 
  assistance to the best of their abilities.  More 
  importantly it allows you to call on the aid of the 
  Temple Guard if need be and instructs them not to 
  hinder your investigation.  This is a grave 
  responsibility and do not abuse this authority. I will 
  hear of it if you do and take appropriate measures.  Do 
  we understand one another?  Yes?  Good.  Now go and 
  help us bring these criminals to Rao’s justice before 
  they murder Sharis.  We must leave for the Cemetery 
  at once!” 
  At this point guards escort them from the building and 
  the PCs are free to continue their investigation.  
  See info above (Time Period B or C) for info the PCs can 
  get on the Medallion and Matthew Sarneth. 
  GM Note:  The Bishop and a large contingent of 
  Guardsmen will accompany the PCs to the cemetery to 
  begin the search.  The PCs however will be the ones to 
  find the clues leading to the cultists and Encounter 
  Seven: Fear The Reaper.  The Bishop and the guards will 
  only arrive after the PCs have completed the encounter.  
  They will not be the “cavalry.”  
  All APLS 
  �Sharis Jamorrie:  Female Gnome Exp1/Ari4; See 
  Appendix One: NPCs  
  �Bishop Tarik Turis:  Male Human Clr11; See 
  Appendix One:  NPCs 
  Development:  This is a roleplaying encounter.  It is 
  assumed that the PCs will not attempt a fight with the 
  two most powerful people in the city.  If they do ther are 
  enough guards and spellcasters (divine and arcane) in the 
  immediate area to defeat the PCs quickly.  The first time 
  the PCs visit the Bishop or Guard HQ, it will cost them 
  one Time Period (advance to the next Time Period).  Any 
  return trip will not cause a Time Period advancement. 
   
  Encounter Four:  Can I Help 
  You? 
  Time Period A or F: 
  There is no reason the PCs should be coming here during 
  these Time Periods.  If they do, they shop will be closed 
  and there will be nothing to find.  It will appear to be a 
  totally normal book and antiquities shop. 
  Time Period B/C/D/E: 
  This encounter occurs if the PCs go to investigate the 
  bookseller who lost the medallion found on the cultists.  
  In reality the bookseller is a deep-cover agent of The One 
  and a fanatical follower of Nerull.  This may turn into a 
  combat encounter but remember that the agent will 
  attempt to escape at the earliest opportunity and does not 
  want a confrontation with the PCs.  She will only fight to 
  the death if cornered and there is no escape.  She is 
  perfectly willing to kill to make her escape however and 
  she will use intelligent tactics in the process. 
  If the PCs come back here later to arrest her (after 
  finding cultists hiding in her warehouse), let them deal 
  with her however they wish.  But this will cost them one 
  Time Period meaning they may miss saving Jamorrie.  If 
  they come here after saving Jamorrie, she will already 
  have fled and they will not be able to catch her. 
  Assuming the PCs head directly to the shop read the 
  following: 
  Your directions appear to be accurate.  At the far end 
  of the street you can make out a wooden sign with the 
  crossed scrolls and sunburst you were told to look for. 
   The Light of Reason is one of the largest shops on 
  this street.  As you approach through the crowded 
  street you can make out a richly carved wooden 
  storefront, with glass windows allowing passers by to 
  examine the shop’s wares.  Entering the shop you see 
  several shelves crammed with books, scrolls and 
  maps.  Several counters are covered with a wide array 
  of curious artifacts many from far away lands.  
  
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  Page 16 
  At the back of the shop hangs a curtain and through 
  that curtain steps a woman.  From her features you 
  guess her to be of mixed Oeridian and Flan heritage.  
  She is of average height and sturdy build.  Her long 
  auburn hair is tied back with a leather strap, 
  accentuating her high cheekbones and her bright 
  green eyes look over your party as if measuring 
  potential customers.  She walks briskly up to you and 
  makes a welcoming gesture before speaking.  “Good 
  [morning/afternoon], I am Jelena Karlonen and I 
  welcome you to the Light of Reason.   How may I 
  help you?” 
  Development:  This should start out as a role-playing 
  encounter.  Jelena is attempting to determine how much 
  the PCs know and then convince them she’s innocent.  If 
  they reveal what they know to her, she will pass that 
  information on to the cultist leaders.  If she’s convinced 
  they’re ignorant, she will remain in place as a deep cover 
  agent, but if she thinks her cover has been blown she will 
  flee Veluna City at the earliest opportunity.    
  The PCs will no doubt have several questions for Jelena.  
  Here are some that might be asked and her likely 
  responses.  Creative GMs are encouraged to role-play this 
  out as much as possible. 
  If questioned about Matthew Sarneth and his murder: 
    
  Isn’t he the Grayington representative to the Celestial 
  Order?  Sure I’ve heard of him, but I haven’t heard 
  anything odd about him lately.  Murdered you say?  
  How?  Any idea who did it?  This is most distressing 
  news!  Imagine this in our fair city.  Next thing you 
  know we’ll be like Mitrik with an evil army pounding 
  at our gates.” 
  A successful Sense Motive skill check opposed by her 
  Bluff skill gives the PC a sense that she knows more that 
  she’s letting on.  Once the PCs go down this road, she 
  will become suspicious and will begin covering up and 
  bluffing a lot.  If the PCs ask about this and give any 
  indication they suspect her involvement, she will be 
  prepared to bolt at a moments notice.  If she gets to this 
  point, but the PCs leave and come back, she will be gone 
  (she flees). 
  If asked about the medallion: 
  Yes I had one of those as part of a recent shipment 
  from Mitrik.  The shipping company must have had 
  stolen it enroute because it never showed up at my 
  warehouse.  What is Veluna coming to when we can’t 
  even trust our own! 
  Jelena definitely believes the medallion was stolen from 
  the shipment, so she won’t be lying or bluffing at all.  She 
  will ask how the PCs recovered it, assuming they are 
  returning it to her, or are somehow investigating the 
  theft.  If they mention how they took it off the cultists, 
  she will begin to figure out that one of the thugs must 
  have taken it and compromised her.  She will then start 
  bluffing, trying to redirect the PCs to investigate the 
  Silver Star.  If she thinks the PCs suspect her, she will 
  flee after they leave. 
  If asked for the location of her warehouse: 
  You have no reason to visit my warehouse.  Why 
  would you ask such a thing?  Are you planning on 
  stealing from me?!? 
  A PC making a successful Sense Motive skill check 
  oppose by her Bluff skill believes she’s hiding something! 
   If they push the matter of the warehouse, she will know 
  they are on to her and try to make her getaway! 
  APL 2 (EL 3) 
  �Jelena Karlonen:  Female Human Rog3:  hp 16.  See 
  Appendix 1. 
  APL 4  (EL 5) 
  �Jelena Karlonen:  Female Human Rog5:  hp 27.  See 
  Appendix 1. 
  APL 6 (EL 7) 
  �Jelena Karlonen:  Female Human Rog7:  hp 37.  See 
  Appendix 1. 
  APL 8 (EL 9) 
  �Jelena Karlonen:  Female Human Rog9:  hp 48.  See 
  Appendix 1. 
  Tactics:  If combat breaks out, Jelena attempts to escape 
  by any means necessary, accepting attacks of opportunity 
  to escape.  If she is able to get to the back room, she will 
  attempt to escape through the rear door.  If she has the 
  opportunity, she will use the Potion of Invisibility to aid 
  her escape.  At APL 8 she will use the Bead of Force on 
  the nearest pursuer in an attempt to block the path. If she 
  gets clear of the shop, she flees down the street trying to 
  lose the pursuing PCs in the crowd. 
  GM Note:  If Jelena  gets away, her items are removed 
  from the Adventure Record, as there is no access to them!  
  Troubleshooting:  This is the most tenuous part of the 
  adventure.  The DM must make sure the PCs realize the 
  connection to the warehouse where the medallion came 
  from.  If they get stuck, point out that Jelena mentioned 
  that the medallion disappeared from a shipment at he 
  warehouse.  The problem is they don’t know where it is 
  located!  If they don’t think to search her office, you can 
  have Carsten Riis show up and tell them he found the 
  location of her warehouse, but only use this if he was the 
  
   Vel4-06 A Harvest of Souls 
   
  Page 17 
  one that supplied them with her name to begin with.  If 
  they got her name from the authorities, they can return 
  there and ask about the warehouse address (no Time 
  Period penalty) or can ask around to the locals who can 
  tell them. 
  Development:  A search of her office can find her 
  records.  Stealthy PCs should be able to search her office 
  for the location of the warehouse without alerting Jelena. 
   Searching these records will turn up the location of the 
  warehouse the cultists were using as a hideout.  In 
  addition, a Search check DC30 on the desk finds a secrete 
  compartment which contains a letter (Player Handout 1). 
   Advance the time period by 1 after the PCs visit Jelena or 
  the Silver Star.  They can visit these two sites a total of 
  three times without an additional advancement of the 
  time period. 
   
  Encounter 4A:  Silver Star 
  Trading Company 
  Time Period A/F: 
  The trade house will be closed and nothing can be found 
  by a break in. 
  Time Period B/C/D/E: 
  It is possible that the PCs may want to pursue the Silver 
  Star Trading company lead because of the implication 
  that the medallion was stolen by the Star.   The Silver Star 
  Trading company is a nationwide trading coster that 
  specializes in exotic goods. 
  They can meet with a clerk at the coster.  The lead 
  merchant is not available, he is out of town on business.  
  The clerk’s attitude regarding the current charges of theft 
  against the coster is Unfriendly (see Diplomacy skill in 
  the PHB). 
  Any questions about the theft will be met with suspicion. 
   He will explain that the Silver Star has a reputation to 
  uphold and it would not risk its customers trust over 
  such a small item.  He will indicate that they have 
  investigated the complaint fully and determined that all 
  goods were delivered as promised and were adequately 
  signed for by a representative of the customer.  Silver Star 
  is not responsible for what happens to the goods after the 
  customer has accepted delivery.  He will indicate that 
  they have evidence that clears them of any responsibility 
  in this case, but he is not at liberty to discuss the details of 
  an ongoing legal dispute. 
  If the PCs try to convince him to confide in them, they 
  will have to improve his attitude to friendly (DC25 
  Diplomacy check, no aid another).  Then he will tell 
  them that they have a manifest documenting the 
  contents of the delivery, signed by a representative at the 
  delivery warehouse who verified that all the contents 
  were present in the delivery.  He will be able to give 
  them the address of the warehouse.  If they make his 
  attitude helpful (managed a DC40 on the diplomacy 
  check), he will even show it to them.  It was signed for by 
  one of the cultist thugs, somebody named “Melville” 
  (which means absolutely nothing, it is a made up name). 
  Development:  Advance the time period by 1 after the 
  PCs visit Jelena or the Silver Star.  They can visit these 
  two sites a total of three times without an additional 
  advancement of the time period. 
   
  Encounter Five:  Why Is It 
  Always A Warehouse?! 
  Time Period A: 
  The PCs should not be here in this time period, as they 
  have no way of locating the warehouse at that time. 
  Time Period F: 
  The cultists will have completely cleared out of the 
  warehouse and their will be nothing left to find.  The PCs 
  have failed. 
  Time Period B/C/D/E: 
  This encounter happens when the PCs investigate the 
  warehouse the cultists are using as a base of operations. 
  The warehouse is part of a row of sturdy wooden 
  buildings, each about two stories tall with high 
  narrow shuttered windows and a peaked roof.  When 
  you circle the block you can see a loading door on 
  either end of the building with a smaller access door 
  next to it.  Above each loading door is a hanging sign 
  with a pair of crossed scrolls with a sunburst above 
  painted on it.  Hanging from the loading doors is a 
  large wooden sign reading “Closed.” 
  The small windows are 15 ft. up and only 2 ft. tall and 3 ft. 
  wide.  These are designed to let air and light in and not 
  much else.  Wagons enter through one of the large 
  loading doors, are unloaded inside the warehouse, and 
  exit via the opposite loading door. 
  �Small Wooden Doors:  1 in. thick; hardness 5; hp 10; 
  AC 5; Break DC 18; locked (DC 25). 
  �Large Loading Doors:  2 in. thick, hardness 5; hp 20; 
  AC 5; Break DC 23; barred. 
  There are two monks who are in the process of cleaning 
  up the place, they are to go to another safehouse tonight 
  
   Vel4-06 A Harvest of Souls 
   
  Page 18 
  and await the return of the cult leaders.  They will be 
  keeping watch on the streets through concealed 
  spyholes.  If there is a chance the PCs could be spotted 
  approaching the warehouse have the appropriate monk 
  make a Spot Check, applying all situational modifiers.  
  Since the monks cannot watch the streets constantly, 
  there is a 50% chance that the monk is otherwise engaged 
  and does not see the approaching PCs (no spot check 
  allowed). 
  The doors are all locked.  If the PCs attempt to unlock or 
  otherwise break through the doors, make a Listen Check 
  for the two monks, applying situational modifiers based 
  on their location and the noise the PCs make.  If the PCs 
  manage to enter undetected and manage to remain 
  hidden once inside, have them get a surprise round 
  before proceeding in initiative order.  Assume the monks 
  hear the PCs if they elect to forcibly break down a door.  
  There will be no surprise round in this case and the 
  combat will proceed in Initiative order.  If it takes more 
  than one round to break in, allow the monks as much 
  time as it takes to get inside to prepare for combat.  If the 
  PCs do not have BOTH entrances covered the monks will 
  make for the opposite entrance and attempt to flee.  They 
  were told if anyone other than the leaders attempted to 
  enter the building after dawn they were to escape and 
  make for the alternate safehouse. 
  APL 2 (EL 3) 
  �Nerullite Monk (2): Male Human Mnk2; hp 15 
  (each).  See Appendix 1. 
  APL 4  (EL 5) 
  �Nerullite Monk (2):  Male Human Mnk3; hp 24 
  (each).  See Appendix 1. 
  APL 6 (EL 7) 
  �Nerullite Monk (2):  Male Human Mnk5; hp 38    
  (each).  See Appendix 1. 
  APL 8 (EL 9) 
  �Nerullite Monk (2):  Male Human Mnk7; hp 52 
  (each).  See Appendix 1. 
  Tactics:  These two were left behind when the cultists 
  relocated to their alternate hideout.  They were to finish 
  cleaning up and make sure nothing incriminating was 
  left behind.  Once they realize they’ve been discovered 
  they will fight, but they will try to escape if things look 
  grim.  
  Development:  A search of one of the cultist will find a 
  hand drawn map of an area of Veluna City.  Make sure 
  the PCs get this map, if one monk escapes, the map will 
  be on the monk that didn’t.  If both escape, the map will 
  fall from his pocket as he flees. 
  A Knowledge (Local VTF) check DC10 or Knowledge 
  (Geography) check DC 15 will reveal the area to be that 
  of the Noble’s Quarter of Veluna City.  If they ask a local 
  on the streets, he will tell them the same thing (assume 
  any local makes his Knowledge (Local VTF) check).  
  There is a location of the map circled and some notations 
  concerning guard locations, shift changes, and the daily 
  schedule of the person living at that location.  There is 
  however no name listed.  If the PCs go to the authorities 
  with the map or go to the Noble’s Quarter and ask around 
  (No Skill Check needed) they will find out that the 
  residence belongs to Sharis Jamorrie, current head of the 
  Celestial Order of the Moons. 
  Dealing with the monks will consume one Time Period, 
  advance to the next Time Period. 
   
