TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game 
  designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
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  coincidental. © 2005 Wizards of the Coast, Inc. 
   
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  For questions specific to this document, please e-mail your triad at contact.hig@iuzlg.com; for LIVING GREYHAWK campaign questions email 
  rpgahq@wizards.com. 
  HIG7-01 
   
   
   
   
   
   
   
  Luck Lost 
   
  A One-Round Dungeons & Dragons® Living Greyhawk™  
  Highfolk Regional Adventure 
  Version 1.0 
   
   
  By Paul Dohearty 
  Circle Reviewer: Britt Frey 
  Triad Reviewers: Gary Affeldt, Todd Ammerman 
  Playtesters: Josh O’Connor-Rose, Brad Ruby, Pat Schuster, LeDon Sweeney, Dan Werner, Lary Wesley 
   
   
  What happens when the Temple of Norebo’s luck runs out? With Verbeeg Hill invaded and the Velverdyva Queen (VQ) 
  sunk, the Temple of Norebo has hit a new bottom. With many of their assets in the drink, will the Temple ever recover 
  the Velverdyva Queen? 
   
  Recommended for characters that belong to Meta-Orgs, especially an Adventuring Company sponsored by the Temple 
  of Norebo; not recommended for Asherati PCs. An Adventure for characters level 1-11 (APL 2-8).
  
  HIG7-01 Luck Lost 
   
  Page 2 
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA event from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a worldwide, 
  ongoing D&D® campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL™ gamemaster. The person who sanctions 
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  of making sure the event is sanctioned before play, runs 
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  just DM). Sometimes (and almost all the time in the cases 
  of home events) the senior gamemaster is also the session 
  DM. You must be at least a HERALD-LEVEL GM to run this 
  adventure. 
  By sanctioning and reporting this 
  adventure, you accomplish a couple of things. First, it is 
  an official game, and you can use the AR to advance your 
  LIVING GREYHAWK character. Second, players and DMs 
  gain rewards for sanctioned RPGA play if they are 
  members of the DUNGEONS & DRAGONS REWARDS 
  program. Playing this adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2008.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com.  
   
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than this 
  section, you’ll know too much about its challenges, which 
  kills the fun. Also, if you’re playing this adventure as part 
  of an RPGA-sanctioned event, reading beyond this point 
  makes you ineligible to do so.  
   
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D rule books: Player’s Handbook, Dungeon 
  Master’s Guide, and the Monster Manual.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Refer to Appendix 1 for full 
  information 
  on 
  NPCs 
  and 
  monsters. 
  For 
  your 
  convenience, Appendix 1 is split by APL 
   
  Along with this adventure, you’ll find a RPGA 
  session tracking sheet. If you’re playing this adventure as 
  part of an RPGA-sanctioned event, complete and turn in 
  this sheet to your senior GM directly after play. You’ll also 
  find a LIVING GREYHAWK adventure record (AR). You 
  need one copy of this for each participating player. 
   
  AVERAGE PARTY LEVEL (APL) 
  See Chapter One of the Living Greyhawk Campaign 
  Sourcebook for details on APLs. If the APL of your group is 
  an odd number, ask them before the adventure begins 
  whether they would like to play the higher or the lower 
  adjacent APL. 
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1st-level characters may find 
  the challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. Enlist a sixth player. 
  2. Advise characters to buy riding dogs to help protect 
  them and fight for them. 
   
  TIME UNITS AND UPKEEP 
  This is a standard regional adventure, set in Highfolk. 
  Characters native to that region pay 1 Time Unit per 
  round; all other characters pay 2 Time Units per round. 
   
  More information about Lifestyle and Upkeep can be 
  found in the Living Greyhawk Campaign Sourcebook. 
   
  ADVENTURE BACKGROUND 
  A horde of humanoids and human mercenaries led by the 
  warlord Gixarytiss attacked the city of Verbeeg Hill late in 
  596 CY. The battle raged through the day with the 
  defenders of the city holding their own against a 
  numerically superior foe. At the end of the day, the battle 
  hinged on the arrival of the elves from Clan Moonbow.  
   
  Clan Moonbow was aboard the Velverdyva Queen, 
  the riverboat casino of the temple of Norebo and the 
  Gnomish Consortium. The boat was a mechanical marvel 
  of gnomish engineering. The VQ, as it was often known, 
  was steaming full speed up the Velverdyva River to 
  Verbeeg Hill with Clan Moonbow reinforcements when 
  disaster struck. 
   
  The enemy forces had deployed two wood log and 
  steel chain booms across the river. A team of adventurers, 
  the only ones near enough to do anything about the 
  booms, attacked the booms trying to destroy them, but 
  were unable to complete their mission. In the end, the 
  VQ was unable to break through both booms and was so 
  severely damaged that it sank.  
   
  The Clan Moonbow elves were decimated in the 
  river’s water as they tried to reach shore. Many were 
  killed and captured, but enough escaped to tell the tale. 
  The VQ still lays at the bottom of the river and with it 
  many of the gnome crewmen and elf warriors. 
   
  ADVENTURE SUMMARY 
  The Merchant's Guild of Highfolk and the Temple of 
  Norebo hire the adventurers to delve into the depth of 
  
  HIG7-01 Luck Lost 
   
  Page 3 
  the Velverdyva River and explore the wreck of the 
  Velverdyva Queen. The Temple of Norebo needs the coin 
  boxes from the ship while the Merchant's Guild wants to 
  ensure a clear water way. 
   
  A representative of Clan Moonbow speaks to the 
  adventurers telling them that their clan warriors are 
  decimated and pleading them to bury the dead and bring 
  back any Moonbow relics.  
   
  The PCs meet Gathil the Wanderer, who as items of 
  arcane power for sale. Most of them are useful 
  underwater. He sells only to good-aligned PCs. If any PC 
  is a non-regional Dragon Disciple, he warns them to leave 
  Highfolk lest they suffer dire consequences. 
   
  Delving underwater to salvage and recover what they 
  can, the PCs discover that some of the dead Moonbow 
  have become undead. The PCs do battle with them. 
   
  The characters encounter some traps and other 
  environmental hazards during the salvage. They find 
  evidence that Nerullians may have been at work here, 
  possibly looking for the Nerullian artifact, “The Gloom”. 
   
  A patrol of Perrenland mercenaries from Verbeeg 
  Hill has discovered evidence of someone lurking around 
  the remains of the Velverdyva Queen. This could be the 
  PC’s tracks, the boat, Phil the lackey, or equipment left 
  behind on the dive. They take the opportunity to 
  confront the PCs as they resurface. 
   
  The PCs return to Shallowhaven where they meet 
  Sithari again. If the PCs hand the sword over to him, 
  Sithari thanks them and goes on his merry way. If the PCs 
  do not hand the sword over to Sithari, he attacks them. 
   
  If the PCs did not fight Sithari at Shallowhaven, a 
  squirrel lures them to a place where the PCs are attacked 
  by skeletons. If the PCs survive, they also receive a 
  warning from an unknown individual that he will get 
  them next time. 
   
  The PCs finally arrive in Highfolk and deliver the 
  results of their endeavor to Mercermillan. If successful 
  they are rewarded and if not, well better luck next time. 
   
  Finally, if the PCs feel so inclined, they can convince 
  others to help raise the Velverdyva Queen from her 
  resting place. 
   
  PREPARATION FOR PLAY 
  Legendary Deeds: At the beginning of the scenario, each 
  player must determine the recognition of their PC’s 
  Legendary Deeds. Roll percentile dice for each player and 
  compare it to the total percentile value for all the 
  Legendary Deeds the player character has accumulated. If 
  the roll is less than or equal to the percentage total, then 
  randomly choose one of the deeds from the PC’s pool. For 
  the entirety of the event, NPCs recognize the PC for the 
  deeds they accomplished, and the benefit listed on the 
  deed may be used. After the scenario, the deed is marked 
  “USED”. 
   
  The Balance of Scales: If any PC is present that 
  possesses the Dragon Disciple prestige class and does not 
  have Highfolk regional documentation giving them 
  access (that is, they possess levels in the class from 
  another region or they took access exercising the core 
  option), they are warned about being here in Highfolk. 
  See Encounter 2C. 
   
  Metaorgs and Special PCs: Ask the players the 
  following questions: 
  • Is your PC a member of any Highfolk Metaorgs?  
  • Is your PC Caressed by Angels? 
  • Is your PC Kissed by Devils? 
  • Is your PC a Karma character? 
  • Is your PC Devoted of the Green and White?  
   
  Further clarification on meta-orgs may result in different 
  handouts: 
  • Is your PC in an Adventuring Company sponsored by 
  Norebo?  
  • Is your PC in an Adventuring company sponsored by 
  the Highfolk Merchant’s Guild? 
  • Is your PC a member of Clan Moonbow? 
  • Is your PC a member of the Deepwave Seekers? 
   
  Give PCs the appropriate handout under Player 
  Handout 1: Meta-org and Character Affiliations PCs 
  are eligible to receive more than one handout. Depending 
  on the handout, some PCs may go to the Hero’s’ Rest 
  Tavern to begin (and skip dealing with the coin).   
   
  Knowledge checks: There are several Knowledge 
  checks in this module. Whenever a Knowledge check is 
  attempted, a PC may also use a Bardic or Loremaster 
  Knowledge check at the stated difficulty +5. 
   
  Alignments: Please check all the character sheets 
  before starting play. Determine if the PC is good aligned 
  or not. This is for Encounter 2B and determines if Gathil 
  the Wanderer sells his magic items to the PC or not. 
   
  INTRODUCTION 
  This boxed text is from the DCV7 battle interactive The 
  Velverdyva Gambit that took place in October 2006. It 
  describes the sinking of the Velverdyva Queen which is 
  often referred to as the VQ. Inform the players of this. 
   
  Approaching the first boom, the Velverdyva Queen 
  continues on her course. The whistle blows twice 
  right before the boat rams the log and chain boom. 
  With a sickening crunch, the bow of the Queen 
  plows into the boom. You watch as the boat pushes 
  the boom taut and for a moment it looks like its 
  forward progress is halted. A crisp resounding snap 
  rings along the river, as the chain links give way. 
   
  The VQ pushes past the remnants of the first 
  boom, her bow scarred and dented. She lurches 
  forward, ramming the second boom. Again the chain 
  draws taut, but this time it holds. Snapping and 
  ripping is heard as her bow crumples and gives way. 
   
  Caught on the boom, you hear loud popping 
  noises and a thick black smoke pours from the 
  smokestacks. You watch as the back half of the boat 
  
  HIG7-01 Luck Lost 
   
  Page 4 
  erupts into flames. Crew and passengers leap 
  overboard to escape the fire. 
   
  The Velverdyva Queen continues to burn, 
  sending flames high into the sky and smoke 
  billowing away on the breeze.  
   
  1: THE COIN 
  The sinking of the Velverdyva Queen took place 4 weeks 
  ago. The PCs are not together at the beginning of the 
  adventure. 
   
  You spend your days relaxing between adventures. 
  Living the high life, sipping cool ale, entertaining 
  yourself, shopping, tending to your responsibilities 
  and maybe just cooling your heels. Oddly enough, 
  going through your daily affairs, you have found a 
  marked coin that somehow has turned up in your 
  purse. An ordinary solar, maybe a little bit worn with 
  some additional figures etched on it. 
   
  Refer to Player Handout 2: The Coin which depicts the 
  coin. 
   
  Deciphering the coin requires a DC 15 Decipher 
  Script check, a DC 10 Knowledge (local-Iuz) check; 
  otherwise a DC 15 Gather Information check of or some 
  PCs of the region may guess at the meaning. Devoted PCs 
  get a +2 circumstance bonus to this check for their 
  knowledge of the area. PCs that regularly drink to excess 
  gain an additional +2 bonus. The coin suggests that the 
  PC should go to the Heroes’ Rest Tavern at noon.  
   
  Once all the PCs determine where they should go, 
  continue reading below. If any PC is having difficulty, 
  have one of the other PCs meet them on their way to the 
  Hero’s Rest and hopefully they suggest to the other to 
  come along. 
   
  At last you make your way to the Hero’s Rest Tavern. 
  Dodging through the crowd gathered there, you head 
  straight to the bar and show the bartender the object 
  that brought you here. He jerks his thumb to one of 
  the private rooms and you wind your way past the 
  other patrons.  
   
  Sitting at a large table is a Suel man wearing 
  bright orange and yellow clothing. He sports a long 
  mustache and around his neck is the symbol of a 
  pair of eight sided dice. Standing in the corner is 
  another human in finely tailored clothes.  
   
  A DC 10 Knowledge (religion) check identifies the 
  symbol belonging to the god Norebo, patron of luck (see 
  supplemental handouts). A DC 15 Knowledge (local-
  Iuz) check identifies the Suel man as Mercermillan, a 
  cleric of Norebo. Another DC 15 Knowledge (local-Iuz) 
  identifies the other human as Factor Endavon of the 
  Merchant’s Guild of Highfolk. Devoted PCs receive a +4 
  bonus on these checks.  
   
  “Please have a seat”, says the follower of Norebo. “We 
  have 
  important 
  business 
  to 
  discuss. 
  I 
  am 
  Mercermillan and this is my associate, Factor 
  Endavon of the Highfolk Merchant’s Guild,” He says 
  gesturing to the other human man of mixed origin 
  in the corner. Mercermillan obviously waits for you 
  to introduce yourselves. 
   
  This is an excellent place for PC introductions.  
   
  Mercermillan sighs. “We have a problem…no, make 
  that a lot of problems. Since Verbeeg Hill was 
  captured and the Velverdyva Queen sunk, the 
  Temple of Norebo has been shattered. We’ve lost our 
  main temple gaming hall and one of our largest 
  investments. To try to recoup our losses, we’d like 
  for you to recover what you can from the remains of 
  the Velverdyva Queen. What do you say?” 
   
  Mercermillan relates or answers the following: 
  • Are you going to pay us for this? “Well, most of our 
  coin is located either on the Velverdyva Queen or 
  used in worship to Norebo (i.e. in the gambling 
  tent), we’re a little tied up right now. Rest assured; 
  you’ll get your due.”  
  • What should we recover? “There are some coin boxes 
  in a vault in the office, as well as several other 
  notes and records that may turn out to be 
  important. It wasn’t a lot of coin, compared to 
  what was in the temple casino, but we must use all 
  the resources that we can after losing the Smiling 
  Halls. Certainly recover those if you can. A proper 
  burial for our crew is desirable as well. A simple 
  burial on land, near the site would suffice until 
  one of our clerics is able to properly consecrate 
  them and guide them into the big casino of the 
  beyond.” 
  • What’s the Velverdyva Queen? “It is, well was a 
  riverboat casino. It was recently opened by the 
  Smiling Halls of Good Fortune. Clerics ran games 
  for the greater good of Norebo.” 
  • How has the temple of Norebo been doing? “Not well 
  lately. We had to evacuate the Smiling Halls when 
  the invaders took over Verbeeg Hill. We’ve set up 
  some makeshift altars, gambling tents really, here 
  in Highfolk, but it is not the same.” 
  • What about divinations?  “Well, we’ve been awfully 
  busy using our spells to…um, run the gambling 
  games, so no time for divinations.  Sorry, that’s 
  why we’ve hired you.”   
  • Do you have the VQ’s plans? “Yes, I have them here 
  somewhere.” Mercermillan rummages through his 
  belt pouch before pulling out a couple sheets of 
  parchment. Show the PCs DM Map 1. This helps 
  speed up the exploration of the VQ. 
   
  Once Mercermillan is finished, Endavon speaks. 
   
  The man standing in the corner finally speaks, his 
  cloak whirling as he turns, “The Velverdyva Queen is 
  quite a loss for both the worshippers of Norebo, and 
  
  HIG7-01 Luck Lost 
   
  Page 5 
  Highfolk as a whole. The Velverdyva River is not 
  only important for trade, but also for war. Making 
  sure that the Velverdyva is clear and that the Queen 
  does not cause any obstruction is an important task 
  for the good of Highfolk.” 
   
  Factor Endavon relates or answers the following: 
  • Who are you? “I’m Factor Endavon, a representative 
  of the Merchant’s Guild of Highfolk.” PCs may have 
  met him previously in HIG6-03 Heavy Upon a Heart. A 
  DC 15 Knowledge (local-Iuz) check confirms this. 
  • So are you going to pay us? “Friend, I’m only out to 
  help Highfolk, the same as you. We just contribute 
  in different ways. I’m sure that there’s something 
  that the Merchant’s Guild could do for you.” 
  • Are you sure that the Merchant’s Guild doesn’t want 
  anything more out of this? “Certainly not, we’re here 
  for the benefit of the people.” 
   
  A DC 25 Sense Motive check gives the PC a hunch that 
  there may be more that the Guild wants that he is not 
  telling. Factor Endavon categorically denies wanting 
  anything else.  
   
  Once the PCs are finished speaking to both and have 
  accepted the mission, continue with the following. 
   
  “Thank you, very much!” The human cleric of Norebo 
  looks relieved for the first time since this meeting. 
  “We’ve managed to rescue some of the Smiling Hall 
  of Good Fortune’s resources”. He pulls out two scroll 
  tubes from his belt. “We have two scrolls of a spell 
  that will allow you to breathe water for a short while. 
  We have scrolls of the arcane or divine variety or one 
  of each, since those Guildsmen gamble away their 
  fees so quickly. What will you have?” 
   
  At APLs 2 & 4, add the following: 
   
  Mercermillan pulls a wand out from under his 
  robes. “You may need this. The water is mighty cold 
  this time of year. The wand will allow you to endure 
  the elements for about a day. It has 15 uses 
  remaining.”  
   
  If asked for more than the allotment of their scrolls, 
  Mercermillan replies: 
   
  “Well, we have to keep some in reserve in case you 
  fail and we need to hire another party. Not very 
  optimistic, but sadly practical especially with the 
  luck that we’ve been having.” He looks sad.  
   
  If the party does not have an arcane or divine spell caster 
  with water breathing on their spell list or someone with 
  the skill Use Magic Device, then they have to ask for help 
  (see Getting a Helping Hand below). The PCs are also 
  welcome to buy their own supplies or cast the necessary 
  spells themselves. The Guildsmen’s potion shop in 
  Highfolk is the most likely place for them to stock up on 
  arcane scrolls or potions. Each scroll lasts for 10 hours 
  total, to be split amongst the party. If a PC is not high 
  enough level to be able to cast the spell, remember that a 
  DC 6 caster level check is required, and that there is a 
  chance for mishap (see DMG 238). 
   
  After the PCs take the scrolls, continue reading. 
   
  “If I were you, I’d head to Shallowhaven. We have a 
  small boat that the temple sometimes uses. That will 
  be quicker. However, if you do not like boats, you 
  can simply follow along the river to the place of the 
  crash.”  
   
  Mercermillan and the Factor of the Merchant’s 
  Guild all look overjoyed that you’re taking on this 
  mission for them. “Best of luck,” cries Mercermillan 
  as you depart into the streets of Highfolk.  
   
  If the PCs decide not to accept the mission, Mercermillan 
  and Endavon plead with them. If the PCs are still 
  unmoved, the adventure ends for them all. 
   
  GETTING A HELPING HAND 
  The Temple of Norebo can reimburse the party for these 
  expenses (assuming that they bring a notarized receipt). 
  Of course, they do not tell them this, but admit to it if 
  pressed. All of the Norebo acolytes are busy with 
  rebuilding (i.e., gambling) efforts, unless the PCs use the 
  method detailed below.  
  • Find a fellow adventurer: The PCs must make a DC 
  10 Gather Information check to find the appropriate 
  individual or else spend another 1d4+1 hours on a 
  retry. This requires 30 x APL solars (gp). 
  • Find a Guildsman of the High Art: If one of the PCs 
  is a member of the Guildsmen, they only have to 
  expend one Influence Point (cross it off or notate that it 
  was used if permanent) to gain a lackey. If none of the 
  PCs are members, they need to expend two influence 
  points (mark them off) as well as APL x 10 Solars (gp). 
  With no influence, this gold value triples (APL x 30).  
  • Find a cleric: If a PC is a lay member of the church 
  (with cert to prove it) they are able to obtain the 
  services of a cleric for one Influence Point. If no one in 
  the party belongs to a church, then they need to 
  expend more resources. If the church operates in 
  Highfolk (i.e. Norebo, Oeridian Seasonal Deities, 
  Seldarine Pantheon, Ehlonna, Moradin, etc.) it requires 
  an Influence point and a donation of 10 x APL Solars 
  (gp). With no influence, this gold value triples.  
   
  Regardless of the source of the lackey, the PCs receive the 
  same person. Philbert “Phil” (See DMG for statistics). The 
  lackey does not enter into combat and their related 
  institution does not appreciate his death.  
   
  CREATURES 
  Philbert: Half-elf cleric 1/wizard 1; hp 12. 
   
  
  HIG7-01 Luck Lost 
   
  Page 6 
  This money needs to come from PC wealth, as no money 
  has been obtained in the module as of yet, it cannot come 
  off the over the cap gold (if any).  
   
  PUTTING AN EAR TO THE STREET 
  If the PCs ask around regarding the VQ (i.e., Gather 
  Information) they can find out the following. Devoted 
  PCs get a +2 circumstance bonus to this check.  
  • DC 0 or less: “I heard about the Velverdyva Queen, 
  that’s some beauty pageant, isn’t it?” 
  • DC 5: “Yeah, the VQ sunk. Think it had something 
  to do with that scrap near Verbeeg Hill, right 
  before it was burned down.” 
  • DC 10: “The VQ was a casino ship that the Temple 
  of Norebo sponsored. It sank, however, in the 
  battle of Verbeeg Hill with some giants and those 
  darned Perrenders.” 
  • DC 15: “The VQ struck a tree that was stretched 
  across the Velverdyva River to hinder river traffic. 
  Those aboard were attacked by some Perrenders.” 
  • DC 20: “Besides moving individuals, the VQ was 
  also hauling a large contingent of the Elven Clan 
  Moonbow warriors to aid in the fight to save 
  Verbeeg Hill.” 
  • DC 25: “Some individuals survived by floating 
  downstream or by hiding amongst the chaos. 
  Some of the passengers escaped back to Highfolk. 
  Those that stayed behind saw the ship riddled 
  with arrows and heard a loud explosion, which 
  sent shockwaves through the water.” 
   
