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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  DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s Handbook, 
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  For questions specific to this document and your region please e−mail your triad point of contact (POC) at 
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  , 
  ; for LIVING GREYHAWK campaign questions email rpgahq@wizards.com. 
  PER6-03 
   
   
   
  The Fate of the Lina Gersiten 
   
  A One-Round D&D LIVING GREYHAWK
  ®  
  Perrenland Regional Adventure 
  Version 1.0 
  By James Dempsey 
  Playtesters: Jeff Richardson, Jon Naughton, Justin McGuire, Leanne Dempsey, Bruce Paris (GM), Antigone Paris, 
  Joseph Schibberas, Robin Farnsworth, Sue Allen, Patrick Williamson (GM), Joe Fitzgerald, Jula Riket, Matt Barker, 
  Peter Holmes, Sam Lynch, and Scott McManus. 
   
  Welcome to the sacred Isle of Cli, where the Voice has its primary seat of learning, the College of Cli, and the Grove 
  watches over a large Old Seed area. You have arrived for the biennial festival of Hachjemuziek, but are approached with 
  a request to assist a very strange looking elf. Will you answer the request? An adventure for APLs 4 to 12 of special 
  interest to members of the Voice, Grove and Zee Auszugen. 
  
  RPGA SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK™ campaign—a worldwide, 
  ongoing D&D campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the table Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have to be a 
  HERALD-LEVEL GM to run this adventure if you are not 
  the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second player and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth one (1) point.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2007.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com.  
   
  PLAYERS READ NO FURTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this adventure 
  as part of an RPGA-sanctioned event, reading beyond this 
  point makes you ineligible to do so.  
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D books: Player’s Handbook, Dungeon 
  Master’s Guide, and the Monster Manual.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Sidebars contain important 
  information for you, including special instruction on 
  running the adventure. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Full information on NPCs 
  and monsters are given in Appendix 1.  
   
  Along with this adventure you’ll find a RPGA Table 
  Tracking sheet. If you’re playing this adventure as part of 
  an RPGA-sanctioned event, complete and turn in this 
  sheet to your senior GM directly after play. You’ll also 
  find a LIVING GREYHAWK Adventure Record (AR).  
  LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat 
  (most 
  likely 
  dogs 
  trained for war), 
  other than those 
  brought 
  by 
  virtue of a class 
  ability (such as 
  animal 
  companions, 
  familiars 
  paladin’s 
  mounts) or the 
  warhorse 
  of a 
  character 
  with 
  the 
  Mounted 
  Combat feat, use 
  the sidebar chart to determine the number of levels 
  you add to the sum of step one. Add each character’s 
  animals separately. Animals with different CRs are 
  CR 
  1 
  2 
  3 
  4 
  1/4 and 1/6 
  0 
  0 
  0 
  1 
  1/3 and 1/2  
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  5 
  6 
  7 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  7 
  7 
  9 
  10 
  11 
  The Fate of the Lina Gersiten 
   
  Page 2 
  
  determined separately using the chart; then, take the 
  highest CR animal (or animals), and add 2 (drop 
  fractions). This result is the effective character level 
  for a mixed-CR group of animals. A single PC may 
  only bring four or fewer animals of this type.  
  3. 
  Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round up to the nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLS are given in even-
  numbered increments. If the APL of your group falls on 
  an odd number, ask them before the adventure begins 
  whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. If a player 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character receives only one-half of the 
  experience points and gold for the adventure. This 
  simulates the fact that either the PC was not challenged 
  as much as normal or relied on help by higher-level 
  characters to reach the objectives. 
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may 
  not play the adventure. 
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1
  st-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  
  3. 
  help protect them, and fight for them. 
   
  TIME UNITS AND UPKEEP 
  This is a standard one-round regional adventure, set in 
  Perrenland. Characters native to Perrenland pay one 
  Time Unit per round; all others pay two Time Units per 
  round. 
   
  Adventurer’s Standard Upkeep costs 12gp per Time 
  Unit.  Rich Upkeep costs 50gp per Time Unit.  Luxury 
  Upkeep costs 100gp per Time Unit. Characters that fail to 
  pay at least Standard Upkeep will retain temporary ability 
  damage until the next adventure, must buy new spell 
  component pouches and healer’s kits, and may suffer 
  other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this scenario. 
   