  Encounter Six:  A Gnome Alone 
  Time Period B/C: 
  Everything is fine at the Jamorrie residence, she is at the 
  COOTM, and the guards will not allow the PCs in. 
  Time Period D: 
  Jamorrie is in, but the guards will not allow anybody in to 
  see her.  
  Time Period F: 
  As below, but the guard has died from his wounds.  The 
  PCs have failed. 
  Time Period E: 
  This encounter takes place when they go to investigate 
  Jamorrie’s residence.   The cultists have successfully 
  kidnapped Jamorrie and taken her to the mausoleum to 
  be sacrificed to the greater glory of Nerull and The One.  
  Even though the cultist leaders were careful, they did 
  leave a few clues behind.  
  When the PCs arrive read the following: 
  From the looks of things life as a noble in Veluna isn’t 
  all bad.  Sharis Jamorrie’s residence is a walled 
  compound surrounding a large and comfortable 
  looking house.  In keeping with Veluna City tradition 
  the house is wooden although far more ornate than 
  the average citizen’s.  As you approach the Jamorrie 
  residence you notice the gate is locked, but there does 
  not appear to be any guards.  Looking thorough the 
  gate into the grounds there is no one moving about 
  the area either. 
  Have the party make listen checks DC 15.  Any making 
  the DC hear a faint moan from the other side of the wall 
  
   Vel4-06 A Harvest of Souls 
   
  Page 19 
  If they climb the wall or Open Lock the gates they find 
  two human guards on the other side.  They have been 
  pushed aside so as to be not seen from the street.  One is 
  dead the other moans again when touched.  A successful 
  Heal Check DC10 determines the guard is in bad shape 
  (self stabilized at -9 hit points) and needs immediate 
  assistance or he will die in short order (less than an hour). 
    See the rules in the PHB for self stabilized characters.   If 
  revived, he will want to tell what he knows: 
   
  “I never saw what hit me.  They must have been 
  invisible.  I heard Holger cry out and when I turned 
  to see what was the matter I was stabbed from behind 
  and fell.   They must have thought I was dead because 
  I saw two dark figures step past me as I lay there and 
  they didn’t stop to finish the job.  Not wanting to get 
  their attention I played dead but risked a peek...  I saw 
  them use Holger’s key to unlock the gate and let two 
  others enter.  They were hooded and cloaked, 
  couldn’t see their faces.  The leader was a tall woman, 
  I could tell from her voice when she started giving 
  orders.   I guess she was the leader, they seemed 
  afraid of her and sure followed her orders.  Anyhow 
  they all went inside the house.  After a while they 
  came out again. Since I was laying on my side in the 
  shadow of the wall I risked another look.  One of 
  them had a large bundle slung over his back.  I saw it 
  move and heard a muffled moan.  Whoever was 
  carrying it didn’t like that much ‘cause he pulled out a 
  sap and smacked the bundle.  After that I played dead 
  again ‘cause they stopped at the gate to make sure we 
  couldn’t be seen from the street.  Guess they didn’t 
  want anyone to know what they’d done.  Then the 
  leader she says, ‘Okay you all know what to do.  Meet 
  up at the old cemetery at sundown.  Now go, we all 
  have work to do and it’s not nice to keep the Reaper 
  waiting.’  And then she gave a little laugh that sent 
  chills down my spine.  Then I heard them leave and 
  the gate clicked shut.  I tried to crawl out but my 
  injuries were too much and I passed out.  Don’t now 
  how long I laid here till you folks showed up.  Must 
  have been hours.  So you heroes going to rescue the 
  Mistress?  I’d lay odds that wiggling bundle weren’t 
  no silverware.” 
  A search of the residence finds several dead servants and 
  no Sharis Jamorrie.  
  Development:  How the adventure proceeds from here 
  depends on PC actions.  They have two options, either 
  rush to the cemetery to take on the cultists by themselves 
  or go to the authorities first.  If they elect the former 
  move to Encounter Seven:  Fear the Reaper.  If they 
  decide to go to the authorities first, run the appropriate 
  section of Encounter Two A:  The Whole Truth and 
  Nothing but the Truth, then proceed to Encounter 
  Seven: Fear the Reaper.  In either case advance the 
  Time Period by 1. 
   
   
  Encounter Seven:  Fear the 
  Reaper 
  Time Period F: 
  If the PCs arrive after Time Period F, it is too late, 
  Jamorrie is dead and the cultists are gone. 
  This is the final confrontation with the cultist leaders as 
  they attempt to murder the head of the Celestial Order of 
  the Moons as part of a vile ceremony to Nerull, the 
  Reaper.  The encounter takes place in Veluna City’s Old 
  Cemetery.  It dates back to the founding of the city and is 
  where many of her oldest and most prominent citizens 
  are buried.  At one time it stood outside the city but over 
  time the city expanded around it.  A more recent burial 
  ground for the less wealthy residents lies a mile or so 
  south of the city.  If the PCs start heading for the newer 
  cemetery, remind them that the guard heard Annika 
  mention the “old” cemetery. 
  When the PCs enter the Cemetery read the following: 
  As you enter the cemetery grounds the air is still, 
  humid and oppressive.  There is a faint fetid odor of 
  decay and there seems to be more than the usual 
  amount of insects buzzing about.  The sun is sinking 
  below the horizon, causing the shadows of the 
  headstones and mausoleums to reach towards you 
  like the outstretched claws of a predator. 
  GM Note:  If the PCs are accompanied by the Bishop and 
  Guardsmen, the Bishop orders everybody to split up and 
  begin searching the area.  In short order the PCs find 
  themselves alone.  At this point the PCs may want to do 
  Search or Track checks.  A Track check DC15 will allow 
  them to pick up a trail of recent visitors to the cemetery.  
  However there is only a 2 in 6 chance that the trail they 
  pick up is the correct one.  If they make the track check 
  roll 1d6; on a 1-2 the trail leads them to the Turis tomb.  
  Otherwise it leads to a grave and back out of the 
  cemetery.  If they just randomly search the cemetery, 
  have them roll search checks DC20 (no aiding, everybody 
  can roll) to find the Turis tomb.  They may reroll these 
  checks as much as they like until they find it. 
  It will take some time to pick up the cultists trail, unless 
  they have the letter from the bookseller’s shop and have 
  deduced to cultist’s location.  In that case they find the 
  tomb almost immediately.  If they suggest this to the 
  
   Vel4-06 A Harvest of Souls 
   
  Page 20 
  Bishop, he will not buy it but suggests they check out 
  their theory while he and the Guards search the area.  
  Read the following when they approach the Turis tomb: 
  The tracks lead to one the largest mausoleums in the 
  cemetery.  It’s exterior is made of richly carved white 
  marble.  Flanking what appears to be the main 
  entrance are two statues of Rao, his head bent in 
  contemplation.  On the lintel above the door the 
  name ‘Turis’ is carved .   From here nothing seems to 
  be amiss. 
  A PC making a Spot check (-1 per 10 ft of distance) vs. the 
  familiar’s Hide check will notice motion on the roof of 
  the mausoleum.  If those PCs elect to investigate closer, 
  read the following: 
  As you scan the roofline of the mausoleum you notice 
  a small figure moving about.  At first you’re not sure 
  what it is, but then you hear the distinctive call of a 
  raven, confirmed as the dark shape takes wing. 
  The familiar will try to get back to its master as soon as it 
  knows it has been spotted. 
  GM Note:  There are two ways Annika and Hilmagus can 
  be alerted to the PC’s presence.  First, the mage has 
  placed an Alarm spell on the doorway, set to trigger if 
  anyone moves through it.  Second, he has his raven 
  familiar (Imp familiar at higher levels) standing watch 
  from the roof of the mausoleum.  The familiar will use its 
  empathic link to warn its master of intruders.  Of course, 
  when either the familiar or any PC enters the mausoleum 
  the Alarm is triggered.  This sends a mental warning to 
  Hilamagus.  If either method alerts them they will have a 
  brief time to prepare.  In any case Annika is standing 
  guard inside the center chamber.  PCs may be able to 
  dispel the Alarm and detect and deal with the familiar 
  without alerting either Hilmagus or Annika, but the 
  likelihood is that they will have some warning, at best a 
  round or two.  Of course if the PCs delay the NPCs take 
  full advantage to cast spells to improve the odds.  If the 
  delay is too long, such as waiting for prep spells to run 
  out, Jamorrie will be dead and the bad guys will come out 
  before all their prep spells have run out.  If the PCs delay 
  to retrieve Turis and the Guard, Jamorrie will be dead and 
  the bad guys will come out (to fight those still there, or 
  simply escape). 
  Once they push open the heavy iron doors, the party can 
  enter into the mausoleum.  Read the following:   
  The Turis family mausoleum was once a place of 
  peace and serenity but no more.  The fine murals 
  depicting Rao and his many missions of peace and 
  reason have been defaced by blasphemous symbols 
  and writings [language is Ancient Flan, the writings 
  are in praise of Nerull and his servant The One]. 
  Looking down from the entrance you see a set of 
  steps leading down to the main chamber about ten 
  feet below ground level.   
  The room is 25 feet wide and 50 feet deep.  The marble 
  walls are five feet thick.  The floor of the mausoleum is 
  five feet below ground level.  The ceiling is ten foot above 
  ground level making the height of the ceiling from the 
  main floor fifteen feet.  The stairs at the back end of the 
  mausoleum lead up five feet (putting the back area at 
  ground level, with a ten foot ceiling).  There is a three 
  foot high stone railing at the edge of the rear raised area.  
  Refer to Appendix Three Map Two for exact layout.  As 
  the PCs continue to scan their surroundings: 
  Six sarcophagi rest in the main chamber three to a 
  side facing a center path of dressed marble.   The 
  finely carved sarcophagi where Bishop Turis’ 
  ancestors rested have been opened and defiled.  Your 
  attention is drawn to the end of the mausoleum 
  where you hear chanting.  There you can make out a 
  set of steps leading to a raised area with a stone railing 
  on either side of the steps.  Beyond that you see a dais 
  which has been converted into a makeshift altar.  The 
  sarcophagus that once rested here is propped up 
  against the back wall of the chamber.  The area is lit 
  by a pair of candelabras so you can clearly see a bound 
  form tied hand and foot lying  on the  dais.  A short 
  stocky figure is standing on the steps leading to the 
  raised area.  He is chanting in Ancient Flan and seems 
  to be finishing some spell casting.   As your eyes 
  adjust to the gloom you realize there is someone 
  standing in the center of the main chamber.  From 
  the shape of the full plate armor you guess it to be 
  female and from the pale skin and hair you see she 
  would appear to be of Suel ancestry. She stands there 
  languidly swinging a scythe from side to side as if 
  oblivious to your presence.  Then she looks up at you, 
  and cocks her head.  “Ah, the guests have arrived 
  Hilmagus.”  She speaks over her shoulder then, turns 
  back to look at you again her eyes glittering with 
  malicious intent.  “So come to stop us have you?  Well 
  perhaps you will succeed and perhaps you will fail.  It 
  matters not to the Reaper, for either way there will be 
  a harvest of souls tonight.”  She assumes a martial 
  stance.  “Come, let us begin the dance of death.”  
  The air in front of the raised area is frigid as the cold of 
  the grave, the ritual has summoned this screen of cold to 
  prevent Jammorie’s rescue.  When a PC approaches the 
  raised area in back he/she will notice a faint shimmering 
  haze in front of it.  When the PC crosses into the raised 
  area (the back 15 ft) to rescue Jamorrie the trap will go 
  