  TALKING TO SURVIVORS 
  If the PCs wish to locate some of the survivors from the 
  VQ disaster, they are easily found, as many are being put 
  up in tents or else housed with other relatives.  They can 
  find out the following information (with no skill check 
  involved):  
   
  “Perrenland mercenaries were defending the log and 
  chain booms. The VQ ran into some sort of obstacle 
  in the water, jarring us all about. Then the 
  Perrenland mercenaries attacked, and we fled. Didn’t 
  see much else. Heard a loud explosion when we were 
  a fair bit away.”  
  Once the PCs are finished with their business in 
  Highfolk town, they have a choice here, to either take the 
  boat or walk. Regardless of their choice, they have to go to 
  Shallowhaven to get across the Velverdyva River or to get 
  the boat. Proceed to Encounter 2.  
   
  2: SHALLOWHAVEN 
  The small settlement of Shallowhaven comes into 
  view before you. Small boats float around the shore, 
  while men unload other barges. 
   
  Passing through the small community of 
  Shallowhaven, you notice that the traffic here is less 
  than some of the other times that you’ve been here. 
  With Verbeeg Hill sacked and burned, traffic has 
  been slowed greatly. What you can see being loaded 
  and unloaded looks like provisions for war: food, 
  raw materials and weapons.  
   
  You can see that a large waterside warehouse is 
  currently undergoing renovations. A young acolyte 
  is painting a portrait of some sort of large dragon 
  and turtle mixture on the front of the warehouse.  
   
  This is the new Dock of the Rushing Waves, since the 
  other one was burned to the ground in Verbeeg Hill. A 
  DC 10 Knowledge (religion) roll identifies it is Xerbo and 
  the details of the religion (see supplemental handouts), 
  while a DC 15 Knowledge (local-Iuz) check, reveals the 
  circumstances of the change of location. Worshippers of 
  Xerbo automatically make this skill check. Devoted PCs 
  add a +2 circumstance bonus to these rolls. 
   
  One half-elven metalsmith along the way yells out 
  an offering to add a fin to your armor. “Just 50 solars. 
  May save your life one day!” Alongside his shop are 
  flyers for the acclaimed “Highfolk Regatta”.  
   
  If the PCs question the metalsmith about how this works, 
  the metalsmith dons armor and goes for a swim in the 
  river. If a PC agrees to purchase a fin (keel), it takes about 
  an hour or so. The metalsmith tries to add the fin (keel) to 
  the PC’s helmet. If questioned about adding it to the 
  helmet, the metalsmith tells the PC it adds style to their 
  armor.  
   
  Adding a keel grants a +2 circumstance bonus to 
  Swim checks in armor (Stormwrack 106) and costs 50 gp. 
   
  Proceed to Encounter 2A. 
   
  ENCOUNTER 2A 
  As your party is walking through the settlement, a 
  tall slender wood elf beckons you to come over 
  between two buildings. The elf wears a grey colored 
  cloak and a similar colored surcoat over a chain 
  shirt. Two falchions are sheathed over his back as is a 
  longbow. He is also carrying a bag full of wood clubs. 
   
  A DC 15 Knowledge (local-Iuz) check (Born of the Vesve 
  elves automatically make the check; while Devoted PCs 
  get an additional +2) identifies the symbol on his 
  neck/clothes as that of Clan Moonbow (Player Handout 
  3: Clan Moonbow Insignia).  
   
  If a member of Clan Moonbow asks, or another PC 
  rolls a DC 20 Knowledge (local-Iuz), they recognize this 
  individual as Sithari Silvanara (literally fey friend walker 
  in Elven), a Clan Moonbow member who is known to go 
  out on the hunt for long periods of time.  
   
  “Good people, whispers sometimes speak louder 
  than shouts. Word on the street is that your path 
  takes you close to the shipwreck of the Velverdyva 
  Queen, is this true?” 
   
  
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  If the PC’s interact with Sithari in an unusual manner, see 
  Encounter 7 for details or his statblock. If the PCs reply in 
  the affirmative: 
   
  “Excellent, then perhaps you could do a task for me. 
  Many of my kinsmen lie slain or drowned on the 
  remains of the Velverdyva Queen. This has been a 
  tragedy for our clan, as many of our most 
  experienced combatants have now perished. The rest 
  of the clan has mobilized for war and all bodies are 
  needed at the front to avenge the fallen. I ask, no, beg 
  of you to simply bury our dead and have whatever 
  deities you revere bless them. I must admit though it 
  would be preferable to be an elven deity. This will 
  have to suffice until we have an available clan priest 
  to confer the proper rites. Would you do this for me 
  and the clan?” 
   
  If the PCs agree to do this for Sithari, he continues. 
   
  “Additionally, I would also like you to retrieve a 
  longsword made of an odd metal from the fallen 
  body of my friend Xeraco Amastodel.” 
   
  If questioned about the sword, he replies: 
   
  “I am unsure of the composition of the sword, but I 
  know it is unusual and has a large crystal at its hilt. 
  It has been a long time since I have seen the sword, 
  but I remember my friend wielding the blade bravely 
  in battle.” 
   
  If the PCs reply in the negative or seem reluctant, he 
  continues: 
   
  “Our clan is weakened by the loss of these warriors. 
  We may have difficulty holding our lands against 
  interlopers and certainly cannot contribute much to 
  any battle in the future.” 
   
  If a hero is a member of Clan Moonbow, (s)he is pulled 
  aside and softly told the following: 
   
  “It is a tragedy, what happened to our clan, cousin. I 
  knew many of the fallen personally. One of the, 
  fallen Moonbow carried a magical sword that is of 
  great value to me and I would like it returned. Could 
  you do this task for me?” 
   
  If they are a Clan Moonbow Elder, he adds:  
   
  “You certainly know that the Clan needs strong 
  leaders at this time. I believe that you could be one 
  of them. You will have my support if you complete 
  this task.” 
   
  Give Player Handout 4: Sithari’s Tale to the Moonbow 
  PCs who made the Knowledge (local-Iuz) check or are 
  Born of the Vesve elves, as Sithari shares his tale about his 
  friend, Xeraco Amastodel.  PCs that make a DC 30 
  Knowledge: (local-Iuz) check or a DC 25 Bardic Knowledge 
  check also recalls the tale. Characters get a +10 circumstance 
  bonus for belonging to an elven clan or +15 for Clan 
  Moonbow members, and an additional +2 circumstance 
  bonus for being a Devoted PC. 
   
  Sithari can relate or answer the following: 
  • How did you know about our task? “There has been 
  much talk of the tragedy of the Velverdyva Queen. 
  It was only a matter of time before someone did 
  something. I supposed that others would be first 
  to react, as our clan is still reeling from our losses. 
  I was sadly correct.” 
  • Why were you gone so long? Why did you come back? 
  He looks grim. “I’ve spent most of my time in the 
  forests near the border of Iuz’s territory, slowly 
  picking off patrols and gathering intelligence. 
  When I heard of the tragedy and the massacre of 
  my people, I thought that perhaps my efforts were 
  misguided, so I returned.”  
  • What can you pay us? “Most of our clan funds are in 
  reserve to bring some of the fallen back to life. 
  Although coin is short now, rest assured that you 
  will not be forgotten by us.” 
  • What do you know of this weapon? “This is a heritage 
  weapon of the clan, nothing more. He valued it 
  closely.” 
   
  If asked to come along, he refuses, saying that he has 
  recently come back and needs time to catch up as well as 
  rendering aid to others.  
   
  If the PCs cast detect magic and use it on Sithari, he 
  radiates moderate enchantment magic. Any magic items 
  on Sithari’s person radiate magic as normal. Detect thoughts 
  only reads his concern for his friend’s weapon and a hope 
  the PCs can recover it for him. 
   
  If the PCs do not wish to return the item to Sithari, 
  he confronts them again in Encounter 7. 
   
  Proceed to Encounter 2B. 
   
  ENCOUNTER 2B 
  Just before departing on their journey, the PCs encounter 
  a wandering merchant (who uses the assumed name 
  Gathil) selling several items of interest to them.  They 
  must buy them now if they wish to have access to them at 
  the end of the adventure.  However, the merchant is not 
  truly what he appears, and is very picky about who he 
  deals with.  He is currently using detect good and does not 
  sell to anyone who does not detect as good (those who are 
  good and are not masking their alignment in some way).   
   
  In addition, he has a warning for those who possess 
  the Dragon Disciple prestige class and do not have 
  Highfolk regional documentation giving them access 
  (that is, they possess levels in the class from another 
  region, or they took access exercising the core option).   
   
  Passing through the village square, you see three 
  merchants offering their wares. Two are busy selling 
  food to the locals while the third does not have any 
  
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  business at all. An aged elven man stands calmly in 
  his stall watching people pass on by.  A crisply 
  lettered sign says, “Items of Arcane Power.” 
   
  The man speaks very little, but stares deeply at the PCs 
  who approach his stall.  If the PC does not radiate good, 
  the merchant Gathil, calmly says that he has nothing that 
  would interest them, and suggest they look elsewhere.  If 
  the PC does radiate good, he is happy to help them.  
  Under no circumstances does he sell to someone who 
  does not radiate good, and he does not explain why he 
  chooses to deal with some, and not others.   
   
  If the PC radiates good, he has a number of items for 
  sale (which must be purchased now to be on the AR). You 
  can either just name the magic item or give a description 
  of what it can do. Here is what he has for sale: 
  • Bottle of Air (7250 gp, DMG 250) (limit one). “This 
  ordinary looking bottle is magical and constantly 
  refills itself with air, allowing one to use it to 
  breathe underwater.” 
  • Decanter of Endless Water (9000 gp, DMG 254) (limit one). 
  “This ordinary flask is magical and can be 
  commanded to issue forth water. It can be as much 
  as a stream and as powerful as a geyser.” 
  • Dust of Dryness (850 gp, DMG 255) (limit one). “This 
  packet contains magical dust and if thrown into a 
  pool of water, it dries the water up.” 
  • Elemental Gem (Water) (2250 gp, DMG 255) (limit one). 
  “This magical aquamarine gem binds a water 
  elemental inside it. When the gem is broken, the 
  water elemental is released to serve one for a short 
  time.” 
  • Elixir of Swimming (250 gp, DMG 255) (limit six). “This 
  magical elixir helps one to swim.” 
  • Gloves of Swimming and Climbing (6250 gp, DMG 257) 
  (limit one). “These magical gloves not only help one 
  to swim, but to climb as well.” 
  • Iridescent Spindle Ioun Stone (18000 gp, DMG 260) (limit 
  one). “This magical stone when put into orbit 
  around one’s head, sustains one when there is no 
  air to breathe.” 
  • Necklace of Adaptation (9000 gp, DMG 263) (limit one). 
  “This magical necklace not only allows one to 
  breathe normally underwater, but protects one 
  against the harmful effects of lethal vapors and 
  gases.” 
  • Quaal;s Feather Token (swan boat) (450 gp, DMG 264) 
  (limit six). “This magical feather token turns into a 
  boat that lasts a day. The boat resembles a swan.” 
  • Spellguard Rings (4000 gp, Complete Mage 127) (limit 
  one). “Not sure why I brought this along, but 
  nonetheless, here is a pair of magical rings. One 
  bronze and one gold. The gold ring allows a master 
  of the arcane arts to cast a spell, say a fireball, that 
  normally would endanger their companion, but if 
  their companion wears the bronze ring, they 
  would be in no danger at all. Of course those 
  around them would still be affected by spell.” 
   
  With the exception of the elixir of swimming and the 
  Quaal’s feather token (swan boat), Gathil has only one of 
  each item listed above and he informs the PCs that he is 
  willing to deal with that he will not be present when they 
  return from their journey. If more PCs wish to purchase 
  an item than the quantity he has, he allows the PCs to 
  determine who buys it from him.  If they cannot decide 
  on a manner, he suggests a silent auction with a 
  minimum bid (which is equal to the DMG value for the 
  item). 
   
  If any of the PCs are Devoted of the Green and 
  White and radiate good, he informs them of the 
  following: 
   
  “I recognize you. I have heard of your heroism in my 
  travels and I wish to reward you. When you have the 
  wherewithal to purchase any item of arcane power I 
  have here today, you may go to the Highfolk 
  Merchant’s Guild in Highfolk town and ask for the 
  item. Tell them Gathil the Wanderer sent you.” 
   
  For these PCs who are Devoted of the Green and White 
  and radiate good, they gain Gathil the Wanderer’s Favor 
  granting them Regional access to the items listed above. 
   
  If a PC attacks Gathil the Wanderer, Gathil and his 
  items of arcane power teleport away to a protected and 
  unknown location.  
   
  If a PC attempts to steal an item of arcane power, 
  Gathil warns the offending PC. If a PC is successful in 
  stealing a magic item, later on in the adventure the 
  offending PC is attacked by an Elder Water Elemental at a 
  most inopportune time. The elemental slays the PC and 
  recovers the magic item(s), disappearing once it does so. 
   
  If a PC attempts to cast true seeing or a similar spell or 
  ability to view Gathil, Gathil warns them not to do so. If 
  the PC continues, Gathil and his items of arcane power 
  teleport away to a protected and unknown location.  
   
  If a PC casts detection spells on Gathil, he radiates 
  good (strong). 
   
  ENCOUNTER 2C 
  This encounter only happens if the Balance of Scales 
  comes into play. If any PC is present that possesses the 
  Dragon Disciple prestige class and does not have 
  Highfolk regional documentation giving them access 
  (that is, they possess levels in the class from another 
  region, or they took access exercising the core option), he 
  asks to speak with them privately after any other business 
  has been completed.   
   
  Once the shopping has been concluded, he has this 
  to say to them. 
   
  The merchant stares into your eyes with an 
  unpleasant piercing gaze.  “You should not be here.  
  You upset the balance.  I mean no threat to you or 
  yours, but harm will come to you if you stay.  You 
  must leave this place and all the lands that swear 
  fealty to the green and white.  If you stay, you will 
  
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  suffer and die.  Flee now, if not for yourself then for 
  the others who may suffer also.  This is likely the 
  only warning anyone will bother to give you.  I am 
  sorry I cannot be of more help to you.” 
   
  How he knows the PC has Dragon Disciple levels is not 
  important at this time; that he knows is all that is 
  important.  Should the PC ask why he is in danger, Gathil 
  can only give the following comment, and then he packs 
  up his goods and quickly hurries away.   
   
  “Your blood is tainted by others.  The Scale will come 
  for you to purify the balance.  I am deeply sorry for 
  your trouble.” 
   
  Once the PCs have dealt with Gathil, they may continue 
  on their journey, and onto Encounter 3. 
   
  Development: If the PCs are here to cross the river and 
  head north, proceed to Encounter 3A. If the PCs are here 
  in Shallowhaven for the Temple of Norebo’s boat proceed 
  to Encounter 3B. If the PCs own a boat, it is moored here 
  as well. They are certainly free to use theirs instead.  
   
  3: A CHOICE 
  Traveling by land or boat, both take roughly six to seven 
  days of travel, though typically the travel by boat is 
  shorter. 
   
  ENCOUNTER 3A: ONE IF BY LAND 
  You begin your walk towards the remains of the VQ. 
  The chill hangs in the air, as it is still quite cold for 
  this time of year. For a good stretch, you follow 
  smaller paths, but are forced to go through the 
  woodlands for part of the journey. Going is slow off 
  of the paths, unless you have the blessings of the 
  wilderness on you. Frequently, you pass by the 
  carcasses of humanoids and humans. The cold has 
  kept most of the bodies intact, but you can still see 
  signs of decay. All show signs that scavengers have 
  been greedily feeding on the corpses. 
   
  PCs with cold weather gear are assumed to have no 
  problems from the weather. One DC 15 Survival or Heal 
  check for the party negates them having to make 
  Fortitude saves against Blinding Sickness (DMG 292) due 
  to the tainted water supply. PCs that create their own 
  water daily also bypass this hazard.  
   
  Occasionally, you spot some tracks or a trail. These 
  footprints are of either human or giant origin. 
  Sometimes both sets of prints are present upon the 
  trail.  
   
  If the PCs wish to follow the tracks, have them make a 
  DC 15 track check to follow them. After several hours 
  they catch up with the creature listed in the appropriate 
  APL section. The encounter distance is about 60 feet. If 
  the creature senses them (Spot/Listen), it attempts to run 
  away. If attacked, it runs away.  If cornered or given no 
  other good option, it attacks back. 
   
  If the PCs insist upon harassing or attacking 
  humanoids, use the following creatures. PCs get no 
  experience for this encounter. These monsters are 
  leftover reinforcements from the battle of Verbeeg Hill 
  that are rear scouts, have been delayed or are just lost.  
   
  CREATURES 
  APL 2 (EL 3) 
  Ogre (1): hp 29; MM 199  
   
  APL 4 (EL 5)  
  Troll (1): hp 63; MM 247 
   
  APL 6 (EL 7)  
  Hill Giant (1): hp 123; MM 123 
   
  APL 8 (EL 9)  
  Elder Stone Giant (1): hp 119; MM 124 
   
  When finished with this encounter, proceed to 
  Encounter 4. 
   
  ENCOUNTER 3B: TWO IF BY SEA 
  Asking around some, you find the boat that the 
  Temple of Norebo sometimes uses. On your way 
  there, you see several boats for sale, due to the low 
  interest in shipping because of the invaders.  
   
  The boat belonging to the temple of Norebo 
  looks sturdy and well maintained. The “Reroll”, as it 
  is named, is a small open riverboat with a stout, 
  round-bottomed hull that looks like it could take 
  quite a beating. This boat is equipped with a simple 
  sail and oars.  
  The Reroll is a 15’x5’ boat. This may mean that most 
  parties have to squeeze to fit in. This ship has a 
  compliment of eight (meaning that eight small or 
  medium size creatures can fit in it). Large creatures count 
  as four medium creatures. It requires one crew member 
  to steer, unless the oars are utilized which require two 
  additional men. The speed of the boat is 15’ (1.5 miles per 
  hour) and is fairly maneuverable giving a +2 bonus to 
  Profession (sailor) checks. It has a cargo capacity of 4 tons, 
  so weight should not be an issue.  
   
  Poking around in the vessel, you find several tins of 
  eel jelly, as well as many finely made sets of 
  gambling devices to pass away the time. Shoving 
  away from the shore with a long pole, you move onto 
  the bluish green waters of the Velverdyva that 
  sparkle around you.  
   
  PCs may play some of these games. See Appendix 3 for 
  differing dice games. You should not do this if time is 
  critical, such as it is at conventions. 
  
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  Piloting the boat involves having two people man the 
  oars or sails and one person to steer. In order to handle 
  the boat properly, one needs at least one rank in 
  Profession (sailor) (no check required for normal 
  piloting) or the person steering needs to make a Wisdom 
  check DC 10 for normal conditions. Failure on this check 
  results in the boat running ashore or some other mishap. 
  This causes some small damage to the boat (which 
  requires a DC 15 Profession (carpenter or sailor) check to 
  fix and requires everyone aboard to make a DC 15 Balance 
  checks or be prone. If this happens, everyone needs to 
  make a DC 15 Reflex save or be thrown into the water. 
   
  If you have an opportunity or the time, you can have 
  the PCs practice with their boat before they run into a 
  chance for them to use these skills. 
   
  Once the PCs are finished examining the boat, 
  continue with Encounter 3. 
   
  Sailing up the river goes along fairly uneventfully. 
  You see some more wildlife than usual drinking 
  from the river, driven this direction by the wildfires 
  and forces attacking Verbeeg Hill. Additionally, you 
  see the occasional body caught up in the rocks or 
  fallen trees. These apparently were combatants at the 
  battle of Verbeeg Hill.   
   
  At one point, you see a creature hiding poorly 
  behind a large fallen tree. Apparently, the sound of 
  your oars has heralded your presence.  
   
  PCs that make a DC 15 Survival check can assume that 
  some water must be polluted inland if this many animals 
  are drinking from the river.   
   
  The creature simply observes the PCs. It is not 
  talkative and flees into the water if possible. If aggressive 
  action is taken, the creature could attack the boat or the 
  PCs as appropriate.  
   
  The encounter distance is about 60 feet. If the 
  creature senses them (Spot/Listen), it attempts to run 
  away. If attacked, it runs away. If cornered or given no 
  other good option, it attacks back. 
   
  If the PCs insist upon harassing or attacking 
  humanoids, use the following creatures. PCs get no 
  experience for this encounter. These monsters are 
  leftover reinforcements from the battle of Verbeeg Hill 
  that are rear scouts, have been delayed or are just lost.  
   
  CREATURES 
  APL 2 (EL 3)  
  Merrow (1): hp 29; MM 199 
   
  APL 4 (EL 5)  
  Scrag (1): hp 63; MM 248 
   
  APL 6 (EL 7)  
  Water Naga (1): hp 59; MM 193 
   
  APL 8 (EL 9)  
  Water Naga (2): hp 59 each; MM 193 
   
  When finished with this encounter, proceed to 
  Encounter 4. 
   
  4: FULL BEAM AHEAD! 
  Finally you believe that you are close to your 
  destination. Not long ago you passed by the remains 
  of a large tree that was shattered. The rusted, dirty 
  links of a heavy chain were also sighted. Moving past 
  that, you can now see more large trees blocking the 
  waterway, as well as some wreckage.  
   
  Closer examination reveals the horrible truth. 
  The Velverdyva Queen had smashed into one of 
  these beams, took on water and sunk. Some large 
  tubes that were probably part of the gnomish steam 
  engines rise out of the water. They are covered in 
  scorch marks.  
   