  A character that does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild.  If the character possesses four or 
  more ranks in the Survival skill and succeeds at a Survival 
  check (DC 20), the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, may 
  refill spell component pouches and healer’s kits, and may 
  restock up to 20 arrows or bolts if the character has at 
  least four ranks in Craft (bowmaking).  The player is 
  allowed to Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 3 of the LIVING GREYHAWK Campaign 
  Sourcebook. 
  Adventure Background 
  The Sternverfolger family of the Vestmeer Meerijder 
  clan has owned the caravel Lina Gersiten for over 40 
  years. It was built for the family in 550CY, who named it 
  after their son Kôrd’s childhood sweetheart who died in a 
  tragic accident during its construction. While horsing 
  about on the partially built ship, she was pushed forward 
  by a sailor and tragically at the same time a beam slipped 
  and fell onto her, killing her. She was 17 years old. 
   
  The Lina Gersiten went missing in Patchwall 594CY 
  while on a journey from Hugelrote to Traft. It had a crew 
  of 18 and a mixed cargo including grain, raw metal and 
  furnishing and other possessions of some families fleeing 
  the trouble in the west. The rumours say she was one of 
  the first to be taken by the pirates operating in the west, 
  but in fact she strayed from her course and foundered. 
   
  With an unseasonable southerly wind blowing, and 
  the ice already starting to encroach, she went further 
  north than the lake’s trading boats ever dare. In the 
  middle of the lake, amidst a thick fog she foundered on 
  rocks to the loss of most of the crew. Captain Kôrd 
  Sternverfolger, now in his early 60s, was badly injured, 
  but managed to survive for a little longer than the rest of 
  the crew. When the fog thinned, he saw a strange island, 
  perhaps half a mile from where they had foundered. As 
  he was describing the event in his journal, a spectral 
  image of his childhood sweetheart appeared to him and 
  he could write no more. 
   
  The Lina Gersiten lay on the rocks for weeks, but 
  unlike others who had come to their end in these waters, 
  The Fate of the Lina Gersiten 
   
  Page 3 
  
  the cold set it free. The early and sudden onset of winter 
  under the gloom caused a bizarre formation of ice around 
  the ship. After a while it began to drift, eventually the 
  iceberg encasing the ship ended up heading towards the 
  Swabbonwalder (Nixie) town of Lensa. 
   
  The nixies noted the coming of the iceberg, along 
  with the strange structure inside it, and decided to get 
  assistance from the air breathers, as it was really their 
  issue. 
  Other Perrenland Background Items 
   
  Das Grünfest is a music festival. It was first featured 
  in the Perrenland regional adventure PER4-09 One Jên 
  Too Many. That event was also associated with The Voice. 
   
  Old seed areas are locations that the Grove watches 
  over and attempt to maintain as close as possible to 
  wilderness. The grove strongly discourages entry into 
  these areas, and completely bans hunting and farming on 
  these lands apart from by the Grove custodians. Often 
  there is a more accessible grove as part of an old seed area 
  that may be visited if one wishes to contact the 
  custodians. The polite ritual to enter the grove is to 
  approach, plant a staff or standard, and wait for your 
  entry request to be answered by the residents of the 
  grove. 
  Adventure Summary 
  In the Introduction the PCs see the Isle of Cli and 
  observe the festival in progress. Members of The Voice 
  will then contact them, asking for their assistance. 
   
  In Encounter 1 the PCs are introduced to the nixies 
  and start their journey to the city of the fey. 
   
  In Encounter 2 the PCs are attacked by a small 
  group of aquatic creatures while on their way to the city 
  of the fey. 
   
  In Encounter 3 the PCs arrive in the city of the fey 
  and get the chance to look around. They may stay the 
  night in the city should they desire. The journey to the 
  ice encased ship is uneventful. 
   
  Arriving at the ice encased ship, Encounter 4 sees 
  the PCs having to find a way into the ice berg and onto 
  the ship. They will also encounter an ice-based trap when 
  entering the ship. 
   
  Encounter 5 is a fight with the arisen spectre of the 
  ship’s 
  namesake, 
  Lina 
  Gersiten, 
  and 
  potentially 
  enthralled crewmen. She is roaming the lower deck of 
  the boat. 
   
