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 Wizards of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, 
  please visit www.wizards.com/d20 
  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can 
  sanction and run DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
  DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s Handbook, 
  Dungeon Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other 
  countries. This material is protected under the copyright laws of the United States of America. Any reproduction or 
  unauthorized use of the material or artwork contained herein is prohibited without the express written permission of 
  Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or 
  events is purely coincidental. © 2006 Wizards of the Coast, Inc and the adventure author or authors. 
   
   
   
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  For questions specific to this document and your region, please e-mail your triad point of contact (POC) at 
  baparis@ozemail.com.au; for LIVING GREYHAWK campaign questions email rpgahq@wizards.com. 
  PERM6-02 
   
   
   
   
  Lifesavers 
   
  A One-Round D&D LIVING GREYHAWK®  
  Perrenland Regional Adventure 
  Version 1.0 
  Round 1 
  by Jon Naughton 
   
   
  What happens in Perrenland does not always stay in Perrenland. The Perrenland ambassador to 
  Greyhawk city has been recalled to deal with some local intra-clan problems. In these dark and troubled 
  times though, a clan divided weakens all clans and has implications for the nation as a whole. 
   
  A Perrenland interactive for PCs of character levels 6 - 15 (APLS 8 - 14) 
  
  Lifesavers 
   
  Page 1 
  RPGA SANCTIONED PLAY 
  Most likely you ordered this adventure as part of 
  an RPGA even from the RPGA website, or you 
  received it from your senior gamemaster. To play 
  this adventure as part of the LIVING GREYHAWK™ 
  campaign—a worldwide, ongoing D&D campaign 
  set in the GREYHAWK setting—you must sanction it 
  as part of an RPGA event. This event could be as 
  elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at 
  least a HERALD-LEVEL gamemaster. The person 
  who sanctions the event is called the senior 
  gamemaster, and is in charge of making sure the 
  event is sanctioned before play, runs smoothly on 
  the date sanctioned, and then reported back to the 
  RPGA in a timely manner. The person who runs 
  the game is called the table Dungeon Master (or 
  usually just DM). Sometimes (and almost all the 
  time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have 
  to be a HERALD-LEVEL GM to run this adventure if 
  you are not the senior GM.  
   
  By sanctioning and reporting this adventure 
  you accomplish a couple of things. First it is an 
  official game, and you can use the AR to advance 
  your LIVING GREYHAWK character. Second player 
  and DMs gain rewards for sanctioned RPGA play 
  if they are members of the DUNGEONS & DRAGONS 
  REWARDS program. Playing this adventure is worth 
  one (1) point.  
   
  This adventure retires from RPGA-sanctioned 
  play on December 31, 2007.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, 
  visit the RPGA website at www.rpga.com.  
   
  PLAYERS READ NO 
  FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther 
  than this section, you’ll know too much about its 
  challenges, which kills the fun. Also, if you’re 
  playing this adventure as part of an RPGA-
  sanctioned event, reading beyond this point 
  makes you ineligible to do so.  
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need 
  copies of the following D&D books: Player’s 
  Handbook, Dungeon Master’s Guide, and the 
  Monster Manual.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase 
  or read aloud when appropriate. Sidebars contain 
  important information for you, including special 
  instruction on running the adventure. Information 
  on nonplayer characters (NPCs) and monsters 
  appear in abbreviated form in the adventure text. 
  Full information on NPCs and monsters are given 
  in Appendix 1.  
   
  Along with this adventure you’ll find a RPGA 
  Table Tracking sheet. If you’re playing this 
  adventure as part of an RPGA-sanctioned event, 
  complete and turn in this sheet to your senior GM 
  directly after play. You’ll also find a LIVING 
  GREYHAWK Adventure Record (AR).  
  LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to 
  LIVING 
  GREYHAWK 
  games, 
  this 
  adventure’s 
  challenges are proportionate to the modified 
  average character level of the PCs participating in 
  the adventure. To determine this modified Average 
  Party Level (APL) follow the steps below: 
  1. Determine the character level for each of the 
  PCs participating in the adventure. 
  2. If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), 
  other 
  than 
  those brought 
  by virtue of a 
  class 
  ability 
  (such 
  as 
  animal 
  companions, 
  familiars 
  paladin’s 
  mounts) or the 
  warhorse of a 
  character with 
  the 
  Mounted 
  Combat 
  feat, 
  use 
  the 
  sidebar 
  chart 
  to 
  determine 
  the number of 
  CR 
  1 
  2 
  3 
  4 
  1/4 
  and 
  1/6 
  0 
  0 
  0 
  1 
  1/3 
  and 
  1/2  
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  5 
  6 
  7 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  7 
  7 
  9 
  10 
  11 
  
  Lifesavers 
   
  Page 2 
  levels you add to the sum of step one. Add 
  each character’s animals separately. Animals 
  with different CRs are determined separately 
  using the chart; then, take the highest CR 
  animal (or animals), and add 2 (drop 
  fractions). This result is the effective character 
  level for a mixed-CR group of animals. A 
  single PC may only bring four or fewer 
  animals of this type.  
  3. Sum the results of step 1 and 2, and divide by 
  the number of characters playing in the 
  adventure. Round up to the nearest whole 
  number. 
  4. If you are running a table of six PCs, add one 
  to that average. 
  Throughout this adventure, APLs categorize the 
  level of challenge the PCs face. APLS are given in 
  even-numbered increments. If the APL of your 
  group falls on an odd number, ask them before the 
  adventure begins whether they would like to play a 
  harder or easier adventure. Based on their choice, 
  use either the higher or the lower adjacent APL. 
   
  APL also affects the amount of experience 
  and gold a PC can gain at the end of the 
  adventure. If a player character is three character 
  levels or more either higher or lower than the APL 
  at which this adventure is being played, that 
  character receives only one-half of the experience 
  points and gold for the adventure. This simulates 
  the fact that either the PC was not challenged as 
  much as normal or relied on help by higher-level 
  characters to reach the objectives. 
   
  Furthermore, a PC who is four or more levels 
  higher than the highest APL supported by the 
  adventure may not play the adventure. 
   
  LIVING GREYHAWK adventures are designed for 
  APL 2 and higher. Four or five 1st-level characters 
  may find the challenge of an APL 2 adventure 
  difficult. Suggest the following to these groups to 
  help increase their chances of success:  
  1. Enlist a sixth player. 
  2. Advise characters to buy riding dogs to 
  help protect them, and fight for them. 
   
  TIME UNITS AND UPKEEP 
  This is a standard one-round regional adventure, 
  set 
  in 
  Perrenland. 
   
  Characters 
  native 
  to 
  Perrenland pay one Time Unit per round; all others 
  pay two Time Units per round. 
   
  Adventurer’s Standard Upkeep costs 12gp per 
  Time Unit.  Rich Upkeep costs 50gp per Time 
  Unit.  Luxury Upkeep costs 100gp per Time Unit. 
  Characters that fail to pay at least Standard 
  Upkeep will retain temporary ability damage until 
  the 
  next 
  adventure, 
  must 
  buy 
  new 
  spell 
  component pouches and healer’s kits, and may 
  suffer other in-game penalties (or possibly gain in-
  game benefits) as may be detailed in this 
  scenario. 
   
  A character that does not pay for at least 
  Standard Upkeep may also avoid the above-
  described penalties by living off the wild.  If the 
  character possesses four or more ranks in the 
  Survival skill and succeeds at a Survival check 
  (DC 20), the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, 
  may refill spell component pouches and healer’s 
  kits, and may restock up to 20 arrows or bolts if 
  the character has at least four ranks in Craft 
  (bowmaking).  The player is allowed to Take 10 on 
  this roll. 
   
  More information about Lifestyle and Upkeep 
  can be found in the “Lifestyle and Upkeep” section 
  of Chapter 3 of the LIVING GREYHAWK Campaign 
  Sourcebook. 
  Adventure Background 
  The Ambassador to Greyhawk City, Mârin 
  Weisspeer has been recalled to Perrenland to sort 
  out problems with the Weisspeer clan. Internal 
  tensions have gotten to the stage where neither 
  side are willing to listen to the other, and an 
  “impartial” and diplomatic Weisspeer brought in to 
  try and talk some sense into both factions of the 
  clans. 
   
  Unfortunately, 
  not 
  all 
  members 
  of 
  the 
  Weisspeer clan want to see this happen. Hasten, 
  or those loyal to Hasten, would prefer not to see 
  Mârin reach Perrenland alive. 
   
  To prevent her arriving safely, these covert 
  rebels have arranged for her to be assassinated 
  en route to Perrenland where her disappearance 
  can be attributed to the forces of Iuz. While they 
  don’t want to see her stay alive, neither do they 
  want to see her become a martyr to the other 
  Weisspeer faction. 
   
  Unfortunately for these rebels, word of the 
  assassination plan has reached the Auszug 
  (although through the joys of “Chinese whispers”, 
  it arrived, only a little scrambled). A little stretched 
  at the moment, they have instructed one of their 
  
  Lifesavers 
   
  Page 3 
  agents to recruit some known heroes to assist 
  them in this endeavour. 
  Adventure Summary 
  The heroes have been stranded in an inn for the 
  last five days due to a severe storm. One evening, 
  a mysterious stranger arrives, drenched from head 
  to foot. He speaks with the PCs and asks them to 
  assist him in finding Mârin Weisspeer – the 
  Perrenland 
  Ambassador 
  to 
  Greyhawk 
  City. 
  Internal clan troubles have forced her recall to 
  Perrenland. 
   
  But, all is not safe for Mârin and her 
  companions. Unbeknown to them, a group of 
  assassins have been hired to ensure that she 
  does not reach Krestible. The PCs are asked to 
  find Mârin and escort her back safely. 
   
  Shortly 
  after 
  finding 
  Mârin 
  and 
  her 
  companions, the party are attacked by a group of 
  outsiders. They have been summoned and left to 
  ambush the group as they cross the Witch’s Hinge 
  – an ancient bridge spanning the Velverdyva 
  River. 
   
  Later that same night, the PCs discover that 
  they are being scried upon. The assassins, 
  realising that their first approach didn’t work, plan 
  to take more direct action in stopping Mârin and 
  her bodyguards. 
   
  A few nights later, two assassins take direct 
  action against the PCs. They place sleep poison in 
  the stew at the inn in order to dull their senses and 
  attack them later that night (when hopefully they’re 
  all asleep). 
   