  Feel free to vary the text as the PCs explore on foot, or in 
  their boat.  
   
  Searching along the shoreline, the PCs discover this. 
   
  On the shoreline you find many scraps of armor, 
  broken weapons, limbs, bones and scattered 
  ammunition. Scorch marks from fires and spells, as 
  well as the smell of smoke clings to the trees.  
   
  As you explore a large wall constructed of felled 
  trees and the field of stumps behind it, its purpose 
  becomes apparent; it was built to protect the boom’s 
  anchor point. Surrounding this wall is a fraise, a 
  barrier of sharpened stakes driven into the ground 
  with the point upwards. A partially scavenged body 
  lays impaled on one of these. Around the spikes, you 
  can see that the area has been cleared into a kill-zone 
  for lethal efficiency.  
  The partially scavenged body is an elf that made it ashore 
  but perished as he tried to stop the mercenaries from 
  attacking his clan mates while they were swimming in 
  the river. 
   
  Several different spells or skills can be used to gather 
  information from this area. Extrapolate as needed for 
  creative players.  
  • Knowledge (architecture and engineering): A PC 
  that makes a DC 10 check with this skill notices that 
  the beam collided with the front of the ship. The ship 
  was moving quickly, so the superstructure was severely 
  damaged, buckling in some places. This caused the boat 
  to take on water and eventually sink. There is also a 
  large amount of damage to the bow from striking the 
  front of the ship.  
  • Speak with Plants/Animals: The plants and animals 
  can verify that many people came through the woods, 
  the boat crashed into the wooden pole, and even more 
  people came out of the water and into the woods.  
  • Survival: PCs with the Track feat that make or exceed a 
  DC 10 check find that several areas of the riverbank 
  that have been disturbed. You extrapolate that the 
  survivors from the ship may have climbed these parts 
  
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  of the embankment. If the PCs track one of the 
  survivors they discover a partially scavenged body that 
  has been stripped of anything valuable. 
  • Search: A DC 10 Search check finds a mysterious stain 
  on one of the chains used as part of the boom. A DC 15 
  Craft (alchemy) check recognizes it as a splash of acid. 
  Forty feet of chain is recoverable. 
   
  5: INTO THE DRINK 
  This encounter sets up the PCs going into the Velverdyva. 
  Before their PCs enter the water, ask the players what sort 
  of preparations they are making. This may include: 
  • Are you still wearing your armor? 
  • Is your familiar/animal companion also coming along?  
  • What light source are you using?  
  • Are you taking all your equipment? Your spell book?  
  • What are you doing about the things you leave on land? 
   
  The water here appears to be Calm (DC 10 Swim check). 
  Remind players that double their armor check and 
  encumbrance penalties apply to Swim checks. The rules 
  for the Swim skill are found on p84 of the PH.  
   
  The very cold water deals 1d6 points of non-lethal 
  damage from hypothermia per minute of exposure. This 
  can be negated by endure elements or by wearing winter 
  clothes (an additional -2 armor check penalty). This is 
  significant as the non-lethal damage may add up.  
   
  Please note that the duration of the scrolls of water 
  breathing (regardless of whether they are arcane or divine) 
  are 10 hours divided by the number of creatures touched. 
  This means that the average party member should have 
  approximately 2 hours or so of water breathing per casting. 
  It may be important to generally track time so PCs do not 
  use up all of the duration on the spell. Exploration times 
  are noted below.  Communication and spellcasting are 
  not hampered underwater while water breathing.   
   
  If some PCs choose not to go along underwater, they 
  can choose to explore the area or simply wait for the 
  party. It is not terribly exciting, but Encounter 6 has to be 
  modified, as the lone PCs may be ambushed.  
   
  The waters of the large river rush swiftly past you. 
  Bolstered by the magical ability to breathe water, you 
  prepare yourself for a journey into the depths. You 
  can feel the cold chill of the water as you step into it.  
   
  Sliding into the cold water, you may feel a 
  moment of panic as the water covers your head, but 
  then you realize that you can still breathe 
  normally…for now.  
   
  Since many Swim checks simply slow down the game, 
  assume that PCs are able to swim easily (if they take 10) or 
  struggle behind the pack, if their take 10 fails to reach the 
  DC of 10. Of course, players can test out how well they 
  swim by rolling dice if they wish. Fast swimmers can wait, 
  so the PCs can be in any swimming formation they wish. 
  PCs actually have to make Swim checks during combat 
  rounds or hazards though.  
   
  Visibility in the murky water is poor; PCs have a 
  visibility of only 40 feet.  
   
  Descending down further into the river, your eyes 
  make out the majestic shape of the Velverdyva 
  Queen, broken and shattered. Parts of this horror are 
  highlighted by the faint sunlight shafts flickering 
  down from above. What was the fore of the ship has 
  been shattered and you see many pieces of debris 
  lying near it. There are several places near the front 
  where larger holes are visible.  
   
  The river bottom is 40 feet below the surface. The river is 
  60 feet wide at this point. The current pushes creatures 10 
  feet per round unless they actively swim against it.  
   
  A DC 15 Spot check notices a glint in the darkness 
  from your light source. A DC 15 Search check of the area 
  finds a smattering of coins and ammunition (arrows, 
  bolts, sling bullets). Searching the river bottom takes 25 
  minutes with ordinary searches. Increase the time as 
  appropriate for taking 20. 
   
  There are several ways that the PCs can enter the 
  ship. Allow them to explore and take their own way.  
   
  If the PCs search the area surrounding the ship: 
   
  Fish swim placidly around, warily eyeing you. Rocks 
  and some scattered debris, such as boards and an 
  elegant chair, cling to the bottom, mired in mud.  
   
  Searching the area surrounding the ship takes 10 minutes 
  with ordinary searches. Increase the time as appropriate 
  for taking 20. 
   
  If the PCs search the outside of the ship:  
  Swimming closer to the ship you get a better view of 
  the extent of the damage. You can also see many 
  elegant symbols depicting the two eight sided dice of 
  Norebo here and there on the boat.  Multiple holes 
  exist in the hull allowing access by multiple points.   
   
  Searching the outside of the ship takes 10 minutes with 
  ordinary searches. Increase the time as appropriate for 
  taking 20.  A DC 10 Profession: Sailor check allows a PC 
  to determine the general functions of each of the areas.  If 
  multiple rooms have the same letter, assume that the text 
  covers the scope of all the rooms.   
   
  Treasure: The PCs can gain the following treasure here: 
   
  All APLs: Loot 50 gp; Coin 50 gp; Total 100 gp. 
   
  EXPLORING THE VELVERDYVA QUEEN 
  The PCs should have been provided with a map of the VQ 
  by Mercermillan. The players can use this map to assist 
  them in exploring the boat. 
   
  The scale of the map is 10 ft. by 10 ft. for each square. 
   
  STEERING HOUSE 
  This area seems the worst hit of any that you have 
  seen so far.  Many scorch marks are evident as well 
  
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  as pitting on the walls and floor. There is a curiously 
  square section missing, exactly 10 feet by 10 feet.  
   
  A DC 20 Spellcraft check reveals that this area was hit 
  with multiple area effects including lightning bolts, 
  fireballs and a Disintegrate.  Searching this area takes 10 
  minutes.  A DC 10 Knowledge: History check tells the PC 
  that command areas are usually assaulted first in a strike. 
   
  Searching this area takes 5 minutes. 
   
  TOP DECK 
  This area is littered with arrows and quarrels stuck 
  into the wood surfaces of the boat. The decks and 
  walls are heavily scored, textured with the effects of 
  magical attacks and alchemical solutions.   
   
  Searching this area takes 10 minutes.   
   
  FORWARD DECK 
  This area is a smashed wreck.  Most of the people 
  had leapt away from this section when the boat 
  crashed into the first boom, but several unfortunates 
  were trapped and crushed when the ship hit the 
  second boom.  These stragglers were quickly cut 
  down during the battle.   
   
  Anything of value has washed away from this section and 
  into the area surrounding the boat.  A search check takes 
  25 minutes due to the crumpled and disorderly nature of 
  this section. A DC 15 Heal check tells the PC that these 
  poor people were most likely crippled by the first beam, 
  jostled around and pinned by the second and then killed 
  during the struggle.   
   
  AFT DECK 
  The aft deck is largely clear, due to the proximity of 
  the wheel which had powered this boat.  Only after a 
  short time, nature has already begun to reclaim the 
  riverbed.  Small bits of algae and other plants grow 
  on the wheel, some feeding off bodies and other 
  material lodged between the large rotating planks.  
  The axle of the wheel is cracked and one of the struts 
  mooring it to the ship is cleaved clear away.   
   
  Searching this area takes 20 minutes.  Speak with plants 
  enables the flora to tell the PCs that something has been 
  lurking around here, something man-shaped.  However, 
  the newly grown plants do not know much more than 
  that.   
   
  STEERAGE 
  From the look of things, you could assume that a 
  number of civilians and their belongings were being 
  transported in here either during the attack or 
  shortly before.  A mess of clothes swirl up and 
  around, dancing because of the currents you stir up.  
  Small crabs skitter away from your light and into the 
  tiny crevasses of the clothing that amounted to all 
  the worldly possessions of a displaced individual.  
   
  The remains here are mostly human, most lacking real 
  weapons or armor.  The crabs are considered vermin, but 
  with a successful Wild Empathy check, the PC’s can turn 
  an eel from Indifferent to Helpful or Friendly.  Using 
  speak with animals, the eel can describe the appearance 
  undead in the main gaming hall.  If asked, the eel can also 
  describe some sort of figure and a lot of chanting 
  preceding the appearance of the undead.  The eel stayed 
  away from both the figure and the undead.  Searching this 
  area takes 25 minutes and will scare off the eel and crabs.   
   
  FORWARD CARGO HOLD 
  This area is simply a mess – small holes in the hull 
  let slow eddies of water through this storage area.  
  Some boxes and barrels float in this area, still 
  secured.  A few have broken free, crashing into 
  others and spilling their contents about.  Cards 
  bleeding ink, old poker chips and cleaning materials 
  are some of the debris that chokes this area.   
   
  This area largely contains junk, but a search of the area 
  will take 15 minutes.  Any PC who enters the area must 
  make a DC 15 Fortitude save or be nauseated for 1 minute 
  then sickened for 5 minutes due to the inhaled chemical 
  taint of the area.   
   
  REAR CARGO HOLD 
  This area is nearly empty; a search of the area will take 5 
  minutes and reveal nothing of interest.   
   
  ROOM A: THE DELUXURY SUITES 
  This is a Deluxury suite so named for its deluxe 
  luxury. Several people could comfortably sleep in 
  such quarters. However, with the crash, the porthole 
  has come loose, and many pieces of furniture have 
  been splintered as they rattled around while the boat 
  was sinking. Strange stains have sunk into the 
  carpeting and on some of the pieces of cloth that 
  floating about. 
   
  If the PCs are members of an adventuring company that 
  has a suite on the Velverdyva Queen, they are able to find 
  their suite. Be sure to tell them that this suite has the 
  most extensive damage of any of the rooms that they have 
  seen.  
   
  The PCs are able to salvage some usable items from 
  the suites given time. The exploration time for this room 
  is 20 minutes with ordinary searches. Increase the time as 
  appropriate for taking 20. They uncover the following: a 
  small metal tin (inside are mints, which rapidly start 
  dissolving (as per fog cloud), several shattered bottles of 
  brandy and wine, papers with illegible writing, as well as 
  some treasure left from the last occupant.   
   
  Treasure: The PCs can gain the following treasure here: 
  
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  All APLs: Coin 50 gp; Magic 216 gp: memento magica 
  1st level (125 gp each), pearl of power 1st level (83 gp each), 2 
  potions of cure light wounds (8 gp each); Total 266 gp. 
   
  ROOM B: AVERAGE STATE ROOM 
  This room is a bit small, but with posh decorations 
  that have been dashed around. An ornate symbol of 
  Norebo is affixed above the bed. The door hangs 
  from one hinge.  
   
  With a DC 25 Spot check or a DC 20 Search check, the 
  PCs find in one of the rooms a wooden holy symbol of 
  Nerull. It is identified with a DC 10 Knowledge (religion) 
  check. It has snagged on a shattered piece of wood and 
  the cord broken. Although the holy symbol is not 
  magical, it does radiate a faint evil.  
   
  When a PC that is Kissed by Devils nears the symbol: 
    
  The wooden symbol of the skull and scythe sends a 
  surge of power coursing through your body. 
   
  When a PC that is Caressed by Angels nears the amulet:  
   
  The wooden holy symbol of the skull and scythe 
  sends a wave of disgust and revulsion coursing 
  through your body. 
   
  When a Karma PC nears the amulet they get a feeling of 
  power from it.  
   
  The wooden holy symbol of the skull and scythe 
  seems to radiate power.  
   
  Other PCs do not feel anything from the disk, although 
  they still can detect it is evil (faint).  
   
  The exploration time for this room is 10 minutes 
  with ordinary searches. Increase the time as appropriate 
  for taking 20.  
  Treasure: The PCs can gain the following treasure here: 
   
  All APLs: Unholy symbol of Nerull. 
   
  ROOM C: MAIN GAMBLING PARLOR 
  This is the largest room you have come across so far. 
  What would have been an extravagant gaming 
  experience floating by beautiful scenery has been 
  transformed into a scene of horror. Floating in the 
  water above the gaming tables are the bodies of 
  many of the last passengers of the Velverdyva Queen. 
  This is where many of the Moonbow warriors were 
  when disaster struck.  
   
  Many of the dead elves are bobbing at the 
  ceiling, while others are pinned to the walls with 
  arrows or large shards of furniture, some of their 
  limbs obscuring more symbols of Norebo. The 
  bodies all show signs of decay and decomposition. 
  More disturbing is the evidence that something has 
  been savaging the corpses. 
   
  Mockingly, betting chips lie on the floor while 
  above them, swirling in unseen currents and eddies, 
  are playing cards.  
   
  The undead are hiding amongst the bodies of the dead. To 
  participate in the surprise round, PCs need to make a Spot 
  check: 
  • APL 2: DC 16 
  • APL 4: DC 16 
  • APL 6: DC 17 
  • APL 8: DC 32 
   
  Remember that the PCs need to make Swim checks to 
  move and underwater combat rules are in effect. The 
  rules for underwater combat are found on pp92-93 of the 
  DMG. If the PCs seem to be struggling, remind them that 
  grappling deals full damage underwater.  
   
  When the PCs search the area, they are able to find 
  much equipment from the fallen Moonbow. The 
  exploration time for this room is 25 minutes with 
  ordinary searches. Increase the time as appropriate for 
  taking 20.  
   
  The PCs do find one longsword that appears to be 
  made of a different material with a large crystal in the hilt. 
  A DC 15 Knowledge (nature) or a DC 15 Knowledge 
  (arcana) check identifies the metal as Thinaun. A DC 20 
  Knowledge (arcana) check tells the hero that Thinaun 
  stores a bit of the wielder’s essence if they die while 
  wielding the weapon. If the PCs examine the sword 
  closely, they can see some sort of flickering movement in 
  the crystal in the hilt. 
   
  CREATURES 
  APL 2 (EL 1)  
  Lacedon (1): hp 13; MM 119. 
   
  APL 4 (EL 3)  
  Lacedon (3): hp 13 each; MM 119. 
  APL 6 (EL 5)  
  Son of Kyuss (1): hp; Appendix 1 
   
  APL 8 (EL 7)  
  Forsaken Shell (1): hp 105; Appendix 1 
  Son of Kyuss (1): hp; Appendix 1 
   
  Read the following boxed text for the appropriate APL. 
   
  APL 2 
  A foul creature that was hiding amongst the corpses 
  swims towards you. Its decaying flesh is drawn 
  tightly across its bones and its eyes glow like hot 
  coals in its sunken eye sockets. It opens its mouth 
  showing the sharp teeth of a carnivore.  
   
  A successful Knowledge (religion) check reveals the 
  following: 
  
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  • DC 12: It is an aquatic ghoul, an undead creature, 
  known as a lacedon. 
  • DC 17: Its touch paralyzes all save elves; they are 
  immune. 
  • DC 21: Its bite festers with disease and can turn 
  someone into one of them.  
  • DC 25: It clings onto a reserve of unholy power as well 
  as being willful. 
   
  APL 4 
  Three foul creatures that were hiding amongst the 
  corpses swim towards you. Their decaying flesh is 
  drawn tightly across their bones and their eyes glow 
  like hot coals in their sunken eye sockets. They open 
  their mouths showing the sharp teeth of carnivores.  
   
  See the Knowledge (religion) information for APL 2 
  above. 
   
  APL 6 
  A rotten zombie covered in shreds of elven armor 
  advances on you. Crawling over its body are festering 
  green worms.  
   
  A successful Knowledge (religion) check reveals the 
  following on the spawn of Kyuss: 
  • DC 14: A Spawn of Kyuss. 
  • DC 19: They have a menacing aura that causes people 
  to run away. 
  • DC 24: They create spawn through transferring worms 
  to people, which eat their brains.  
  • DC 29: They are tough and cling onto a reserve of 
  unholy power but can be transformed into a less 
  threatening form by curing them of diseases or curses.   
   
  Tactics 
  Remember the fear aura of the Son of Kyuss. In the 
  surprise round, the undead tries to close with the party 
  and transfer worms. The spawn attacks and transfers 
  worms to as many targets as possible every round. It uses 
  its touch attack to transfer a worm. It does not throw 
  worms at anyone underwater. It must make Swim checks 
  to move underwater just like the PCs.  
   
  APL 8 
  Roiling and coiling, this long, slender creature 
  snakes forward. At first, it does indeed seem like a 
  snake, if strangely wide and loose-skinned, but an 
  instant later the creature is revealed for what it 
  actually is; an evacuated but horribly animate elven 
  skin that continues to slither onward in an 
  unmistakably aggressive manner. 
   
  Additionally, a rotten zombie covered in shreds 
  of elven armor advances on you. Crawling over its 
  body are festering green worms.  
   
  A successful Knowledge (religion) check reveals the 
  following: 
  • DC 24: A Forsaken Shell. 
  • DC 29: This skin not only swims, but burrows as well. 
  It attempts to grab onto other creatures and rip their 
  skin off, forming spawn.  
  • DC 34: They are not all that tough, but are quick and 
  have very good mental resistance.  
   
  See APL 6 above for the Knowledge (religion) 
  information on the Son of Kyuss. 
   
  Tactics 
  In the surprise round, the Forsaken Shell charges a small, 
  weak creature, hoping to hit, grab and constrict. The 
  Forsaken Shell is somewhat canny. It aims for weaker and 
  smaller targets, trying to create spawn on one creature 
  before moving onto the next. It Power Attacks as 
  appropriate and deals constrict damage whenever it wins 
  at a grapple check. It must make Swim checks to move 
  underwater just like the PCs. 
   
  See the APL 6 tactics above for the Son of Kyuss 
  information and tactics. 
   
  Treasure: The PCs can gain the following treasure here: 
   
  All APLs: Loot 158 gp; Magic: +1 thinaun longsword 
  (1442 gp each); Total 1600 gp. 
   
  ROOM D: GALLEY 
  This cramped galley has been sacked. Broken 
  crockery shifts in the water while the small body of a 
  gnome has floated into a corner.  
   
  After the PCs spend 1d4 rounds in the room, read the 
  following:  
   
  With an amplified creaking, the boat rocks and 
  shifts into a different position on the river’s floor. A 
  highly charged current of water sweeps through the 
  room, sending the dead gnome bobbing and stirring 
  up debris.  
   
  Although technically not a trap, the following 
  environmental hazard functions as one (including the use 
  of trapfinding, trapsense, find traps, etc.). The Search 
  check represents the rogue’s ability to spot a dangerous 
  situation. The Disable Device check allows the rogue the 
  ability to negate the dangers by moving the object(s) or 
  creating some makeshift barricade.  
   
  TRAP 
  All APLs (EL 2) 
  Moldy foodstuffs; mechanical; proximity trigger (water 
  opens the container and moves it towards the party); no 
  reset; 5-ft. cold aura (3d6, cold non-lethal); Search DC 22; 
  Disable Device DC 16;  
   
  A DC 15 Knowledge (dungeoneering) check tells the 
  hero the following: Brown mold feeds on warmth, 
  
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  Page 15 
  drawing heat from anything around it. The temperature is 
  always cold in a 5 feet radius of it taking 3d6 points of 
  nonlethal cold damage. Fire brought within 5 feet of 
  brown mold causes it to instantly double in size. Cold 
  damage, such as from the spell cone of cold, instantly 
  destroys it. 
   
  Treasure: The PCs can gain the following treasure here: 
   
  All APLs: Loot 50 gp; Total 50 gp. 
   
  ROOM E: OFFICE 
  This small office is filled with floating papers and an 
  unreadable ledger. A small gnome has died here, his 
  head still banging into the wall that has crushed his 
  skull. Small symbols of Norebo decorate the walls 
  and float by on sheets of parchment.  
   
  With the directions of the clerics, a DC 20 Search check 
  locates a secret trap door in the floor. The secret door is 
  stuck due to shifting during the crash. It takes a DC 20 
  Strength check to pry it open. The door is made of steel 
  (60 hp, hardness 10). Prying the trap door up reveals two 
  large safes. These safes are built into the superstructure of 
  the ship, so some sort of hacking around them or 
  spellcasting must occur. This can easily be bypassed, but 
  keep track of the time spent doing so for calculating the 
  duration remaining on their water breathing spells. The 
  safes are locked with 4 locks apiece and require a DC 40 
  Open Locks. The safes themselves are made of reinforced 
  steel 3 inches thick.  
   
  If the safes are opened, the PCs find 20,000 gp worth 
  of coins, gems and jewels inside. 
   
  If any PCs left their familiar on shore above, read the 
  following (this should occur near the end of their 
  exploration of the VQ – if the PCs head directly to the 
  safe, then delay this to occur once they are nearly finished 
  investigating the wreck): 
   
  In your mind, you feel a primal sense of both fear 
  and 
  panic. 
  You 
  instantly 
  realize 
  that 
  your 
  companion is in danger! 
   