   Vel4-06 A Harvest of Souls 
   
  Page 21 
  off. The first PC to cross into the area receives the 
  following cold damage by APL:  
  APL 2:  2d6 
  APL 4: 4d6 
  APL 6: 6d6 
  APL 8: 8d6 
  Fortitude save DC10+APL for half.  Only the first person 
  to cross into the area receives the damage, which leaves a 
  permanent mark on their arms.  This is an arcane mark 
  which can later be identified as a Mark of the Legendary 
  Hero. 
  APL 2 (EL 5) 
  �Hilmagus:  Male Human Wiz(Nec)3:  hp 16.  See 
  Appendix 1. 
  �Hilmagus’ Raven Familiar:  Tiny Magical Beast:  hp 8. 
   See Appendix 1. 
  �Large Fiendish Viper:  See Appendix 1. 
  �Annika:  Female Human Clr3:  hp 21.  See Appendix 1. 
  APL 4  (EL7) 
  �Hilmagus:  Male Human Wiz(Nec)5:  hp 26.  See 
  Appendix 1. 
  �Hilmagus’ Raven Familiar:  Tiny Magical Beast:  hp 
  13.  See Appendix 1. 
  �Large Fiendish Viper:  See Appendix 1. 
  �Annika:  Female Human Clr5:  hp 33.  See Appendix 1. 
  �Human Warrior Skeletons (6):  Medium Undead:  hp 
  10 each.  See Monster Manual (plus desecrate effect, extra 
  hp included). 
  APL 6 (EL 9) 
  �Hilmagus:  Male Human Wiz(Nec)7:  hp 36.  See 
  Appendix 1. 
  �Hilmagus’ Imp Familiar:  Tiny Outsider (Evil, Lawful, 
  Extraplanar):  hp 18.  See Appendix 1. 
  �Large Fiendish Viper:  See Appendix 1. 
  �Annika:  Female Human Clr7:  hp 45.  See Appendix 1. 
  �Human Warrior Skeletons (12):  Medium Undead:  
  hp 10 each.  See Monster Manual (plus desecrate effect, 
  extra hp included). 
  APL 8 (EL 11) 
  �Hilmagus:  Male Human Wiz (Nec)9:  hp 46.  See 
  Appendix 1. 
  �Hilmagus’ Imp Familiar:   Tiny Magical Beast (Evil, 
  Lawful, Extraplanar):  hp 23.  See Appendix 1. 
  �Large Fiendish Viper:  See Appendix 1. 
  �Annika:  Female Human Clr9:  hp 57.  See Appendix 1. 
  �Human Warrior Skeletons (12):  Medium Undead:  
  hp 10 each.  See Monster Manual (plus desecrate effect, 
  extra hp included). 
  Tactics:  This is the final confrontation with the cultists, 
  so pull out all the stops to make this a memorable battle.  
  The tomb is already under the effects of a desecrate spell 
  cast by Annika earlier.  The undead have been created by 
  Annika with an animate dead spell earlier, the skeletons 
  are actually ancestors of Bishop Turis enslaved in 
  undeath.  As a result of the descrate spell, she can control 
  4 times her level in HD of undead, all undead have +1 hit 
  points (included), and they have +1 to hit, damage, and 
  saves in the tomb.  Annika will attempt to stop the PCs 
  from interrupting the sacrifice by any means at her 
  disposal.  Tailor her tactics to those of the party.  She 
  prefers to kill each PC individually as a sort of “sacrifice” 
  to Nerull but will use area effect spells to slow the party 
  down. 
  As the PCs enter the mausoleum the mage is completing 
  a Summon Monster III spell from a scroll to call forth a 
  Large Fiendish Viper to consume Sharis Jamorrie.  The 
  snake arrives just before initiative is rolled and will begin 
  devouring Jamorrie.  After three rounds it will have 
  swallowed her almost completely (though a brave soul 
  can reach in the mouth and grab her!).  It will have 
  completely consumed her by round ten, and will vanish 
  back to the infernal plane it was summoned from.  So in 
  effect the players have ten rounds to rescue Jamorrie 
  before she is lost forever.  The snake will not attack 
  anyone on the first three rounds, concentrating on 
  swallowing Jamorrie.  After that it will only stay where it 
  is at and defend itself until it is sent back.  If they kill the 
  snake after it has swallowed Jamorrie, she will be lost as 
  she returns with the snake.  They will have to physically 
  pull her from the snake’s mouth in an opposed strength 
  check to free her.  Allow PCs a Spellcraft or Knowledge 
  (Arcana) check (DC 13) to figure out this potential 
  complication. 
  Hilmagus will support Annika with spells.  He too is 
  perfectly willing to make “sacrifices” to Nerull.  
  Remember these are dedicated followers of The Reaper 
  so don’t hesitate to go over the top portraying them as 
  evil cultists.  They will taunt the PCs, describing in detail 
  how they will kill them and the futility of their actions 
  on trying to save Jamorrie.  
   [GM Note:  While stressing the horror angle here, be 
  careful not to offend PC sensibilities and keep an eye out 
  for younger PCs.  This is gothic horror not a Saturday 
  night slasher movie] 
  Some quotes to use: 
  “The Reaper is hungry tonight.  Come let us feed him 
  with your death.”  
  “You cannot stop us.  Even our deaths will strengthen 
  The Reaper and The One.” 
  
   Vel4-06 A Harvest of Souls 
   
  Page 22 
  “Veluna is doomed.  Soon all will bow to the power of 
  The One!” 
  If the PCs are defeated and the watch has not arrived, 
  either cultist leader will complete the ritual and then flee 
  the cemetery and the city. 
  Conclusion 
  Once the cultists are defeated and Sharis Jamorrie 
  rescued OR the players are defeated and Sharis Jamorrie 
  consumed by the fiendish serpent, the Bishop and 
  Temple Guard will arrive to take charge of the situation.  
  If the PCs have the writ all is well, if not they have some 
  explaining to do.  If Jamorrie is alive and well she insists 
  they spend the night at her residence as her guests.  If 
  Jamorrie is dead the PCs are escorted back to 
  Tannenbaum’s Chalice and kept under house arrest while 
  the authorities sort things out.  In either case the PCs 
  receive a summons to Bishop Turis’ office the next 
  morning.   
  If Sharis Jamorrie was successfully rescued, read the 
  following: 
  You are escorted into Bishop Turis’ office. He is 
  sitting at his desk in conversation with Sharis 
  Jamorrie.  She looks a bit haggard from her ordeal but 
  appears otherwise unharmed.  As you enter they both 
  rise to greet you.  Bishop Turis addresses you, “May 
  the Peace of Rao be upon you this fine day.  I trust 
  you are well and rested?  Good.  Both Sharis and I 
  would like to thank you for uncovering this vile nest 
  of Nerullians and defeating them.  You have our 
  gratitude and we plan to show that gratitude in some 
  tangible ways.  Words of thanks and the favor of the 
  powerful are all well and good, but I’ve had 
  experience with adventurers and I know you 
  appreciate material benefits as well.  Given the 
  magnitude of your accomplishments we shall 
  compensate you accordingly.”  The bishop pauses and 
  turns toward Sharis.  She speaks, “In addition you 
  have the gratitude of the Jamorrie family as well.  I’m 
  sure 
  my 
  grandfather 
  Lord 
  Corbin 
  will 
  find 
  something…interesting to bestow upon you.” she 
  says with a slight smirk.  “By the way, I’ve heard about 
  your little party with Mugly…” 
  Sharis Jamorrie is interrupted by a knock at the door. 
   She pauses and Bishop Turis asks, “What is it?”  
  “Dispatch from Grayington, Your Grace.” 
  “Enter” 
  A Mitrik Temple Guardsman enters with a scroll case, 
  and hands the case to Bishop Turis and departs.  The 
  Bishop breaks the seal and removes the scroll inside.  
  He swifly scans the text and frowns, then hands the 
  scroll to Jamorrie.  Her reaction upon reading the 
  scroll is far different from that of the Bishop.  “Why 
  that no count son of a…” and proceeds to utter a 
  string of gnomish curses that could peel paint.  The 
  Bishop clears his throat and she looks startled, “Sorry 
  forgot myself for a moment.  Don’t suppose it would 
  hurt to show you this.  Knowing how these things 
  work I expect the news to be all over the city by 
  nightfall anyway.  May Rao have mercy on us all…”  
  She hands the scroll to the PCs. 
  Give the players Player Handout Two from Appendix 
  Two.  Also they will receive the Favor of the Jamorrie 
  Family and the Favor of Bishop Tarik Turis on the 
  Adventure Record.  If they have NOT turned in Carsten 
  Riis to the authorities they now receive the Favor of the 
  Pack. If they turned him over to the authorities they do 
  not receive the Favor of the Pack. 
  If Sharis Jamorrie was consumed by the fiendish serpent 
  and NOT rescued read the following: 
  You are escorted into Bishop Turis’ office. He is 
  sitting at his desk looking more worn than you’ve 
  ever seen him.  The events of the last twenty four 
  hours must be weighing heavily on him.  He gestures 
  you to be seated, then leans back in his chair and 
  steeples his fingers.  Minutes pass as he regards you.  
  When he finally speaks his voice is low and tired.  
  “You have my thanks for ridding Veluna City of these 
  Nerullian cultists.  I only wish you could have saved 
  Sharis as well.  But perhaps that was not part of the 
  Reasoned One’s plan.  Who can say?  I want…” The 
  bishop is interrupted by a knock at the door.  He 
  pauses and asks, “What is it?”  
  “Dispatch from Grayington, Your Grace.” 
  “Enter” 
  A Mitrik Temple Guardsman enters with a scroll case, 
  and hands the case to Bishop Turis and departs.  The 
  Bishop breaks the seal and removes the scroll inside.  
  He swifly scans the text and frowns, then looks at the 
  PCs, “I suppose you had better see this.  I imagine the 
  news will be all over the city by nightfall, so there’s 
  no use trying to keep it secret.  May Rao have mercy 
  on us all.” 
  Give the players Player Handout Two from Appendix 
  Two. The players do NOT receive the Favor of the 
  Jamorrie Family or the Favor of Bishop Tarik Turis.  If 
  they did not turn over Carsten Riis they receive the Favor 
  of the Pack.  If they turned him over to the authorities 
  they do not receive the Favor of the Pack. 
  
   Vel4-06 A Harvest of Souls 
   
  Page 23 
  Official critical events results:  Any player interested in 
  downloading an official summary of events of this mod 
  that reflects the critical events of the first run of this 
  event should be given the following password.  The DM 
  should give this password to the players at the conclusion 
  of play.  They can then download the critical summary 
  and use the password to open the file: 
  Password:  sacrifice 
  The End 
  Experience Point Summary 
  Encounter One:  The Unlucky Burglar 
  Defeat the thugs and rescue the burglar. 
  APL2  
   
  120 xp 
  APL4 
   
  180 xp 
  APL6  
   
  240 xp  
  APL8  
   
  300 xp 
   
  Encounter Five:  Can I Help You? 
  Getting the location of the warehouse. 
  APL2 
   
   
  45 xp 
  APL4  
   
   
  135 xp 
  APL6 
   
   
  180 xp 
  APL8  
   
   
  225 xp 
   
  Encounter Five: Why is it Always a Warehouse?!? 
  Defeat Monks. 
  APL2 
   
   90 xp 
  APL4 
   
   150 xp 
  APL6 
   
   210 xp 
  APL8 
   
   270 xp 
   
  Encounter Seven:  Fear The Reaper 
  Defeat Annika and Hilamagus.  
  APL2 
   
   
   150 xp 
  APL4 
   
   
   210 xp 
  APL6 
   
   
   270 xp  
  APL8 
   
   
   330 xp 
   
  Total possible experience:  
   
  APL2 
   
   
  450 xp 
  APL4  
   
   
  675 xp 
  APL6  
   
   
  900 xp 
  APL8  
   
   
  1,125 xp 
  Treasure Summary 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
  The loot total is the number of gold pieces each character 
  gains if the foes are plundered of all their earthly 
  possessions.  Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold.  If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot.  If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
  The coin total is the number of gold pieces each character 
  gains if they take the coin available.  A normal adventuring 
  party can usually gather this wealth in a round or so.  If for 
  some reason, they pass up this treasure, the coin total is 
  subtracted from the encounter totals given below. 
  Next, the magic items are listed.  Magic item treasure is the 
  hardest to adjudicate, because they are varied and because 
  characters may want to use them during the adventure.  
  Many times characters must cast identify, analyze 
  dweomer or similar spell to determine what the item does 
  and how to activate it.  Other times they may attempt to 
  use the item blindly.  If the magic item is consumable (a 
  potion, scroll, magic bolts, etc.) and the item is used before 
  the end of the adventure, its total is subtracted from the 
  adventure totals below. 
  Once you have subtracted the value for unclaimed treasure 
  from each encounter add it up and that is the number of 
  gold pieces a characters total and coin value increase at the 
  end of the adventure.  Write the total in the GP Gained 
  field of the adventure certificate.  Because this is a Regional 
  scenario, characters may spend additional Time Units to 
  practice professions or create items immediately after the 
  adventure so this total may be modified by other 
  circumstances. 
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, and 
  other valuables; M = Magic Items. 
  L:  Looted gear from enemy 
  C:  Coin, Gems, Jewelry, and other valuables 
  M:  Magic Items (sell value)  
  
   Vel4-06 A Harvest of Souls 
   
  Page 24 
  Encounter One:  The Unlucky Burglar 
   
  APL 2: L: 334 gp; C: 0 gp; M: 0 gp 
   
  APL 4: L: 433 gp; C: 0 gp; M: 0 gp 
   
  APL 6: L: 433 gp; C: 0 gp; M: 0 gp 
   
  APL 8: L: 521 gp; C: 0 gp; M: 0 gp 
  Encounter Four:  Can I Help You?  
   