  Meanwhile, Erwin and his associates have 
  been keeping an eye on the party. As the combat 
  finishes, Erwin and a couple of Auszug members 
  arrive on the scene to congratulate the PCs. 
  Preparation for Play 
  IMPORTANT DMs NOTE: There are a number of 
  special effects in play within the nation of 
  Perrenland at this time. These include a huge 
  smoke cloud over the Yatil Mountains, a nightmare 
  affecting all in Perrenland, lifestyle changes due to 
  a failed harvest and many Divination spells going 
  awry at the instigation of Iuz. See DM’s Aid One 
  for details.  
  Ask the players for some Spot, Listen and Sense 
  Motive checks. By doing them in advance, you can 
  simply refer to them as needed without the 
  obvious “give me a spot check…you spot 
  nothing…” 
   
  For the most part, this is a fairly linear adventure, 
  although this is mainly due to them following the 
  wishes of their charges. If the PCs decide to break 
  from the module to do their own thing (such as 
  research, etc), then try to accommodate them. 
  Introduction 
  If there has one thing that’s been constant 
  recently in Perrenland, it’s been the wind and 
  rain. For the last five days, it’s kept you – and 
  your traveling companions – virtual prisoner in 
  the Black Dog Inn. Located in the small hamlet 
  of Swaartzart, just across the Velverdyva River 
  from Eskinronde, the Black Dog Inn is the 
  (something about the inn). At least the 
  company has been good and, compliments of 
  the local cleric, the food hot and the drinks 
  plentiful. 
   
  It is, therefore, with some surprise to the 
  patrons of your inn when the doors fly open 
  and a man soaked to the bone stumbles in. He 
  hurriedly closes them, and makes his way to 
  the bar. Although not dressed in the uniform of 
  the Auszug, his manner and demeanour would 
  suggest 
  that 
  he 
  may 
  have 
  had 
  some 
  association with the army in the past. 
   
  He speaks to the innkeeper for a moment 
  before being directed to a backroom. 
   
  The cleric is Brother Bilgus, a 3rd level Cleric of 
  the clan Roodberg. During a battle in 586, he lost 
  an eye and has since retired from service. Despite 
  being able to have curative magic cast upon him, 
  he prefers to keep his disability as a reminder of 
  what he went through as a member of the Aid. For 
  the last few years, he has spent his time tending to 
  the needy in Swaartzart and surrounds. Like all 
  denizens of this inn, he is primarily there for 
  roleplaying colour and flavour and not a significant 
  NPC in the game, so if your players do wish to 
  roleplay amongst themselves, then feel free to 
  create some of the NPCs (keeping in mind that 
  this is not a significant part of the adventure). 
   
  The inn has about a dozen patrons in total. 
  The inn’s owner, Wilhelm Môrgenrood, is a jovial 
  fellow who refuses to take life too seriously. 
  
  Lifesavers 
   
  Page 4 
   
  Give 
  the 
  PCs 
  a 
  chance 
  to 
  introduce 
  themselves. It’s likely that they have adventured 
  together before, but you never know. 
   
  They may also wish to enquire about who the 
  mysterious stranger is. If asked, the barkeeper 
  shrugs his shoulders and gives an “I don’t know – 
  never saw him before.” 
   
  Should the PCs try and overhear the 
  conversation that the stranger had with Wilhelm, it 
  will require a DC 30 Listen check. If successful, 
  they hear Erwin ask “Good evening friend. Is there 
  a somewhere I can get changed into some dry 
  clothes?” Wilhelm’s reply is: “Sure. Through 
  there.” 
   
  The stranger’s name is Erwin Nachtbrand of 
  Clan Weisspeer, a tall flan man of average 
  appearance.  He is in his mid 40s although aside 
  from a receding hairline and some greying, does 
  not show it. He is dressed smartly in a black outfit 
  – somewhat reminiscent of a uniform, although it 
  is clearly not one that’s representative of any 
  military or civilian unit (think Rutger Hauer from 
  Ladyhawke). 
   
  Unless the PCs are uitlanders, Erwin will not 
  ask for their names (or even enquire who they 
  are). This is a minimum APL 8 game, and by this 
  stage, the PCs have a degree of ‘fame’ within 
  Perrenland. Erwin has also done background 
  research and knows who he is dealing with. If you 
  like, feel free to drop a name during the questions 
  and answers section, although keep its use to a 
  minimum (Erwin is a professional). 
  Encounter One: A Welcome 
  Proposal 
  After several minutes, the stranger returns to 
  the main room of the tavern. He comes over to 
  your table and introduces himself. “My name is 
  Erwin Weisspeer and I am hoping that you 
  might be able to assist me in a matter of some 
  importance”, he says as he finishes drying 
  himself off. 
   
  “But before I begin, I’d like to grab a bite to 
  eat.” He waves to the barkeeper and orders a 
  plate of stew, some bread and a glass of wine. 
   
  He 
  looks 
  at 
  your 
  group 
  for 
  acknowledgement, and after a few bites, he 
  glances around to ensure that no one is 
  listening. In a low tone, begins his tale. 
   
  “I’m not sure how much you know of the 
  Weisspeer clan and the current squabbling 
  and internal strife that are going on within it in 
  the last few months. Recent troubles have 
  caused a great deal of tension within the clan, 
  and they threaten to worsen. Things have 
  gotten so bad of late, that the clan has forced 
  the recall of the Perrenland ambassador to 
  Greyhawk City, Mârin Weisspeer, to sort things 
  out.” He pauses to take another spoonful of 
  stew and eat some bread. “This is not common 
  knowledge – even to members of Clan 
  Weisspeer, so I would ask you to be 
  circumspect about the matter.” 
   
  “Now, while this may or may not succeed, 
  we’ve discovered that there are a group of 
  people who are determined that she not be 
  even given the chance to try.” 
   
  “With 
  the 
  enemy 
  on 
  our 
  borders, 
  Perrenders should be uniting to fight Old 
  Wicked and not fighting each other. Should 
  this infighting continue, then it’s possible that 
  the clan will disintegrate and give the forces of 
  evil the advantage needed to win this war.” 
   
  He takes a swig of wine and pauses for a 
  moment. “That’s where you come in – should 
  you be willing.” He surveys your group to 
  gauge your interest levels. “Assuming you’re 
  prepared to help us, we need to find her and 
  ensure that she gets to Perrenland safely. 
  The PCs will likely have questions. Extensive box 
  text is not necessary something that all players 
  enjoy, so this next part is presented as a question 
  and answer format. If you feel your players would 
  prefer the box text version then by all means, go 
  for it. 
   
  Q. Who is Mârin Weisspeer? 
  She is the Perrenland Ambassador to Greyhawk 
  City. She’s been there for the last few years, and 
  is doing quite an effective job. Quite a formidable 
  diplomat. 
  It’s possible that the PCs already do know this. A 
  DC 15 Knowledge (Local – IUZ Border States) will 
  also give this information to the PCs. If a PC is a 
  member of the Weisspeer clan, then give them a 
  +2 circumstance modifier to their check. 
  A DC 20 Knowledge (Local – IUZ Border States) 
  will also reveal that her personal assistant is Sofia 
  Weisspeer, Hanne’s sister. Again, if a PC is a 
  
  Lifesavers 
   
  Page 5 
  member of the Weisspeer clan, then give them a 
  +2 circumstance modifier to their check.  
  Q. Where is she? 
  We don’t know exactly. She’s somewhere south of 
  Stadgau at the moment – between there and the 
  Highfolk border at best guess. Our people weren’t 
  exactly keeping that close an eye on her 
  movements when we received the information. 
  With limited resources, it wasn’t something that 
  was felt necessary at the time. But, judging from 
  the speed and direction they were travelling, they 
  should have crossed the border at the by now. If 
  you head south toward Highfolk, then you’re at 
  least going in the right direction. 
  Give the players Player Handout 1: Map of South 
  Eastern Perrenland. 
   
  Q. What exactly is the threat? 
  Well, that’s something that we’re still investigating. 
  Until we know further, the threat should be 
  considered ‘considerable, but unknown’. This is 
  very new information, and for all we know, this 
  might just be a wild goose chase. But, given 
  Mârin’s importance, it was felt that this was 
  something 
  that 
  should 
  be 
  investigated 
  immediately, even at the risk of looking foolish.   
   
  Q. You must know something. 
  As it stands at the moment, the available 
  intelligence would indicate that the threat comes 
  from within the Roodberg clan. [He will look 
  around to ensure that no one is listening in before 
  saying this]. 
   
  Q. Why on Oerth would you think it’s the 
  Roodbergs? 
  I don’t. [Erwin will stress this, regardless of 
  whether the table has Roodberg clan members 
  present].  But at the moment, we’re operating from 
  limited information, and that’s the only lead we 
  have. I’m almost certain that as we dig deeper, 
  that we’ll find that the source of the threat comes 
  from our Eastern border. 
   
  Q. Why us? 
  We’re asking for your help because all of our 
  available resources are currently committed to the 
  war effort. 
   
  Q. Who are you? 
  I am a loyal member of the Auszug and servant of 
  Perrenland. That is all that’s really important. 
   
  Q. How do we know we can trust you? 
  All I ask is that you find her, speak with her, and 
  guide her safely to where she wants to go. I do not 
  ask you to do anything that you would not 
  ordinarily otherwise do. 
   
  Q. How soon do we have to go? 
  It would be preferable for you to leave as soon as 
  possible. I realize that it’s not pleasant outside, but 
  the sooner you leave, the quicker you’ll find her. At 
  the end of the day, that is a decision that needs to 
  be made by you. You know your abilities far better 
  than I. [He gives a faint smile with this comment, 
  indicating that he might know a little more about 
  you than you’d like]. 
  That being said, it’s awfully bad weather out there 
  and I wouldn’t recommend leaving until morning. 
  At least that way, you’ll at least have some light. 
   
  Q. How do we recognize her? 
  We have this drawing of her [i.e. he describes 
  what she looks like]. Our last information was that 
  she was travelling in a party of six. Mârin, her 
  personal assistant – and niece – Sofia Weisspeer, 
  Mârin’s clerk, one Jenna Weisspeer, Kûrt Hüssen, 
  and two other people, neither of whom we have 
  any great details on at the moment. As far as I’m 
  aware, they’re just general assistants. 
   
  Q. Don’t you mean Karl Hüssen? 
  Kûrt is Karl’s brother. He’s very similar looking to 
  his brother, so the confusion is understandable. 
   
  Q. What are we getting paid for this? 
  Erwin gives you a long, cold, hard stare. “Perhaps 
  the information we have about you is wrong. I’m 
  sorry that I wasted your time.” (Unless the 
  comment is obviously made as a joke, he will get 
  up and move to a different table. If the PCs don’t 
  stop him or try to talk him round, then the 
  adventure will be over). 
  
  Lifesavers 
   
  Page 6 
   
  Troubleshooting 
  There’s not really much that can go wrong here. If 
  the players don’t ask all the right questions, the 
  Erwin will volunteer whatever information he feels 
  is necessary for the PCs to know. He won’t 
  volunteer the information about the Roodbergs 
  unless asked, because this really isn’t something 
  that’s vital to the PCs success. 
   