  Ask the player the following: if your familiar was in 
  danger, would it hide, run away or fight?  
   
  If the player chooses that the familiar hides, the 
  sense of dangers stays. If the familiar flees there is a short 
  sense of panic and danger, followed by feelings of being 
  shaken or fading fear. If the player chooses that the 
  familiar fights, there is a sense panic, fear and anger for a 
  while and then no more emotions.  It has been filled with 
  arrows and is unconscious. The PC can still feel that the 
  familiar is alive, but is sending out no feelings.  
   
  ROOM F: CREW CABINS 
  This room is filled with sturdy bunks and several 
  chests for personal possessions. Furniture from this 
  room has been pushed to the sides and a crude circle 
  has been carved into the floor. The symbols of 
  Norebo in this room have been defaced.  
   
  If the PCs look closer at the circle, they see small flecks of 
  silver dust and may know more about the design. Divine 
  spellcasters feel uneasy in this room. A DC 15 Search 
  check reveals a clay pot that has floated underneath a 
  toppled bed.  
   
  A DC 22 Spellcraft check identifies the silver and 
  circle as a more elaborate version of the desecrate spell. 
  Knowledgeable PCs could also deduce with a DC 26 
  Spellcraft check that the clay pot is a material component 
  of both create undead and create greater undead spells. The 
  other material components from the spell have washed 
  away.  
   
  A DC 15 Knowledge (religion) check identifies this 
  particular type of circle as one commonly used by 
  worshippers of Nerull.   
   
  Nothing is magical in this room. The circle still 
  detects as evil. When a PC that is Kissed by Devils nears 
  the circle, (s)he feels a surge of power coursing through 
  them. When a PC is Caressed by Angels nears the circle, 
  they feel sickness and disgust. Karma PCs feel a burst of 
  power from the circle. The effect is similar to the one 
  from the unholy symbol of Nerull (see Room A – 
  Deluxury Suite above). 
   
  ROOM G: ENGINE ROOM 
  This space is cluttered with tubes, pipes and other 
  machinery. You believe that the workspaces were 
  just big enough for the gnomish engineers that ran 
  the ship, but now, after the accident, the inner 
  workings of the machine have been thrown about. 
  You see several bodies pinned underneath a large 
  pipe about three quarters of the way back into the 
  room. There is much writing in gnomish on the 
  machinery as well as two prominent symbols that 
  appear multiple times on the walls and many of the 
  remaining scraps of machinery. Shards of metal 
  impaled into the walls and floor, black stains, and 
  scorched boards indicate that there was a large 
  explosion here.  
   
  Strangely, there is a cage nearby filled with 
  hamster corpses. 
   
  The gnomish writings are simply warnings and operation 
  instructions, “Not a step, watch your head”, etc.  
   
  One of the symbols present is the two eight sided 
  dice, the holy symbol of Norebo (no check involved) and 
  the other is a six pointed star with rounded points, holy 
  symbol of Murlynd, hero god of magical technology. This 
  is identified with a DC 15 Knowledge (religion) check 
  (see supplemental handouts).  
   
  If the PCs search the engine room, they find a 
  number of cage wheels, some still connected to the 
  engines, and hamster corpses.  
   
  Due to the debris, in order to move forward the PCs 
  need to make a DC 18 Escape Artist check (small PCs 
  receive a +4 circumstance bonus on this roll), or simply 
  may bash their way through. Bashing the machinery or 
  failing the Escape artist check sets off a reaction. If a PC 
  
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  has freedom of movement cast on them, they do not set off 
  the falling debris “trap”. 
   
  Note that due to the nature of this room, Knowledge 
  (architecture and engineering) can be used to identify the 
  dangers at the same range as searching 5 feet. However 
  negating them with this skill is not possible. These 
  statistics already factor in the underwater environment.  
   
  TRAP 
  All APLs (EL 2) 
  Falling Debris; CR 2; mechanical; proximity trigger; no 
  reset; Atk +12 melee (2d6, debris); multiple targets (all 
  targets in two adjacent 5-ft. squares); Search or 
  Knowledge (architecture and engineering) DC 20; 
  Disable Device DC 20 
    
  Wriggling through the wreckage of the engine room, 
  you come across the crushed body of a small gnome 
  trapped underneath a pile of machinery. The parts of 
  several others gnomes float nearby. Although you 
  have discovered several symbols of Norebo in the 
  wreckage, this body bears the six pointed holy 
  symbol illustrated in this room. The corpse is also 
  dressed oddly, in a round, large brimmed brown hat; 
  although somewhat crushed, it bears several other 
  possessions. Two silvery wands lay broken on 
  sheaths on its hips. In a small backpack lays a book 
  in a slipcase; this appears to be a book of some sort 
  of musical notations. The slip must be protecting the 
  book from the water.  
   
  The book with the mystical writings is comprised of 
  devotional prayers to Murlynd.  
   
  The book of musical notations is entitled, “Murlynd’s 
  Prairie Songbook”. Once opened (not underwater) a DC 
  10 Perform (any musical skill) deciphers the lyrics to be 
  mainly about prairies, ranges, horses, cattle and “doggies”. 
  This book also contains a note written in Gnomish 
  (Player Handout 5: A Quickly Scribbled Note (in 
  Gnomish). 
   
  This book and the note were not meant to be taken 
  out of the slipcase underwater. If they do, they begin to 
  bleed and become worthless and do not appear on the AR. 
  A DC 5 Wisdom check halts a foolish PC from doing this.  
   
  Treasure: The PCs can gain the following treasure here: 
   
  All APLs: Murlynd’s Prairie Songbook. 
   
  When the PCs are finished exploring and move towards 
  the surface, ask them what they are carrying and how. 
  This sets the stage for the next encounter.  
   
  DEVELOPMENT 
  After examining the entirety of the boat, characters can 
  make an Intelligence or Wisdom check DC 10 to realize 
  that even with the number of people that escaped from 
  the ship, a significant number of bodies are still missing.   
   
  6: DARN PERRENDERS! 
  If the PCs left behind a familiar, the status of the creature 
  has been determined in the previous encounter.  
   
  If the PCs left behind any animal companions, 
  mounts, or pack animals, the patrol has captured them if 
  they did not provide resistance. If an animal resisted 
  (such as an animal companion), they were shot repeatedly 
  with blunt arrows until unconscious. If a player protests, 
  inform them that their animal companion, etc. is an NPC 
  and was taken under the DM’s control. If someone still 
  protests, inform them that they were shot with blunt 
  arrows and that it is a dramatic device not intended to 
  disadvantage them.   
   
  If the PCs have left behind equipment, it has been 
  moved and hidden behind the wooden wall. If the PCs 
  left behind Phil the lackey, he fled at the first sign of 
  danger.  
   
  A patrol of the Perrender mercenaries who have 
  taken Verbeeg Hill has discovered evidence of someone 
  lurking around the remains of the Velverdyva Queen. 
  This could be the PCs tracks, the boat, Phil the lackey or 
  equipment left behind on the dive. They take the 
  opportunity to assault the PCs as they resurface.  
   
  The patrol has some time to prepare as the party is 
  underwater. The archers are kneeling and using the trees 
  as cover. Unless the PCs state otherwise, they pop up 
  fairly near to the bank of the river that they entered on (or 
  that has their belongings on it). If the PCs have no way of 
  detecting the Perrenders, the Perrenders get a surprise 
  round since they could see the water disturbance caused 
  by the PCs coming up. The Perrenders are not above 
  holding familiars hostage.  
   
  As you ascend, the sunlight gets brighter and 
  brighter until your head bursts through the surface, 
  droplets flying around and clinging to you. You’re 
  breathing air again! Shortly after this, your eyes 
  readjust to being above water again. As you take in 
  the sights, a harsh cry fills the air. 
   
  The warmage speaks in Flan first, calling on the PCs to 
  surrender. If someone understands Flan, you may read 
  the following: 
   
  “By order of the Perrenland Pax Mercuri Corps, 
  surrender now, grave robbers!” 
   
  If the PCs do not understand and do not attack, the 
  warmage demands their surrender again, but this time in 
  Common. Since they would rather avoid fighting, the 
  mercenaries ready their attacks while the warmage calls 
  for the PCs to surrender. Their current disposition is 
  unfriendly and they do not wait overly long for surrender 
  (meaning that Diplomacy checks would have to be 
  rushed). 
   
  They do not let the PCs out of the water until they 
  have unhooked and dropped their weapons, holy symbols 
  and spell component pouches into the bottom of the 
  river. These can be retrieved later. 
  
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  The Perrenders are members of the Pax Mercuri 
  mercenary corp. They have come to secure and protect 
  Verbeeg Hill as the city lays on the Velverdyva Trade 
  Route, a route vital to Perrenland’s economy. 
   
  If the PCs resist, the mercenaries attack. See tactics 
  below.  If the mercenaries win the battle, they save as 
  many PCs as they can from dying. The PCs are taken to 
  Verbeeg Hill, where they are imprisoned for 4 TUs before 
  being released through the efforts of the Temple of 
  Norebo and the Highfolk Merchant’s Guild. Their 
  possessions are also returned to them at the time of their 
  release. 
   
  If the PCs surrender, the mercenaries take the PCs 
  into custody and question them on their activities. The 
  mercenaries cannot be convinced to release the PCs 
  unless their attitude is changed to helpful. If the PCs are 
  not released, they are taken to the mercenary commander 
  who is in Verbeeg Hill.  
   
  The PCs are given a chance to plead their case to the 
  commander. His initial attitude is unfriendly. The PCs 
  must convince him their intentions are good and they are 
  doing the recovery for the owners of the VQ.  
  • Helpful: The PCs are released along with anything 
  they recovered from the VQ. In addition the PCs are 
  escorted to Shallowhaven by Perrenland mercenaries. 
  • Friendly: The PCs are released but the contents of the 
  VQ’s safe are retained by the Perrenders. Eventually the 
  Perrenders turn over the money to the Temple of 
  Norebo and the Highfolk Merchant’s Guild. 
  • Indifferent: The PCs are released with their 
  possessions and nothing from the VQ. 
  • Unfriendly: The Perrenders send word to Highfolk 
  town about the PCs. Through the efforts of the Temple 
  of Norebo and the Highfolk Merchant’s Guild, the PCs 
  are released after being imprisoned for 2 TUs. 
  • Hostile: The PCs are imprisoned for 4 TUs. After 
  serving their time, the PCs are released through the 
  efforts of the Temple of Norebo and the Highfolk 
  Merchant’s Guild. 
   
  CREATURES 
  APL 2 (EL 3)  
  Human Warrior 1 (4); hp 9 each; Appendix 1 
  Human Warmage 1 (1); hp 7; Appendix 1 
   
  APL 4 (EL 5)  
  Human Fighter 1 (4); hp 14 each; Appendix 1 
  Human Warmage 2 (1); hp 11; Appendix 1 
   
  APL 6 (EL 7) 
  Human Fighter 2 (4); hp 20 each; Appendix 1 
  Human Warmage 4 (1); hp 20; Appendix 1 
   
  APL 8 (EL 9)  
  Human Fighter 4 (4); hp 36 each; Appendix 1 
  Human Warmage 6 (1); hp 29; Appendix 1 
   
  Tactics 
  If surrender cannot be negotiated, the Perrenders release 
  their readied attacks. The battle call in Flan is “Get ‘em!”. 
  Having the PCs in the water makes the mercenaries 
  position more difficult. Submerged PCs receive improved 
  cover (+8 AC) from land bound attacks. The Perrenders 
  are separate to avoid area attacks and use the trees and 
  logs as cover. The fighters use their bows while staying on 
  land. The warmage uses spells like magic missile or fireball 
  that are not hampered by the cover. The mercenaries use 
  their potions of resurgence to shake off long-lasting magic 
  effects (e.g., glitterdust).  
   
  Treasure: The PCs can gain the following treasure here: 
   
  APL 2: Loot 76 gp; Magic 40 gp: potion of cure light 
  wounds (x5) (20 gp each), potion of resurgence (x5) (20 gp 
  each); Total 116 gp. 
   
  APL 4: Loot 282 gp; Magic 123 gp: potion of cure light 
  wounds (x5) (20 gp each), potion of resurgence (x5) (20 gp 
  each), vest of resistance +1 (83 gp each); Total 405 gp. 
   
  APL 6: Loot 282 gp; Magic 123 gp: potion of cure light 
  wounds (x5) (20 gp each), potion of resurgence (x5) (20 gp 
  each), vest of resistance +1 (83 gp each); Total 405 gp. 
   
  APL 8: Loot 282 gp; Magic 248 gp: potion of cat’s grace 
  (125 gp each), potion of cure light wounds (x5) (20 gp each), 
  potion of resurgence (x5) (20 gp each), vest of resistance +1 (83 
  gp each); Total 530 gp. 
  DEVELOPMENT 
  If the PCs needed assistance with their scrolls, a search of 
  the area turns up the ragged footprints of Phil the lackey, 
  running off (as he was scared). This search also reveals the 
  location of the heroes’ animals (behind the wooden wall) 
  and the heroes’ equipment that they left behind 
  (camouflaged in a shallow pit behind the wall). A DC 9 
  Track check reveals the tracks of the patrol heading north 
  to Verbeeg Hill.  
   
  If the PCs insist upon checking on the trail, have 
  them advance and tell them that it looks like this area has 
  been patrolled fairly regularly. They are able to get far 
  enough to tell that it is simply an occupying force. If they 
  continue to insist upon going farther, have them run into 
  another Perrender patrol (like the one above).   
   
  If the PCs bury the bodies of the gnomes and elves, 
  you may read the following: 
   
  Burying the decomposed and rotting gnome and elf 
  bodies is not an easy task and is downright 
  gruesome. It is a somber moment as you finish the 
  last grave and place the crude headstone in place. 
  The woods seem to be quiet, reflecting the tragedy 
  and respect of the moment.  
   
  Burying the bodies earns the PCs Moonbow’s Reward 
  on the AR. 
   
  
  HIG7-01 Luck Lost 
   
  Page 18 
  7: LOOSE ENDS 
  Evading patrols on your way back to the town of 
  Shallowhaven is fairly easy; you’ve dealt with much 
  worse.  
   
  Winding your way through the small streets you 
  see similar sights to those you have seen before… 
  only now, the dragon turtle portrait has been 
  finished. Waiting for you at the intersection of two 
  streets waits Sithari. After spotting you, he rushes 
  over quickly. “Were you able to retrieve it?” he asks 
  excitedly. 
   
  If the PCs give him the sword, read the following: 
   
  As you hand Sithari the sword, the crystal in its hilt 
  flashes twice. 
   
  If the PCs question Sithari about why the crystal flashed 
  twice, Sithari tells them he does not know why. A DC 10 
  Sense Motive confirms that Sithari is telling the truth, but 
  seems concerned about it. 
   
  Sithari is happy that the sword has been retrieved 
  and even happier if it is returned to him. He falsely 
  promises favors from Clan Moonbow in the future (use a 
  Bluff check if the characters ask for a Sense Motive) and 
  then departs.  
   
  If the PCs do not give him the sword at first, Sithari 
  pleads and bargains with the PCs. If the PCs still refuse, 
  he attacks them. Read the following: 
   
  When you deny Sithari his prize for the final time, 
  he gets a confused look on his face. Reaching over 
  his shoulder he draws his falchion, screaming and 
  frothing at the mouth as he does so.   
   
  CREATURES 
  APL 2 (EL 4)  
  Sithari Silvanara: hp 22; Appendix 1 
   
  APL 4 (EL 6)  
  Sithari Silvanara: hp 41; Appendix 1 
   
  APL 6 (EL 8)  
  Sithari Silvanara: hp 55; Appendix 1 
   
  APL 8 (EL 10)  
  Sithari Silvanara: hp 70; Appendix 1 
   
  When Sithari draws his falchion and attacks, he triggers a 
  contingency spell that has been placed on him by another 
  spellcaster. This was done by the spellcaster using a magic 
  jar spell to temporarily take over Sithari’s body and then 
  casting the contingency and greater heroism spells.  
   
  The contingency spell that is cast is a greater heroism (+4 
  morale bonus to attacks, saves, skill checks, immunity to 
  fear effects, 18 temporary hit points; PH 240). 
   
  The encounter level has been raised by 1 for the 
  spells contingency, greater heroism and nondetection. 
   
  Treasure: The PCs can gain the following treasure: 
   
  APL 2: Loot 108 gp; Magic 83 gp: vest of resistance +1 
  (83 gp each); Total 191 gp. 
   
  APL 4: Loot 108 gp; Magic 83 gp: vest of resistance +1 
  (83 gp each); Total 191 gp. 
   
  APL 6: Loot 108 gp; Magic 499 gp: boots of elvenkind 
  (208 gp each), cloak of elvenkind (208 gp each), vest of 
  resistance +1 (83 gp each); Total 607 gp. 
   
  APL 8: Loot 77 gp; Magic 946 gp: boots of elvenkind 
  (208 gp each), cloak of elvenkind (208 gp each), +1 falchion 
  (197 gp each), vest of resistance +2 (333 gp each); Total 1023 
  gp. 
   
  Sithari the Moonbow was captured and subjected to 
  magical torture by another clan of elves. His mind has 
  been warped and twisted and he has been brainwashed to 
  believe that the magic item retrieved from the ship, when 
  delivered to this clan’s forces, would actually hinder the 
  Moonbow. He does not remember many of these sessions 
  due to multiple modify memory and programmed amnesia 
  spells.  
   
  If the elf is slain or neutralized, the party must decide 
  what to do with him. If the party hands him over to Clan 
  Moonbow, the Fifth District or the Watch or someone 
  else make sure to note this on the Critical Events.  
   
  If the PCs did not hand the sword over to Sithari and 
  retained possession of it, it appears on the AR. The PCs 
  may also hand it over to Mercermillan or someone else. 
  Any party gladly accepts it. 
   
  If the party manages to avoid combat with Sithari, 
  they are able to leave Shallowhaven without incident. In 
  this case run Encounter 8 for the PCs. 
   
  8: THEM BONES 
  This encounter is ONLY run if the PCs avoid combat with 
  Sithari in Encounter 7. 
   
  After leaving Shallowhaven, you begin to walk the 
  short distance to Highfolk. Several banks of snow 
  still have yet to melt and the ground is muddy in 
  some places between rocks. It looks like the new 
  growth on the trees is starting earlier than normal 
  this year. A small squirrel is waiting near the side of 
  the road. It seems to look at you and then takes a 
  couple steps forward, leaving behind a medallion 
  inscribed with some symbol. 
   
  The symbol is described in Player Handout 6: Squirrel 
  Symbol. A DC 12 Knowledge (local-Iuz) check reveals it 
  as a symbol of the Rangers of the Vesve. Devoted PCs get 
  a +2 bonus to this roll. Rangers of the Vesve automatically 
  make this check.   
   
  It looks back to see if you are following and then 
  takes a couple more hops. It seems to be heading off 
  of the road down a smaller game trail.  
  
  HIG7-01 Luck Lost 
   
  Page 19 
   
  The PCs may check for tracks, but they find none down 
  the trail, but others are on the road.  
   
  After a while, the squirrel hops to the middle of a 
  large clearing. Trees and bushes are absent here, and 
  the ground is worn to dirt around some rocks; a well-
  made sack placed before a hill catches your eye. The 
  squirrel runs over to the sack and sits down looking 
  at you.  
   
  The hill is not real, but simply a permanent image of a hill. 
  The illusion covers the skeletons, so they are not seen by 
  the PCs. Other means besides visual may detect them. 
   
  If any creature but a squirrel approaches the sack, the 
  skeletons attack. Hide versus Spot checks are not 
  appropriate since the skeletons are not hiding. The 
  squirrel is not magical, but has simply been trained via 
  Handle Animal skill by someone not appearing in this 
  adventure, to act like this. The squirrel takes off shortly 
  after combat begins, running away as far as it can. If 
  pursued, the squirrel hides.  
   
  CREATURES 
  APL 2 (EL 4*) 
  Troll Skeleton (1): hp 39; MM 227. 
   
  APL 4 (EL 6*) 
  Ettin Skeleton (1): hp 65; MM 227. 
  APL 6 (EL 8*) 
  Cloud Giant Skeleton (1): hp 110; MM 227. 
   
  APL 8 (EL 10*) 
  Cloud Giant Skeleton (2): hp 110; MM 227. 
  * - the EL of the combat has been increased by one since 
  surprise is highly likely 
   
  The bag contains only a note. “Well, guess you’re not 
  dead. I’ll get you next time. I promise…”  
   
  9: GETTING BACK 
  Finally crossing the river and getting back to 
  Highfolk town, you see the hustle and bustle of the 
  newly constructed gaming tents of the Temple of 
  Norebo. It hasn’t taken long for the citizenry to try 
  to forget about the sorrows of war for a little while 
  with some worship of the god of risks. After asking 
  around, you are shown to Mercermillan, who looks 
  happy and somewhat surprised to see you. “So, you’re 
  back; excellent! Tell me your tale.” 
   
  After the PCs relate their story and turn over the coin 
  boxes,  
   
  Mercermillan is pleased, a relieved look coming over 
  the look of worry that has been his constant 
  expression lately. He nods as the temple thugs take 
  away the boxes. “You don’t know how much this 
  means to the church. With these funds, we can hold 
  another three-Dragon Ante tournament to recover 
  the VQ or start construction on the VQ2.” 
   
  Clasping each of your hands, Mercermillan 
  shakes them, “You’ve done a fine service for us today. 
  One, which I’d wager, we’ll be paying back for a 
  while. To start, I would simply like to offer my 
  thanks. If you would like to join our church, you are 
  surely welcome.”  
   
  If the heroes did not recover the boxes: 
   
  Mercermillan looks sad, his face continuing the look 
  of worry that has been his constant expression 
  lately. He nods as the temple thugs turn and walk 
  away empty handed. “Well, thank you for trying, I’m 
  sure it was a difficult trial for you.” 
    