  APL 2: L: 50 gp; C: 0 gp; M:  potion shield of faith +2 
  x2 (8 gp per character) 
   
  APL 4: L: 50 gp; C: 0 gp; M:  potion shield of faith +3 
  x2 (50 gp per character) 
   
  APL 6: L: 50 gp; C: 0 gp; M:  potion shield of faith +4 
  x2 (100 gp per character) gp 
   
  APL 8: L: 50 gp; C: 0 gp; M:  potion shield of faith +4 
  x2 (100 gp per character) gp 
  Encounter 
  Five: 
   
  Why 
  is 
  it 
  Always 
  a 
  Warehouse?!?  
   
  APL 2: L: 33gp; C: 0 gp; M: hat of disguise (150 gp per 
  character), potion of invisibility (25 gp per character), 
  potion of spider climb (25 gp per character). 
   
  APL 4: L: 33gp; C: 0 gp; M: hat of disguise (150 gp per 
  character), +1 bracers of armor (83 gp per character), 
  potion of invisibility (25 gp per character), potion of 
  spider climb (25 gp per character), salve of slipperiness 
  (83 gp per character). 
   
  APL 6: L: 33gp; C: 0 gp; M: hat of disguise (150 gp per 
  character), +1 bracers of armor (83 gp per character), bead 
  of force (250 gp per character), potion of invisibility (25 
  gp per character), potion of spider climb (25 gp per 
  character), salve of slipperiness (83 gp per character). 
  APL 8: L: 33gp; C: 0 gp;  M: hat of disguise (150 gp per 
  character), +1 bracers of armor (83 gp per character), bead 
  of force (250 gp per character), potion of invisibility (25 
  gp per character), potion of spider climb (25 gp per 
  character), salve of slipperiness (83 gp per character). 
  Encounter Seven: Fear The Reaper  
   
  APL 2: L: 166 gp; C: 0 gp; M: +1 ring of protection 
  (167 gp per character), arcane scroll of false life (13 gp per 
  character), wand of enlarge person (63 gp per character), 
  potion of bull’s strength (25 gp per character), potion of 
  +2 shield of faith (4 gp per character). 
   
  APL 4: L: 41 gp; C: 0 gp; M: +1 cloak of resistance, +1 
  ring of protection (167 gp per character), arcane scroll of 
  false life (13 gp per character), arcane scroll of magic 
  circle against good (31 gp per character), wand of enlarge 
  person (63 gp per character), wand of ray of 
  enfeeblement, 2
  nd level caster (125 gp per character), 
  potion of cure moderate wounds (25 gp per character),  
  +1 full plate (221 gp per character), potion of bull’s 
  strength (25 gp per character), potion of cure moderate 
  wounds (25 gp per character), potion of +3 shield of faith  
  (25 gp per character). 
   
  APL 6: L: 27 gp; C: 0 gp; M: +1 cloak of resistance, +1 
  ring of protection (167 gp per character), arcane scroll of 
  false life (13 gp per character), arcane scroll of magic 
  circle against good (31 gp per character), arcane scroll of 
  fly (31 gp per character), arcane scroll of blink (31 gp per 
  character), arcane scroll of polymorph (58 gp per 
  character), arcane scroll of solid fog (58 gp per character), 
  wand of enlarge person (63 gp per character), wand of ray 
  of enfeeblement, 2
  nd level caster (125 gp per character), 
  potion of cure moderate wounds (25 gp per character), +1 
  buckler (97 gp per character), +1 full plate (221 gp per 
  character), +1 amulet of natural armor (167 gp per 
  character), potion of bull’s strength (25 gp per character), 
  potion of cure moderate wounds (25 gp per character), 
  potion of +3 shield of faith (25 gp per character). 
   
  APL 8: L: 27 gp; C: 0 gp; M: +1 cloak of resistance, +1 
  ring of protection (167 gp per character), +2 headband of 
  intellect (333 gp per character), arcane scroll of false life 
  (13 gp per character), arcane scroll of magic circle against 
  good (31 gp per character), arcane scroll of fly (31 gp per 
  character), arcane scroll of blink (31 gp per character), 
  arcane scroll of polymorph (58 gp per character), arcane 
  scroll of solid fog (58 gp per character), arcane scroll of 
  wall of force (94 gp per character), wand of enlarge 
  person (63 gp per character), wand of ray of 
  enfeeblement, 2
  nd level caster (125 gp per character), 
  potion of cure moderate wounds (25 gp per character), +1 
  buckler (97 gp per character), +2 full plate (471 gp per 
  character), +2 periapt of wisdom (333 gp per character), 
  potion of bull’s strength (25 gp per character), potion of 
  cure moderate wounds (25 gp per character), potion of +4 
  shield of faith (50 gp per character). 
    
  Total Possible Treasure 
  APL 2: 
  450 gp 
  APL 4:  
  650 gp 
  APL 6 
  900 gp 
  APL 8: 
  1,300 gp 
   
   
  
   Vel4-06 A Harvest of Souls 
   
  Page 25 
  Special: 
  �Favor of the Pack:  For saving the life of Carsten Riis 
  and not turning him over to the authorities you have 
  gained the favor of the Pack.  This serves as an invitation 
  to join this metaorg. In addition, this favor can be 
  exchanged to gain access to one of the following magic 
  items from the DMG (at which time the favor is 
  expended):  slick, shadow, silent moves armor 
  enhancement (or the improved versions of these); cloak 
  of elvenkind, boots of elvenkind, or vest of escape.   The 
  item must be purchased at standard costs.  This does not 
  count as access for MIC.  (Frequency:  Regional) 
  �Favor of the Jamorrie family:  For saving the life of 
  his granddaughter Lord Corbin Jamorrie has granted you 
  a favor.  This favor can be saved, or used up after any 
  Regional module to receive one (and only one) of the 
  following benefits: 
  __The character has access to ONE of the following items 
  at the end of any Regional module:  The fortification 
  (light), or glamered, special ability can be placed on any 
  single suit of armor as per the DMG;.Bag of Tricks (Rust), 
  Boots of Striding and Springing, Circlet of Persuasion, 
  Eyes of the Eagle, Goggles of Minute Seeing, or Slippers 
  of Spider Climbing.  Characters must purchase this item 
  at the normal DMG price.  This does not count as access 
  for purposes of MIC.  (Frequency:  Regional) 
  �Favor of Bishop Tarik Turis:  For ridding Veluna City 
  of the Nerullian cultists the character has gained the 
  favor of Bishop Tarik Turis.  At the end of any Regional 
  module the character may add ONE of the following 
  special abilities to any single weapon as per the DMG:  
  Bane (Undead OR Evil Outsiders), Defending, or 
  Merciful.  The cost of adding the special ability is the 
  difference between the current price of the weapon and 
  the price with the special ability added.  This does not 
  count as access for purposes of MIC. (Frequency:  
  Regional) 
  �Mark of the Legendary Hero:  The hero named above 
  has been marked as one of the current generation’s 
  Legendary Heroes.  Bards will sing of the hero’s exploits 
  for centuries after his or her death.  Certain supernatural 
  creatures, and knowledgeable mortals (Knowledge:  
  Arcane or Bardic Lore DC 45) also recognize the Mark’s 
  significance if it is shown to them. 
  If a single character has two Marks of the Legendary 
  Hero he or she receives the following special benefit:  
  The Knowledge: Arcane and Bardic Lore DC is reduced 
  to 35.  Further the hero is instantly recognized as a clear 
  and present danger to any evil outsider with a Wisdom 
  score 20+ or who can recognize the mark, and is 
  considered the most immediate threat in any given 
  situation. 
  Should a single character have three Marks of the 
  Legendary Hero, he receives the following:  the 
  Knowledge: Arcane and Bardic Lore DC is reduced to 25. 
   In addition, the common people are so awestruck to 
  meet such a renowned person, they often refuse to take 
  his money.  This gives the hero free standard lifestyle in 
  Veluna regional scenarios or meta-regional scenarios set 
  in Veluna. 
  Should a single character have four Marks of the 
  Legendary Hero, he receives the following:  The 
  Knowledge: Arcane and Bardic Lore DC is reduced to 20. 
   In addition, evil outsiders only need 14+ wisdom to 
  recognize the mark and treat the character as the most 
  immediate threat.  Lastly, the characters free lifestyle is 
  upgraded to rich. 
   
  
  Vel4-06 A Harvest of Souls 
   
  Page 26 
   
   
  Appendix One:  NPC’s 
   
  Encounter 1: The Unlucky Burglar 
  APL 2 (EL 4) 
  �Cultist Thug(5): Rog1; CR 1; Medium Humanoid 
  (Human); HD 1d6+5; hp 9; Init +3; Spd 30 ft; AC 16 
  (Touch 13, flat-footed 13) [+3 dex, +3 armor];  
  Bab/Grap: +0/+2; Atk +3 melee (1d6+2, masterwork 
  rapier, 18-20x2) or +3 ranged (1d4+2, dagger, 19-20x2);  
  Full Atk +1 melee (1d6+2, masterwork rapier, 18-20x2) 
  and +1 melee (1d4+1, masterwork dagger, 19-20x2) or 
  +3 ranged (1d4+2, dagger, 19-20x2);  SA Sneak attack 
  +1d6; AL NE; SV Fort +2, Ref +5, Will +0; Str 14, Dex 
  16, Con 14, Int 8, Wis 11, Cha 8. 
   
  Skills and Feats: Balance +7, Climb +6, Escape 
  Artist +7, Intimidate +3, Jump +6, Knowledge 
  (Religion) +1, Spot +4, Tumble +7; Toughness, Two 
  Weapon Fighting. 
   
  Equipment: Masterwork dagger, masterwork 
  rapier, masterwork studded leather, 2 daggers. 
  �Carsten Riis: Rog2; CR 2; Medium Humanoid 
  (Human); HD 2d6; hp 9; Init +3; Spd 30 ft; AC 16 
  (Touch 13, flat-footed 13) [+3 dex, +3 armor];  
  Bab/Grap: +1/+2; Atk +3 melee (1d4+1, masterwork 
  dagger, 19-20x2) or +5 ranged (1d4+1, masterwork 
  dagger, 19-20x2);  Full Atk +3 melee (1d4+1, 
  masterwork dagger, 19-20x2) or +5 ranged (1d4+1, 
  masterwork dagger, 19-20x2);  SA Evasion, sneak attack 
  +1d6; AL N; SV Fort +0, Ref +6, Will +0; Str 12, Dex 16, 
  Con 11, Int 12, Wis 10, Cha 10. 
   
  Skills and Feats: Appraise +6, Balance +8, Climb 
  +6, Disable Device +10, Gather Information +2, Hide 
  +10, Knowledge (Local) +6, Listen +3, Move Silently 
  +10, Open Lock +12, Search +6, Spot +2; Nimble 
  Fingers, Stealthy. 
   
  Equipment: Masterwork dagger x2, masterwork 
  studded leather, dagger, dust of tracelessness, elixir of 
  hiding, 
  elixir 
  of sneaking, everburning torch, 
  smokestick x3, tanglefoot bag, masterwork thieves 
  tools, universal solvent, 99 gp. 
   
  APL 4 (EL 6) 
  �Cultist Thug(5): Rog1/War2; CR 2; Medium 
  Humanoid (Human); HD 1d6+2d8+6; hp 21; Init +3; 
  Spd 30 ft; AC 19 (Touch 13, flat-footed 19) [+3 dex, +4 
  armor, +2 shield];  Bab/Grap: +2/+4; Atk +5 melee 
  (1d6+2, masterwork rapier, 18-20x2) or +5 ranged 
  (1d4+2, dagger, 19-20x2);  Full Atk +3 melee (1d6+2, 
  masterwork rapier, 18-20x2) and +2 melee (1d4+1, 
  masterwork dagger, 19-20x2) or +5 ranged (1d4+2, 
  dagger, 19-20x2);  SA Evasion, sneak attack +1d6; AL 
  NE; SV Fort +5, Ref +5, Will +0; Str 14, Dex 16, Con 14, 
  Int 8, Wis 11, Cha 8. 
   
  Skills and Feats: Balance +8, Climb +5, Escape 
  Artist +6, Intimidate +3, Jump +7, Knowledge 
  (Religion) +1, Spot +4, Tumble +8; Improved Buckler 
  Defense, Two Weapon Defense, Two Weapon 
  Fighting. 
   
  Equipment: Masterwork dagger, masterwork 
  rapier, masterwork chain shirt, masterwork buckler, 2 
  daggers. 
  �Carsten Riis: Rog4; CR 4; Medium Humanoid 
  (Human); HD 4d6+4; hp 21; Init +3; Spd 30 ft; AC 17 
  (Touch 13, flat-footed 17) [+3 dex, +4 armor];  
  Bab/Grap: +3/+4; Atk +5 melee (1d4+1, masterwork 
  dagger, 19-20x2) or +7 ranged (1d4+1, dagger, 19-20x2); 
   Full Atk +5 melee (1d4+1, masterwork dagger, 19-
  20x2) or +7 ranged (1d4+1, dagger, 19-20x2);  SA 
  Evasion, uncanny dodge, sneak attack +2d6; AL N; SV 
  Fort +2, Ref +7, Will +1; Str 12, Dex 16, Con 12, Int 12, 
  Wis 10, Cha 10. 
   
  Skills and Feats: Appraise +8, Balance +10, Climb 
  +8, Disable Device +12, Gather Information +2, Hide 
  +12, Knowledge (Local) +8, Listen +4, Move Silently 
  +12, Open Lock +17, Search +8, Spot +3; Nimble 
  Fingers, Skill Focus (Open Lock), Stealthy. 
   
  Equipment: Masterwork dagger x2, +1 studded 
  leather, dagger, dust of tracelessness, elixir of hiding, 
  elixir of sneaking, everburning torch, smokestick x3, 
  tanglefoot bag, masterwork thieves tools, universal 
  solvent, potion cure light wounds x2, 99 gp. 
   