  If the players do insist on getting paid, then 
  yes – unfortunately the adventure is over for them. 
  But that’s the price of being heroes. Sometimes 
  good people are asked to do things without 
  reward. 
  Encounter Two: Finding the 
  Ambassador 
  When the players have indicated they are happy 
  to continue, ask them when they wish to leave. 
  Remind them that the storm is still raging outside. 
   
  A DC 25 Knowledge (Nature) check will 
  indicate that the storm probably is coming close to 
  running out of steam and should abate over the 
  next day or so. 
   
  It’s also late at night and storming outside, so 
  it would only be foolish PCs that would leave now. 
  Should they decide to set out immediately, throw 
  some weather at them (at the moment, there is a 
  thunderstorm outside). Weather effects on PCs 
  can be found in the DMG p. 93 - 95. Feel free to 
  have them avoid mudslides, flying debris or 
  random lightning strikes. Don’t kill them, but feel 
  free to main or otherwise hurt them. Spot, Listen 
  and Search checks are almost impossible and 
  they need to make DC 18 fortitude checks or risk 
  being blown away (DMG p 95). Their horses (and 
  animal companions), if they have them, don’t 
  particularly want to go either. Leaving is always an 
  option, but it’s not a smart option. 
   
  Those PCs who are awake and on watch, feel 
  the sudden stillness as the storm abruptly stops 
  just before dawn. PCs that are asleep get a DC 10 
  listen check to wake up. 
   
  Around an hour before dawn, the storm 
  suddenly stops and an eerie quite takes its 
  place. As you gather your belongings and 
  prepare to leave the inn, it’s hard to believe 
  that only a few short hours ago, it was raining 
  so hard that you almost needed to shout to 
  make yourselves heard. 
   
  When the players are happy to leave, read or 
  paraphrase the following 
   
  You depart the Black Dog inn and notice the 
  damage the storm has done. Trees have been 
  uprooted, buildings damaged and the streets 
  covered in water. All around is devastation. 
  Looking up, the clouds are still present, almost 
  as if they are daring you to leave the safety of 
  the inn. But still, time is of the essence, and if 
  you’re going to save Mârin, then you know that 
  you have to risk it. 
   
  Travelling through the countryside, it’s 
  hard 
  to 
  believe 
  that 
  this 
  was 
  once 
  a 
  productive, fertile area of Perrenland. What 
  little crops that managed to survive the blight 
  have been washed away in the last few days, 
  and the people who depended on this land to 
  survive, almost certainly won’t. It would be 
  hard to imagine this place more gloomy and 
  depressing had Old Wicked marched his 
  minions through here personally. 
   
   
  The PCs travel for 5 days through a boggy 
  and muddy landscape. Travel is slow and difficult, 
  even for those on horseback. Normally visible 
  potholes are covered with water and in places 
  they’re traipsing through ankle deep mud. There 
  are effectively two ways of finding their quarry – 
  travelling overland or flying. 
   
  Travelling overland 
  Travelling by road is long, hard and tiring. Roads 
  which are normally nice and paved have been 
  damaged by the weather, and full of potholes. 
   
  As such, and assuming the PCs travel eight 
  hours per day or more (standard day’s travel), they 
  will need to make survival checks in order to avoid 
  being fatigued (or even exhausted). 
   
  If the players wish, they can take things nice 
  and slow (and avoid the checks), but time being of 
  the essence, they’re likely to take the risk. If they 
  do take it slowly, then no checks are needed to be 
  made. Advise them before they set off that going 
  slow is an option. 
  
  Lifesavers 
   
  Page 7 
   
  If, however, they travel at the standard pace of 
  8 hours per day (or rush) then the following 
  checks should be made on the fourth and fifth day 
  of travel (that’s two checks per PC, mount or 
  animal companion): 
   
  If they are mounted, their horse (including war 
  horses and ponies) should make a Con check. 
  Taking 10 is permissible (and recommended). 
  Animal companions also need to make this check. 
   
  DC13: Failure means that the horse is 
  exhausted and will refuse to travel further under 
  their own steam. If that happens, either the PCs 
  need to find a place to hole up for 8 hours (that’s 
  in addition to their normal nightly rest) or they will 
  need to abandon their horse/animal companion (or 
  failing that, carry it). 
   
  Each PC who isn’t mounted needs to make a 
  survival check. They can take 10 on these checks, 
  and at this level, very few adventurers should fail 
  the check. 
   
  DC 18. The character is tired, but not suffering 
  the effects of exhaustion or fatigue.  
   
  DC 13. The PC is suffering from fatigue, but 
  not exhausted. 
   
  A failed check means that the PC is 
  exhausted. These effects can be found on page 
  308 of the PHB. 
   
  Travelling by air 
  Air travel is the fastest way of getting to the 
  rendezvous, although the PCs will need to find the 
  party they’re looking for. 
   
  Despite being exhausted, Mârin and her group 
  are still fairly wary, and ‘incoming flying creatures’ 
  are likely to be viewed as being hostile (not being 
  birds and all). Should the PCs fly in, Mârin’s party 
  will get off the road and attempt to hide in the 
  brush. The PCs will need to make a spot (or 
  search check) of DC 20 to be able to locate their 
  prey.  
   
  After travelling for what seems an eternity, you 
  see you a group of people heading toward you. 
  Like you, they are wet and covered in mud, but 
  they look to be tired and exhausted.  Some of 
  them are riding Weisspeer war ponies, while 
  others are walking. While you have outdoor 
  experience, it is very clear that the majority of 
  this group do not possess the skills of 
  seasoned adventurers. The leader is a woman 
  who matches the description you were given 
  by Erwin. Accompanying her is five other 
  humans. Hopefully, these are the people you 
  seek.  
  It’s possible that particularly paranoid groups will 
  decide to lay an ambush for the group and/or use 
  magic to check on them before they get too close. 
  If this is the case, then improvise accordingly. 
   
  Assuming the PCs decide to approach the 
  party, then read the following. 
  “I 
  am 
  Mârin 
  Weisspeer, 
  Perrenland 
  Ambassador to Greyhawk City”, the woman 
  says to you as you approach. “May I know who 
  you are, and whether you be friend or foe?” 
  Despite their tiredness, it appears that they are 
  ready to defend themselves should it be 
  necessary. 
  Allow the PCs to introduce themselves. 
  You introduce yourselves, and Mârin breathes 
  a sigh of relief. Her companions also appear to 
  be thankful that they do not have to defend 
  themselves today. “Thanks to Allitur,” she 
  says. “I was a little worried that you might 
  have been enemy agents of the old one.” 
   
  “Allow me to introduce my traveling 
  companions. This is my personal assistant, 
  Sofia Weisspeer, daughter of Hasten,” Mârin 
  says indicating a pretty young woman riding a 
  Weisspeer war pony. “And this is her fiancé, 
  Kûrt Hüssen.” The resemblance of Sofia to 
  Hanne, and Kûrt to Karl is uncanny. 
   
  Mârin turns to the remaining three people 
  “And this is my clerk Jenna of Traft, and these 
  are my travelling companions, Fleda and 
  Jorge.”  
   
  All APLs 
   
  Mârin: Bar6/Ari6: hp 57; See Appendix Five 
   
  Kûrt: Ftr4/Ari2: hp 47; See Appendix Five 
   
  Sofia: Ari3: hp 18; See Appendix Five 
   
  Jenna: Doppelganger: hp 22; See Monster 
  Manual page 67 
   
  Fleda: Exp 2: hp 10; See Appendix Five 
   
  Jorge: Exp 2: hp 10; See Appendix Five 
   
  It is possible that the PCs have the capability 
  to fly (teleport or windwalk) the party back to 
  
  Lifesavers 
   
  Page 8 
  Krestible directly. Should this be suggested, both 
  suggestions will be politely turned down. Mârin 
  enjoys travelling and would like to see what 
  remains of her country – even if it isn’t the one she 
  left. This is one of the reasons they went overland 
  and didn’t use magic in the first place. 
   
  Should the PCs insist, Mârin will relent and 
  allow the PCs to use magic to get them back. 
   
  Note that if this happens, you will need to 
  improvise the text a little. Remember that they 
  can’t teleport directly to Krestible (anti-teleport 
  magic is in place) and will need to still make the 
  final journey on foot or via flying. Most likely this 
  will not affect the flow of the game too much, but 
  this will largely depend on where the PCs decide 
  to travel to. 
   
  Descriptions of the NPCs can be found in 
  Appendix 5: The Ambassador and Friends. 
   
  [Note: Fleda and Jorge are both experts/dogs 
  bodies – low level NPCs who would have trouble 
  even defending themselves] 
   
  Mârin will question the PCs as to what has 
  been happening in Perrenland recently. While she 
  has tried to keep abreast of what’s been 
  happening, it’s not been easy when she’s been so 
  far away. 
   
  She will likely know some of what’s been 
  happening (certainly stuff that’s happened a six 
  months to a year ago), but is anxious to know of 
  the more recent developments. As a DM, please 
  take care not to allow the players to give too much 
  “plot” information away unless you’re aware of 
  what Perrenland games your players have done. 
  Not all players at your table will necessarily have 
  played every scenario to this point. 
   
  DM Note: While Jenna (Mârin’s clerk) is a 
  doppelganger (and a spy), she will NOT take any 
  offensive action against the PCs unless they insist 
  on attacking her. If she is discovered, then she will 
  surrender to the PCs’ authority. If the PCs do not 
  accept her surrender and attempt to kill her 
  outright, then she will fight to defend herself. 
   
  Should she be discovered and captured, and 
  a safe opportunity to escape later present itself, 
  then Jenna will attempt to escape, but for the most 
  part she will submit to the will of the PCs. 
   
  In normal conversation, Jenna will be quiet 
  and look to blend in with the rest of her party. If the 
  PCs talk to her directly, then they should be given 
  a Sense Motive check (DC 26) to determine that 
  something is wrong with Jenna’s story. 
   
  Depending on how the PCs approach the 
  situation, Mârin may step in and stop any 
  questioning of her clerk. Mârin trusts her staff and 
  will protect them from any overbearing adventurer 
  types. PCs that are a little more subtle and 
  circumspect should have little to no trouble in 
  getting Jenna aside for a quiet conversation 
  (assuming they feel it necessary). 
   
  If the PCs cast a true seeing spell on Jenna, 
  then it will reveal her natural form. 
   
  Should Jenna be questioned, she will not 
  reveal her true employer without some coercion. If 
  she is revealed as a doppelganger to Mârin, then 
  the ambassador will allow the PCs reasonable 
  latitude to question her (although she will not allow 
  any PC to torture her). 
   
  Jenna’s story: She was recently hired by the 
  Greyhawk Thieves Guild to replace the real 
  Jenna. 
  Her 
  instructions 
  were 
  to 
  travel 
  to 
  Perrenland with Mârin (and her group) and gather 
  whatever 
  information 
  she 
  could 
  get. 
  Any 
  information she gathered was to be given to her 
  contact, Tobilar, upon her return. Jenna has no 
  more information than that. 
   