  DEVELOPMENT 
  Please note the following as the items may appear on the 
  AR: 
  • PCs who accept the invitation to join receive Convert 
  to Norebo item on the AR. 
  • PCs who turn over the money from the VQ’s safe earn 
  Norebo’s Reward on the AR. 
  • PCs who keep the money from the VQ’s safe earn 
  Norebo’s Curse on the AR. Additionally a run of bad 
  luck causes them to spend all the money they kept 
  from the VQ’s safe. Their bad luck ends when all the 
  money is gone. 
   
  10: RAISING THE QUEEN 
  If the PCs wish to help out more, they may be able to aid 
  in raising the VQ. If they do, read the following:  
   
  Your efforts in exploring and returning some items 
  from the VQ have been good, but good is simply not 
  enough for some people. Who better to ask for help 
  than the deity of sea and sailing to see if something 
  can be done to raise this fine vessel?  
   
  Trekking to the Dock of the Rushing Waves, 
  temple to Xerbo in Highfolk proves to be an easy 
  task. Although the Sacred Harbormaster, Johim 
  Bahnree is busy with his divine duties, you are easily 
  able to find another acolyte, who readily listens to 
  your tale and pleas. 
   
  The acolyte’s current disposition is Indifferent, so it only 
  takes a DC 15 Diplomacy check to make him Friendly. A 
  donation to the church gives a +1 bonus to this check per 
  10 gp (max of 50 gp). Worshippers of Xerbo automatically 
  make this check.  
   
  “Well good Sirs (and Madams), the church certainly 
  has some divine as well as business connections that 
  we may be able to use assisting in this endeavor. 
  However, we do ask a sacrifice of you in turn. Since 
  
  HIG7-01 Luck Lost 
   
  Page 20 
  you are asking our assistance, we ask for donations 
  and praise as well. This will compensate us for using 
  our connections as well as spreading the good name 
  of the church. Does this sound acceptable?” 
   
   Basically, the PCs are asked to donate 100 x APL worth of 
  gold and 2 x APL of TUs. This funding goes towards the 
  temple coffers, as well as procuring services for raising 
  the ship. The time units are spent praying to Xerbo, 
  proselytizing, handing out leaflets or performing menial 
  tasks around the temple. These expenditures should be 
  noted on the AR.  
   
  PCs who know one of the following spells can raise 
  the VQ themselves:  
  • submerge ship Sor/Wiz 7 (Spell Compendium) 
  • raise from the deep Sor/Wiz 4 (Spell Compendium) 
   
  PCs and parties that can cast these spells are exempt from 
  the TU and gold costs listed in this section. Skip to the 
  next scene and change the box text to be appropriate. 
  These PCs receive the Legendary Deed: Raised the 
  Velverdyva Queen item on the AR.  
   
  The weeks have passed quickly and the next thing 
  you know, you find yourself walking back to the site 
  of the sunken VQ.  This time instead of just your 
  small party, there are a larger number of people. 
  Striding onto the shoreline that you so recently 
  visited, you see a small collection of gnomes 
  performing a small ceremony over the gnomish 
  graves that you’ve constructed.  A few Moonbow 
  Elves mourn over the graves constructed for their 
  fellows.  
   
  Standing closest to the water is a motley 
  collection of individuals. You recognize the acolyte 
  from the Dock of the Rushing Waves, as well as a 
  larger Suel man next to him. His blue/green 
  vestments and Dragon Turtle holy symbol indicate 
  that he is most likely the Sacred Harbormaster, 
  Johim Bahnree. He is speaking with the High Roller, 
  as well as Factor Endavon. The Sacred Harbormaster 
  motions for your group to join them.  
   
  Johim speaks to the gathered crowd, “Thank you 
  all for coming to us for help. The temple of Xerbo 
  has not been very prominent in Highfolk as of late, 
  but hopefully this will be the start of changing that. 
  Our 
  temple 
  connections 
  in 
  Dyvers 
  have 
  recommended a man that may help. Silas the Lucky 
  is a worshipper of Xerbo and a ship’s mage that can 
  be of assistance. He should be here shortly.”  
   
  After several minutes, a sharp popping is heard 
  and before you appears a ragged man of mixed 
  human origins. His clothing is brightly colored, as is 
  the parrot sitting on his shoulder. He wears a 
  tricorne hat and a long captain’s coat. He also has a 
  wooden leg and a hook for a hand. As he nods to the 
  Sacred Harbormaster, you see that his left eye is 
  covered with a patch. After a nod to the Sacred 
  Harbormaster, 
  the 
  mage 
  begins 
  to 
  chant 
  rhythmically and gesticulate, light glinting off of the 
  claw that has replaced one of his hands. 
   
  The water of the Velverdyva begins to roil and 
  foam, slowly at first but then building to a raging 
  froth. Up from the depths the ship comes surging. 
  First its stern shooting up out of the water, followed 
  by the rest of the formerly majestic vessel.  
   
  Floating effortlessly now, the VQ bobs up and 
  down, never sinking more than an inch. Even 
  though the boat is above water, it is still a wreck. 
  Large areas are scorched, pitted with holes or 
  missing entirely. Arrows stick out of the ship as well 
  as large mess of flotsam surrounds the ship, 
  undoubtedly parts that had fallen off, recollected by 
  the spell. Water gushes from these holes as the ship 
  is magically hoisted from the water.  
   
  That is when the music begins. A soft 
  strumming at first, builds to a quicker and quicker 
  tempo. A momentary glance over at the player 
  reveals a small female gnome smiling brightly as she 
  plays a rather large lyre, undoubtedly “borrowed” 
  from the Bardic College.  
   
  The gnome is Asa Sludge aka “Slimy Doom” from the 
  Highfolk 
  Introductory 
  Adventure 
  “Organizational 
  Problems;” she winks at PCs that have worked for her in 
  the past.  
   
  The dulcet tones of the lyre float through the air and 
  coalesce magically around the riverboat, forming 
  strong pillars and platforms of wood.   
   
  A DC 20 Knowledge (arcana) check allows the PC to 
  recognize the instrument as a lyre of building.  
   
  As the lyrist plays on, groups of people depart. The 
  VQ slides onto the platform and into a makeshift 
  drydock. Silas nods his head at the Sacred 
  Harbormaster and vanishes into thin air.  
   
  Once the crowd thins enough, the Sacred 
  Harbormaster approaches your group once again. 
  “Thank you, land creatures do not belong in bodies 
  of water, and I fear that simply more would have 
  delved into it had this situation not been rectified. 
  You have done good work in Xerbo’s eyes today. If 
  you would like to convert and join the church of 
  Xerbo, you have my blessings.” With that he nods to 
  the other clergy members, strides out on top of the 
  water and begins to head back towards the temple.  
   
  PCs that accept the offer receive the Convert to Xerbo 
  item on the regional certificate.  
   
  Your explorations have proven that there are threats 
  from aboveground, such as the Perrendlander army 
  and Iuz, but vile forces are at work below ground in 
  Highfolk and in the waters of the Velverdyva as well. 
  Where will danger crop up next? 
   
  
  HIG7-01 Luck Lost 
   
  Page 21 
  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 5:  
  ROOM C: MAIN GAMBLING PARLOR 
  Defeat the undead. 
  APL 2  
      30 XP 
  APL 4  
      90 XP 
  APL 6  
    150 XP 
  APL 8  
    210 XP 
   
  ROOM D: GALLEY 
  Survive the hazards. 
  APL 2  
      60 XP 
  APL 4  
      60 XP 
  APL 6  
      60 XP 
  APL 8  
      60 XP 
   
  ROOM G: ENGINE ROOM 
  Survive the hazards. 
  APL 2  
      60 XP 
  APL 4   
      60 XP 
  APL 6  
      60 XP 
  APL 8  
      60 XP 
  ENCOUNTER 6: DARN PERRENDERS 
  Defeat the Perrenland mercenaries or negotiate 
  an agreement. 
  APL 2  
      90 XP 
  APL 4  
    150 XP 
  APL 6  
    210 XP 
  APL 8  
    270 XP 
   
  ENCOUNTER 7: LOOSE ENDS 
  Defeat Sithari. 
  APL 2  
    120 XP 
  APL 4  
    180 XP 
  APL 6  
    240 XP 
  APL 8  
    300 XP 
   
  ENCOUNTER 8: THEM BONES 
  Defeat the revived skeletal creature(s). 
  APL 2    
    120 XP 
  APL 4  
    120 XP 
  APL 6  
    240 XP 
  APL 8  
    300 XP 
   
  STORY AWARD 
  Objective(s) met: 
  APL 2  
     45 XP 
  APL 4  
     90 XP 
  APL 6  
   135 XP 
  APL 8  
   180 XP 
   
  DISCRETIONARY ROLEPLAYING AWARD 
  APL 2  
     45 XP 
  APL 4  
     45 XP 
  APL 6  
     45 XP 
  APL 8  
     45 XP 
   
  TOTAL POSSIBLE EXPERIENCE 
  APL 2  
    450 XP 
  APL 4  
    675 XP 
  APL 6  
    900 XP 
  APL 8  
  1125 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 
  
  HIG7-01 Luck Lost 
   
  Page 22 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in the 
  GP Gained field of the adventure certificate.  
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items.  
   
  ENCOUNTER 5: INTO THE DRINK 
  All APLs: Loot 50 gp; Coin 50 gp; Total 100 gp. 
   
  ROOM A: THE DELUXURY SUITE 
  All APLs: Coin 50 gp; Magic 216 gp: memento magica 1st 
  level (125 gp each), pearl of power 1st level (83 gp each), 2 
  potions of cure light wounds (8 gp each); Total 266 gp. 
   
  ROOM B: AVERAGE STATEROOM 
  All APLs: Unholy symbol of Nerull. 
   
  ROOM C: MAIN GAMBLING PARLOR 
  All APLs: Loot 158 gp; Magic: +1 thinaun longsword (1442 
  gp each); Total 1600 gp. 
   
  ROOM D: GALLEY 
  All APLs: Loot 50 gp; Total 50 gp. 
   
  ROOM G: ENGINE ROOM 
  All APLs: Murlynd’s Prairie Songbook. 
   
  ENCOUNTER 6: DARN PERRENDERS 
  APL 2: Loot 76 gp; Magic 40 gp: potion of cure light wounds 
  (x5) (20 gp each), potion of resurgence (x5) (20 gp each); 
  Total 116 gp. 
   
  APL 4: Loot 282 gp; Magic 123 gp: potion of cure light 
  wounds (x5) (20 gp each), potion of resurgence (x5) (20 gp 
  each), vest of resistance +1 (83 gp each); Total 405 gp. 
   
  APL 6: Loot 282 gp; Magic 123 gp: potion of cure light 
  wounds (x5) (20 gp each), potion of resurgence (x5) (20 gp 
  each), vest of resistance +1 (83 gp each); Total 405 gp. 
   
  APL 8: Loot 282 gp; Magic 148 gp: potion of cat’s grace 
  (25 gp each), potion of cure light wounds (x5) (20 gp each), 
  potion of resurgence (x5) (20 gp each), vest of resistance +1 (83 
  gp each); Total 430 gp. 
   
  ENCOUNTER 7: LOOSE ENDS 
  APL 2: Loot 108 gp; Magic 83 gp: vest of resistance +1 (83 gp 
  each); Total 191 gp. 
   
  APL 4: Loot 108 gp; Magic 83 gp: vest of resistance +1 
  (83 gp each); Total 191 gp. 
   
  APL 6: Loot 108 gp; Magic 499 gp: boots of elvenkind 
  (208 gp each), cloak of elvenkind (208 gp each), vest of 
  resistance +1 (83 gp each); Total 607 gp. 
   
  APL 8: Loot 77 gp; Magic 946 gp: boots of elvenkind 
  (208 gp each), cloak of elvenkind (208 gp each), +1 falchion 
  (197 gp each), vest of resistance +2 (333 gp each); Total 1023 
  gp. 
   
  TREASURE CAP 
   
  APL 2:  450 gp 
   
  APL 4:  650 gp 
   
  APL 6:  900 gp 
   
  APL 8:  1300 gp 
   
   
  TOTAL POSSIBLE TREASURE 
   
  APL 2:  2323 gp 
   
  APL 4:  2612 gp 
   
  APL 6:  3028 gp 
   
  APL 8:  3469 gp 
   
  ADVENTURE RECORD ITEMS 
  Convert to Norebo / Xerbo (circle one): You are 
  granted a free atonement to convert, if needed. You gain 
  Open access to the cleric alternate class feature, 
  Spontaneous Domain Casting, and the favored soul 
  alternate class feature, Deity’s Favor, both from PH2. 
   
  Items of Arcane Power: Good-aligned PCs gain 
  Adventure access to: bottle of air [limit 1], decanter of endless 
  water [limit 1], dust of dryness [limit 1], elemental gem (water) 
  [limit 1], elixir of swimming [limit 6], gloves of swimming and 
  climbing [limit 1], iridescent spindle ioun stone [limit 1], 
  necklace of adaptation [limit 1], Quall’s feather token (swan 
  boat) [limit 6], spellguard rings CM[limit 1]. 
   
  Gathil the Wanderer’s Favor: The Items of Arcane 
  Power are changed to Regional access for Good-aligned, 
  Devoted PCs. 
   
  Legendary Deed: Raised the Velverdyva Queen (20%). If 
  you are recognized for this Legendary Deed, you gain free 
  Luxury Lifestyle for that adventure and one free 5th level 
  or lower divine spell cast by the temple of Norebo; mark 
  this entry “Used” after such an adventure. 
   
  Moonbow’s Reward: The Ruathar (RW) prestige class is 
  Open for you. 
   
  Norebo’s Reward: You gain three (3) influence points 
  with the Temple of Norebo. 
   
  Norebo’s Curse: Any spell or magic item that provides a 
  luck bonus does NOT grant its bonus to you. To rid 
  yourself of the curse, you must pay for a remove curse cast 
  by the Temple of Norebo. 
   
  Murlynd’s Prairie Songbook: This songbook has lyrics 
  about prairies, ranges, horses, cattle, and doggies. Only 
  ONE PC can receive this. 
   
  Tainted Unholy Symbol of Nerull: This wooden 
  unholy symbol radiates a faint evil. Only ONE PC can 
  receive this. 
   
  
  HIG7-01 Luck Lost 
   
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  Verbeeg Hill Eel Jelly: This can be traded for free Rich 
  upkeep during one Highfolk adventure. 
   
  ITEM ACCESS 
  All APLs: 
  • Boots of elvenkind (Adventure; DMG) 
  • Cloak of elvenkind (Adventure; DMG) 
  • Keel armor option, 50 gp (Adventure; Sto) 
  • Memento magica, 1st level (Adventure; RDr) 
  • Pearl of power, 1st level (Adventure; DMG) 
  • Potion of resurgence (Adventure; SpC) 
  • Masterwork Profession (gambler) tools (Adventure; 
  PH) 
  • Masterwork Profession (sailor) tools (Adventure; PH) 
  • +1 thinaun longsword (Adventure; 17,315 gp; CW) 
   
  
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  APPENDIX 1: APL 2 
  6: DARN PERRENDERS! 
  M ERCENARY SOLDIER         CR 1/2 
  Male human warrior 1 
  CN Medium humanoid (human) 
  Init +0; Senses Listen +0, Spot +0 
  Languages Common  
  AC 16, touch 11, flat-footed 15 
   (+1 Dex, +4 armor, +1 shield) 
  hp 9 (1 HD) 
  Fort +2, Ref +1, Will +0 
  Speed 20 ft. in scale mail (4 squares), base movement 30 
  ft. 
  Melee longsword +2 (1d8+1/19-20/x2) or dagger +2 
  (1d4+1/19-20/x2) 
  Ranged longbow +3 (1d8) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +1; Grp +2 
  Combat Gear potion of cure light wounds, potion of 
  resurgence 
  Abilities Str 12, Dex 13, Con 11, Int 9, Wis 10, Cha 8  
  Feats Toughness, Weapon Focus (Longbow) 
  Skills Handle Animal +3, Intimidate +3 
  Possessions combat gear plus buckler, dagger, longbow 
  and 40 arrows, longsword, scale mail armor 
   
  M ERCENARY WARM AGE          CR 1 
  Male human warmage 1 
  NE medium humanoid (human) 
  Init +2; Senses Listen -1, Spot -1 
  Languages Common  
  AC 15, touch 11, flat-footed 14 
   (+1 Dex, +4 armor) 
  hp 7 (1 HD)  
  Fort +2, Ref +3, Will +2 
  Speed 30 ft. (6 squares), base movement 30 ft. 
  Melee mw longspear +1 (1d8) 
  Ranged light crossbow +2 (1d8/19-20/x2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +0; Grp +0 
  Atk Options Point-blank Shot; Precise Shot 
  Combat Gear potion of cure light wounds, potion of 
  resurgence 
  Warmage Spells Known (CL 1st): 5/4 
   1st—accuracy, burning hands, chill touch, fist of stone, 
  hail of stone, magic missile, lesser orb of acid, lesser 
  orb of cold, lesser orb of electricity, lesser orb of fire, 
  lesser orb of sound, shocking grasp, true strike 
   0—acid splash, disrupt undead, light, ray of frost 
  Abilities Str 10, Dex 14, Con 13, Int 12, Wis 8, Cha 15  
  SQ armored mage (light), warmage edge 
  Feats Point Blank Shot, Precise Shot 
  Skills Concentration +5, Knowledge (arcana) +5, Spellcraft 
  +5 
  Possessions combat gear plus mw chain shirt, light 
  crossbow and 20 bolts, longspear, vest of resistance +1 
  Armored Mage (Ex): Normally, armor of any type interferes 
  with an arcane spellcaster’s gestures, which can cause 
  his spells to fail (if those spells have somatic 
  components). A warmage’s limited focus and specialized 
  training, however, allows him to avoid arcane spell failure 
  as long as he sticks to light armor and light shields. This 
  training does not extend to medium or heavier armors, 
  nor to heavy shields. Nor does this ability apply to spells 
  gained from a different spellcasting class. 
   
  At 8th level, a warmage learns to use medium armor 
  with no chance of arcane spell failure. 
  Warmage Edge (Ex): A warmage is specialized in dealing 
  damage with his spells. Whenever a warmage casts a 
  spell that deals hit point damage, he adds his Intelligence 
  bonus (if any) to the amount of damage dealt. For 
  instance, if a 1st-level warmage with 17 Intelligence casts 
  magic missile, he deals with 1d4+1 points of damage 
  normally, plus an extra 3 points of damage due to his 
  intelligence bonus. The bonus from the warmage edge 
  special ability applies only to spells that he casts as a 
  warmage, not to those he might have by virtue of levels 
  in another class. 
   
  A single spell can never gain this extra damage more 
  than once per casting. For instance, a fireball deals the 
  extra damage to all creatures in the area it affects. 
  However, if a 3rd-level warmage casts magic missile and 
  produces two missiles, only one of them (of the 
  warmage’s choice) gains the extra damage, even if both 
  missiles are directed at the same target. If a spell deals 
  damage for more than 1 round, it deals this extra 
  damage in each round. 
   
  Scrolls scribed by a warmage do not gain any benefit 
  from warmage edge. Scrolls activated by a warmage also 
  gain no benefit from warmage edge. The same is true for 
  most other magic items, such as wands and potions. 
  However, staffs activated by a warmage use not only 
  warmage’s caster level but also gain the benefits of the 
  warmage edge, if applicable. 
   
  
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  7: LOOSE ENDS 
  SITHARI 
  CR 3 
  Male elf (wood) barbarian 1/ranger 2 
  CN Medium humanoid (elf) 
  Init +3; Senses Listen +0, Spot +0 
  Languages Common, Elf  
  AC 17, touch 13, flat-footed 17 
   (+3 Dex, +4 armor) 
  hp 22 (3 HD)  
  Immune Sleep 
  Fort +7, Ref +7, Will +1 
  Speed 40 ft. in light armor (8 squares), base movement 30 
  ft. 
  Melee mw falchion +8 (2d4+6/18-20/x2) 
  Ranged mw composite longbow (Str +4) +7 (1d8+4) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +7  
  Atk Options Favored enemy (human), Power Attack 
  Special Actions Rage (AC 15, touch 13, flat-footed 15, 28 
  hp, Fort +9, Will +3, Str 23, Con 16, mw falchion +10 
  (2d4+8/18-20/x2)); contingency spell triggered when he 
  rages casting a greater heroism (+4 morale bonus to 
  attacks, saves, skill checks, immunity to fear effects, 18 
  temporary hit points; PH 240) 
  Combat Gear — 
  Abilities Str 19, Dex 16, Con 12, Int 7, Wis 10, Cha 8 
  SQ Elf traits, fast movement, wild empathy 
  Feats Blind-fighting, Power Attack, Rapid Shot, Track 
  Skills Hide +12, Jump +5, Knowledge (nature) +3, Listen 
  +2, Move Silently +12, Search +0, Spot +2, Survival +5 
  Possessions combat gear plus armor spikes, boots of 
  elvenkind, mw chain shirt, cloak of elvenkind, mw 
  composite longbow (Str +4) and 20 arrows, 5 clubs, mw 
  falchion, falchion, quarterstaff, vest of resistance +1 
  Fast Movement (Ex): Your land speed is faster than the 
  norm for your race by to feet while wearing light, medium, 
  or no armor. This increase stacks with similar increases, 
  such as that from the barbarian class. See the barbarian 
  class feature, page 25 of the Players Handbook.  
  