  APL 6 (EL 8) 
  �Cultist Thug(5): Rog3/War2; CR 4; Medium 
  Humanoid (Human); HD 3d6+2d8+10; hp 34; Init +3; 
  Spd 30 ft; AC 19 (Touch 13, flat-footed 16) [+3 dex, +4 
  armor, +2 shield];  Bab/Grap: +4/+6; Atk +7 melee 
  (1d6+2, masterwork rapier, 18-20x2) or +7 ranged 
  (1d4+2, dagger, 19-20x2);  Full Atk +5 melee (1d6+2, 
  masterwork rapier, 18-20x2) and +4 melee (1d4+1, 
  masterwork dagger, 19-20x2) or +7 ranged (1d4+2, 
  dagger, 19-20x2);  SA Evasion, sneak attack +2d6; AL 
  NE; SV Fort +6, Ref +6, Will +2; Str 14, Dex 16, Con 14, 
  Int 8, Wis 12, Cha 8. 
   
  Skills and Feats: Balance +10, Climb +7, Escape 
  Artist +8, Intimidate +7, Jump +9, Knowledge 
  (Religion) +1, Spot +5, Tumble +12; Improved Buckler 
  
  Vel4-06 A Harvest of Souls 
   
  Page 27 
   
  Defense, Two Weapon Defense, Two Weapon 
  Fighting. 
   
  Equipment: Masterwork dagger, masterwork 
  rapier, masterwork chain shirt, masterwork buckler, 2 
  daggers. 
  �Carsten Riis: Rog6; CR 6; Medium Humanoid 
  (Human); HD 6d6+6; hp 32; Init +3; Spd 30 ft; AC 17 
  (Touch 13, flat-footed 17) [+3 dex, +4 armor];  
  Bab/Grap: +4/+5; Atk +8 melee (1d4+1, masterwork 
  dagger, 19-20x2) or +8 ranged (1d4+1, dagger, 19-20x2); 
   Full Atk +8 melee (1d4+1, masterwork dagger, 19-
  20x2) or +8 ranged (1d4+1, dagger, 19-20x2);  SA 
  Evasion, uncanny dodge, sneak attack +3d6; AL N; SV 
  Fort +3, Ref +8, Will +2; Str 12, Dex 16, Con 12, Int 12, 
  Wis 10, Cha 10. 
   
  Skills and Feats: Appraise +10, Balance +12, Climb 
  +10, Disable Device +14, Gather Information +2, Hide 
  +14, Knowledge (Local) +10, Listen +5, Move Silently 
  +14, Open Lock +19, Search +10, Spot +4; Nimble 
  Fingers, Skill Focus (Open Lock), Stealthy, Weapon 
  Finesse. 
   
  Equipment: Masterwork dagger x2, +1 studded 
  leather, dagger, dust of tracelessness, elixir of hiding, 
  elixir of sneaking, everburning torch, smokestick x3, 
  tanglefoot bag, masterwork thieves tools, universal 
  solvent, potion cure light wounds x2, potion cat’s grace, 
  hewards handy haversack, 99 gp. 
   
  APL 8 (EL 10) 
  �Cultist Thug(6): Rog5/War2; CR 6; Medium 
  Humanoid (Human); HD 5d6+2d8+14; hp 46; Init +7; 
  Spd 30 ft; AC 19 (Touch 13, flat-footed 16) [+3 dex, +4 
  armor, +2 shield];  Bab/Grap: +5/+7; Atk +8 melee 
  (1d6+2, masterwork rapier, 18-20x2) or +8 ranged 
  (1d4+2, dagger, 19-20x2);  Full Atk +6 melee (1d6+2, 
  masterwork rapier, 18-20x2) and +5 melee (1d4+1, 
  masterwork dagger, 19-20x2) or +8 ranged (1d4+2, 
  dagger, 19-20x2);  SA Evasion, uncanny dodge, sneak 
  attack +36; AL NE; SV Fort +6, Ref +7 Will +2; Str 14, 
  Dex 16, Con 14, Int 8, Wis 12, Cha 8. 
   
  Skills and Feats: Balance +13 Climb +11, Escape 
  Artist +10, Intimidate +9, Jump +13, Knowledge 
  (Religion) +1, Spot +6, Tumble +14; Improved Buckler 
  Defense, Improved Initiative, Two Weapon Defense, 
  Two Weapon Fighting. 
   
  Equipment: Masterwork dagger, masterwork 
  rapier, masterwork chain shirt, masterwork buckler, 2 
  daggers. 
  �Carsten Riis:  Rog8; CR 8; Medium Humanoid 
  (Human); HD 8d6+8; hp 42; Init +4; Spd 30 ft; AC 18 
  (Touch 14, flat-footed 18) [+4 dex, +4 armor];  
  Bab/Grap: +6/+7; Atk +11 melee (1d4+1, masterwork 
  dagger, 19-20x2) or +11 ranged (1d4+1, dagger, 19-
  20x2);  Full Atk +11/+6 melee (1d4+1, masterwork 
  dagger, 19-20x2) or +11 ranged (1d4+1, dagger, 19-
  20x2);  SA Evasion, improved uncanny dodge, sneak 
  attack +4d6; AL N; SV Fort +2, Ref +10, Will +2; Str 12, 
  Dex 18, Con 12, Int 12, Wis 10, Cha 10. 
   
  Skills and Feats: Appraise +12, Balance +15, Climb 
  +12, Disable Device +16, Gather Information +2, Hide 
  +17, Knowledge (Local) +12, Listen +6, Move Silently 
  +17, Open Lock +22, Search +12, Spot +5; Nimble 
  Fingers, Skill Focus (Open Lock), Stealthy, Weapon 
  Finesse. 
   
  Equipment: Masterwork dagger x2, +1 studded 
  leather, dagger, dust of tracelessness, elixir of hiding, 
  elixir of sneaking, everburning torch, smokestick x3, 
  tanglefoot bag, masterwork thieves tools, universal 
  solvent, potion cure light wounds x2, potion cat’s grace, 
  potion darkness, potion cure moderate wounds, 
  hewards handy haversack, rope of climbing, 99 gp. 
   
  Encounter 3:  The Whole Truth and 
  Nothing But the Truth 
  �Sharis Jamorrie:  Female Gnome Exp1/Ari4 CR 4; 
  Small humanoid (gnome) HD 1d6+1/4d8+1  hp 33; Init 
  +1; Spd 20 ft.; AC 11 (touch 11, flat footed 10);   Base 
  Atk +3, Grp +2  Atk +2 melee (1d2-1 unarmed attack), 
  +4 ranged ; Full Atk +2 melee or +4 ranged; AL LG; SV 
  Fort +  , Ref +  , Will + ; Str 9, Dex 12, Con 12, Int 14, 
  Wis 14, Cha 15.  
   
  Skills 
  and 
  Feats: 
  Appraise 
  +7, 
  Bluff 
  +6, 
  Concentration +4, Craft (Alchemy) +6, Diplomacy +8, 
  Gather Information +6, Intimidate +6, Knowledge 
  (Arcana) +5, Knowledge (Geography) +5, Knowledge 
  (Tuf/Fals/Vel) +5, Knowledge (Nobility and Royalty) 
  +5, Listen +6, Profession (Herbalist) +6, Search +5, 
  Sense Motive +11; Diligent, Negotiator. 
   
  Encounter 4:  Can I Help You? 
  APL 2 (EL 3) 
  �Jelena Karlonen: Rog3; CR 3; Medium Humanoid 
  (Human); HD 3d6+3; hp 16; Init +6; Spd 30 ft; AC 12 
  (Touch 12, flat-footed 10) [+2 dex];  Bab/Grap: +2/+2; 
  Atk +3 melee (1d4, masterwork dagger, 19-20x2) or +5 
  ranged (1d4, masterwork dagger, 19-20x2);  Full Atk +3 
  melee (1d4, masterwork dagger, 19-20x2) or +5 ranged 
  (1d4, masterwork dagger, 19-20x2);  SA Evasion, sneak 
  attack +2d6; AL NE; SV Fort +2, Ref +5, Will +2; Str 10, 
  Dex 14, Con 12, Int 14, Wis 12, Cha 14. 
   
  Skills and Feats: Appraise +8, Balance +4, Bluff +8, 
  Diplomacy +10, Disguise +10, Escape Artist +8, Forgery 
  +8, Gather Information +8, Intimidate +12, Jump +2, 
  
  Vel4-06 A Harvest of Souls 
   
  Page 28 
   
  Profession (Bookseller) +7, Sense Motive +7, Tumble 
  +8; Improved Initiative, Dodge, Mobility. 
   
  Equipment: Masterwork dagger, hat of disguise, 
  potion invisibility, potion spider climb, smokestick x2, 
  tanglefoot bag. 
   
  APL 4 (EL 5) 
  �Jelena Karlonen: Rog5; CR 5; Medium Humanoid 
  (Human); HD 5d6+5; hp 27; Init +6; Spd 30 ft; AC 13 
  (Touch 12, flat-footed 13) [+2 dex, +1 armor];  
  Bab/Grap: +3/+3; Atk +4 melee (1d4, masterwork 
  dagger, 19-20x2) or +6 ranged (1d4, masterwork dagger, 
  19-20x2);  Full Atk +4 melee (1d4, masterwork dagger, 
  19-20x2) or +6 ranged (1d4, masterwork dagger, 19-
  20x2);  SA Evasion, sneak attack +3d6, uncanny dodge; 
  AL N; SV Fort +2, Ref +6, Will +2; Str 10, Dex 14, Con 
  12, Int 14, Wis 12, Cha 15. 
   
  Skills and Feats: Appraise +10, Balance +4, Bluff 
  +10, Diplomacy +12, Disguise +12, Escape Artist +10, 
  Forgery +10, Gather Information +10, Intimidate +14, 
  Jump +2, Profession (Bookseller) +9, Sense Motive +9, 
  Tumble +10; Improved Initiative, Dodge, Mobility. 
   
  Equipment: Masterwork dagger, hat of disguise, 
  bracers of armor +1, potion invisibility, potion spider 
  climb, salve of slipperiness, smokestick x2, tanglefoot 
  bag. 
   
  APL 6 (EL 7) 
  �Jelena Karlonen: Rog7; CR 7; Medium Humanoid 
  (Human); HD 7d6+7; hp 37; Init +6; Spd 30 ft; AC 13 
  (Touch 12, flat-footed 13) [+2 dex, +1 armor];  
  Bab/Grap: +7/+7; Atk +6 melee (1d4, masterwork 
  dagger, 19-20x2) or +8 ranged (1d4, masterwork dagger, 
  19-20x2);  Full Atk +6 melee (1d4, masterwork dagger, 
  19-20x2) or +8 ranged (1d4, masterwork dagger, 19-
  20x2);  SA Evasion, sneak attack +4d6, uncanny dodge; 
  AL N; SV Fort +3, Ref +7, Will +5; Str 10, Dex 14, Con 
  12, Int 14, Wis 12, Cha 15. 
   
  Skills and Feats: Appraise +12, Balance +4, Bluff 
  +12, Diplomacy +14, Disguise +14, Escape Artist +12, 
  Forgery +12, Gather Information +12, Intimidate +16, 
  Jump +2, Profession (Bookseller) +11, Sense Motive 
  +11, Tumble +12; Improved Initiative, Iron Will, 
  Dodge, Mobility. 
   
  Equipment: Masterwork dagger, hat of disguise, 
  bracers of armor +1, bead of force, potion invisibility, 
  potion spider climb, salve of slipperiness, smokestick 
  x2, tanglefoot bag. 
   
  APL 8 (EL 9) 
  �Jelena Karlonen: Rog9; CR 9; Medium Humanoid 
  (Human); HD 9d6+9; hp 48; Init +6; Spd 30 ft; AC 13 
  (Touch 12, flat-footed 13) [+2 dex, +1 armor];  
  Bab/Grap: +8/+8; Atk +7 melee (1d4, masterwork 
  dagger, 19-20x2) or +9 ranged (1d4, masterwork dagger, 
  19-20x2);  Full Atk +7/+2 melee (1d4, masterwork 
  dagger, 19-20x2) or +9 ranged (1d4, masterwork dagger, 
  19-20x2);  SA Evasion, sneak attack +5d6, improved 
  uncanny dodge; AL N; SV Fort +4, Ref +8, Will +6; Str 
  10, Dex 14, Con 12, Int 14, Wis 12, Cha 16. 
   
  Skills and Feats: Appraise +14, Balance +4, Bluff 
  +15, Diplomacy +17, Disguise +17, Escape Artist +14, 
  Forgery +14, Gather Information +15, Intimidate +19, 
  Jump +2, Profession (Bookseller) +13, Sense Motive 
  +13, Tumble +14; Improved Initiative, Iron Will, 
  Dodge, Run, Mobility. 
   
  Equipment: Masterwork dagger, hat of disguise, 
  bracers of armor +1, bead of force, potion invisibility, 
  potion spider climb, salve of slipperiness, smokestick 
  x2, tanglefoot bag. 
   
  Encounter 5:  Why Is It Always a 
  Warehouse?! 
  APL 2 (EL 3) 
  �Nerullite 
  Monk(2): 
  Mnk2; CR 2; Medium 
  Humanoid (Human); HD 2d8+4; hp 15; Init +4; Spd 30 
  ft; AC 17 (Touch 17, flat-footed 13) [+4 dex, +3 wis];  
  Bab/Grap: +1/+3; Atk +3 melee (1d6+2, unarmed strike, 
  x2) or +4 melee (1d6+2, masterwork kama, x2);  Full 
  Atk +3 melee (1d6+2, unarmed strike, x2) or +4 melee 
  (1d6+2, masterwork kama, x2) or +1/+1 melee (1d6+2, 
  unarmed strike flurry, x2) or +2/+2 melee (1d6+2, 
  masterwork kama flurry, x2);  SA Evasion, flurry of 
  blows, stunning fist (2/day) DC14; AL LE; SV Fort +5, 
  Ref +7, Will +6; Str 14, Dex 18, Con 14, Int 13, Wis 16, 
  Cha 8. 
   