  In Encounter 6 the PCs obtain entry to the captain’s 
  cabin of the ship, tackling another ice trap. This time the 
  trap can be either disarmed, or bypassed if PCs think to 
  do so. Inside, the PCs will find a journal which will hint 
  at an island within the uncharted waters at the centre of 
  Lake Quag. 
   
  Encounter 7 is an optional encounter where the 
  boat can be freed and returned to the Isle of Cli, gaining 
  the PCs an extra favour. 
   
  In the Conclusion the PCs may gain favour of The 
  Voice, the nixies and the Sternverfolger merchant family. 
  Preparation for Play 
  IMPORTANT DMs NOTE: There are a number of 
  special effects in play within the nation of Perrenland at 
  this time. These include a huge smoke cloud over the 
  Yatil Mountains, a nightmare affecting all in Perrenland, 
  lifestyle changes due to a failed harvest and many 
  Divination spells going awry at the instigation of Iuz. See 
  Appendix Seven for details.  
   
  This adventure will be much more difficult for 
  Asherati due to the fact that much of it occurs 
  underwater. Due to the provision of some water 
  breathing ability it is, however, not impossible for them.  
   
  Check 
  with 
  the 
  PCs 
  if 
  they 
  have 
  any 
  favours/disfavours which you need to be aware of. E.g. 
  The Notice of Iggwilv needs to be rolled before the 
  adventure. 
  Introduction 
  Give the players Player Handout #1 and Player 
  Handout #2. 
  The Isle of Cl  is on the northwestern edge of Lake 
  Quag, just north of the canton of Hugelrote. The 
  island is mostly given over to an old seed area tended 
  by the Grove, but The Voice also has its premier 
  college, the College of Cli, located in the township of
  Cl  on the western side of the island. You came v a 
  boat to the island to attend the festival of 
  Hachjemuziek. Only held every second year, it 
  celebrates the important role that music has always 
  had in the l e of the people. 
  i
   
   
  i
  i
  if
  i
   
  If you have attended Das Grünfest in Krestible, 
  you may have had expectations of a Voice festival, but 
  what you are now in the midst of is nothing l ke that 
  event. Here the personalities seem to be taking 
  second place and the religious and historical 
  significance has come to the fore. 
  The Fate of the Lina Gersiten 
   
  Page 4 
  
   
  l
  i
  i
  l
  l
  i
  A splendid parade has almost finished passing. At 
  its head were five ranks of trumpeters, their strident 
  chorus heralding the arrival of the festival. They were 
  followed closely by a Rotte (squad of 10) of riders 
  from the 6
  th Auszugen in full dress uniform. Many 
  around you whispered concern, both at their youth 
  and their number. Normally the locals say there are is 
  at least a Dritterotte (3 Rotte) of highly decorated and 
  experienced members in the parade. It seems the 
  hard times are being felt even on the Isle of Cli. 
  Fol owing them were many ranks of the senior bards 
  of the Voice in their brightly coloured ceremonial 
  robes, always topped by their purple trimmed cloaks 
  of office. 
   
  Then came a covered carriage in which you 
  caught a gl mpse of a stunning oaken lyre; its detail 
  h ghlighted in silver. This must be the famed Lyre of 
  Cli, perhaps the most precious of the Flan artefacts 
  preserved by The Voice. Its honour guard certainly 
  indicates some importance. Now before you is an 
  uncovered carriage, the leader of the Voice, 
  Hetkanzler Sofía Soraver sitting tal  and proud, 
  beaming at the gathered well wishers. From around 
  the corner behind her comes the beautiful sound of a 
  mixed troupe, most likely the Troubadours of the 
  Col ege of Cl . You can pick out the sounds of lutes, 
  horns, lyres, flute and of course the tenor and alto 
  voices singing the sacred songs of the Voice. 
  At this point the party can choose to mingle and meet. 
  There are taverns open (most notably the “Eagle and 
  Child” and “The Voormann’s Arms”), markets in various 
  squares selling roasts, pies, cheeses, berries and beverages 
  including meads, beers, cordials (fermented and non-
  fermented) and milks. This is where the PCs might meet 
  up if they are not already gathered in a group. 
   