  The real Jenna is safe and being held back in 
  Greyhawk City. 
   
  Please note that this is a minor sidebar to the 
  main story, designed to convey that many different 
  groups are interested in Perrenland politics. It is 
  possible (and perfectly acceptable) that many 
  groups may not discover Jenna’s secret. 
  Encounter Three: Bridge 
  over the Velverdyva 
  Subtly try and gauge the level of protection that 
  the group plans on offering the Ambassador and 
  her companions. The adventurers were warned 
  that there was a threat issued against their 
  charges, so it’s a good idea to see how they 
  implement their protection. 
  Now that your charges are with you, you 
  realize that you will finally get the chance to 
  sleep in comfort; in a real bed. Time is still of 
  the essence, but the sense of urgency is not 
  quite as strong. More importantly, it will give 
  everyone their first real chance to get decent 
  rest and recover from their road weariness. 
  
  Lifesavers 
   
  Page 9 
  Kûrt, it seems, might have the skills of a 
  decent fighter. At least that’s the impression 
  he gives. Only time will tell. 
   
  The return journey takes you back the way 
  you came for the most part, but it doesn’t 
  seem quite as bad as it was the first time. 
  Perhaps it’s because the rain has finally eased; 
  perhaps it’s that your new friends are taking 
  your mind off thing or, perhaps it’s just that 
  you’ve steeled yourselves against what you 
  see. Either way, you have succeeded in the 
  first part of your assignment and the only thing 
  that remains is to deliver your charges to 
  Krestible safely. At least this time you’re 
  following a road and not cutting trough fields 
  trying to find the best shortcut. You travel 
  northward for a week or so, through Vorstadt 
  Camp, Deursk Camp and Swaartzart. 
   
  You reach the Witch’s Hinge, a narrow 
  stone bridge crossing the Velverdyva River. 
  Just south of Clatsberg City, the Witch’s Hinge 
  is the only bridge spanning the Velverdyva 
  River. Intricate carvings are written in an 
  unknown script, and remind you of the amount 
  of unknown history of Perrenland. Rumoured 
  to hold magical properties, the Witch’s Hinge 
  is one of the oldest structures in this area and 
  one that historians believe to date from the Ur-
  flan period. It is generally assumed that the 
  bridge was built at the height of the glory of 
  the Principality of Kershane. Once the bridge 
  was called “Seldar-Enan” but was renamed as 
  a result of the first and successful attempt by 
  Iggwilv to conquer the Quaglands. 
   
  You’re about to cross when Jorge, one of 
  the members of your escort party, asks “Is 
  there any other way we can get around this? I 
  have a fear of heights.” 
   
  Looking down, you realize that it is 
  considerable distance to the river below. 
  Jorge, one of the assistants), is afraid of heights. 
  He can, however, be convinced to cross fairly 
  easily by making a DC 18 Diplomacy check. This 
  is primarily there to explain to the players they’re 
  about to cross a bridge without screaming 
  “encounter, encounter”. The bridge is around 8 ft 
  wide (10 feet for the purposes of combat) and has 
  a span of 40 feet. The drop to the river below is 
  260 feet. It also allows the PCs to cast buff spells 
  should they like. 
   
  It also gives the PCs a real sense of danger 
  once the combat begins, although due to the 
  magical nature of the bridge isn’t really a factor in 
  the combat situation. 
   
  A detect magic on the bridge will show some 
  faint magical properties. A Spellcraft check (DC 
  21) will reveal it to be transmutation magic, 
  although due to its age and ancient origins, a 
  Spellcraft DC 31 check is needed to identify the 
  spell as a version of Feather Fall.  
   
  Should the PCs be able to read Ur-Flan, then 
  the symbols on the bridge depict the story of the 
  campaign of the Witch Queen and how her 
  success was based in part on her gaining early 
  control of the bridge and the construction of a 
  hasty fortress to protect that control. As a result of 
  the bridge’s capture, she was able to dominate 
  both the eastern and western extents of the 
  Quaglands from a single key location. The age of 
  the writing is unknown. 
   
  The bridge is the symbol of the second 
  Auszug and it is the location that members are 
  posted to for breaches of discipline. 
   
  The feather fall spell placed on the bridge is a 
  more recent development, but still hundreds of 
  years old. The reasons for the spell being there 
  are unknown, but are rumoured to have been 
  placed there as a result of the tragic suicide of a 
  Clatsberg nobleman centuries ago. The PCs will 
  be aware of this with a successful DC 20 History 
  check. 
   
  Once on the bridge, the devil(s) will swoop on 
  the PCs. 
   
  APL 8 (EL 7) 
       Hellcat (1): hp 60; See Monster Manual page 
  54 
  APL 10 (EL 8) 
       Erinyes (1): hp 85; See Monster Manual page 
  54 
  APL 12 (EL 9) 
       Bone Devil (1): hp 95; See Monster Man. page 
  52 
  APL 14 (EL 10) 
       Erinyes (2): hp 85; See Monster Manual page 
  54 
   
   
  Kûrt will definitely help if the fight comes near 
  Mârin, but his priority is to protect her (and the rest 
  
  Lifesavers 
   
  Page 10 
  of his group). If Mârin is obviously not at risk (for 
  example the PCs have placed her toward the 
  back), then Kûrt will help the PCs lessen the 
  threat. For the most part though, the NPCs will 
  leave the fighting to the professionals. 
   
  Tactics 
   
  The devil(s) will attempt to surprise the PCs 
  and attack them while they’re on the bridge. Feel 
  free to turf one of the PCs off the edge of bridge. 
  Should a PC lose his or her balance and fall, they 
  have a feather fall cast upon them. This version of 
  feather fall will only affect creatures and not 
  objects. 
   
  Should the players check for tracks around the 
  edge of the bridge (Search check DC 20), they will 
  spot that humanoid tracks have been left within 
  the last few hours. PCs with the track feat will be 
  able to follow the tracks, but this takes them off the 
  main road – and the people they are guarding are 
  not keen to leave the roads. 
   
  Searching around the bridge, you notice 
  footprints in the mud near the far end of the 
  bridge. Two, possibly three, humanoids have 
  been here, within the last few hours. The 
  direction of the tracks would indicate that they 
  approached the bridge, stepped onto the 
  bridge, but then changed their mind and left 
  the way they came. 
   
  PCs with the track feat will be able to follow the 
  tracks. They lead to a large boulder and then 
  disappear. It’s a very prominent feature which 
  would serve as a location for teleportation spells. 
   
  Should one of the PCs fall (or jump) off the 
  bridge, they will not take falling damage, but will 
  fall into a fast flowing (and very cold) river. A 
  successful DC 15 Swim check or DC 15 Strength 
  check will deal 1d3 points of non-lethal damage, 
  although the PC will be able to reach the bank. 
   
  A failed check means that the character needs 
  to make another check that round to avoid going 
  under and will risk drowning (DMG, p304). 
   
  The water is extremely cold and PCs landing 
  in the water will take an additional 1d6 points of 
  non-lethal damage (from hypothermia) per minute 
  of exposure. 
   
  The other PCs at the top will need to find a 
  way down to the base of the gorge. A successful 
  Search check (DC 12) will reveal a narrow path 
  leading to the bottom. To safely descend to the 
  river level, the PC will need to make a DC 10 
  Climb check. To get back up the same way, 
  another DC 10 Climb check is needed. 
   
  Encounter Four: So Close to 
  Home 
   
   
  If one or more of the PCs have Detect Scrying 
  running, then inform them that they are being 
  scried upon. 
   
  The spell is originating from an area around 
  Clatsburg, and is being cast by a male human – 
  probably aged around 30. He is in a darkened 
  room 
  and 
  is 
  attempting 
  to 
  obfuscate 
  his 
  appearance. 
   
  Ask the PCs with an INT modifier of 12 or 
  greater to make intelligence checks DC 20. 
  Success means that the PC is able to make a 
  Knowledge (Arcana) check to realize that their 
  group is being scried on. 
   
  PCs that made a successful check should also 
  make a DC 20 spot check. On success, the PC 
  ‘feels’ the presence of evil – and the scrying 
  suddenly stops. 
   
  DM note: What happened is that the enemy 
  started scrying the party. While it was noticed by 
  the party, it was also noticed by the forces of Iuz 
  (as per the current scrying rules in effect in 
  Perrenland). As soon as this happened, the 
  person doing the scrying decided that discretion 
  was the better part of valour and stopped doing it. 
   
  Over dinner one night, you [indicate PC] feel 
  that you’re being watched by someone. You 
  glance around the inn and quickly realize that 
  it’s by no one in the room. A moment later, you 
  feel the presence of overwhelming evil – but 
  only for an instant before it disappears. 
   
  If the players are confused, then let them know 
  that it was most likely the result of a scrying spell. 
  If nothing else, this should make them paranoid. 
  
  Lifesavers 
   
  Page 11 
   
  The next few days are otherwise uneventful. 
  Perhaps the threats against the Ambassador and 
  her entourage were simply that – threats. But, you 
  are doing a service to Perrenland, and if nothing 
  else, someone should owe you a favour for doing 
  so. Should your group of players have extended 
  time left, let them have fun in some of the inns and 
  taverns along the way. They’re not detailed and 
  out of the scope of this adventure but there is no 
  reason you can’t just invent stuff. 
   
  It’s in the smaller towns that you really notice 
  the effects of the famine on the people. You’ve 
  stopped for the night at Helga Prith’s Boarding 
  House in the small village of Skillet. 
   
  Rumour has it that once upon a time this 
  inn served the best food in all of Skillet, but it’s 
  clear that the famine has caused even the 
  finest establishment in town to scrimp and 
  save. 
   
  Tonight the food is reasonable and the 
  drinks fair, but there is almost no one 
  frequenting the establishment. Apart from your 
  group, there are a young human couple, an 
  elderly elvish man and three other adventurers 
  in the dining room. Before the war, this place 
  would have had well over thirty travelers on an 
  average night as well as a good number of 
  locals. Your group accounts for around two-
  thirds of business and it looks to be a good 
  night for the innkeeper. 
   
  Helga will go out of her way to ensure that her 
  guests have a good time. If there is a bard in the 
  group, then they will be most welcome to play (of 
  course Mârin is also welcome to join in). 
   
  This is the best night’s business she has seen 
  for a long time, and she’s going to make the most 
  of it. Once upon a time this inn served the best 
  food in all of Skillet, but it’s clear that the famine 
  has caused even the finest establishments to 
  economise. 
   
  Helga is an uncontrollable gossip, but very 
  good natured. She tends to have a few whiskeys 
  with 
  her 
  ample 
  lunch, 
  which 
  makes 
  her 
  predisposition to chat even worse. She has two 
  serving maids, who are both shy and demure. 
   