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  APL 4 
  6: DARN PERRENDERS! 
  M ERCENARY SOLDIER                 CR 1 
  Male human fighter 1 
  CN Medium humanoid (human) 
  Init +0; Senses Listen +1, Spot +1 
  Languages Common  
  AC 18, touch 12, flat-footed 16 
   (+2 Dex, +5 armor, +1 shield) 
  hp 14 (1 HD) 
  Fort +2, Ref +2, Will +1 
  Speed 20 ft. in breastplate (4 squares), base movement 30 
  ft. 
  Melee longsword +3 (1d8+2/19-20/x2) or dagger +3 
  (1d4+2/19-20/x2) 
  Ranged mw longbow (Str+2) +4 (1d8+2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +1; Grp +3 
  Atk Options Point-blank Shot; Precise Shot 
  Combat Gear potion of cure light wounds, potion of 
  resurgence 
  Abilities Str 14, Dex 15, Con 12, Int 10, Wis 12, Cha 8  
  Feats Point-blank Shot, Toughness, Weapon Focus 
  (Longbow) 
  Skills Handle Animal +3, Intimidate +3, Profession (Soldier) 
  +2 
  Possessions combat gear plus breastplate armor, buckler, 
  dagger, mw longbow (Str+2) and 40 arrows, longsword 
   
  M ERCENARY WARM AGE          CR 2 
  Male human warmage 2 
  NE medium humanoid (human) 
  Init +2; Senses Listen -1, Spot -1 
  Languages Common  
  AC 15, touch 11, flat-footed 14 
   (+1 Dex, +4 armor) 
  hp 11 (2 HD)  
  Fort +2, Ref +3, Will +3 
  Speed 30 ft. (6 squares), base movement 30 ft. 
  Melee mw longspear +2 (1d8) 
  Ranged light crossbow +2 (1d8/19-20/x2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +1; Grp +1 
  Atk Options Point-blank Shot; Precise Shot 
  Combat Gear potion of cure light wounds, potion of 
  resurgence 
  Warmage Spells Known (CL 2nd): 6/5 
   1st—accuracy, burning hands, chill touch, fist of stone, 
  hail of stone, magic missile, lesser orb of acid, lesser 
  orb of cold, lesser orb of electricity, lesser orb of fire, 
  lesser orb of sound, shocking grasp, true strike 
   0—acid splash, disrupt undead, light, ray of frost 
  Abilities Str 10, Dex 14, Con 13, Int 12, Wis 8, Cha 15  
  SQ armored mage (light), warmage edge 
  Feats Point Blank Shot, Precise Shot 
  Skills Concentration +6, Knowledge (arcana) +6, Spellcraft 
  +6 
  Possessions combat gear plus mw chain shirt, light 
  crossbow and 20 bolts, longspear, vest of resistance +1 
  Armored Mage (Ex): Normally, armor of any type interferes 
  with an arcane spellcaster’s gestures, which can cause 
  his spells to fail (if those spells have somatic 
  components). A warmage’s limited focus and specialized 
  training, however, allows him to avoid arcane spell failure 
  as long as he sticks to light armor and light shields. This 
  training does not extend to medium or heavier armors, 
  nor to heavy shields. Nor does this ability apply to spells 
  gained from a different spellcasting class. 
   
  At 8th level, a warmage learns to use medium armor 
  with no chance of arcane spell failure. 
  Warmage Edge (Ex): A warmage is specialized in dealing 
  damage with his spells. Whenever a warmage casts a 
  spell that deals hit point damage, he adds his Intelligence 
  bonus (if any) to the amount of damage dealt. For 
  instance, if a 1st-level warmage with 17 Intelligence casts 
  magic missile, he deals with 1d4+1 points of damage 
  normally, plus an extra 3 points of damage due to his 
  intelligence bonus. The bonus from the warmage edge 
  special ability applies only to spells that he casts as a 
  warmage, not to those he might have by virtue of levels 
  in another class. 
   
  A single spell can never gain this extra damage more 
  than once per casting. For instance, a fireball deals the 
  extra damage to all creatures in the area it affects. 
  However, if a 3rd-level warmage casts magic missile and 
  produces two missiles, only one of them (of the 
  warmage’s choice) gains the extra damage, even if both 
  missiles are directed at the same target. If a spell deals 
  damage for more than 1 round, it deals this extra 
  damage in each round. 
   
  Scrolls scribed by a warmage do not gain any benefit 
  from warmage edge. Scrolls activated by a warmage also 
  gain no benefit from warmage edge. The same is true for 
  most other magic items, such as wands and potions. 
  However, staffs activated by a warmage use not only 
  warmage’s caster level but also gain the benefits of the 
  warmage edge, if applicable. 
   
  
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  7: LOOSE ENDS 
  SITHARI 
  CR 5 
  Male elf (wood) barbarian 2/fighter 1/ranger 2 
  CN Medium humanoid (elf) 
  Init +3; Senses Listen +2, Spot +2 
  Languages Common, Elf  
  AC 17, touch 13, flat-footed 17 
   (+3 Dex, +4 armor) 
  hp 41 (5 HD) 
  Immune Sleep 
  Fort +10, Ref +7, Will +1 
  Speed 40 ft. in light armor (8 squares), base movement 30 
  ft. 
  Melee mw falchion +12 (2d4+7/18-20/x2) 
  Ranged mw composite longbow (Str +4) +9 (1d8+4) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +10  
  Atk Options Favored enemy (human), Power Attack 
  Special Actions Rage (AC 15, touch 13, flat-footed 15, 51 
  hp, Fort +11, Will +3, Str 24, Con 16, mw falchion +14 
  (2d4+10/18-20/x2)); contingency spell triggered when he 
  rages casting a greater heroism (+4 morale bonus to 
  attacks, saves, skill checks, immunity to fear effects, 18 
  temporary hit points; PH 240) 
  Combat Gear — 
  Abilities Str 20, Dex 16, Con 12, Int 7, Wis 10, Cha 8 
  SQ Elf traits, fast movement, wild empathy 
  Feats Blind-fighting, Power Attack, Rapid Shot, Track, 
  Weapon Focus (falchion) 
  Skills Hide +13, Jump +10, Knowledge (nature) +4, Listen 
  +2, Move Silently +13, Search +0, Spot +2, Survival +6 
  Possessions combat gear plus armor spikes, boots of 
  elvenkind, mw chain shirt, cloak of elvenkind, mw 
  composite longbow (Str +4) and 20 arrows, 5 clubs, mw 
  falchion, falchion, quarterstaff, vest of resistance +1 
  Fast Movement (Ex): Your land speed is faster than the 
  norm for your race by to feet while wearing light, medium, 
  or no armor. This increase stacks with similar increases, 
  such as that from the barbarian class. See the barbarian 
  class feature, page 25 of the Players Handbook.  
  
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  APL 6 
  5: INTO THE DRINK 
  ROOM C: MAIN GAMBLING PARLOR 
  SPAW N OF KYUSS 
      CR 5 
  CE Medium undead 
  Init -1; Senses Listen +0, Spot +6 
  Languages Common  
  AC 11, touch 9, flat-footed 11   
   (-1 Dex, +2 natural) 
  hp 29 (4 HD); fast healing 5 
  Fort +1, Ref +0, Will +4 
  Speed 30 ft. (6 squares), base movement 30 ft. 
  Melee slam +6 (1d6+6+Kyuss’s gift) or touch +6 melee 
  touch (Kyuss’s gift) 
  Ranged Kyuss’s gift +1 ranged touch (Kyuss’s gift) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +6  
  Abilities Str 18, Dex 9, Con -, Int 6, Wis 11, Cha 15 
  SQ Curative transformation, fast healing 5, turn resistance 
  +2, undead traits 
  Feats Toughness 
  Skills  Hide+5, Jump +10, Move Silently +5, Spot +6, Swim 
  +4 
  Create Spawn (Su): Once per round as a free action, a 
  spawn of Kyuss can transfer a worm from its own body to 
  that of an opponent. It can do this whenever it hits with a 
  slam attack, but it can also make the transfer by means 
  of a successful melee touch attack or a ranged touch 
  attack, hurling a worm at a foe from a distance of up to 
  10 
  feet.  
  Each worm is a Fine vermin with AC 10 and 1 hit point. It 
  can be killed with normal damage or by the touch of 
  silver. On the spawn’s next action, the worm burrows into 
  its host’s flesh. (A creature with a natural armor bonus of 
  +5 or higher is immune to this burrowing effect.) The 
  worm makes its way toward the host’s brain, dealing 1 
  point of damage per round for 1d4+1 rounds. At the end 
  of that period, it reaches the brain. While the worm is 
  inside a victim, a remove curse or remove disease effect 
  destroys it, and a dispel evil or neutralize poison effect 
  delays its progress for 10d6 minutes. A successful Heal 
  check (DC 20) extracts the worm and kills it. Once the 
  worm reaches the brain, it deals 1d2 points of 
  Intelligence damage per round until it either is killed (by 
  remove curse or remove disease) or slays its host (death 
  occurs at 0 Intelligence). A Small, Medium- size, or Large 
  creature slain by a worm rises as a new spawn  
  of Kyuss 1d6+4 rounds later. A Tiny or smaller creature 
  quickly putrefies; and a Huge or larger creature be 
  comes a normal zombie of the appropriate size. Newly 
  created spawn are not under the control of their parent, 
  hut they usually follow whatever spawn of Kyuss created 
  them. 
  Fear Aura (Su): A spawn of Kyuss continuously radiates a 
  fear effect. This ability functions like a fear spell (caster 
  level 7th; Will save DC 14), except that it affects all 
  creatures within a 40-foot radius. Any creature that 
  makes a successful saving throw against the effect 
  cannot be affected again by the fear aura of that spawn 
  of Kyuss for 24 hours.  
  Kyuss’s Gift (Su): Any creature hit by a spawn of Kyuss’s 
  slam attack must succeed at a Fortitude save (DC 12) or 
  contract this supernatural disease. The incubation period 
  is 1 day, and the disease deals 1d6 points of Constitution 
  damage and 1d4 points of Wisdom damage (see 
  Disease in Chapter 3 of the Dungeon Master’s Guide). 
  These effects manifest as rotting flesh and dementia. An 
  affected creature gets only half the benefits of natural 
  and magical healing, though a cure disease effect 
  removes the affliction.  
  Curative Transformation (Ex): Any remove curse or 
  remove disease effect, or a more powerful version of 
  either of these effects, transforms a spawn of Kyuss into 
  a normal zombie.  
  Fast Healing (Ex): A spawn of Kyuss regains lost hit points 
  at the rate of 5 per round. Fast healing does not restore 
  hit points lost from starvation, thirst, or suffocation, and it 
  does not allow the spawn of Kyuss to regrow or reattach 
  lost body parts.  
  Turn Resistance (Ex): A spawn of Kyuss is treated as an 
  undead with 6 Hit Dice for the purpose of turn, rebuke, 
  command, and bolster attempts.  
  Undead Traits: A spawn of Kyuss is immune to mind-
  affecting effects, poison, sleep, paralysis, stunning, 
  disease, death effects, necromantic effects and any 
  effect that requires a Fortitude save unless it also works 
  on objects. It is not subject to critical hits, subdual 
  damage, ability damage, ability drain, energy drain, or 
  death from massive damage. A spawn of Kyuss cannot 
  be raised, and resurrection works only if it is willing. The 
  creature has darkvision 60-foot range.  
   
  6: DARN PERRENDERS! 
  M ERCENARY SOLDIER                 CR 2 
  Male human fighter 2 
  CN Medium humanoid (human) 
  Init +0; Senses Listen +1, Spot +1 
  Languages Common  
  AC 18, touch 12, flat-footed 16 
   (+2 Dex, +5 armor, +1 shield) 
  hp 20 (2 HD)  
  Fort +3, Ref +2, Will +1 
  Speed 20 ft. in breastplate (4 squares), base movement 30 
  ft. 
  Melee longsword +4 (1d8+2/19-20/x2) or dagger +4 
  (1d4+2/19-20/x2) 
  Ranged mw longbow (Str+2) +5 (1d8+2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +3 
  Atk Options Point-blank Shot; Precise Shot 
  Combat Gear potion of cure light wounds, potion of 
  resurgence 
  Abilities Str 14, Dex 15, Con 12, Int 10, Wis 12, Cha 8  
  Feats Point-blank Shot, Precise Shot, Toughness, Weapon 
  Focus (Longbow) 
  Skills Handle Animal +4, Intimidate +4, Profession (Soldier) 
  +2.5 
  Possessions combat gear plus breastplate armor, buckler, 
  dagger, mw longbow (Str+2) and 40 arrows, longsword 
   
  M ERCENARY WARM AGE               CR 4 
  Male human warmage 4 
  NE medium humanoid (human) 
  Init +2; Senses Listen -1, Spot -1 
  Languages Common  
  AC 15, touch 11, flat-footed 14 
   (+1 Dex, +4 armor) 
  hp 20 (4 HD)  
  
  HIG7-01 Luck Lost 
   
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  Fort +3, Ref +4, Will +4 
  Speed 30 ft. (6 squares), base movement 30 ft. 
  Melee mw longspear +3 (1d8) 
  Ranged light crossbow +3 (1d8/19-20/x2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +2 
  Atk Options Point-blank Shot; Precise Shot, Ranged Spell 
  Specialization (+2 damage on ranged spell attacks), 
  Weapon Focus (ranged touch spells +5 attack) 
  Combat Gear potion of cure light wounds, potion of 
  resurgence 
  Warmage Spells Known (CL 4th): 6/7/4 
  2nd—blades of fire, combust, continual flame, fire trap, 
  fireburst, flaming sphere, ice knife, Melf’s acid arrow, 
  pyrotechnics, scorching ray, shatter, whirling blade  
  1st—accuracy, burning hands, chill touch, fist of stone, 
  hail of stone, magic missile, lesser orb of acid, lesser 
  orb of cold, lesser orb of electricity, lesser orb of fire, 
  lesser orb of sound, shocking grasp, true strike 
   0—acid splash, disrupt undead, light, ray of frost 
  Abilities Str 10, Dex 14, Con 13, Int 12, Wis 8, Cha 16  
  SQ armored mage (light), warmage edge 
  Feats Point Blank Shot, Precise Shot, Ranged Spell 
  Specialization, Weapon Focus (Ranged Touch spells) 
  Skills Concentration +8, Knowledge (arcana) +8, Spellcraft 
  +8 
  Possessions combat gear plus mw chain shirt, light 
  crossbow and 20 bolts, longspear, vest of resistance +1 
  Armored Mage (Ex): Normally, armor of any type interferes 
  with an arcane spellcaster’s gestures, which can cause 
  his spells to fail (if those spells have somatic 
  components). A warmage’s limited focus and specialized 
  training, however, allows him to avoid arcane spell failure 
  as long as he sticks to light armor and light shields. This 
  training does not extend to medium or heavier armors, 
  nor to heavy shields. Nor does this ability apply to spells 
  gained from a different spellcasting class. At 8th level, a 
  warmage learns to use medium armor with no chance of 
  arcane spell failure. 
  Warmage Edge (Ex): A warmage is specialized in dealing 
  damage with his spells. Whenever a warmage casts a 
  spell that deals hit point damage, he adds his Intelligence 
  bonus (if any) to the amount of damage dealt. For 
  instance, if a 1st-level warmage with 17 Intelligence casts 
  magic missile, he deals with 1d4+1 points of damage 
  normally, plus an extra 3 points of damage due to his 
  intelligence bonus. The bonus from the warmage edge 
  special ability applies only to spells that he casts as a 
  warmage, not to those he might have by virtue of levels 
  in another class. 
   
  A single spell can never gain this extra damage more 
  than once per casting. For instance, a fireball deals the 
  extra damage to all creatures in the area it affects. 
  However, if a 3rd-level warmage casts magic missile and 
  produces two missiles, only one of them (of the 
  warmage’s choice) gains the extra damage, even if both 
  missiles are directed at the same target. If a spell deals 
  damage for more than 1 round, it deals this extra 
  damage in each round. 
   
  Scrolls scribed by a warmage do not gain any benefit 
  from warmage edge. Scrolls activated by a warmage also 
  gain no benefit from warmage edge. The same is true for 
  most other magic items, such as wands and potions. 
  However, staffs activated by a warmage use not only 
  warmage’s caster level but also gain the benefits of the 
  warmage edge, if applicable. 
  Advanced Learning (Ex): At 3rd, 6th, 11th and 16th level, a 
  warmage can add a new spell to his list, representing the 
  result of personal study and experimentation. The spell 
  must be a wizard spell of the evocation school, and of a 
  level no higher than that of the highest-level spell the 
  warmage already knows. Once a new spell is selected, it 
  is forever added to that warmage’s spell list and can be 
  cast just like any other spell on the warmage’s list. 
   
  7: LOOSE ENDS 
  SITHARI 
  CR 7 
  Male elf (wood) barbarian 2/fighter 1/ranger 3/wild runner 1 
  CN Medium humanoid (elf) 
  Init +3; Senses Listen +2, Spot +2 
  Languages Common, Elf  
  AC 17, touch 13, flat-footed 17 
   (+3 Dex, +4 armor) 
  hp 55 (7 HD)  
  Immune Sleep 
  Fort +12, Ref +9, Will +2 
  Speed 50 ft. in light armor (8 squares), base movement 30 
  ft. 
  Melee mw falchion +14 (2d4+7/18-20/x2) 
  Ranged mw composite longbow (Str +4) +11 (1d8+4) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +7; Grp +12 
  Atk Options Favored enemy (human), Power Attack, Power 
  Critical (+4 to confirm threat) 
  Special Actions Rage (AC 15, touch 13, flat-footed 15, 67 
  hp, Fort +13, Will +4, Str 24, Con 16, mw falchion +16 
  (2d4+10/18-20/x2)); contingency spell triggered when he 
  rages casting a greater heroism (+4 morale bonus to 
  attacks, saves, skill checks, immunity to fear effects, 18 
  temporary hit points; PH 240) 
  Combat Gear — 
  Abilities Str 20, Dex 16, Con 12, Int 7, Wis 10, Cha 8 
  SQ Elf traits, fast movement, trackless step, wild empathy 
  Feats Blind-fighting, Endurance, Power Attack, Power 
  Critical, Rapid Shot, Track, Weapon Focus (falchion) 
  Skills Hide +15, Jump +10, Knowledge (nature) +5, Listen 
  +2, Move Silently +15, Search +0, Spot +2, Survival +7 
  Possessions combat gear plus armor spikes, boots of 
  elvenkind, mw chain shirt, cloak of elvenkind, mw 
  composite longbow (Str +4) and 20 arrows, 5 clubs, mw 
  falchion, falchion, quarterstaff, vest of resistance +1 
  Fast Movement (Ex): Your land speed is faster than the 
  norm for your race by to feet while wearing light, medium, 
  or no armor. This increase stacks with similar increases, 
  such as that from the barbarian class. See the barbarian 
  class feature, page 25 of the Players Handbook.  
  Trackless Step (Ex): You cannot be tracked in natural 
  surroundings. See the druid class feature, page 36 of the 
  Player’s Handbook.  
  
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  APL 8 
  5: INTO THE DRINK 
  ROOM C: MAIN GAMBLING PARLOR 
  FORSAKEN SHELL 
  CR 6 
  CE Medium undead 
  Init +4; Senses Listen +11, Spot +15; Darkvision 60 ft. 
  AC 16, touch 10, flat-footed 16 
   (+6 natural) 
  hp 105 (14 HD)  
  Fort +4, Ref +6, Will +9 
  Speed 30 ft. (6 squares), base movement 30 ft., burrow 15 ft. 
  Melee Skin slap +7 (1d6+7) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +7; Grp +12  
  Atk Options Constrict (1d6+5), Improved Grab, Power Attack  
  Special Actions Improved Grab, Constrict (1d6+5) 
  Abilities Str 21, Dex 11, Con -, Int 11, Wis 10, Cha 10 
  SQ Undead traits 
  Feats Alertness, Improved Initiative, Improved Toughness, 
  Lightning Reflexes, Power Attack 
  Skills  Climb +13, Hide +21, Move Silently +17, Swim +9 
  Constrict (Ex): A forsaken shell deals 1d6+5 points of 
  damage with a successful grapple check. Constricting uses 
  the entire body of the creature, so it cannot take any move 
  actions while constricting. 
  Improved Grab (Ex): To use this ability, a forsaken shell must 
  successfully hit an opponent with its skin slap attack. It can 
  then attempt to start a grapple as a free action without 
  provoking attacks of opportunity. If it wins a grapple check, 
  it establishes a hold and can constrict. 
  Skills Forsaken shells have a +4 racial bonus on Hide checks 
  (already figured into the statistics above), due to their ability 
  to fold themselves into very small spaces. 
   