  The DM should remember that the famine is in 
  effect and while there are few refugees here, there is a 
  shortage of supplies and many shops will be noticeably 
  short of stock. Most shopkeepers will be putting on a 
  brave face for the festival while still being very concerned 
  about the future. 
   
  Cli (Small Town): Non-conventional; AL NG; 800 
  gp limit; Population 950 – Human 87% (Fo), Lizardfolk 
  5%, Elf 3%, Gnome 2%, Dwarf 1%, Other 2%)  
  Governance: Town council answerable to the kanzlers 
  (governors) of the College of Cli. 
   
  The town has one main road leading from the docks, 
  up-hill through the town and to the main college 
  buildings. The next largest road leads out of town and up 
  to the grove on the hill. A number of small side streets 
  come off these roads. 
   
  A 5-foot high wooden palisade and a roughly 3-foot 
  deep dry ditch surround the town. New work is being 
  done to replace strategic parts of the palisade with a 
  higher stone wall. The barrier exists both to ward off 
  particularly brave nomad raiders, but also to define the 
  boundary with the rest of the island, which is an old seed 
  area.  
  Voice Members 
  PCs who are members of the Voice meta-org should be 
  wearing their cloak of office. People in the street will 
  greet them and direct them to the college. Cli is a small 
  town and all the locals know each other and will 
  recognise “out of towners”. If they do approach the 
  college they will be given access and have the 
  opportunity to wander about. If the PCs investigate the 
  College, read or paraphrase the following. 
  The College of Cli surrounds a hill top in the 
  northeast of town. Its three main buildings are joined 
  by a variety of well-tended gardens. The Hall of The 
  Voice is the oldest and most imposing of the 
  buildings, three storeys high and ringed with two 
  rows of decorative busts. Cadeau House is the elegant 
  two-storey stone and wood residence for staff, 
  students and visiting Voice members. The Vroed 
  Library is the third of the College buildings, with its 
  dramatic flying buttresses and stained glass windows. 
  The library appears to still be under construction, 
  although there are no signs of activity about the 
  partially constructed wing of the building. 
  The PCs can wander around themselves, or they could 
  join up with a tour being taken around the grounds, 
  depending on what you feel would fit the mood. 
   
  The College of Cli is presided over by the Board of 
  Kanzlers. The Kanzler of the college, who is normally 
  also the HetKanzler of The Voice, heads this. The current 
  incumbent is Hetkanzler Sofía Soraver. A variable 
  number of Unterkanzlers also serve on the board. 
  Currently there are five Unterkanzlers, but at times there 
  have been up to 8. These are the holders of important 
  posts within the college. There are currently 27 other 
  staff and 45 students in the college, along with 25 visiting 
  members of The Voice and other arms of the Old Kerk. 
  Hetkanzler Sofía Soraver, Female flan human Brd14, 
  53 years old 
   
  The college consists of three major buildings, being 
  the Hall of The Voice, Cadeau House and the Vroed 
  Library. Interspersed between these are well-tended 
  gardens, some open, some intimate. 
  The Fate of the Lina Gersiten 
   
  Page 5 
  
   
  Settlement on the Isle of Cli, and the presence of 
  bardic lore keepers, has existed in some form since before 
  the coming of the Aerdi Empire. A DC 20 Bardic 
  Knowledge, DC 22 Knowledge (History), DC 25 
  Knowledge (Local - Iuz's Border States) or a legend lore 
  spell will determine that in fact the College of Cli is the 
  last of seven ancient colleges that existed across the 
  Flanaess and linked Flan culture. The colleges predate 
  the Rain of Colorless Fire. 
   
  The Hall of The Voice is the oldest of the College’s 
  current buildings, dating back to 392CY. It is a three 
  storey stone building, decorated on the outside with 
  busts of great Flan bards. Including the former 
  Hetkanzlers of the Voice. The Hall contains a large 
  auditorium, finely tuned for oratory and quieter 
  instruments such as harps, flute and lyres. The 
  auditorium is decorated with purple drapes and carved 
  wooden panels depicting scenes from famous Flan 
  legends. Also in the Hall are smaller lecture rooms 
  (generally catering for classes of at most 20) and the 
  offices of the staff of the College. 
   