  Skills and Feats: Balance +11, Climb +7, Escape 
  Artist +9, Jump +9, Knowledge (Religion) +6, Tumble 
  +11; Stunning Fist, Deflect Arrows, Combat Expertise, 
  Improved Trip. 
   
  Equipment: Masterwork kama x2, potion shield of 
  faith +2. 
   
  APL 4 (EL 5) 
  �Nerullite 
  Monk(2): 
  Mnk3; CR 3; Medium 
  Humanoid (Human); HD 3d8+6; hp 24; Init +4; Spd 40 
  ft; AC 17 (Touch 17, flat-footed 13) [+4 dex, +3 wis];  
  Bab/Grap: +2/+5; Atk +5 melee (1d6+3, unarmed strike, 
  x2) or +6 melee (1d6+3, masterwork kama, x2);  Full 
  Atk +5 melee (1d6+3, unarmed strike, x2) or +6 melee 
  (1d6+3, masterwork kama, x2) or +3/+3 melee (1d6+2, 
  unarmed strike flurry, x2) or +4/+4 melee (1d6+3, 
  masterwork kama flurry, x2);  SA Evasion, flurry of 
  blows, stunning fist (2/day) DC14; SQ Still mind; AL 
  
  Vel4-06 A Harvest of Souls 
   
  Page 29 
   
  LE; SV Fort +5, Ref +7, Will +6; Str 16, Dex 18, Con 14, 
  Int 13, Wis 16, Cha 8. 
   
  Skills and Feats: Balance +12, Climb +9, Escape 
  Artist +10, Jump +11, Knowledge (Religion) +7, 
  Tumble +12; Stunning Fist, Deflect Arrows, Combat 
  Expertise, Fists of Iron, Improved Trip. 
   
  Equipment: Masterwork kama x2, potion shield of 
  faith +3. 
   
  APL 6 (EL 7) 
  �Nerullite 
  Monk(2): 
  Mnk5; CR 5; Medium 
  Humanoid (Human); HD 5d8+10; hp 38; Init +4; Spd 
  40 ft; AC 18 (Touch 18, flat-footed 14) [+4 dex, +4 wis];  
  Bab/Grap: +3/+6; Atk +6 melee (1d8+3, unarmed strike, 
  x2) or +7 melee (1d6+3, masterwork kama, x2);  Full 
  Atk +6 melee (1d8+3, unarmed strike, x2) or +7 melee 
  (1d6+3, masterwork kama, x2) or +5/+5 melee (1d8+3, 
  unarmed strike flurry, x2) or +6/+6 melee (1d6+3, 
  masterwork kama flurry, x2);  SA Evasion, flurry of 
  blows, stunning fist (2/day) DC14, ki strike (magic); 
  SQ  Still mind, slow fall (20 ft), purity of body; AL LE; 
  SV Fort +6, Ref +8, Will +7; Str 16, Dex 18, Con 14, Int 
  13, Wis 17, Cha 8. 
   
  Skills and Feats: Balance +14, Climb +11, Escape 
  Artist +12, Jump +13, Knowledge (Religion) +9, 
  Tumble +14; Stunning Fist, Deflect Arrows, Combat 
  Expertise, Fists of Iron, Improved Trip. 
   
  Equipment: Masterwork kama x2, potion shield of 
  faith +4. 
   
  APL 8 (EL 9) 
  �Nerullite 
  Monk(2): 
  Mnk7; CR 7; Medium 
  Humanoid (Human); HD 7d8+14; hp 52; Init +4; Spd 
  50 ft; AC 18 (Touch 18, flat-footed 14) [+4 dex, +4 wis];  
  Bab/Grap: +5/+8; Atk +8 melee (1d8+3, unarmed strike, 
  x2) or +9 melee (1d6+3, masterwork kama, x2);  Full 
  Atk +8 melee (1d8+3, unarmed strike, x2) or +9 melee 
  (1d6+3, masterwork kama, x2) or +7/+7 melee (1d8+3, 
  unarmed strike flurry, x2) or +8/+8 melee (1d6+3, 
  masterwork kama flurry, x2);  SA Evasion, flurry of 
  blows, stunning fist (2/day) DC14, ki strike (magic); 
  SQ  Still mind, slow fall (30 ft), purity of body, 
  wholeness of body (14 points/day); AL LE; SV Fort +7, 
  Ref +9, Will +8; Str 16, Dex 18, Con 14, Int 13, Wis 17, 
  Cha 8. 
   
  Skills and Feats: Balance +16, Climb +13, Escape 
  Artist +14, Jump +15, Knowledge (Religion) +11, 
  Tumble +16; Stunning Fist, Deflect Arrows, Improved 
  Trip, Fists of Iron, Flying Kick, Pain Touch, Power 
  Attack. 
   
  Equipment: Masterwork kama x2, potion shield of 
  faith +4. 
   
  Encounter 7:  Fear the Reaper 
  All APLs 
  �Large Fiendish Viper:  Large Magical Beast 
  (Extraplanar); CR 2; HD 3d8 (13 hp); Init +7; Spd 20 ft., 
  climb 20 ft., swim 20 ft.; AC 15 (-1 size, +3 Dex, +3 
  natural) (Touch 12, flat-footed 12); Bab/Grap: +2/+6; 
  Atk: Bite +4 melee (1d4 plus poison); Full Atk: Bite +4 
  melee (1d4 plus poison); Space/Reach: 10 fr./5 ft.; 
  SA:Poison, Smite Good (Su); SQ: Scent, Darkvision 60 
  fr., Cold and Fire Resistance 5, spell resistance 8;  AL 
  CE; SV Fort +3, Ref +6, Will +2; Str 10, Dex 17, Con 11, 
  Int 3, Wis 12, Cha 2. 
   
  Skills and Feats:  Balance +11, Climb +11, Hide +8, 
  Listen +5, Spot +6, Swim +8; Improved Initiative, 
  Weapon Finesse. 
   
  Poison:  Fort DC11, 1d6 Con damage initial, 1d6 
  Con damage secondary. 
   
  APL 2 (EL 5) 
  �Hilmagus: Wiz(Nec)3; CR 3; Medium Humanoid 
  (Human); HD 3d4+6; hp 16; Init +1; Spd 30 ft; AC 12 
  (Touch 12, flat-footed 11) [+1 dex, +1 deflection];  
  Bab/Grap: +1/+0; Atk +0 melee (1d6-1, quarterstaff, x2) 
  or +7 ranged touch (spell, ray);  Full Atk +0 melee (1d6-
  1, quarterstaff, x2) or +2 ranged touch (spell, ray);  SQ:  
  Summon Familiar; AL NE; SV Fort +3, Ref +2, Will +4; 
  Str 8, Dex 12, Con 14, Int 17, Wis 12, Cha 9. 
   
  Skills and Feats: Bluff +2, Concentration +8, 
  Forgery +6, Knowledge (Arcana) +9, Knowledge 
  (Religion) +9, Spellcraft +11; Combat Casting, Greater 
  Spell Focus (Necromancy), Spell Focus (Necromancy). 
   
  Equipment: Quarterstaff, ring of protection +1, 
  scroll false life, wand enlarge person. 
   
  Spells Prepared: (4/3+1/2+1; DC 13 + Spell Level, 
  DC 15 + Spell Level (Necromancy*)): 0
  th – Acid splash, 
  detect magic, light, mage hand; 1
  st – cause fear*, mage 
  armor, magic missile, ray of enfeeblement; 2
  nd – 
  blindness/deafness*, ghoul touch*, scorching ray. 
  �Hilmagus’ Raven Familiar: Tiny Magical Beast; HD 
  3; hp 8; Init +2; Spd 10 ft, fly 40 ft (average); AC 16 
  (Touch 14, flat-footed 14) [+2 size, +2 dex, +2 natural];  
  Bab/Grap: +1/-12; Atk +5 melee (1d2-5, claws, x2);  Full 
  Atk +5 melee (1d2-5, claws, x2);  Space/Reach:  2-1/2 
  ft/0 ft; SA:  Deliver touch spells; SQ:  Low-light vision, 
  improved evasion, share spells, empathic link, speak 
  common; AL NE; SV Fort +3, Ref +2, Will +5; Str 1, 
  Dex 15, Con 10, Int 7, Wis 14, Cha 6. 
   
  Skills and Feats: Bluff +1, Concentration +6, 
  Forgery +1, Hide +10, Knowledge (Arcana) +4, 
  Knowledge (Religion) +4, Listen +3, Spot +5, Spellcraft 
  +6; Weapon Finesse. 
  
  Vel4-06 A Harvest of Souls 
   
  Page 30 
   
  �Annika: Clr3; CR 3; Medium Humanoid (Human); 
  HD 3d8+3; hp 21; Init +1; Spd 20 ft; AC 20 (Touch 11, 
  flat-footed 19) [+1 dex, +8 armor, +1 shield];  Bab/Grap: 
  +2/+4; Atk +4 melee (2d4+3, masterwork scythe, x4);  
  Full Atk +4 melee (2d4+3, masterwork scythe, x4);  SA: 
   Rebuke undead, spontaneous casting; AL NE; SV Fort 
  +4, Ref +2, Will +6; Str 14, Dex 12, Con 12, Int 10, Wis 
  16, Cha 10. 
   
  Skills and Feats: Concentration +7, Knowledge 
  (Religion) +6, Knowledge (The Planes) +6; Martial 
  Weapon Proficiency (Scythe), Power Attack, Weapon 
  Focus (Scythe). 
   
  Equipment: Masterwork buckler, full plate, potion 
  of bull’s strength, potion of shield of faith +2, 
  masterwork scythe. 
   
  Spells Prepared: (4/3+1/2+1; DC 13 + Spell Level; 
  Domains – Evil, Trickery): 0
  th – Cure minor wounds x3, 
  detect magic; 1
  st – bless, cause fear, doom, protection 
  from good; 2
  nd – aid, invisibility, shatter. 
   
  APL 4 (EL 7) 
  �Hilmagus: Wiz(Nec)5; CR 5; Medium Humanoid 
  (Human); HD 5d4+10; hp 26; Init +1; Spd 30 ft; AC 12 
  (Touch 12, flat-footed 11) [+1 dex, +1 deflection];  
  Bab/Grap: +2/+1; Atk +1 melee (1d6-1, quarterstaff, x2) 
  or +3 ranged touch (spell, ray);  Full Atk +1 melee (1d6-
  1, quarterstaff, x2) or +3 ranged touch (spell, ray);  SQ:  
  Summon Familiar; AL NE; SV Fort +4, Ref +3, Will +6; 
  Str 8, Dex 12, Con 14, Int 18, Wis 12, Cha 9. 
   
  Skills and Feats: Bluff +3, Concentration +10, 
  Forgery +8, Knowledge (Arcana) +12, Knowledge 
  (Religion) +12, Knowledge (The Planes) +5, Spellcraft 
  +14; Combat Casting, Craft Wand, Greater Spell Focus 
  (Necromancy), Spell Focus (Necromancy). 
   
  Equipment: Quarterstaff, cloak of resistance +1, 
  ring of protection +1, scroll false life, scroll magic circle 
  vs good, wand enlarge person, wand ray of 
  enfeeblement (caster level 2), potion cure moderate 
  wounds. 
   
  Spells Prepared: (4/4+1/3+1/2+1; DC 14 + Spell 
  Level, DC 16 + Spell Level (Necromancy*)): 0
  th – Acid 
  splash, detect magic, light, mage hand; 1
  st – cause fear*, 
  mage armor, magic missile, ray of enfeeblement, 
  shocking grasp; 2
  nd – blindness/deafness*, ghoul 
  touch*, scorching ray, spectral hand; 3
  rd – ray of 
  exhaustion, stinking cloud, vampiric touch. 
  �Hilmagus’ Raven Familiar: Tiny Magical Beast; HD 
  5; hp 13; Init +2; Spd 10 ft, fly 40 ft (average); AC 17 
  (Touch 14, flat-footed 14) [+2 size, +2 dex, +3 natural];  
  Bab/Grap: +2/-11; Atk +6 melee (1d2-5, claws, x2);  Full 
  Atk +6 melee (1d2-5, claws, x2);  Space/Reach:  2-1/2 
  ft/0 ft; SA:  Deliver touch spells; SQ:  Low-light vision, 
  improved evasion, share spells, empathic link, speak 
  common, speak with master; AL NE; SV Fort +3, Ref 
  +2, Will +6; Str 1, Dex 15, Con 10, Int 8, Wis 14, Cha 6. 
   
  Skills and Feats: Bluff +2, Concentration +8, 
  Forgery +3, Hide +10, Knowledge (Arcana) +7, 
  Knowledge (Religion) +7, Listen +3, Spot +5, Spellcraft 
  +9; Weapon Finesse. 
  �Annika: Clr5; CR 5; Medium Humanoid (Human); 
  HD 5d8+10; hp 37; Init +1; Spd 20 ft; AC 21 (Touch 11, 
  flat-footed 20) [+1 dex, +9 armor, +1 shield];  Bab/Grap: 
  +3/+6; Atk +6 melee (2d4+4, masterwork scythe, x4);  
  Full Atk +6 melee (2d4+4, masterwork scythe, x4);  SA: 
   Rebuke undead, spontaneous casting; AL NE; SV Fort 
  +6, Ref +2, Will +7; Str 16, Dex 12, Con 14, Int 10, Wis 
  17, Cha 10. 
   