  Unknown to the party, the food has been 
  spiked with a slow acting poison, designed to 
  deepen sleep. This is a variant of the oil of taggit 
  poison (DMG 297). The villains of the piece hope 
  that this should be enough to dull the adventurer’s 
  senses while they take care of their targets. For 
  the effects of the poison, please see below. 
   
  In fact, the young couple in the dining room 
  ARE the assassins, but they make no hostile 
  actions towards the party. They are simply 
  observing the group and wish to see if the drug 
  has been discovered. 
   
  A DC (16 + APL) Sense Motive check will 
  indicate that the couple are keeping an eye on 
  their group. Should the couple be questioned, then 
  the male will ask if the lady with them is Mârin 
  Weisspeer, the Ambassador to Greyhawk city. 
  The female will say “trust you to know something 
  like that”. 
   
  A further DC (16 + APL) Sense Motive check 
  will be required to realise that they are bluffing and 
  that something is wrong. 
   
  Should the couple be accused of lying (or 
  anything else), then they will play innocent and 
  attempt to leave the inn. If the PCs refuse to allow 
  them to leave, then the bad guys will turn and 
  attack the PCs. 
   
  DM Note: If a fight does start, then the three 
  other adventurers in the inn will not help during the 
  fight, although they will make bets on who falls 
  first. Not all of them are betting on the PCs. 
   
  If the players eat the meal, then have the 
  group make a DC 16 Profession (Cook) check to 
  notice that there is something wrong with the food. 
  While the poison does not have a “taste” itself, its 
  presence in the dish has affected the other spices. 
   
  At this point, if the PCs detect the drug, they 
  can choose to play along with it or if the party fails 
  to notice the drug or play along with it, then the 
  assassins, believing they have the upper hand, will 
  strike later that night. If on the other hand, they 
  react to the drug, then the couple will simply 
  abandon the plan and attempt to try again on a 
  later occasion. 
   
  Poison: Modified oil of taggit poison. Ingested 
  DC 15 fortitude save; Primary damage: 0; 
  Secondary damage: deep sleep. The modification 
  is that secondary damage takes place 30 minutes 
  after ingestion and causes the character to be 
  sleepy and dozy for 1d3 hours. A character can be 
  woken up (DC 15 fortitude check), but for the 
  period of time they would normally be asleep, take 
  a -4 penalty to all actions. 
   
  If aware of the poison, they are able to force 
  themselves to stay awake with a DC 15 fortitude 
  save. 
  
  Lifesavers 
   
  Page 12 
   
  Kûrt will offer to assist the heroes in the fight 
  with the enemy. Mârin will advise against it, but if 
  the PCs side with Kûrt, she will acquiesce to their 
  wishes. Should he fight, he will be cautious and 
  primarily protect Sonia from being harmed. 
   
  APL 8 (EL 8) 
   
  Hanali; Wiz7: hp 45; See Appendix One 
   
  Labelas: Rog7: hp 37; See Appendix One 
   
   
  APL 10 (EL 10) 
   
  Hanali: Wiz9: hp 55; See Appendix One 
   
  Labelas: Rog7/ShadowDancer2: hp 49; See 
  Appendix One 
  APL 12 (EL 12) 
   
  Hanali: Wiz11: hp 64; See Appendix One 
   
  Labelas: Rog7/Shadow Dancer4: hp 72; See 
  Appendix One 
  APL 14 (EL 14) 
   
  Hanali: Wiz13: hp 72; See Appendix One 
   
  Labelas: Rog7/Shadow Dancer6: hp 86; See 
  Appendix One 
   
   
  Note: The ELs have been reduced by 1 to 
  reflect the fact that Kûrt and Mârin will attempt to 
  help the PCs in the fight (albeit in a limited 
  capacity). Mârin will use bard song to assist the 
  PCs, while Kûrt will fight to the best of his abilities. 
  Also, if they are smart, the PCs can use the 
  information about the poison to set themselves up 
  for an ambush on the bad guys. 
   
  Troubleshooting 
   
  The poison is designed to give the PCs a 
  subtle clue that someone is planning on making 
  an attempt on their lives in the near future, and not 
  meant to give them an overly disadvantageous 
  position. It is possible, through bad luck, that all 
  the PCs fail their saving throw against the poison – 
  or ignore the fact that they can wake the other 
  PCs up. Should this happen, then you should have 
  the bad guys get “discovered” by one of the other 
  denizens of the tavern when infiltrating Mârin’s 
  room (and then deciding to retreat until they can 
  make a safer approach). As a DM, you may need 
  to improvise, but this is seen as preferable to 
  placing the PCs at a severe disadvantage. 
   
  Tactics 
   
  Hanali and Labelas are ideally attempting to 
  take some of the party out via the use of the 
  poison. Should it succeed, they will attempt to use 
  their potions of invisibility (and, at the higher APLs, 
  Labelas will use his Shadow Dancer abilities) to 
  sneak past the PCs to take out Mârin. They are 
  opportunists and prefer to fight when they have 
  the advantage. Should the PCs decide to take the 
  fight to them though, they will not hesitate to 
  defend themselves. Obviously the PCs are the 
  greater threat, so Hanali and Labelas will attempt 
  to take them down and deal with Mârin later. 
  Hanali has cast Mage Armor and False Life just 
  before entering the inn. Depending on the APL, 
  these spells will last between 7 and 13 hours. 
   
  Encounter Five: The Return 
  of the Cavalry 
  As the last assailant falls to the floor, you hear 
  rushing coming from the stairs in the hallway. 
  Readying your swords for more assassins, you 
  are surprised to see Erwin and two other men 
  come into your room. 
   
  “My thanks to you,” he says. “And the 
  thanks of the Weisspeer clan and that of 
  Perrenland go to you too. You’ve taken care of 
  the assassins, as I thought you would.” 
   
  His men move to quickly tie up and 
  stabilize the two villains, gather their things, 
  and begin to take them away. They take the 
  coin pouch from their belts, give a laugh and 
  toss it in your direction. “They won’t need this 
  anymore” says one of them. 
   
  Should the players start to protest, Erwin will stop 
  them and say “I have the orders and authority to 
  take these men away for interrogation. You have 
  done your part in keeping Mârin and Perrenland 
  safe, and we have now to do our part. Don’t worry 
  – it will be put toward the war effort. Nothing will 
  be wasted.” If they complain about Erwin taking 
  the villains’ gear away, he will relent and let them 
  take it saying “I suppose that you do deserve it. 
  You did do most of the work.” This is just a flavour 
  
  Lifesavers 
   
  Page 13 
  effect and the PCs should get the full gold reward 
  for the encounter assuming success. 
   
  Should the PCs decide at this point to turn 
  Jenna over, then Erwin will look impressed and 
  take her too. It will be clear to all that Mârin isn’t 
  entirely happy with this (she was fond of Jenna 
  after all), but will understand that it needs to be 
  done. 
   
  Conclusion 
   
  The assassins captured, Mârin is happy to 
  continue onto Krestible herself. It’s only a day’s 
  travel, and she feels safe. If the PCs wish to see 
  her there, she is more than happy for them to 
  accompany her there. If this is the case, then 
  modify the text as appropriate. 
  It is with some reluctance that you part ways 
  with your charges. Now that they’re safe, there 
  is no reason that you need to accompany them 
  the rest of the way. Before she leaves Mârin 
  presses a note into your hands. “I want to 
  thank you for what you’ve done. I’m in your 
  debt, and hopefully, at some stage, I will get 
  the chance to reward you appropriately. In the 
  meantime, if you take this note to the Church 
  of Zilchus, they will be able to provide some 
  small reward. It’s not much in the grand 
  scheme of things, but I would like you to have 
  it anyway.” 
   
  As Mârin leaves, you wonder if you have 
  more questions than answers. Who hired these 
  two? Who is Erwin, and what is his agenda? 
  And what is happening within the Weisspeer 
  clan that could be so bad that it’s forced the 
  recall of such a lady? 
   
  For now, these and many more questions 
  remain unanswered. Only time will tell if you 
  will ever find out what’s happening. 
    
  The End 
   
  Experience Point Summary 
  To award experience for this adventure, add up 
  the values for the objectives accomplished. Then 
  assign the experience award.  Award the total 
  value (objectives plus roleplaying) to each 
  character. 
   
  Encounter Three 
   
  APL8 210 xp 
   
  APL10 240 xp 
   
  APL12 270 xp 
   
  APL14 300 xp 
  Encounter Two 
   
  APL8 240 xp 
   
  APL10 300 xp 
   
  APL12 360 xp 
   
  APL14 420 xp 
  Discretionary roleplaying award 
   
  APL8 112 xp 
   
  APL10 135 xp 
   
  APL12 157 xp 
   
  APL14 180 xp 
   
  Total possible experience: 
   
  APL8 562 xp 
   
  APL10 675 xp 
   
  APL12 787 xp 
   
  APL13 900 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 
  
  Lifesavers 
   
  Page 14 
  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. 
  Encounter Four:  The Inn 
   
  APL 8: L: 0 gp; C: 550 gp; M: 0 gp 
   
  APL 10: L: 0 gp; C: 1050 gp; M: 0 gp 
   
  APL 12: L: 0 gp; C: 1350 gp; M: 0 gp 
    
  APL 14: L: 0 gp; C: 2900 gp; M: 0 gp 
   
  Conclusion 
   
  APL 8: L: 0 gp; C: 100 gp; M: 0 gp 
   
  APL 10: L: 0 gp; C: 200 gp; M: 0 gp 
   
  APL 12: L: 0 gp; C: 300 gp; M: 0 gp 
    
  APL 14: L: 0 gp; C: 400 gp; M: 0 gp 
   
  Total Possible Treasure 
  APL 8: L: 0 gp; C: 650 gp; M: 0 gp  - Total: 650 gp 
  APL 10: L: 0 gp; C: 1250 gp; M: 0 gp  - Total: 1250 
  gp 
  APL 12: L: 0 gp; C: 1650 gp; M: 0 gp  - Total: 1650 
  gp 
  APL 14: L: 0 gp; C: 3300 gp; M: 0 gp  - Total: 3300 
  gp 
   
   
  
  Lifesavers 
   
  Page 15 
  Appendix One – APL 8 
  Encounter Four 
   
   
   
   
  Hanali: Female Grey Elf Wizard7 ; CR 9; Medium 
  humanoid; HD (7d4)+7(+13); hp 32 (45); Init +7; 
  Spd Walk 30 ft.; AC 17, touch 13, flat-footed 14, 
  Base Atk +3; Grp+2; Atk: +4 Melee (1d4-1/x2, 
  dagger (masterwork) ) or +7 Ranged (1d4/x2, 
  dagger (masterwork/Thrown) , Range 10 ft. ); Full 
  Atk: 
  +4 
  Melee 
  (1d4-1/19-20x2, 
  dagger 
  (masterwork) ) or +7 Ranged (1d4/19-20x2, 
  dagger (masterwork/Thrown) , Range 10 ft. ); SA ; 
  SQ familiar (toad) (Ex); AL: N; SV Fort +4, Ref +6, 
  Will +6; Str 10, Dex 16, Con 12, Int 19, Wis 10, 
  Cha 10  
   
  Skills and Feats: Concentration +11, Decipher 
  Script +9, Knowledge (Arcana) +14, Knowledge 
  (Local – IUZ Border States) +8, Knowledge (The 
  Planes) +7, Profession (Actor)  +10, Sense Motive 
  +2, Spellcraft +16, Spot +6; Empower Spell, 
  Improved Initiative, Quicken Spell, Spell Focus 
  (Evocation). 
   