  SPAW N OF KYUSS 
      CR 5 
  CE Medium undead 
  Init -1; Senses Listen +0, Spot +6 
  Languages Common  
  AC 11, touch 9, flat-footed 11   
   (-1 Dex, +2 natural) 
  hp 29 (4 HD); fast healing 5 
  Fort +1, Ref +0, Will +4 
  Speed 30 ft. (6 squares), base movement 30 ft. 
  Melee slam +6 (1d6+6+Kyuss’s gift) or touch +6 melee touch 
  (Kyuss’s gift) 
  Ranged Kyuss’s gift +1 ranged touch (Kyuss’s gift) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +6  
  Atk Options  
  Special Actions  
  Abilities Str 18, Dex 9, Con -, Int 6, Wis 11, Cha 15 
  SQ Curative transformation, fast healing 5, turn resistance +2, 
  undead traits 
  Feats Toughness 
  Skills  Hide+5, Jump +10, Move Silently +5, Spot +6, Swim +4 
  Create Spawn (Su): Once per round as a free action, a spawn 
  of Kyuss can transfer a worm from its own body to that of 
  an opponent. It can do this whenever it hits with a slam 
  attack, but Ii can also make the transfer by means of a 
  successful melee touch attack or a ranged touch attack, 
  hurling a worm at a foe from a distance of up to 10 feet.  
  Each worm is a Fine vermin with AC 10 and 1 hit point. It 
  can be killed with normal damage or by the touch of silver. 
  On the spawn's next action, the worm burrows into its host’s 
  flesh. (A creature with a natural armor bonus of +5 or higher 
  is immune to this burrowing effect.) The worm makes its 
  way toward the host’s brain, dealing 1 point of damage per 
  round for 1d4+1 rounds. At the end of that period, it reaches 
  the brain. While the worm is inside a victim, a remove curse 
  or remove disease effect destroys it, and a dispel evil or 
  neutralize poison effect delays its progress for 10d6 
  minutes. A successful Heal check (DC 20) extracts the 
  worm and kills it. Once the worm reaches the brain, it deals 
  1d2 points of Intelligence damage per round until it either is 
  killed (by remove curse or remove disease) or slays its host 
  (death occurs at 0 Intelligence). A Small, Medium- size, or 
  Large creature slain by a worm rises as a new spawn  
  of Kyuss 1d6+4 rounds later. A Tiny or smaller creature 
  quickly putrefies; and a Huge or larger creature be comes a 
  normal zombie of the appropriate size. Newly created 
  spawn are not under the control of their parent, hut they 
  usually follow whatever spawn of Kyuss created them. 
  Fear Aura (Su): A spawn of Kyuss continuously radiates a fear 
  effect. This ability functions like a fear spell (caster level 
  7th; Will save DC 14), except that it affects all creatures 
  within a 40-foot radius. Any creature that makes a 
  successful saving throw against the effect cannot be 
  affected again by the fear aura of that spawn of Kyuss for 
  24 hours.  
  Kyuss’s Gift (Su): Any creature hit by a spawn of Kyuss’s 
  slam attack must succeed at a Fortitude save (DC 12) or 
  contract this supernatural disease. The incubation period is 
  1 day, and the disease deals 1d6 points of Constitution 
  damage and 1d4 points of Wisdom damage (see Disease 
  in Chapter 3 of the Dungeon Master’s Guide). These effects 
  manifest as rotting flesh and dementia. An affected creature 
  gets only half the benefits of natural and magical healing, 
  though a cure disease effect removes the affliction.  
  Curative Transformation (Ex): Any remove curse or remove 
  disease effect, or a more powerful version of either of these 
  effects, transforms a spawn of Kyuss into a normal zombie.  
  Fast Healing (Ex): A spawn of Kyuss regains lost hit points at 
  the rate of 5 per round. Fast healing does not restore hit 
  points lost from starvation, thirst, or suffocation, and it does 
  not allow the spawn of Kyuss to regrow or reattach lost 
  body parts.  
  Turn Resistance (Ex): A spawn of Kyuss is treated as an 
  undead with 6 Hit Dice for the purpose of turn, rebuke, 
  command, and bolster attempts.  
  Undead Traits: A spawn of Kyuss is immune to mind-affecting 
  effects, poison, sleep, paralysis, stunning, disease, death 
  effects, necromantic effects and any effect that requires a 
  Fortitude save unless it also works on objects. It is not 
  subject to critical hits, subdual damage, ability damage, 
  ability drain, energy drain, or death from massive damage. 
  A spawn of Kyuss cannot be raised, and resurrection works 
  only if it is willing. The creature has darkvision 60-foot 
  range.  
   
  6: DARN PERRENDERS! 
  M ERCENARY SOLDIER                CR 4 
  Male human fighter 4 
  CN Medium humanoid (human) 
  Init +0; Senses Listen +1, Spot +1 
  Languages Common  
  AC 19, touch 13, flat-footed 16 
   (+3 Dex, +5 breastplate armor, +1 buckler) 
  hp 36 (4 HD) 
  
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  Fort +6, Ref +5, Will +3 
  Speed 20 ft. in breastplate (4 squares), base movement 30 ft. 
  Melee longsword +6 (1d8+2/19-20/x2) or dagger +6 (1d4+2/19-
  20/x2) 
  Ranged mw longbow (Str+2) +8 (1d8+4) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +6 
  Atk Options Point-blank Shot, Precise Shot, Rapid Shot 
  (+6/+6 attack)  
  Combat Gear potion of cat’s grace, potion of cure light 
  wounds, potion of resurgence 
  Abilities Str 14, Dex 16, Con 12, Int 10, Wis 12, Cha 8  
  Feats Improved Toughness, Point-blank Shot, Precise Shot, 
  Rapid 
  Shot, 
  Weapon 
  Focus 
  (Longbow), 
  Weapon 
  Specialization (Longbow) 
  Skills Handle Animal +6, Intimidate +6, Profession (Soldier) 
  +3.5 
  Possessions combat gear plus breastplate armor, buckler, 
  cloak of resistance +1, dagger, mw longbow (Str+2), 
  longsword 
   
  M ERCENARY WARM AGE               CR 6 
  Male human warmage 6 
  NE medium humanoid (human) 
  Init +6; Senses Listen -1, Spot -1 
  Languages Common  
  AC 15, touch 11, flat-footed 14 
   (+1 Dex, +4 armor) 
  hp 29 (6 HD)  
  Fort +4, Ref +5, Will +5 
  Speed 30 ft. (6 squares), base movement 30 ft. 
  Melee mw longspear +4 (1d8) 
  Ranged light crossbow +4 (1d8/19-20/x2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +3 
  Atk Options Point-blank Shot; Precise Shot, Ranged Spell 
  Specialization (+2 damage on ranged spell attacks), 
  Weapon Focus (ranged touch spells +5 attack) 
  Combat Gear potion of cat’s grace, potion of cure light 
  wounds, potion of resurgence 
  Warmage Spells Known (CL 6th): 6/7/6/4 
  3rd—fire shield, fireball, flame arrow, gust of wind, ice storm, 
  lightning bolt, poison, ring of blades, scintillating sphere, 
  sleet storm, stinking cloud 
  2nd—blades of fire, combust, continual flame, fire trap, 
  fireburst, flaming sphere, ice knife, Melf’s acid arrow, 
  pyrotechnics, scorching ray, shatter, whirling blade  
  1st—accuracy, burning hands, chill touch, fist of stone, hail 
  of stone, magic missile, lesser orb of acid, lesser orb of 
  cold, lesser orb of electricity, lesser orb of fire, lesser orb 
  of sound, shocking grasp, true strike 
   0—acid splash, disrupt undead, light, ray of frost 
  Abilities Str 10, Dex 14, Con 13, Int 12, Wis 8, Cha 16  
  SQ armored mage (light), warmage edge 
  Feats Improved Initiative, Point Blank Shot, Precise Shot, 
  Ranged Spell Specialization, Weapon Focus (Ranged 
  Touch spells) 
  Skills Concentration +10, Knowledge (arcana) +10, Spellcraft 
  +10 
  Possessions combat gear plus mw chain shirt, light crossbow 
  and 20 bolts, longspear, vest of resistance +1 
  Armored Mage (Ex): Normally, armor of any type interferes 
  with an arcane spellcaster’s gestures, which can cause his 
  spells to fail (if those spells have somatic components). A 
  warmage’s limited focus and specialized training, however, 
  allows him to avoid arcane spell failure as long as he sticks 
  to light armor and light shields. This training does not 
  extend to medium or heavier armors, nor to heavy shields. 
  Nor does this ability apply to spells gained from a different 
  spellcasting class. At 8th level, a warmage learns to use 
  medium armor with no chance of arcane spell failure. 
  Warmage Edge (Ex): A warmage is specialized in dealing 
  damage with his spells. Whenever a warmage casts a spell 
  that deals hit point damage, he adds his Intelligence bonus 
  (if any) to the amount of damage dealt. For instance, if a 
  1st-level warmage with 17 Intelligence casts magic missile, 
  he deals with 1d4+1 points of damage normally, plus an 
  extra 3 points of damage due to his intelligence bonus. The 
  bonus from the warmage edge special ability applies only to 
  spells that he casts as a warmage, not to those he might 
  have by virtue of levels in another class. 
   
  A single spell can never gain this extra damage more than 
  once per casting. For instance, a fireball deals the extra 
  damage to all creatures in the area it affects. However, if a 
  3rd-level warmage casts magic missile and produces two 
  missiles, only one of them (of the warmage’s choice) gains 
  the extra damage, even if both missiles are directed at the 
  same target. If a spell deals damage for more than 1 round, 
  it deals this extra damage in each round. 
   
  Scrolls scribed by a warmage do not gain any benefit from 
  warmage edge. Scrolls activated by a warmage also gain 
  no benefit from warmage edge. The same is true for most 
  other magic items, such as wands and potions. However, 
  staffs activated by a warmage use not only warmage’s 
  caster level but also gain the benefits of the warmage edge, 
  if applicable. 
  Advanced Learning (Ex): At 3rd, 6th, 11th and 16th level, a 
  warmage can add a new spell to his list, representing the 
  result of personal study and experimentation. The spell 
  must be a wizard spell of the evocation school, and of a 
  level no higher than that of the highest-level spell the 
  warmage already knows. Once a new spell is selected, it is 
  forever added to that warmage’s spell list and can be cast 
  just like any other spell on the warmage’s list. 
   
  7: LOOSE ENDS 
  SITHARI 
  CR 9 
  Male elf (wood) barbarian 2/fighter 2/ranger 3/wild runner 2 
  CN Medium humanoid (elf) 
  Init +3; Senses Listen +4, Spot +4 
  Languages Common, Elf  
  AC 17, touch 13, flat-footed 17 
   (+3 Dex, +4 armor) 
  hp 70 (9 HD)  
  Immune Sleep 
  Fort +15, Ref +11, Will +3 
  Speed 50 ft. in light armor (8 squares), base movement 30 ft. 
  Melee +1 falchion +16/+11 (2d4+8/18-20/x2) 
  Ranged mw composite longbow (Str +4) +13/+8 (1d8+4) or 
  mw composite longbow (Str +4) +11/+6/+11 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +8; Grp +14 
  Atk Options Favored enemy (human), Power Attack, Power 
  Critical (+8 to confirm threat), Rapid Shot 
  Special Actions Primal Scream plus Rage (AC 13, touch 16, 
  flat-footed 15, 88 hp, Fort +13, Will +5, Str 27, Dex 22, Con 
  16, +1 falchion +17 (2d4+13/18-20/x2) or bite +16 (1d6+12) 
   or +1 falchion +19/+14 (2d4+13/18-20/x2) and bite +11 
  (1d6+12); contingency spell triggered when he rages 
  casting a greater heroism (+4 morale bonus to attacks, 
  saves, skill checks, immunity to fear effects, 18 temporary 
  hit points; PH 240) 
  Combat Gear — 
  
  HIG7-01 Luck Lost 
   
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  Abilities Str 21, Dex 16, Con 12, Int 7, Wis 10, Cha 8 
  SQ Elf traits, fast movement, trackless step, wild empathy 
  Feats Blind-fighting, Cleave, Endurance, Power Attack, Power 
  Critical (x2), Rapid Shot, Track, Weapon Focus (falchion) 
  Skills Hide +15, Jump +10, Knowledge (nature) +5, Listen +4, 
  Move Silently +15, Spot +4, Survival +7 
  Possessions combat gear plus armor spikes, boots of 
  elvenkind, mw chain shirt, cloak of elvenkind, mw 
  composite longbow (Str +4) and 20 arrows, 5 clubs, +1 
  falchion, falchion, quarterstaff, vest of resistance +2 
  Fast Movement (Ex): Your land speed is faster than the norm 
  for your race by to feet while wearing light, medium, or no 
  armor. This increase stacks with similar increases, such as 
  that from the barbarian class. See the barbarian class 
  feature, page 25 of the Players Handbook.  
  Primal Scream (Su): At 2nd level, you become able to bring 
  forth the power inherent within and release it in a blood-
  chilling scream. Releasing a primal scream is a free action 
  that does not provoke attacks of opportunity. A primal 
  scream induces a state of feral frenzy that lasts for a 
  number of rounds equal to 3+ your Con modifier (mini mum 
  I). You can use your primal scream ability a number of 
  times per day equal to 3 + your Cha modifier (minimum 1). 
  Using a primal scream always requires you to shout, so you 
  cannot use a primal scream if you cannot speak. In this 
  frenzy, you gain a ÷2 bonus to Strength and a +6 bonus to 
  Dexterity. In addition, your jaw elongates and your teeth 
  become razor-sharp; you gain a bite attack that deals 1d6 
  points of damage (1d4 if you are Small, or td8 if you are 
  Large). You can wield a weapon in one or both hands at 
  your normal attack bonus and make a secondary bite 
  attack, but in that case the bite attack takes a -5 attack 
  penalty (or -2 with the Multiattack feat).  
  Scent (Ex): At 2nd level, you learn to rely on senses that most 
  other people never even suspect. You gain the scent 
  special ability. You can detect opponents within 30 feet by 
  sense of smell. If the opponent is upwind, the range 
  increases to 60 feet; ii the opponent is downwind, it drops to 
  15 feet. You do not detect the exact location of the 
  source—only its presence somewhere within range. You 
  can take a move action to note the direction of the scent. 
  Whenever you come within 5 feet of the source, you 
  pinpoint the source’s location.  
  Trackless Step (Ex): You cannot be tracked in natural 
  surroundings. See the druid class feature, page 36 of the 
  Player’s Handbook. 
   
  
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  APPENDIX 2: NEW RULES ITEMS 
  FEATS 
  POWER CRITICAL 
  Choose one weapon, such as a longsword or greataxe. 
  With that weapon, you know how to hit where it hurts. 
   
  Prerequisites: Weapon Focus with weapon, base 
  attack bonus +4. 
   
  Benefit: When using the weapon you selected, you 
  gain a +4 bonus on the roll to confirm a threat. 
   
  Special: A fighter may select Power Critical as one of 
  his fighter bonus feats. 
   
  You can gain Power Critical multiple times. Each 
  time you take the feat, it may be with a different weapon 
  or the same weapon. If you take the same weapon, the 
  effects of the feat stack. 
   
  Source: Complete Warrior 103 
   
  RANGED SPELL SPECIALIZATION 
  You deal more damage with ranged touch attack spells. 
   
  Prerequisite: Weapon Focus (ranged spell), caster 
  level 4th. 
   
  Benefit: Damage-dealing spells that require a ranged 
  touch attack roll gain a +2 bonus on the damage they deal. 
  This extra damage applies only to the first successful 
  attack of spells that create multiple rays or missiles, or to 
  the first round of damage for spells that deal damage over 
  multiple rounds on a single successful attack (such as 
  Melf’s acid arrow). Because you must be able to strike 
  precisely, the extra damage applies only to targets within 
  30 feet. Only spells that deal hit point damage can be 
  affected by this feat. 
   
  Source: Complete Arcane 82 
   
  ITEMS 
  MEMENTO MAGICA 
  Sorcerers, bards, and all spontaneous spellcasters of all 
  sorts can benefit from a memento magica. 
   
  Description: A memento magica appears to be an 
  amethyst cunningly cut into some draconic shape, often 
  that of a dragon’s scale. 
   
  Effect: A memento magica is a great aid to 
  spontaneous spellcasters such as sorcerers, bards and 
  favored souls (see Complete Divine page 6), much as a pearl 
  of power is to casters who prepare spells. Once per day on 
  command, a memento magica enables its possessor to 
  regain any one spell slot that she had previously used that 
  day. The spell slot is available just as if a spell had not 
  been cast. A memento magica can only recall a spell slot of 
  the level it was created to hold. Different mementos magica 
  exist for recalling one spell slot per day of each level from 
  1st through 9th. 
   
  Aura/Caster Level: Strong transmutation; CL 17th. 
   
  Construction: Craft Wondrous Item, creator must 
  be able to spontaneously cast spells of the spell level to be 
  recalled; 750 gp, 60 XP, 2 days (1st); 3,000 gp, 240 XP, 6 
  days (2nd); 6,750 gp, 540 XP, 14 days (3rd); 12,000 gp, 960 
  XP, 24 days (4th); 18,750 gp, 1,500 XP, 38 days (5th); 27,000 
  gp, 2,160 XP, 54 days (6th); 36,750 gp, 2,940 XP, 74 days 
  (7th); 48,000 gp, 3,840 XP, 96 days (8th); 60,750, 4,860 XP, 
  122 days (9th). 
   
  Weight: - 
   
  Price: 1,500 gp (1st); 6,000 gp (2nd); 13,500 (3rd); 
  24,000 gp (4th); 37,500 gp (5th); 54,000 gp (6th); 73,500 gp 
  (7th); 96,000 gp (8th); 121,500 gp (9th). 
   
  Source: Races of the Dragon 124 
   
  SPELLGUARD RINGS 
  This pair of rings allows a spellcaster to designate an ally 
  temporarily immune to magic. 
   
  Description: Both of a pair of spellguard rings are 
  ornate bands; one is forged of gold, the other of bronze. 
  Draconic writing around the interior of both rings 
  translates roughly as “Let no friend of mine ever feel the 
  sting of my magic.” 
   
  Activation: A spellcaster activates the power of 
  spellguard rings as a free action in conjunction with casting 
  a spell. They function up to three times per day. 
   
  Effect: In order for them to function, both spellguard 
  rings must be worn – the gold ring by the spellcaster, the 
  bronze one by anyone else. When the rings are activated, 
  the wear of the bronze ring becomes immune to any spell 
  cast by the wearer of the gold ring, as long as that spell is 
  cast within 1 round. 
   
  The rings are useful for pulling off certain tactical 
  maneuvers, such as letting the spellcaster lob a fireball 
  into the midst of a horde of orcs, even though his paladin 
  companion stands right in the center of them. 
   
  The construction costs and price below are for a pair 
  of matched rings. If one ring of a pair is lost or destroyed, 
  the other becomes useless. 
   
  Aura/Caster Level: Moderate abjuration; CL 7th. 
   
  Construction: Forge Ring, Otiluke’s suppressing field, 
  2000 gp, 160 XP, 4 days. 
   
  Price: 4000 gp. 
   
  Source: Dragon Magic 94. 
   
  THINAUN 
  This dark, glittering steel alloy holds an attraction to souls 
  recently released from their bodies. Obviously, this has 
  application for melee weapons. If a thinaun melee 
  weapon is touching a creature when it dies, that creature’s 
  soul is sucked into the weapon rather than passing on to 
  its final reward. The soul remains in the thinaun weapon 
  until the weapon is destroyed or another creature dies 
  while touching the thinaun weapon (the new soul 
  displaces the old one). Raise dead, resurrection, and 
  similar spells won’t bring back a creature whose soul is 
  trapped by a thinaun weapon unless the caster has the 
  weapon in his possession. Because the soul is nearby, 
  fewer material components are required for such spells: 
  Reincarnation, raise dead, resurrection, and true 
  resurrection requite half as much of the relevant material 
  
  HIG7-01 Luck Lost 
   
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  component (unguents or diamonds) to cast if the soul is 
  within a thinaun weapon.  
   
  A thinaun weapon captures a soul from anyone killed 
  while touching the weapon. This means that if the 
  thinaun weapon’s wielder dies, her weapon captures her 
  soul.  
   
  Only melee weapons made primarily of metal can be 
  crafted as thinaun weapons.  
   
  Item cost modifier: light weapon +10,000 gp; one-
  handed weapon or one head of a double weapon +15,000 
  gp; two-handed weapon or both heads of a double weapon 
  +20,000 gp. 
   
  Source: Complete Warrior 136. 
  
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  APPENDIX 3: DICE GAMES 
  These dice games are taken from the Wizards website (http://www.wizards.com/dnd). 
  Going to Town 
  Going to Town almost always takes the name of a large city as its location. 
   
  Three 6-sided dice are most commonly used; however, the use of 4 or even 8-sided dice is not unheard of. 
  The game is fast and easy, and best when played with four or more players. 
   
  Each player in turn has three throws of the dice. On the first throw, the highest number is set aside. If two 
  or more dice show the highest number, then only one is kept. The remaining two dice are thrown again, and 
  the highest is again set aside. The final die is rolled, and the total of all three is the player's score. The player 
  with the highest score, after each player has had a turn, wins that round. A set number of rounds are played, 
  and the player who wins the most is the overall winner. (Note: Rolling three 6-sided in this fashion is an 
  optional method for generating characters' ability scores--albeit artificially higher ones.) 
   
  Setting Sail 
  A variant of Going to Town known as Setting Sail is sometimes played in port cities and aboard sailing vessels. In 
  this game, the sum of the first two dice is multiplied by the third, instead of the total of all three. 
   
  This game requires three 4, 6, or 8-sided dice (3d4, 3d6, or 3d8). This game is based on dice game known as 
  Going to Boston also known as Yankee Grab and Newmarket.  
   
  Dragon Slayer 
  This dice game is said to have originated in cities and villages that border mountainous regions harboring 
  dragons. 
   
  Dragon Slayer is played with three 6-sided dice and chips, and is played for stakes. All players first roll a die; 
  the player with the highest roll then rolls 3 dice. The resulting total sets the number of rounds it will take to 
  slay the dragon. Starting with the player who set the number of rounds, each player in turn rolls three dice and 
  continues to throw them until a double is thrown. 
   
  Each throw that does not contain a double counts as missing the dragon. A throw that contains a double 
  counts as successful strike. A number of chips that equal the number of misses and the throw that contained 
  the double are placed in front of the player. After all rounds are played, the player with the lowest total chips in 
  front of them has slain the dragon the fastest and wins. The winner sets the next game's number of rounds. 
   
  Drunken Dragon 
  Dragon Slayer is sometimes played as a drinking game amongst the heartiest of adventurers (and is said to be a 
  favorite of dwarves). In this variant, known as Drunken Dragon, players drink a shot of liquor for every miss and 
  a mug of ale for every strike, with the losers picking up the bar tab for the winner.  
   
  This game requires three 6-sided dice (3d6). This game is based on dice game known as Dice Golf. 
   
  Cutpurse 
  Originating in back alleys and played by thieves and other unsavory types, Cutpurse has made its way into local 
  taverns and gambling establishments. 
   
  Cutpurse is a simple game played with two six sided dice by any number of players for stakes. Each player 
  rolls a die, with the highest throwing first in the game and the lowest "setting the point". The player with the 
  lowest roll throws a die again, and the number rolled becomes the point number. 
   