  Skills and Feats: Concentration +9, Knowledge 
  (Religion) +8, Knowledge (The Planes) +8; Martial 
  Weapon Proficiency (Scythe), Power Attack, Weapon 
  Focus (Scythe). 
   
  Equipment: Masterwork buckler, +1 full plate, 
  potion of bull’s strength, potion cure moderate 
  wounds, potion of shield of faith +3, masterwork 
  scythe. 
   
  Spells Prepared: (5/4+1/3+1/2+1; DC 13 + Spell 
  Level; Domains – Death, Trickery): 0
  th – Cure minor 
  wounds x4, detect magic; 1
  st – bless, cause fear, doom, 
  magic weapon, protection from good; 2
  nd – aid, 
  desecrate, invisibility, shatter; 3
  rd – animate dead, 
  blindness/deafness, prayer. 
   
  APL 6 (EL 9) 
  �Hilmagus: Wiz(Nec)7; CR 7; Medium Humanoid 
  (Human); HD 7d4+14; hp 36; Init +1; Spd 30 ft; AC 12 
  (Touch 12, flat-footed 11) [+1 dex, +1 deflection];  
  Bab/Grap: +3/+2; Atk +2 melee (1d6-1, quarterstaff, x2) 
  or +4 ranged touch (spell, ray);  Full Atk +2 melee (1d6-
  1, quarterstaff, x2) or +4 ranged touch (spell, ray);  SQ:  
  Summon Familiar; AL NE; SV Fort +5, Ref +4, Will +7; 
  Str 8, Dex 12, Con 14, Int 18, Wis 12, Cha 9. 
   
  Skills and Feats: Bluff +4, Concentration +12, 
  Diplomacy +1, Disguise +1, Forgery +9, Intimidate +1, 
  Knowledge (Arcana) +14, Knowledge (Religion) +14, 
  Knowledge (The Planes) +7, Spellcraft +16; Combat 
  Casting, 
  Craft 
  Wand, 
  Greater 
  Spell 
  Focus 
  (Necromancy), 
  Improved 
  Familiar, 
  Spell 
  Focus 
  (Necromancy). 
   
  Equipment: Quarterstaff, cloak of resistance +1, 
  ring of protection +1, scroll false life, scroll magic circle 
  vs good, scroll fly, scroll blink, scroll polymorph, scroll 
  solid fog, wand enlarge person, wand ray of 
  enfeeblement (caster level 2), potion cure moderate 
  wounds. 
   
  Spells Prepared: (4/5+1/4+1/3+1/2+1; DC 14 + 
  Spell Level, DC 16 + Spell Level (Necromancy*)): 0
  th – 
  
  Vel4-06 A Harvest of Souls 
   
  Page 31 
   
  Acid splash, detect magic, light, mage hand; 1
  st – cause 
  fear*, mage armor, magic missile x2, ray of 
  enfeeblement*, 
  shocking 
  grasp; 
  2
  nd 
  – 
  blindness/deafness*, ghoul touch*, scorching ray, 
  spectral hand*, web; 3
  rd – fireball, ray of exhaustion*, 
  stinking cloud, vampiric touch*; 4
  th – bestow curse*, 
  fear*, ice storm. 
  �Hilmagus’ Imp Familiar: Tiny Outsider (evil, 
  lawful, extraplanar); HD 7; hp 18; Init +3; Spd 20 ft, fly 
  50 ft (perfect); AC 24 (Touch 15, flat-footed 21) [+2 size, 
  +3 dex, +9 natural];  Bab/Grap: +3/-5; Atk +8 melee (1d4 
  plus poison, sting, x2);  Full Atk +8 melee (1d4 plus 
  poison, sting, x2);  Space/Reach:  2-1/2 ft/0 ft; SA:  
  Deliver touch spells, poison, spell-like abilities; SQ:  
  Alternate form (raven), darkvision 60 ft, DR 5/good or 
  silver, fast healing 2, immunity to poison, resistance to 
  fire 5, improved evasion, share spells, empathic link, 
  speak common, speak with master; AL NE; SV Fort +3, 
  Ref +6, Will +6; Str 10, Dex 17, Con 10, Int 10, Wis 12, 
  Cha 14. 
   
  Skills and Feats: Bluff +7, Concentration +10, 
  Diplomacy +8, Disguise +4, Forgery +5, Hide +17, 
  Intimidate +4, Knowledge (Arcana) +10, Knowledge 
  (Religion) +10, Knowledge (The Planes) +6, Listen +7, 
  Move Silently +9, Search +6, Spellcraft +12, Spot +7, 
  Survival +1 (+3 following tracks);  Dodge, Weapon 
  Finesse. 
   
  Poison (Ex):  Injury, Fortitude DC 13, initial 
  damage 1d4 dex, secondary damage 2d4 dex. 
   
  Spell-Like Abilities:  At will – detect good, detect 
  magic, invisibility (self only); 1/day – suggestion 
  (DC15).  Caster level 6.  Once per week an imp can use 
  commune to ask six questions (otherwise same as spell 
  cast by 12
  th level cleric). 
   
  Alternate Form (Su):  As polymorph, caster level 
  12
  th, except that can only assume the form of a raven. 
  �Annika: Clr7; CR 7; Medium Humanoid (Human); 
  HD 7d8+14; hp 51; Init +1; Spd 20 ft; AC 23 (Touch 11, 
  flat-footed 22) [+1 dex, +9 armor, +2 shield, +1 natural]; 
   Bab/Grap: +5/+8; Atk +8 melee (2d4+4, masterwork 
  scythe, x4);  Full Atk +7 melee (2d4+4, masterwork 
  scythe, x4);  SA:  Rebuke undead, spontaneous casting; 
  AL NE; SV Fort +7, Ref +3, Will +8; Str 16, Dex 12, Con 
  14, Int 10, Wis 17, Cha 10. 
   
  Skills and Feats: Concentration +11, Knowledge 
  (Religion) +10, Knowledge (The Planes) +10; Combat 
  Casting, Martial Weapon Proficiency (Scythe), Power 
  Attack, Weapon Focus (Scythe). 
   
  Equipment: +1 buckler, +1 full plate, +1 amulet of 
  natural armor, potion of bull’s strength, potion cure 
  moderate wounds, potion of shield of faith +3, 
  masterwork scythe. 
   
  Spells Prepared: (6/5+1/4+1/3+1/1+1; DC 13 + 
  Spell Level; Domains – Death, Trickery): 0
  th – Cure 
  minor wounds x5, detect magic; 1
  st – bless, cause fear, 
  doom, entropic shield, magic weapon, protection from 
  good; 2
  nd – aid, bear’s endurance, desecrate, invisibility, 
  shatter; 3
  rd – animate dead, blindness/deafness, prayer, 
  summon monster III; 4
  th – confusion, divine power. 
   
  APL 8 (EL 11) 
  �Hilmagus: Wiz(Nec)9; CR 9; Medium Humanoid 
  (Human); HD 9d4+18; hp 46; Init +1; Spd 30 ft; AC 13 
  (Touch 13, flat-footed 11) [+2 dex, +1 deflection];  
  Bab/Grap: +4/+3; Atk +3 melee (1d6-1, quarterstaff, x2) 
  or +7 ranged touch (spell, ray);  Full Atk +3 melee (1d6-
  1, quarterstaff, x2) or +7 ranged touch (spell, ray);  SQ:  
  Summon Familiar; AL NE; SV Fort +6, Ref +6, Will +9; 
  Str 8, Dex 14, Con 14, Int 20, Wis 14, Cha 8. 
   
  Skills and Feats: Bluff +5, Concentration +14, 
  Diplomacy +1, Disguise +1, Forgery +11, Intimidate +1, 
  Knowledge (Arcana) +17, Knowledge (Religion) +15, 
  Knowledge (The Planes) +12, Spellcraft +19; Combat 
  Casting, 
  Craft 
  Wand, 
  Greater 
  Spell 
  Focus 
  (Necromancy), 
  Improved 
  Familiar, 
  Spell 
  Focus 
  (Necromancy), Weapon Focus (Ray). 
   
  Equipment: Quarterstaff, cloak of resistance +1, 
  ring of protection +1, headband of intellect +2, scroll 
  false life, scroll magic circle vs good, scroll fly, scroll 
  blink, scroll polymorph, scroll solid fog, scroll wall of 
  force, wand enlarge person, wand ray of enfeeblement 
  (caster level 2), potion cure moderate wounds. 
   
  Spells Prepared: (4/6+1/5+1/4+1/3+1/2+1; DC 15 + 
  Spell Level, DC 17 + Spell Level (Necromancy*)): 0
  th – 
  Acid splash, detect magic, light, mage hand; 1
  st – mage 
  armor, magic missile x3, ray of enfeeblement x2*, 
  shocking grasp; 2
  nd – blindness/deafness*, ghoul 
  touch*, resist energy, scorching ray, spectral hand*, 
  web; 3
  rd – dispel magic, fireball, ray of exhaustion*, 
  stinking cloud, vampiric touch*; 4
  th – bestow curse*, 
  fear*, ice storm, wall of ice; 5
  th – baleful polymorph, 
  cone of cold, waves of fatigue*. 
  �Hilmagus’ Imp Familiar: Tiny Outsider (evil, 
  lawful, extraplanar); HD 9; hp 23; Init +3; Spd 20 ft, fly 
  50 ft (perfect); AC 25 (Touch 15, flat-footed 21) [+2 size, 
  +3 dex, +10 natural];  Bab/Grap: +4/-4; Atk +9 melee 
  (1d4 plus poison, sting, x2);  Full Atk +9 melee (1d4 
  plus poison, sting, x2);  Space/Reach:  2-1/2 ft/0 ft; SA:  
  Deliver touch spells, poison, spell-like abilities; SQ:  
  Alternate form (raven), darkvision 60 ft, DR 5/good or 
  silver, fast healing 2, immunity to poison, resistance to 
  fire 5, improved evasion, share spells, empathic link, 
  speak common, speak with master; AL NE; SV Fort +3, 
  Ref +6, Will +7; Str 10, Dex 17, Con 10, Int 10, Wis 12, 
  Cha 14. 
  
  Vel4-06 A Harvest of Souls 
   
  Page 32 
   
   
  Skills and Feats: Bluff +8, Concentration +12, 
  Diplomacy +8, Disguise +4, Forgery +7, Hide +17, 
  Intimidate +4, Knowledge (Arcana) +12, Knowledge 
  (Religion) +11, Knowledge (The Planes) +7, Listen +7, 
  Move Silently +9, Search +6, Spellcraft +12, Spot +7, 
  Survival +1 (+3 following tracks);  Dodge, Weapon 
  Finesse. 
   
  Poison (Ex):  Injury, Fortitude DC 13, initial 
  damage 1d4 dex, secondary damage 2d4 dex. 
   
  Spell-Like Abilities:  At will – detect good, detect 
  magic, invisibility (self only); 1/day – suggestion 
  (DC15).  Caster level 6.  Once per week an imp can use 
  commune to ask six questions (otherwise same as spell 
  cast by 12
  th level cleric). 
   
  Alternate Form (Su):  As polymorph, caster level 
  12
  th, except that can only assume the form of a raven. 
  �Annika: Clr9; CR 9; Medium Humanoid (Human); 
  HD 9d8+18; hp 65; Init +1; Spd 20 ft; AC 23 (Touch 11, 
  flat-footed 22) [+1 dex, +10 armor, +2 shield];  
  Bab/Grap: +6/+9; Atk +9 melee (2d4+4, masterwork 
  scythe, x4);  Full Atk +9/+4 melee (2d4+4, masterwork 
  scythe, x4);  SA:  Rebuke undead, spontaneous casting; 
  AL NE; SV Fort +8, Ref +4, Will +11; Str 16, Dex 12, 
  Con 14, Int 10, Wis 20, Cha 10. 
   
  Skills and Feats: Concentration +13, Knowledge 
  (Religion) +12, Knowledge (The Planes) +12; Combat 
  Casting, Martial Weapon Proficiency (Scythe), Power 
  Attack, Weapon Focus (Scythe). 
   
  Equipment: +1 buckler, +2 full plate, periapt of 
  wisdom +2, potion of bull’s strength, potion cure 
  moderate wounds, potion of shield of faith +4, 
  masterwork scythe. 
   
  Spells Prepared: (6/5+1/5+1/4+1/3+1/2+1; DC 15 + 
  Spell Level; Domains – Death, Trickery): 0
  th – Cure 
  minor wounds x5, detect magic; 1
  st – bless, cause fear, 
  doom, entropic shield, magic weapon, protection from 
  good; 2
  nd – aid, bear’s endurance, cure moderate 
  wounds, desecrate, invisibility, shatter; 3
  rd – animate 
  dead, blindness/deafness, divine power, prayer, 
  summon monster III; 4
  th – confusion, divine power, 
  spell immunity, summon monster IV; 5
  th – righteous 
  might, slay living, spell resistance. 
   
  Mitrik Temple Guard Patrol 
  APL 2 (EL4, EL2 for non-lethal only) 
  �Soldier (4): Male Human War1; CR 1/2; Medium 
  Humanoid (Human); HD 1d8+1; hp 7; Init +1; Spd 20 
  ft; AC 17 (touch 11, flat-footed 16) [+1 Dex, +2 shield, 
  +4 scale mail]; Base Atk +1; Grp +2; Atk +3 melee 
  (1d8+1, longsword, 19-20x2) or +2 ranged (1d4+1, 
  Dagger, 19-20x2); Full Atk +3 melee (1d8+1, longsword, 
  19-20x2) or +2 ranged (1d4+1, Dagger, 19-20x2); AL LG; 
  SV Fort +3, Ref +1, Will +0; Str 12, Dex 12, Con 12, Int 
  8, Wis 10, Cha 10.  
   