  Possessions: potion of invisibility; potion of 
  cure moderate wounds (2); cloak of resistance +1; 
  broach of shielding; adventurer's outfit; dagger 
  (masterwork) (x4);  
  Prepared Spells (4/5/4/3/2 DC:14+spell level; 
  15+spell level (Evocation)) 0th– acid splash, mage 
  hand, read magic, touch of fatigue ; 1st– mage 
  armor, magic missile (2), ray of enfeeblement, 
  shield ; 2nd– detect thoughts, false life, mirror 
  image, scorching ray ; 3rd– fireball (2), suggestion 
  ; 4th– Evard’s black tentacles, invisibility (greater); 
  Spellbook: 0—[all PHB]; 1st—[cause fear, chill 
  touch, disguise self, identify, mage armor, magic 
  missile, ray of enfeeblement, shield, sleep, true 
  strike]; 2nd—[cat’s grace, detect thoughts, eagle’s 
  splendour, false life, fox’s cunning, mirror image, 
  scorching 
  ray]; 
  3rd—[fireball, 
  fly, 
  haste, 
  suggestion] 
  ; 
  4th—[Evard’s 
  black 
  tentacles, 
  invisibility (greater), scrying]. 
   
  Labelas: Male Wood Elf Rogue7 ; CR 9; Medium 
  humanoid; HD (7d6)+7; hp 37; Init +5; Spd Walk 
  30 ft.; AC 19, touch 14, flat-footed 19, Base Atk 
  +5; Grp+8; Atk: +9 Melee (1d6+4/18-20x2, +1 
  Rapier) or +10 Ranged (1d4+3/19-20x2, dagger 
  (masterwork/Thrown) , Range 10 ft. ); Full Atk: +9 
  Melee (1d6+4/18-20x2, +1 Rapier) or +10 Ranged 
  (1d4+3/19-20x2, dagger (masterwork/Thrown) , 
  Range 10 ft. ); SA - ; SQ - ; AL: N; SV Fort +3, Ref 
  +9, Will +2; Str 16, Dex 18, Con 12, Int 10, Wis 10, 
  Cha 10  
   
  Skills and Feats: Bluff +10, Disguise +10, 
  Gather Information +12, Hide +13, Knowledge 
  Local (IUZ – Border States) +5, Listen +7, Move 
  Silently +13, Perform (Dance) +10, Profession 
  (Actor) +10; Combat Reflexes, Dodge, Mobility. 
   
  Possessions: Rapier (+1); Chain Shirt (+1); 
  dagger (masterwork) (x4);  
   
   
  
  Lifesavers 
   
  Page 16 
  Appendix Two – APL 10
  Encounter Four 
   
   
   
   
  Hanali: Female Gray Elf Wizard9 ; CR 11; 
  Medium humanoid; HD (9d4)+9(+15); hp 40 (55); 
  Init +7; Spd Walk 30 ft.; AC 17, touch 13, flat-
  footed 14, Base Atk +4; Grp+3; Atk: +5 Melee 
  (1d4-1/x2, dagger (masterwork) ) or +8 Ranged 
  (1d4/x2, dagger (masterwork/Thrown) , Range 10 
  ft. ); Full Atk: +5 Melee (1d4-1/19-20x2, dagger 
  (masterwork) ) or +8 Ranged (1d4/19-20x2, 
  dagger (masterwork/Thrown) , Range 10 ft. ); SA ; 
  SQ familiar (toad) (Ex); AL: N; SV Fort +5, Ref +7, 
  Will +7; Str 10, Dex 16, Con 12, Int 22, Wis 10, 
  Cha 10  
   
  Skills and Feats: Concentration +13, Decipher 
  Script +13, Knowledge (Arcana) +18, Knowledge 
  (Local – IUZ Border States) +10, Knowledge (The 
  Planes) +11, Profession (Actor)  +12, Sense 
  Motive +3, Spellcraft +20, Spot +6; Empower 
  Spell, Improved Initiative, Maximize Spell, Quicken 
  Spell, Spell Focus (Evocation). 
   
  Possessions: potion of invisibility; potion of 
  cure moderate wounds (2); headband of intellect 
  +2; cloak of resistance +1; broach of shielding; 
  adventurer's outfit; dagger (masterwork) (x4);  
   
  Prepared 
  Spells 
  (4/5/5/4/2/1 
  DC:16+spell 
  level; 17+spell level (Evocation)) 0th– acid splash, 
  mage hand, read magic, touch of fatigue ; 1st– 
  mage 
  armor, 
  magic 
  missile 
  (2), 
  ray 
  of 
  enfeeblement, shield ; 2nd– detect thoughts, false 
  life, mirror image, scorching ray (2); 3rd– blink, 
  fireball (2), suggestion ; 4th– Evard’s black 
  tentacles, invisibility (greater) ; 5th– wall of force ; 
  Spellbook: 0—[all PHB]; 1st—[cause fear, chill 
  touch, disguise self, identify, mage armor, magic 
  missile, ray of enfeeblement, shield, sleep, true 
  strike]; 2nd—[cat’s grace, detect thoughts, eagle’s 
  splendour, false life, fox’s cunning, mirror image, 
  scorching ray, spider climb, touch of idiocy]; 3rd—
  [blink, 
  displacement, 
  fireball, 
  fly, 
  haste, 
  suggestion] ; 4th—[enervation, Evard’s black 
  tentacles, invisibility (greater), scrying] ; 5th—
  [baleful polymorph, wall of force]. 
   
  Labelas: 
  Male 
  Wood 
  Elf 
  Rogue7/Shadow 
  Dancer2 ; CR 11; Medium humanoid; HD 
  (7d6)+(2d8)+9; hp 49; Init +8; Spd Walk 30 ft.; AC 
  19, touch 14, flat-footed 19, Base Atk +6/+1; 
  Grp+10; Atk: +11 Melee (1d8+5/19-20x2, +1 
  Longsword) or +11 Ranged (1d4+4/19-20x2, 
  dagger (masterwork/ Thrown) , Range 10 ft. ); Full 
  Atk: 
  +11/+6 
  Melee 
  (1d8+5/19-20x2, 
  +1 
  Longsword) or +11/+6 Ranged (1d4+3/19-20x2, 
  dagger (masterwork/Thrown) , Range 10 ft. ); SA - 
  ; SQ - ; AL: N; SV Fort +3, Ref +12, Will +2; Str 18, 
  Dex 19, Con 12, Int 10, Wis 10, Cha 10  
   
  Skills and Feats: Bluff +12, Disguise +10, 
  Gather Information +12, Hide +15, Knowledge 
  Local (IUZ – Border States) +5, Listen +9, Move 
  Silently +15, Perform (Dance) +12, Profession 
  (Actor) +12; Combat Reflexes, Dodge, Improved 
  Initiative, Mobility. 
   
  Possessions: Longsword (+1); Chain Shirt 
  (+1); 
  Gauntlets 
  of 
  Ogre 
  Power; 
  dagger 
  (masterwork) (x4); 
   
   
  
  <Scenario Title> 
   
  Page 17 
  Appendix Three – APL 12
  Encounter Four 
   
   
   
   
  Hanali: Female Grey Elf Wizard11 ; CR 13; 
  Medium humanoid; HD (11d4)+11(+16); hp 48 
  (64); Init +8; Spd Walk 30 ft.; AC 19, touch 14, flat-
  footed 15, Base Atk +5; Grp+4; Atk: +6 Melee 
  (1d4-1/x2, dagger (masterwork) ) or +10 Ranged 
  (1d4/x2, dagger (masterwork/Thrown) , Range 10 
  ft. ); Full Atk: +6 Melee (1d4-1/19-20x2, dagger 
  (masterwork) ) or +10 Ranged (1d4/19-20x2, 
  dagger (masterwork/Thrown) , Range 10 ft. ); SA ; 
  SQ familiar (toad) (Ex); AL: N; SV Fort +6, Ref +7, 
  Will +7; Str 10, Dex 18, Con 12, Int 22, Wis 10, 
  Cha 10  
   
  Skills and Feats: Concentration +15, Decipher 
  Script +15, Knowledge (Arcana) +20, Knowledge 
  (Local – IUZ Border States) +10, Knowledge (The 
  Planes) +13, Profession (Actor)  +14, Sense 
  Motive +4, Spellcraft +22, Spot +6; Empower 
  Spell, Improved Initiative, Maximize Spell, Quicken 
  Spell, Spell Focus (Evocation). 
   
  Possessions: amulet of natural armor +1, 
  gloves of dexterity +2, potion of invisibility; potion 
  of cure moderate wounds (2); headband of 
  intellect +2; cloak of resistance +1; broach of 
  shielding; adventurer's outfit; dagger (masterwork) 
  (x4);  
   
  Prepared Spells (4/5/5/5/3/2/1 DC:16+spell 
  level; 17+spell level (Evocation)) 0th– acid splash, 
  mage hand, read magic, touch of fatigue ; 1st– 
  mage 
  armor, 
  magic 
  missile 
  (2), 
  ray 
  of 
  enfeeblement, shield ; 2nd– detect thoughts, false 
  life, mirror image, scorching ray (2); 3rd– blink, 
  fireball (2), suggestion (2) ; 4th– Evard’s black 
  tentacles, invisibility (greater) (2) ; 5th– baleful 
  polymorph ; wall of force ; 6th– mass suggestion ; 
  Spellbook: 0—[all PHB]; 1st—[cause fear, chill 
  touch, disguise self, identify, mage armor, magic 
  missile, ray of enfeeblement, shield, sleep, true 
  strike]; 2nd—[cat’s grace, detect thoughts, eagle’s 
  splendour, false life, fox’s cunning, mirror image, 
  scorching ray, spider climb, touch of idiocy]; 3rd—
  [blink, 
  displacement, 
  fireball, 
  fly, 
  haste, 
  suggestion, 
  tongues] 
  ; 
  4th—[bestow 
  curse, 
  enervation, Evard’s black tentacles, illusory wall, 
  invisibility 
  (greater), 
  scrying] 
  ; 
  5th—[baleful 
  polymorph, break enchantment, cone of cold, wall 
  of force] ; 6th—[dispel magic (greater), mass 
  suggestion]. 
   