  Each player in turn rolls the dice and scores one for every occurrence of the point number. A player who 
  rolls a double point number scores 3 points instead of 2. The first player to reach 11 points wins the game. 
   
  Rogue, Thief 
  A variant of Cutpurse known as Rogue or Thief is played with two 4 sided dice. Rolling a double point number in 
  this game however counts as 0 points and requires you to add a set amount to the pot. 
   
  This game requires two 4 or 6 sided dice (2d4, 2d6). This game is based on dice game known as Passage. 
   
  
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  APPENDIX THREE: HIGHFOLK INFLUENCE CHART 
  REGIONAL INFLUENCE POINTS 
  The following lists are the Highfolk region's Influence Points 
  (abbreviated "IP"), and their uses in the region.  Influence 
  Points are normally gained through scenarios, and are a way 
  of keeping track of favors that others owe the hero.  Some 
  influence may also be purchased with gold. 
  In addition to the uses listed below, certain events may 
  have special opportunities for characters to use accumulated 
  Influence Points.  Heroes may also pool influence to receive a 
  better effect.  Adventuring Companies receive additional 
  benefits with certain Influence Point uses.  Influence points 
  may be turned in during any Highfolk Regional as follows.  
   
  CHURCH OF EHLONNA 
  While not an overly religious people, the folk of the Fairdells 
  do favor certain deities, most agricultural or nature-oriented.  
  Ehlonna is most revered of all, as her areas of emphasis mesh 
  well with the lifestyle of the people in the Highfolk region. 
   
  1 Influence Point (purchase price: 40 gold)  
  • 
  Lodging at the temple in Highfolk or Quaalsten 
  for one scenario (lifestyle cost halved) 
  • 
  Requirement for 3rd- or 4th-level spells to be cast, 
  except reincarnate (see the Judge Guidelines for 
  more details) 
   
  3 Influence Points (purchase price: 160 gold) 
  • 
  Requirement for 5th-level spells to be cast, also 
  reincarnate (see the Judge Guidelines for more 
  details) 
   
  6 Influence Points (purchase price: 400 gold) 
  • 
  Requirement for 6th-level spells to be cast (see the 
  Judge Guidelines for more details) 
   
  10 Influence Points (purchase price: 1600 gold) 
  • 
  Requirement for 7th-level spells to be cast (see the 
  Judge Guidelines for more details) 
   
  FOLLOWERS OF THE SELDARINE PANTHEON 
  The elves are everywhere in the Fairdells, and their gods walk 
  with them.  Second only to the Church of Ehlonna in 
  religious followers, the clerics who follow the Seldarine can 
  bestow gifts on the people of Highfolk as well (for a price). 
  General Note:  Humans, Halflings, and Gnomes must pay 
  one level higher to purchase these perks.  Dwarves must pay 
  two levels higher.  Half-Orcs may not purchase anything 
  from this list.  Elf Friend status negates this penalty (although 
  Half-Orcs still cannot use this list). 
   
  1 Influence Point (purchase price: 50 gold) 
  • 
  Requirement for 3rd- or 4th-level spells to be cast, 
  except reincarnate (see the Judge Guidelines for 
  more details) 
   
  3 Influence Points (purchase price: 200 gold) 
  • 
  Requirement for 5th-level spells to be cast, also 
  reincarnate (see the Judge Guidelines for more 
  details) 
   
  6 Influence Points (purchase price: 500 gold) 
  • 
  "Elf Friend" status can be gained by any PC (except 
  dwarves and half-orcs), allowing the PC to freely 
  travel to Flameflower  (Influence cannot be 
  purchased) 
  • 
  Requirement for 6th-level spells to be cast (see the 
  Judge Guidelines for more details) 
   
  10 Influence Points 
  • 
  "Elf Friend" status can be gained by any dwarven 
  PC, allowing the PC to freely travel to Flameflower 
  (Influence cannot be purchased) 
   
  15 Influence Points 
  • 
  Entry can be gained into the Lands of the Tree for 
  a short while (e.g., one scenario) 
   
  GNOMISH 
  CONSORTIUM 
  OF 
  MERCHANTS, 
  MONEYLENDERS, MINERS, AND GEMCUTTERS 
  The gnomes are well regarded in the Highfolk region 
  as the race with the most business acumen.  The 
  Gnomish Consortium embodies that ideal.  Having 
  "family" seemingly all over the region, these wily 
  gnomes deal in goods otherwise hard to come by.  They 
  also are strong advocates of acceptance for all races 
  (including half-orcs). 
   
  1 Influence Point (purchase price: 50 gold) 
  • 
  Trade license in Gildenhand (PC must also possess 
  4+ ranks in Craft or Profession skill that he/she is 
  seeking license for) 
  • 
  Letter of introduction, useful for one scenario 
   
  3 Influence Points (purchase price: 200 gold) 
  • 
  Backing of PC for Town Council position 
   
  6 Influence Points (purchase price: 500 gold) 
  • 
  Consortium Membership (20% discount on all 
  standard PHB alchemical items purchased in 
  Gildenhand) 
   
  GUILDSMEN OF THE HIGH ART 
  Arcane spellcasters are relatively common in and 
  around Highfolk, and recently, they have decided to 
  share some secrets with each other.  Even though it is 
  somewhat cliquish and chaotic, the magical might they 
  collectively possess cannot be denied. 
   
  General note:  All services are only performed 
  within the town of Highfolk. 
  
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  1 Influence Point (purchase price: 50 gold) 
  • 
  Requirement for 3rd- or 4th-level spells to be cast 
  (see the Judge Guidelines for more details) 
   
  3 Influence Points (purchase price: 200 gold) 
  • 
  Requirement for 5th-level spells to be cast (see the 
  Judge Guidelines for more details) 
  • 
  Members of the Guildsmen will research a topic 
  for you.  After one day they report back on one 
  topic (Knowledge skill check) with all information 
  available to them (DC 25 or less). 
   
  6 Influence Points (purchase price: 500 gold) 
  • 
  Requirement for 6th-level spells to be cast (see the 
  Judge Guidelines for more details) 
   
  HIGHFOLK TOWN COUNCIL 
  Known for arguing about everything under the sun and 
  getting little accomplished, the Town Council still can be 
  considered an influential organization, if one knows the right 
  people.  One of the council's main tasks is the parceling of 
  land in and around Highfolk Town. 
   
  General Note:  These points may also be spent 
  on political campaigning.  They may only be spent at 
  interactives or directly through the Wisconsin Triad.  
  All land purchases are subject to approval. 
   
  1 Influence Point (purchase price: 50 gold) 
  • 
  Business license to operate in the Town of 
  Highfolk 
   
  3 Influence Point (purchase price: 200 gold) 
  • 
  Additional requirement to purchase a plot of land 
  outside the Town of Highfolk (land for sale by the 
  Triad only) 
   
  6 Influence Points (purchase price: 500 gold) 
  • 
  Additional requirement to purchase a plot of land 
  in the town's Poor District (land for sale by the 
  Triad only) 
   
  10 Influence Points (purchase price: 2000 gold) 
  • 
  Additional requirement to purchase a plot of land 
  in the town's Merchant District (land for sale by 
  the Triad only) 
   
  15 Influence Points (purchase price: 5000 gold) 
  • 
  Additional requirement to purchase a plot of land 
  in the town's Temple or Elven Districts (land for 
  sale by the Triad only) 
     
  KASHAFEN TAMAREL, LORD OF THE HIGH ELVES 
  The leader of Clan Shandareth has a long reach, and it 
  extends throughout the Highfolk region.  He is regarded as 
  the noblest of all elves, and his word commands respect and 
  order.  Note that Influence Points with the Lord of the High 
  Elves cannot be purchased; they must be earned through 
  interaction.  Kashafen's influence may also be used for favors 
  from the Followers of the Seldarine Pantheon. 
   
  1 Influence Point  
  • 
  "Elf Friend" status can be gained by any PC (except 
  dwarves and half-orcs), allowing the PC to freely 
  travel to Flameflower  
   
  3 Influence Points 
  • 
  Admission to the Elven Court at Flameflower for 
  one event (for non-elf (except dwarves or half-orcs) 
  PCs only; elves and half-elves can do this if the 
  situation warrants it without spending IPs) 
  • 
  May freely come and go in the Elven Court (for elf 
  and half-elf PCs only) 
  • 
  "Elf Friend" status can be gained by any dwarven 
  PC, allowing the PC to freely travel to Flameflower 
   
  6 Influence Points 
  • 
  Racial representative to the Elven Court; a non-elf 
  PC (except dwarves or half-orcs) may come and go 
  freely  
   
  10 Influence Points 
  • 
  Racial representative to the Elven Court; a 
  dwarven PC may come and go freely 
   
  MERCHANT GUILDS OF HIGHFOLK 
  The various merchant guilds spread out in Highfolk and the 
  Highvale.  They see much of the activities of both common 
  and uncommon men and women.  Merchant guilds may also 
  allow the use of Influence Points to buy certain items at a 
  lower price (such cases will be noted in specific events).   
   
  1 Influence Point (purchase price: 50 gold) 
  • 
  Perfect Gather Information skill check (all 
  information available on subject is learned); can 
  only be used in Highfolk or Verbeeg Hill, and one 
  day must be spent in town 
   
  3 Influence Points (purchase price: 200 gold) 
  • 
  Trade license (PC must also possess 4+ ranks in 
  Craft or Profession skill that he/she is seeking 
  license for) 
   
  6 Influence Points (purchase price: 500 gold) 
  • 
  Backing of PC for Town Council position 
   
  10 Influence Points (purchase price: 2000 gold) 
  • 
  Guild Membership (20% discount on all standard 
  PHB goods purchased in Highfolk) 
   
  PATRON'S GUILD OF NOREBO 
  The Smiling Halls of Good Fortune smile upon those who 
  give generously at their worship services - the dice tables and 
  other games of the gambling halls in Verbeeg Hill.  The High 
  Roller (high priest) is very wealthy as a result; and with 
  wealth, comes power. 
  
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  Page 38 
  General Note: These points may only be spent during a 
  module.  None of the benefits are permanent.  All benefits 
  must be gotten in Verbeeg Hill. 
   
  1 Influence Point (purchase price: 50 gold) 
  • 
  1 Fortune Lotto Ticket (may only be purchased at 
  specific events) 
   
  3 Influence Points (purchase price: 200 gold) 
  • 
  Favor of the House - for one scenario, no "bad 
  luck" will occur to you at the gambling table, and 
  your games will be blessed with "good luck" while 
  you play  (+2 sacred bonus to Profession 
  (Gambler)) 
  • 
  Lodging at the temple in Verbeeg Hill for one 
  scenario (lifestyle cost halved) 
   
  6 Influence Points (purchase price: 1000 gold) 
  • 
  Lucky Nines - you are allowed one (and only one) 
  reroll during one (and only one) Highfolk regional 
  scenario  (Does not stack with other rerolls.) 
   
  10 Influence Points (purchase price: 5000 gold) 
  • 
  Winner on Double Down - you are allowed one 
  reroll per day of one (and only one) Highfolk 
  regional scenario (Does not stack with other 
  rerolls). 
   
  MORDIANNA RELLEN−TAMAREL, MAYOR 
  OF 
  HIGHFOLK TOWN 
  The Mayor is an old adventurer herself, and still has a soft 
  spot for heroes of renown.  Note that Influence Points with 
  the Mayor cannot be purchased; they must be earned through 
  interaction.  Mordianna's influence may also be used for 
  favors from the Church of Ehlonna, Gnomish Consortium, 
  Guildsmen of the High Art, Highfolk Town Council, and the 
  Merchant Guilds. 
   
  1 Influence Point 
  • 
  Letter of introduction, useful for one scenario 
   
  3 Influence Points 
  • 
  Personal backing of PC for Town Council position 
  • 
  Writ of Investigation for one scenario (Subject to 
  refusal) 
   
  6 Influence Points 
  • 
  Life imprisonment sentence may be reviewed and 
  possibly lessened 
   
  10 Influence Points 
  Death sentence may be commuted to exile from the 
  land. 
  
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  Page 39 
  DM MAPS: VELVERDYVA QUEEN 
   
   
  The Main Deck plan contains the Forward Deck and Aft Deck areas. 
  The Lower Deck plan contains the Forward Cargo Hold and the Steerage (Rear Cargo Hold) areas. 
   
   
  
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  DM MAPS: VELVERDYVA QUEEN 
   
   
  The Upper Deck plan has the top deck and steering house areas. 
   
  
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  DM MAPS: RIVERBANK 
   
   
  
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  PLAYER HANDOUT 1:  META−ORG AND CHARACTER AFFILIATIONS 
  ADVENTURING COMPANIES 
  Although Adventuring Companies compete amongst themselves, especially during the Race of Heroes, I am calling 
  upon your aid in the spirit of cooperation.  I fear that some of my adventuring companions may have been on the 
  Velverdyva Queen when it sunk.  Could you examine the area and see if you can find any traces of them?   
   
  Much thanks, 
  Dinindel Zernea, member of the Minions of Mucha Lucha Adventuring Company 
   
  ADVENTURING COMPANIES SPONSORED BY THE TEMPLE OF NOREBO 
  The Smiling Halls of Good Fortune have been sacked.  The Velverdyva Queen has been sunk.  Never before has the 
  Temple of Norebo needed your help as much as now.  If they do not bounce back, will they still be able to support your 
  group?  Mercermillan has contacted your group about a recovery mission.  Meet him at the Heroes Rest tavern at noon.   
   
  PATHS OF ENLIGHTENMENT 
  A small frog comes hopping near you out of the brush.  It bears a small missive scribed on some reeds.  The note says: 
   
  Dearest woodland ally, I fear that we are outmatched.  Recently several of our members have been assaulted by vile 
  creatures as of late and there are more unnatural deaths underwater.  They are not natural creatures by any means!  Please 
  render any aid possible. 
   
  Your sister in nature, 
  Melania of the Deepwave Seekers Druid Path 
   
  ELVEN CLANS 
  It is time for our Elven politicking to end!  When one of us is assaulted, we all are!   Please rally and help our clan to fight 
  back and survive.  Now is the time! 
   
  Cael’Ria (in Elven literally Archer-Hunter) Amastodel of Clan Moonbow 
   
  CLAN MOONBOW 
  Due to the tragedy on the Velverdyva, other clans may think us weak.  Be visible as much as you can in the upcoming 
  conflict.  And as always, do what you can to advance the clan.   
   
  Cael’Ria (in Elven literally Archer-Hunter) Amastodel of Clan Moonbow 
   
  DEVOTED 
  Your hometown has been attacked and Verbeeg Hill has been burned to the ground.  If there ever was a time to strike 
  back, it is now.   
   
  FIFTH DISTRICT 
  Verbeeg Hill has fallen.  Highfolk is in more danger now than ever before.  The Perrenland Army is seeking to spread 
  out from Verbeeg Hill.  They are extending patrols deeper into the forest to test our defenses.  Please gather up some 
  allies to find and scout out patrol movements and composition.  Do not engage the patrols unless necessary, since the 
  invading army has numerical superiority.  Report back your findings.   
   
  Raggan Glinttooth  
   
  RANGERS OF THE VESVE 
  The Perrenland Army is seeking to spread out from Verbeeg Hill.  They are extending patrols deeper into the forest to 
  test our defenses.  Please gather up some allies to find and scout out patrol movements and composition.  Do not engage 
  the patrols unless necessary, since the invading army has numerical superiority.  Report back your findings.   
   
  Kirila Layften, Forest Captain of the Rangers  
  
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  Page 43 
  TEMPLE AFFILIATION: DOCK OF THE RUSHING WAVES 
  Tragedies on the water are not good for temple attendance.  Please render all possible aid for those harmed by the 
  sinking of the Velverdyva Queen.   
   
  Thank you, 
  Sacred Harbormaster Johim Bahnree of the church of Xerbo 
   
  TEMPLE AFFILIATION: NOREBO 
  Good Patron, 
  Your presence is requested at the Hero’s Rest Tavern at noon. 
   
  Mercermillan 
  Temple of Norebo 
   
  TEMPLE AFFILIATION: TEMPLE OF CHANGE 
  The Sailor of the Sea and Sky (Procan), father of our deities is displeased with the recent tragedy of the casino ship 
  sinking.  It bodes poorly for both sea life and navigation of the waterways.  Do what you can to remedy or aid this 
  situation. 
   
  Geldrin Weaveron, High Priest of Atroa, Temple of Change 
   
  CARESSED BY ANGELS 
  Blessed images come to you in your sleep.  Gliding through the forest is a glowing ball of light, floating about the chaos 
  that embodies it.  The ball floats nearer towards a body of water.  People scramble from the water as the ball plunges 
  down into the depths.  Suddenly, the ball is obscured in a mass of bubbling, frothing water.   All goes black.  You know 
  that there are bad things going on underwater and you must stop and destroy it.   
   
  TOUCH BY DEVILS 
  A dark part of your birth brings you images in your sleep.  The last several nights, your dreams have been filled with 
  images of water.  Slowly, along with the water comes a feeling of power.  The power seeps into you, invigorating you and 
  leaving your hungry for more.  You aren’t sure where or how, but you know that you want that source of power.  Obtain 
  it! 
   
  KARMA CHARACTERS 
  A dark part of your birth brings you images in your sleep.  The last several nights, your dreams have been filled with 
  images of water.  Slowly, along with the water comes a feeling of power.  The power seeps into you, invigorating you and 
  leaving your hungry for more.  You aren’t sure where or how, but you know that you want that source of power.  Obtain 
  it!  A voice comes to you, “Both Nerull and I struggle over death.  Make me victorious.”   
   
  HELPINGER HANDS OF EHLONNA 
  People are sad and lots of folks need your help.  There’s only one option open to you, help out those in need wherever 
  you can and refuse all payment!
  
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  Page 44 
  PLAYER HANDOUT 2: THE COIN 
   
   
  
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  PLAYER HANDOUT 3: CLAN MOONBOW INSIGNIA 
   
  
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  Page 46 
  PLAYER HANDOUT 4: SITHARI’S TALE 
  Xeraco Amastodel began his life similar to many other elves in the Vesve; he was taught swordplay, archery and woodcraft. He 
  had many friends and acquaintances, including another Moonbow elf of a different family – his closest friend, Sithari 
  Silvanara. Xeraco took to the longsword quite adeptly, while Sithari preferred heavier weapons; both sadly had to wield them 
  on the occasions that odd creatures or invaders wandered into the Moonbow ancestral homelands. Sithari and Xeraco fought 
  hand in hand to repel these invaders. 
   
  As with many young elves, Sithari gradually matured and fell in love and eventually married. Xeraco was a devoted guard 
  and scout of the Moonbow ancestral territories. Both devout followers of Correlon Larethian, Sithari chose Xeraco to be the 
  first one to know that he intended to wed his paramour, a sorceress of small renown named Ireth Elendil. All went fine for a 
  while after the wedding. Besides being a border warden of the Moonbow, sneaking through the underbrush to assail intruders 
  or following those unwittingly lost, Xeraco chose to take on small missions for the clan; it was during one of these trips that he 
  found his wondrous sword. The sword was made of a rare metal with an oddly reflective crystal in its hilt. Xeraco loved the 
  sword, but never really learned what it was made of, nor did he care.  
   
  Both of these friends were happy in their different ways. One day, a rampaging dire boar burst into their village. Xeraco 
  gave it a deep slice to the shoulder with his blade. Sithari's wife Ireth magically jaunted to investigate the noise as well and 
  flung magical darts of force at the beast. It should have been dead, but it still continued forward, turning towards the sorceress. 
  Xeraco charged the beast, but his sword clattered off the beast's thick hide. Several more darts flew unerringly towards the 
  boar, but Ireth was soon flying through the air, courtesy of the beast's large tusks. Xeraco continued to hack at the boar, 
  attempting to keep it away from the rest of the village; after what seemed to be a thousand cuts, he finally succeeded in slaying 
  it. 
   
  He ran quickly to Ireth Elendil, but she had already perished. Soon Sithari and other some other villagers responded as 
  well, seeing the dead beast and Xeraco cradling Ireth's broken body. Both of the friends were shattered; Sithari because his 
  loving wife was dead, Xeraco because he had failed in his duty to protect the elven settlement. Sithari held no hatred in his 
  heart for his friend, but Xeraco could not bear to be around Sithari any longer; every time he saw his friend, the feelings of guilt 
  and inadequacy boiled up inside of him. Xeraco became distant, not only from Sithari, but from the rest of the elves as well. 
  Xeraco stalked the borders of the Moonbow lands and slain bodies were found with the marks of his sword on it. 
   
  Sithari soon left the place where he lost both his wife and his friend, becoming a loner as well, having almost no contact 
  with anyone, especially his clan, slipping through the woods assaulting the orcs and other foul creatures that seeped in. Elves 
  from the community in which they were born and raised say that when the call came for Moonbow troops to volunteer to 
  protect Verbeeg Hill against the intrusion of the humanoids and Perrenders, Xeraco oddly came forth to take what would have 
  been Sithari’s place after it was determined that Sithari indeed was not returning to help his clan at this time of need. This was 
  the first time that Xeraco had left his self-assigned post for decades. Everyone was unsure of his motivation, but too afraid to 
  question him.  
   
  Sithari and Xeraco have not spoken since that fateful day and Sithari would like something to remember his former friend 
  by.   
  
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  PLAYER HANDOUT 5: A QUICKLY SCRIBBLED NOTE (IN GNOMISH) 
   
  I fear my time is at an end. 
   
  The trapping debris will not break or bend. 
   
  Never again riding past the trees, 
   
  Never again roaming on the prairies. 
   
  I may only be one small Gnome. 
   
  But if you find me, please take me home  
   
  (to Gildenhand). 
   
  Corynottin Mardpest Wilanoggin 
   
  
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  PLAYER HANDOUT 6: SQUIRREL SYMBOL 
   
   
   
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Highfolk/597/Normal Scenarios/HIG7-01 - Luck Lost (APL 2-8)/HIG7-01 - Luck Lost.pdf