  Skills and Feats: Intimidate +4, Ride +5; 
  Endurance, Weapon Focus (longsword). 
   
  Possessions: Scale mail, heavy steel shield, 
  longsword, dagger. 
  �Leader: Male Human War3; CR 2; Medium 
  Humanoid (Human); HD 3d8+6; hp 23; Init +1; Spd 20 
  ft; AC 18 (touch 11, flat-footed 17) [+1 Dex, +2 shield, 
  +5 armor]; Base Atk +3; Grp +5; Atk +7 melee (1d8+2, 
  masterwork longsword, 19-20x2) or +5 melee (1d4+2, 
  dagger, 19-20x2) or +4 ranged (1d4+2, dagger, 19-20x2); 
  Full Atk +7 melee (1d8+2, masterwork longsword, 19-
  20x2) or +5 melee (1d4+2, dagger, 19-20x2) or +4 
  ranged (1d4+2, dagger, 19-20x2); AL LG; SV Fort +5, 
  Ref +2, Will +3; Str 14, Dex 12, Con 14, Int 10, Wis 10, 
  Cha 12.  
   
  Skills and Feats: Climb +4, Intimidate +6, Ride +7; 
  Endurance, Iron Will, Weapon Focus (longsword).   
   
  Possessions: Breastplate, heavy steel shield, 
  masterwork longsword, dagger. 
  APL 4 (EL6, EL4 for non-lethal only) 
  �Soldier (6): Male Human War2; CR 1; Medium 
  Humanoid (Human); HD 2d8+2; hp 14; Init +1; Spd 20 
  ft; AC 17 (touch 11, flat-footed 16) [+1 Dex, +2 shield, 
  +4 scale mail]; Base Atk +2; Grp +3; Atk +4 melee 
  (1d8+1, longsword, 19-20x2) or +3 melee (1d4+1, 
  dagger, 19-20x2) or +3 ranged (1d4+1, dagger, 19-20x2); 
  Full Atk +4 melee (1d8+1, longsword, 19-20x2) or +3 
  melee (1d4+1, dagger, 19-20x2) or +3 ranged (1d4+1, 
  dagger, 19-20x2); AL LG; SV Fort +4, Ref +1, Will +0; 
  Str 12, Dex 12, Con 12, Int 8, Wis 10, Cha 10.  
   
  Skills and Feats: Intimidate +5, Ride +6; 
  Endurance, Weapon Focus (Longsword). 
   
  Possessions: Scale mail, heavy steel shield, 
  longsword, dagger. 
  �Leader: Male Human War5; CR 4; Medium 
  Humanoid (Human); HD 5d8+10; hp 38; Init +1; Spd 
  20 ft; AC 19 (touch 11, flat-footed 18) [+1 Dex, +2 
  shield, +6 armor]; Base Atk +5; Grp +7; Atk +9 melee 
  (1d8+2, masterwork longsword, 19-20x2) or +7 melee 
  (1d4+2, dagger, 19-20x2) or +6 ranged (1d4+2, dagger, 
  19-20x2); Full Atk +9 melee (1d8+2, masterwork 
  longsword, 19-20x2) or +7 melee (1d4+2, dagger, 19-
  20x2) or +5 ranged (1d4+2, dagger, 19-20x2); AL LG; SV 
  Fort +6, Ref +2, Will +3; Str 15, Dex 12, Con 14, Int 10, 
  Wis 10, Cha 12.  
   
  Skills and Feats: Climb +1, Intimidate +8, Ride +9; 
  Endurance, Iron Will, Weapon Focus (longsword). 
   
  Possessions: Half plate, heavy steel shield, 
  masterwork longsword, dagger. 
  
  Vel4-06 A Harvest of Souls 
   
  Page 33 
   
  APL 6 (EL8, EL6 for non-lethal only) 
  �Soldier (6): Male Human War3; CR 2; Medium 
  Humanoid (Human); HD 3d8+6; hp 23; Init +1; Spd 20 
  ft; AC 17 (touch 11, flat-footed 16) [+1 Dex, +2 shield, 
  +4 scale mail]; Base Atk +3; Grp +4; Atk +5 melee 
  (1d8+1, longsword, 19-20x2) or +4 melee (1d4+1, 
  dagger, 19-20x2) or +4 ranged (1d4+1, dagger, 19-20x2); 
  Full Atk +5 melee (1d8+1, longsword, 19-20x2) or +4 
  melee (1d4+1, dagger, 19-20x2) or +4 ranged (1d4+1, 
  dagger, 19-20x2); AL LG; SV Fort +4, Ref +2, Will +1; 
  Str 12, Dex 12, Con 12, Int 8, Wis 10, Cha 10.  
   
  Skills and Feats:  Intimidate +6, Ride +7; 
  Endurance, Weapon Focus (longsword), Toughness. 
   
  Possessions: Scale mail, heavy steel shield, 
  longsword, dagger. 
  �Leader: Male Human War7; CR 6; Medium 
  Humanoid (Human); HD 7d8+14; hp 53; Init +1; Spd 
  20 ft; AC 19 (touch 11, flat-footed 18) [+1 Dex, +2 
  shield, +6 armor]; Base Atk +7/+2; Grp +9; Atk +11 
  melee (1d8+2, masterwork longsword, 19-20x2) or +10 
  melee (1d4+2, masterwork dagger, 19-20x2) or +9 
  ranged (1d4+2, masterwork dagger, 19-20x2); Full Atk 
  +11/+6 melee (1d8+2, masterwork longsword, 19-20x2) 
  or +10/+6 melee (1d4+2, masterwork dagger, 19-20x2) 
  or +9 ranged (1d4+2, masterwork dagger, 19-20x2); AL 
  LG; SV Fort +7, Ref +3, Will +4; Str 15, Dex 12, Con 14, 
  Int 10, Wis 10, Cha 12.  
   
  Skills and Feats: Climb +6, Intimidate +10, Ride 
  +11; Endurance, Iron Will, Power Attack, Weapon 
  Focus (longsword 
   
  Possessions: Masterwork half plate, heavy steel 
  shield, masterwork longsword, masterwork dagger. 
  APL 8 (EL10, EL8 for non-lethal only) 
  �Soldier (6): Male Human War4; CR 3; Medium 
  Humanoid (Human); HD 4d8+7; hp 30; Init +1; Spd 20 
  ft; AC 17 (touch 11, flat-footed 16) [+1 Dex, +2 shield, 
  +4 scale mail]; Base Atk +4; Grp +4; Atk +6 melee 
  (1d8+1, longsword, 19-20x2) or +5 melee (1d4+1, 
  dagger, 19-20x2) or +5 ranged (1d4+1, dagger, 19-20x2); 
  Full Atk +6 melee (1d8+1, longsword, 19-20x2) or +5 
  melee (1d4+1, dagger, 19-20x2) or +5 ranged (1d4+1, 
  dagger, 19-20x2); AL LG; SV Fort +5, Ref +2, Will +1; 
  Str 13, Dex 12, Con 12, Int 8, Wis 10, Cha 10.  
   
  Skills and Feats:  Intimidate +7, Ride +8; 
  Endurance, Weapon Focus (longsword), Toughness. 
   
  Possessions: Scale mail, heavy steel shield, 
  longsword, dagger. 
  �Leader: Male Human War9; CR 8; Medium 
  Humanoid (Human); HD 9d8+18; hp 68; Init +1; Spd 
  20 ft; AC 21 (touch 11, flat-footed 20) [+1 Dex, +2 
  shield, +8 armor]; Base Atk +9/+4; Grp +12; Atk +14 
  melee (1d8+4, +1 longsword, 19-20x2) or +12 melee 
  (1d4+3, dagger, 19-20x2) or +11 ranged (1d4+3, dagger, 
  19-20x2); Full Atk +14/+9 melee (1d8+4, +1 longsword, 
  19-20x2) or +12/+7 melee (1d4+3, dagger, 19-20x2) or 
  +11 ranged (1d4+3 dagger, 19-20x2); AL LG; SV Fort +8, 
  Ref +4, Will +5; Str 16, Dex 12, Con 14, Int 10, Wis 10, 
  Cha 12.  
   
  Skills and Feats: Climb +9, Intimidate +12, Ride 
  +13; Cleave, Endurance, Iron Will, Power Attack, 
  Weapon Focus (longsword).   
   
  Possessions: Masterwork full plate, heavy steel 
  shield, +1 longsword, masterwork dagger. 
  
  Vel4-06 A Harvest of Souls 
   
  Page 34 
   
  Appendix Two:  Player Handouts 
   
  Player Handout 1 
  Note found in the hidden desk compartment of the bookseller’s desk (Encounter Four) 
   
  Our next target is ripe for the harvest.  We strike tonight.  It is a 
  small offering to the Reaper to be sure, but an offering both He 
  and The One will appreciate.  It will be made all the more sweet by 
  the location I’ve chosen.  I only wish the good Bishop could be 
  there so I could see his face when we make the sacrifice.  As they 
  say, some things are priceless!  Wish us luck! 
  Annika 
  
  Vel4-06 A Harvest of Souls 
   
  Page 35 
   
  Player Handout 2 
   
   
  You have seen fit to thwart the divinely inspired plan of our Most 
  Holy Rao and put an unworthy in my place.  So be it.  I wash my 
  hands of the affair.  The Reasoned One has made the path clear to 
  me and I intend to take it.  All those of True Faith will follow me.  
  As for the rest, they are welcome to the gentle ministrations of The 
  One.  With our faith in Rao as our shield, we will prevail and no 
  force on Oerth can defeat us.  As of now Grayington secedes from 
  Veluna and declares its independence as a sovereign state.  May 
  Rao have mercy on your souls. 
   
  Redin Sarneth 
  Plar of Grayington 
  True Canon of the Faithful   
   
  
  Vel4-06 A Harvest of Souls 
   
  Page 36 
   
  Appendix Three:  Maps 
   
  Map 1 
   
   
   
  
  Vel4-06 A Harvest of Souls 
   
  Page 37 
   
  Map 2 
   
   
  
  Vel4-06 A Harvest of Souls 
   
  Page 38 
   
  Map 3 
   
   
   
   
   
  
  Vel4-06 A Harvest of Souls 
   
  Page 39 
   
  Appendix Four: New Material 
   
  New Feats 
  Improved Buckler Defense [General]:  You can 
  attack with an offhand weapon while retaining a 
  buckler’s shield bonus to your Armor Class.  
  Prerequisite:  Shield Proficiency.  Benefit:  When you 
  attack with a weapon in your off hand, you may still 
  apply your buckler’s shield bonus to your Armor Class. 
   Normal:  Without this feat, a character wielding a 
  buckler who attacks with an off-hand weapon loses the 
  buckler’s shield bonus top AC until his or her next 
  turn.  Special:  A fighter may select Improved Buckler 
  Defense as one of his fighter bonus feats. 
   
  Fists of Iron [General]: You have learned the secrets 
  of imbuing your unarmed attacks with extra force.  
  Prerequisites:  Improved Unarmed Strike, Stunning 
  Fist, base attack bonus +2.  Benefit:  Declare that you 
  are using this feat before you make your attack roll 
  (this, a missed attack roll runis the attempt).  You deal 
  an extra 1d6 points of damage when you make a 
  successful unarmed attack.  Each attempt counts as one 
  of your uses of the Stunning Fist feat for the day. 
   
  Flying Kick [General]: You literally leap into battle, 
  dealing devastating damage.  Prerequisites:  Str 13, 
  Jump 4 ranks, Improved Unarmed Strike, Power 
  Attack.  Benefit:  When fighting unarmed and using 
  the charge action, you deal an extra 1d12 points of 
  damage with your unarmed attack. 
   
  Pain Touch [General]: You cause intense pain in an 
  opponent with a successful stunning attack.  
  Prerequisites:  Wis 15, Stunning Fist, base attack bonus 
  +2.  Benefit:  Victims of a successful stunning attack at 
  subjet to such debilitation pain that they are nauseated 
  for 1 round following the round they are stunned.  
  Creature that are immune to stunning attacks are also 
  immune to the effect of this feat, as are any creatures 
  that are more than one size category larger than the 
  feat user.
   
  
  Vel4-06 A Harvest of Souls 
   
  Page 40 
   
  Appendix Five: Mark of the Legendary Hero 
   
  Give this to any person gaining the Mark during this event (and mark it on their AR as well) 
   
  If a single character has two Marks of the Legendary Hero he or she receives the following special benefit:  The 
  Knowledge: Arcane and Bardic Lore DC is reduced to 35.  Further the hero is instantly recognized as a clear and present 
  danger to any evil outsider with a Wisdom score 20+ or who can recognize the mark, and is considered the most 
  immediate threat in any given situation. 
   
  Should a single character have three Marks of the Legendary Hero, he receives the following:  the Knowledge: Arcane 
  and Bardic Lore DC is reduced to 25.  In addition, the common people are so awestruck to meet such a renowned 
  person, they often refuse to take his money.  This gives the hero free standard lifestyle in Veluna regional scenarios or 
  meta-regional scenarios set in Veluna. 
   
  Should a single character have four Marks of the Legendary Hero, he receives the following:  The Knowledge: Arcane 
  and Bardic Lore DC is reduced to 20.  In addition, evil outsiders only need 14+ wisdom to recognize the mark and treat 
  the character as the most immediate threat.  Lastly, the characters free lifestyle is upgraded to rich. 
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Veluna/594/Normal Scenarios/VEL4-06 - A Harvest of Souls (APL 2-8)/VEL4-06 - Harvest of Souls.pdf