  Labelas: 
  Male 
  Wood 
  Elf 
  Rogue7/Shadow 
  Dancer4 ; CR 13; Medium humanoid; HD 
  (7d6)+(4d8)+22; hp 72; Init +8; Spd Walk 30 ft.; 
  AC 19, touch 14, flat-footed 19, Base Atk +8/+3; 
  Grp+12; Atk: +13 Melee (1d8+5/19-20x2, +1 
  Longsword) or +13 Ranged (1d4+4/19-20x2, 
  dagger (masterwork/ Thrown) , Range 10 ft. ); Full 
  Atk: 
  +13/+8 
  Melee 
  (1d8+5/19-20x2, 
  +1 
  Longsword) or +13/+8 Ranged (1d4+3/19-20x2, 
  dagger (masterwork/Thrown) , Range 10 ft. ); SA - 
  ; SQ - ; AL: N; SV Fort +5, Ref +13, Will +3; Str 18, 
  Dex 19, Con 14, Int 10, Wis 10, Cha 10  
   
  Skills and Feats: Bluff +14, Disguise +10, 
  Gather Information +12, Hide +17, Knowledge 
  Local (IUZ – Border States) +5, Listen +11, Move 
  Silently +17, Perform (Dance) +14, Profession 
  (Actor) +14; Combat Reflexes, Dodge, Improved 
  Initiative, Mobility. 
   
  Possessions: Longsword (+1); Chain Shirt 
  (+1); Gauntlets of Ogre Power; Amulet of Health 
  +2; dagger (masterwork) (x4); 
   
   
   
  
  Lifesavers 
   
  Page 18 
  Appendix Four – APL 14
  Encounter Four 
   
   
   
   
  Hanali: Female Grey Elf Wizard13 ; CR 15; 
  Medium humanoid; HD (13d4)+13(+16); hp 56 
  (72); Init +8; Spd Walk 30 ft.; AC 21, touch 16, 
  flat-footed 17, Base Atk +5/+0; Grp+5; Atk: +7 
  melee (1d4-1/x2, dagger (masterwork) ) or +10 
  Ranged (1d4/x2, dagger (masterwork/Thrown) , 
  Range 10 ft. ); Full Atk: +6/+1 Melee (1d4-1/19-
  20x2, dagger (masterwork) ) or +11/+6 Ranged 
  (1d4/19-20x2, dagger (masterwork/Thrown) , 
  Range 10 ft. ); SA ; SQ familiar (toad) (Ex); AL: 
  N; SV Fort +7, Ref +8, Will +10; Str 10, Dex 18, 
  Con 12, Int 23, Wis 10, Cha 10  
   
  Skills 
  and 
  Feats: 
  Concentration 
  +17, 
  Decipher Script +17, Knowledge (Arcana) +22, 
  Knowledge (Local – IUZ Border States) +10, 
  Knowledge (The Planes) +15, Profession (Actor) 
   +16, Sense Motive +4, Spellcraft +24, Spot +6; 
  Empower Spell, Improved Initiative, Iron Will, 
  Maximize Spell, Quicken Spell, Spell Focus 
  (Evocation). 
   
  Possessions: ring of protection +2, amulet of 
  natural armor +1, gloves of dexterity +2, potion 
  of invisibility; potion of cure moderate wounds 
  (2); headband of intellect +2; cloak of resistance 
  +1; broach of shielding; adventurer's outfit; 
  dagger (masterwork) (x4);  
   
  Prepared 
  Spells 
  (4/6/6/5/5/4/3/1 
  DC:16+spell level; 17+spell level (Evocation)) 
  0th– acid splash, mage hand, read magic, touch 
  of fatigue ; 1st– mage armor, magic missile (3), 
  ray of enfeeblement, shield ; 2nd– detect 
  thoughts, false life, mirror image, scorching ray 
  (3); 3rd– blink, fireball (2), suggestion (2) ; 4th– 
  bestow 
  curse, 
  enervation, 
  Evard’s 
  black 
  tentacles, invisibility (greater) (2) ; 5th– baleful 
  polymorph (2); wall of force (2); 6th– dispel 
  magic (greater), mass suggestion (2); 7th– force 
  cage ; 
  Spellbook: 0—[all PHB]; 1st—[cause fear, chill 
  touch, disguise self, identify, mage armor, magic 
  missile, ray of enfeeblement, shield, sleep, true 
  strike]; 2nd—[cat’s grace, detect thoughts, 
  eagle’s splendour, false life, fox’s cunning, 
  mirror image, scorching ray, spider climb, touch 
  of idiocy]; 3rd—[blink, displacement, fireball, fly, 
  haste, suggestion, tongues] ; 4th—[bestow 
  curse, enervation, Evard’s black tentacles, 
  illusory wall, invisibility (greater), scrying] ; 5th—
  [baleful polymorph, break enchantment, cone of 
  cold, wall of force] ; 6th—[dispel magic (greater), 
  mass suggestion] ; 7th—[force cage]. 
   
   
   
  Labelas: Male Wood Elf Rogue7/Shadow 
  Dancer6 ; CR 15; Medium humanoid; HD 
  (7d6)+(6d8)+26; hp 86; Init +9; Spd Walk 30 ft.; 
  AC 21, touch 14, flat-footed 21, Base Atk +9/+4; 
  Grp+13; Atk: +14 Melee (1d8+5/19-20x2, +1 
  Longsword) or +15 Ranged (1d4+4/19-20x2, 
  dagger (masterwork/ Thrown) , Range 10 ft. ); 
  Full Atk: +14/+9 Melee (1d8+5/19-20x2, +1 
  Longsword) or +15/+10 Ranged (1d4+3/19-
  20x2, dagger (masterwork/Thrown) , Range 10 
  ft. ); SA - ; SQ - ; AL: N; SV Fort +7, Ref +16, 
  Will +5; Str 18, Dex 20, Con 14, Int 10, Wis 10, 
  Cha 10  
   
  Skills and Feats: Bluff +16, Disguise +10, 
  Gather Information +12, Hide +20, Knowledge 
  Local (IUZ – Border States) +5, Listen +13, 
  Move Silently +20, Perform (Dance) +16, 
  Profession (Actor) +16; Combat Reflexes, 
  Dodge, Improved Initiative, Mobility, Power 
  Attack. 
   
  Possessions: Longsword (+1); Chain Shirt 
  (+1); Gauntlets of Ogre Power; Amulet of Health 
  +2; cloak of resistance +1; ring of protection +2; 
  dagger (masterwork) (x4); 
  
  Lifesavers 
   
  Page 19 
   
  Appendix Five – NPCs (The Ambassador and Friends)
  Mârin: Female Human Bard6/Aristocrat6; Age 
  47; Medium humanoid; HD (6d8)+(6d6); hp 57; 
  Init +2; Spd Walk 30 ft.; AC 17, touch 12, flat-
  footed 15, Base Atk +8; Grp+8; Atk: +8 Melee or 
  +10 Ranged; Full Atk: +8/+3 Melee or +10/+5 
  Ranged; SA -; SQ -; AL: NG; SV Fort +4, Ref 
  +9, Will +10; Str 10, Dex 15, Con 10, Int 14, Wis 
  10, Cha 16  
   
  Skills and Feats: Bluff +10, Diplomacy +28, 
  Gather Information +24, Knowledge History +17, 
  Knowledge Local (IUZ Border States) +17, 
  Knowledge 
  Local 
  (Core) 
  +17, 
  Knowledge 
  Nobility +17, Knowledge Religion +8; Perform 
  (Sing) +17; Skill Focus (Diplomacy), Skill Focus 
  (Gather Information), Leadership, Negotiator. 
   
  Personality: Mârin is a well-dressed willowy 
  woman, not unattractive, with graying brown 
  hair. She should be played as a wise mother or 
  spinster aunt, one who knows all the children’s 
  tricks and is fondly tolerant of them. She is 
  gently stern and somewhat disapproving of 
  horseplay. This is a time for business; games 
  can come later (she does know how to let her 
  hair down). 
   
  Kûrt: Male Human Aristocrat2/Fighter4; Age 26; 
  Medium humanoid; HD (2d10)+(4d8)+12; hp 47; 
  Init +3; Spd Walk 30 ft.; AC 18, touch 13, flat-
  footed 15, Base Atk +5; Grp+7; Atk: +9 
  (1d8+3/19-20x2, Longsword +1) or +8 Ranged; 
  Full Atk: +9 Melee (1d8+3/19-20x2, Longsword 
  +1) or +8 Ranged; SA -; SQ -; AL: NG; SV Fort 
  +6, Ref +4, Will +4; Str 14, Dex 16, Con 14, Int 
  12, Wis 10, Cha 10  
   
  Skills 
  and 
  Feats: 
  Climb 
  +3, 
  Gather 
  Information 
  +9, 
  Knowledge 
  History 
  +8, 
  Knowledge Local (IUZ Border States) +8, 
  Knowledge Local (Core) +8, Knowledge Nobility 
  +8, Ride +12, Swim +2; Blind Fighting, Combat 
  Reflexes, Dodge, Leadership, Mounted Combat, 
  Weapon Focus (Longsword). 
   
  Personality: Kûrt is a quiet and watchful young 
  man who gives the impression of disciplined 
  competence. He is not afraid of combat, 
  although his first priority is to ensure Mârin’s and 
  Sofia’s safety. 
   
  Sofia Weisspeer: Female Human Aristocrat3; 
  Age 28; Medium humanoid; HD (3d8); hp 18; Init 
  +2; Spd Walk 30 ft.; AC 12, touch 12, flat-footed 
  10 
   
  Personality: Sofia is a petite young woman with 
  dark hair and pale skin. Physically, she 
  resembles her sister Hánnè, although unlike 
  Hánnè, Sofia gives the impression of being a 
  bubbly and vivacious lass. She is all smiles and 
  chatter and a personable lady whose good 
  nature is hard to repress. 
   
  Jenna: Doppelganger. See Monster Manual 
  page 57; hp 22. 
   
  Personality: Jenna is quiet and reserved. 
  Primarily her task is to keep an eye on Mârin 
  and her group and report back to her employer 
  when she returns to Greyhawk City. When the 
  PCs approach, she will keep a very low profile, 
  and all she will do is keep up her masquerade 
  as a lowly clerk (age 24) who doesn’t know 
  much. She is otherwise friendly, but will only talk 
  to those who directly talk to her. If discovered to 
  be a doppelganger, she will surrender to the 
  PCs and only try and make good an escape if 
  the opportunity presents itself. She is a non-
  combatant unless forced to defend herself. 
   
  Fleda: Expert 2. hp: 10. AC: 10 
   
  Personality: Fleda is quiet and bookish, although 
  quite a competent clerk. She is a pacifist who 
  abhors combat, and feels quite sick when she 
  sees it. Her interests are cooking and the pursuit 
  of knowledge. 
   
  Jorge: Expert 2.hp: 10. AC: 10 
   
  Personality: Jorge is gregarious, but socially 
  incompetent. He is a fairly bright lad (an 
  excellent clerk), but unfortunately doesn’t have 
  the social skills of a diplomat. He is also at heart 
  a fairly scared young man who is afraid of both 
  heights and arcane magic. Mârin has taken it as 
  a personal goal to see the young man’s 
  confidence improved. 
   
  
  Lifesavers 
   
  Page 20 
  Player Handout One: Map of South East Perrenland 
  
  Lifesavers 
   
  Page 21 
  Judge Aid One 
  Perrenland Specific Effects 
  The Eruption of Mount Hellspaar 
  In 
  PER4-06 
  The 
  Hollows 
  Unveiled, 
  the 
  previously dormant volcano Mount Hellspaar 
  erupted. This has spread volcanic ash high into 
  the air over Perrenland and is currently causing 
  the following effects for Perrenland regional 
  adventures: 
   
   
  Hell’s Gloom: These effects occur in all 
  Perrenland regional adventures. 
  • 
  Daylight hours in Perrenland have been 
  shortened. In eastern Perrenland (Traft, 
  Clatspurgen, Kershane, Sepia Uplands and 
  Quagfludt), dawn has all but been blocked 
  out and it is not until 2pm that the sun 
  appears below the cloud of smoke in the 
  west. The sun disappears again at 6pm. 
  Over the remainder of Perrenland, the 
  effects are less, and the sun appears at 
  10am. The sun disappears at 6pm. 
  • 
  Altitudes greater than 6000 ft. (St 
  Cuthbert’s 
  Monastery, 
  Yatilskaad, 
  Don 
  Craggen 
  Keep, 
  Kloetzenburg 
  and 
  Tielmannschlauss) are above this low lying 
  layer of smoke and ash and are not subject 
  to this effect. 
  • 
  During these Gloom hours, creatures 
  that are negatively affected by sunlight (such 
  as orcs, vampires, spectres and the like) 
  can walk openly under the skies without 
  penalty! 
   
   
  The Nightmare: Many folk, including the 
  PCs, are having vivid nightmares of their friends 
  and loved ones being slaughtered and rising as 
  undead to fight in the legions of the Famine 
  Queen (Iggwilv). At the start of each adventure, 
  each PC has this nightmare the night before 
  play begins. If they fail a DC 15 Willpower save 
  they suffer a –1 profane penalty to all saving 
  throws for the next two days. This is a fear effect 
  and may be suppressed or dispelled (caster 
  level 10) in the normal manner. 
   
   
  The Freeze of the Famine Queen: Winter 
  has descended early on the Quaglands and has 
  not lifted. This has the following effects on this 
  regional adventure. 
  • 
  The southern and eastern coastal fringe 
  and shallow areas of Lake Quag out to 
  about 2 miles are frozen into a layer of ice 
  and all ports with the exception of Clatsberg 
  City are frozen shut. The freeze in the west 
  currently extends to just north of Hugelrote. 
  • 
  Ice skimmer is now the only way to re-
  supply and unload what shipping is still 
  operating.  
  • 
  Small icebergs now litter Lake Quag 
  creating navigational hazards.  
  • 
  Crops that were set for harvest have 
  been blighted. Most of Perrenland has not 
  been able to harvest any food since last 
  season. Southern Quagfludt, the Kershane 
  Pass and Northern Yattenheid are the only 
  places that have produced a harvest.  
  • 
  The shortage of food is creating 
  widespread hunger across Perrenland and 
  many fear famine.  
  • 
  Hoarding has become common but has 
  yet to be outlawed. 
  • 
  The price of all food items has doubled 
  and the price of any item from the Player’s 
  Handbook (PHB) has increased by 150% 
  (except during initial character creation and 
  intro scenarios) in all Perrenland regional 
  adventures.  
  • 
  Lifestyle and up-keep costs have also 
  doubled except where a PC is granted free 
  up-keep. If a PC is using a lifestyle discount 
  of some form, the discount applies after the 
  costs have been doubled. i.e. Adventurers 
  standard at 50% discount would cost 12 gp 
  rather than 6gp. 
  • 
  The survival DC for PCs who live off the 
  land has risen to 25.  
  
  Lifesavers 
   
  Page 22 
  • 
  PCs who pay for upkeep who instead 
  voluntarily declare at the start of the game 
  that they have donated their up-keep to the 
  needy do not suffer negative Charisma 
  effects. 
  Instead 
  they 
  gain 
  the 
  same 
  Charisma bonus they would normally have 
  gained as if they had paid the appropriate 
  lifestyle as they are deemed to be a 
  generous patron of the folk. However they 
  begin the game suffering from the effects of 
  fatigue due to hunger and with subdual 
  damage equal to 1/3 of their hit-point total 
  rounded down. See PHB p 308 for fatigue 
  effects. Note: As well as resting for 8 hours 
  in game, PCs must also eat an appropriate 
  meal to remove these effects. 
  • 
  PCs who can cast create food and water 
  or heroes feast can declare at the start of 
  the game that they have done so to help the 
  needy. These PCs gain charisma benefits 
  from this act of generosity as if they had 
  paid for the next higher lifestyle. This PC is 
  assumed 
  to 
  have 
  cast 
  these 
  spells 
  immediately 
  before 
  the 
  adventure 
  introduction begins. 
  Divination spells within Perrenland 
  At some stage the PCs may decide to cast some 
  form of divination magic. The following divination 
  spells will no longer function correctly in a 
  Perrenland regional scenario. They can still be 
  cast but the follow effects occur instead. 
   
  Speak with dead: The corpse lets out a deep 
  groan and says the following “Your doom is at 
  hand mortal!” and then implodes and turns to 
  dust. 
   
  Divination: 
  Works 
  normally 
  within 
  a 
  sanctified temple of the caster’s god. Otherwise 
  it causes the caster to suffer from a blinding 
  headache and 1d4 points of temporary wisdom 
  loss (recovered at the rate of 1 point per 
  minute). 
   
  Sending: Works normally if sent from the 
  sanctified temple of the caster’s god to another 
  temple of the caster’s god. Otherwise it instead 
  delivers a Sonic Burst spell instead of a 
  message. 
   
  Commune with Nature: Works normally if 
  cast from a Grove or similar natural holy place 
  sacred to the PC. Otherwise the PC receives the 
  effects of a Doom spell cast at 9th level and an 
  overwhelming feeling that the land is being 
  blighted. 
   
  Dream: The PC suffers the effects of 
  Nightmare at their caster level. 
   
  Commune: 
  Works 
  normally 
  within 
  a 
  sanctified temple of the caster’s god. Otherwise 
  it causes the caster to suffer from a blinding 
  headache and 1d4 points of temporary wisdom 
  loss (recovered at the rate of 1 point per 
  minute). 
   
  Scrying and Scrying, Greater: The PC’s 
  sensor ends up in an unexpected place, the 
  Scryer’s Hall in Dorakka. Instead of seeing what 
  they thought they would see they instead see 
  the following. 
  Your view is of a large flame lit cavern. 
  Seated in a semi-circle must be upwards of 
  two-dozen Clerics of Iuz, within the circle sits 
  a further four clerics. Your sensor is directly 
  above the centre of the four. They are 
  looking directly at you. One of them begins 
  casting a spell and you instantly recognise it 
  as a summoning spell. What do you do? 
  If the PCs fail to dismiss their scrying spell they 
  are subject to the following effect. 
  APL 2: Summon Monster II (Fiendish monstrous 
  spider, Medium); see below. 
  APL 4: Summon Monster IV (Howler); see 
  Monster Manual pg 154. 
  APL 
  6: 
  Summon 
  Monster 
  VI 
  (Fiendish 
  monstrous spider, Huge); see below. 
  APL 8: Summon Monster VII (Babau); see 
  Monster Manual pg 40. 
  APL 10: Summon Monster VIII (Vrock); see 
  Monster Manual pg 48. 
  APL 12: Summon Monster IX (Hezrou); see 
  Monster Manual pg 44. 
  The PCs get no XP for this encounter as they 
  could have avoided it. The summoned monster 
  will stay for APL + 5 rounds. 
   
  Contact other plane: Works normally within 
  a sanctified temple of the caster’s god. 
  Otherwise it causes the caster to suffer from a 
  blinding headache and 1d4 points of temporary 
  wisdom loss (recovered at the rate of 1 point per 
  turn).  
   
  Whispering Wind: The spell causes a loud 
  popping when it reaches its destination, and the 
  
  Lifesavers 
   
  Page 23 
  air is filled with quite a horrid stench in a 20ft 
  radius. Its message is lost. 
   
  Fiendish Medium Monstrous Spider: CR 
  1; Medium magical beast (Augmented Vermin, 
  Extraplanar); HD 2d8+2; hp 11; Init +3; Spd 30 
  ft., climb 20 ft.; AC 14 (touch 13, flat-footed 11); 
  BAB/GRP +1/+1; Atk +4 melee (1d6 plus poison, 
  bite); Full Att +4 melee (1d6 plus poison, bite); 
  Face/Reach 5 ft./5 ft.; SA Poison, smite good 
  1/day, web; SQ Cold & Fire Resistance 5, 
  darkvision 60 ft., spell resistance 7, tremorsense 
  60 ft., vermin traits; AL NE; SV Fort +4, Ref +3, 
  Will +0; Str 11, Dex 17, Con 12, Int 3, Wis 10, 
  Cha 2. 
   
  Skills and Feats: Climb +11, Hide +7*, Jump 
  +0*, Spot +4*; Weapon FinesseB). * See 
  Monster Manual pg 288 for notes. 
   
  Fiendish Huge Monstrous Spider: CR 7; 
  Huge 
  magical 
  beast 
  (Augmented 
  Vermin, 
  Extraplanar); HD 8d8+16; hp 52; Init +3; Spd 30 
  ft., climb 20 ft.; AC 16 (touch 11, flat-footed 13); 
  BAB/GRP +6/+18; Atk +9 melee (2d6+6 plus 
  poison, bite); Full Att +9 melee (2d6+6 plus 
  poison, bite); Face/Reach 15 ft./10 ft.; SA 
  Poison, smite good 1/day, web; SQ Cold & Fire 
  Resistance 10, damage reduction 5/magic, 
  darkvision 
  60 
  ft., 
  spell 
  resistance 
  13, 
  tremorsense 60 ft., vermin traits; AL NE; SV Fort 
  +8, Ref +5, Will +2; Str 19, Dex 17, Con 14, Int 
  3, Wis 10, Cha 2. 
   
  Skills and Feats: Climb +12, Hide -1*, Jump 
  +4*, Spot +4*). * See Monster Manual pg 288 for 
  note 
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Perrenland/596/Mini Missions/PERM6-02 - Lifesavers (APL 8-14)/PERM6-02 Lifesavers.pdf