  Cadeau House is the major hall of residence for the 
  College of Cli. It is an elegant two storey stone and wood 
  building at least 70 years old. It provides living quarters 
  and gathering areas for up to 120 staff and students at a 
  time.  
   
  The Vroed Library is the newest of the buildings at 
  the College, the first stages built only 15 years ago. They 
  were funded by a bequest made by Êrikè Vroed, a very 
  successful bardic adventurer, who later became a 
  loremaster. In fact this building is still under 
  construction, with one wing unfinished, construction 
  halted as a result of the war with Iggwilv and her son. 
  The library is two storeys high and made of stone mined 
  from the Yatils. It has flying buttresses and stained glass 
  windows. The Vroed Library houses some of The Voice’s 
  treasures, including ancient manuscripts, more recent 
  learned works and of course the Lyre of Cli. A DC 15 
  Bardic Knowledge, DC 18 Knowledge (History), DC 20 
  Knowledge (Local - Iuz's Border States) or a legend lore 
  spell will determine that this building is built over 
  ancient ruins. 
   
  Once the PCs have explored a bit they are 
  approached by a functionary and asked to attend a 
  discussion with Unterkanzler Dîrk Kanetild, who 
  apparently is in charge of external relations. They are 
  ushered into his office. 
  Grove Members 
  Any PCs who are members of the Grove meta-org may 
  well be interested in seeking out the Old Seed area on the 
  island. In essence this consists of the entire island and its 
  surrounds, with the town of Cli the only area that may be 
  visited without prior Grove permission. Just outside the 
  town of Cli. The most obvious place to start is the grove 
  just over the river from Cli. It is expected tat PCs will use 
  the usual protocol of approaching the grove, planting 
  their staff in the ground and waiting for a response. A 
  DC12 Survival check or a DC 15 search or spot check will 
  let the PC notice the area outside the grove used for this 
  purpose, and work out what the protocol is. 
   
  After a short wait the PC(s) will be approached by 
  one of the Quagaloogal lizardfolk who watch over the old 
  seed area. Some PCs may be members of the Quagaloogal 
  tribe, or bear their tattoos (from “Ghosts at the 
  Waterside”). These PCs will be greeted warmly as follows: 
  “The keeper looks at you and begins an elaborate foot 
  stomping dance, spinning in a lazy circle arms out 
  wide.  He is making sounds that are almost sub-
  harmonic, obviously singing something.   
  Members of the Quagaloogal will instantly know this 
  dance as a meeting ritual; and those who speak/know 
  Draconic will hear the following: 
  From afar I see my brothers and sisters. 
  From afar I hear my brothers and sisters. 
  From afar I need my brothers and sisters. 
  Now they have returned. 
  Now they have returned. 
  Grove members will also be greeted, but in a more 
  business like manner. 
   
  The PCs are ushered into the grove and may look 
  around. The actual Old Seed area is off limits to non-
  grove members, and even Grove members will be asked 
  to respect the keepers wishes to allow the island to rest. 
  They are welcome to use this grove as their own however. 
  After a short time, the Quagaloogal will gain the courage 
  to ask the PCs: 
  “You appear to be skilled in adven ure?” and he will 
  pause for confirmation “Perhaps you might be able to 
  assist a fellow keeper of this area? Even now he has 
  approached the musical ones with a request for aid. 
  Perhaps you could meet him there in the city?” 
  t
  If asked he has the following information: 
  • 
  What are the other keepers?  
  The Old Seed area extends even beyond where we 
  can swim easily, covering the depths around the 
  island. The fey take care of these areas. 
  The Fate of the Lina Gersiten 
   
  Page 6 
  
  • 
  What do you mean fey? 
   
  Yes, you might call them Nixies. There are a number 
  of small communities near the island. Many amongst 
  them assist us to care for the waters around the 
  island. 
  • 
  Who is the person you want us to meet? 
   
  Aronor, a nixie who comes from their town Lensa. 
  He has approached the musical ones requesting 
  assistance to solve a problem they have that concerns 
  the humans also. 
  • 
  What is this problem? 
   
  I do not know of the problem itself, just that it 
  concerns the nixies and the humans. 
  • 
  What’s in it for us? 
   
  You would have to talk to the musical ones, or 
  Aronor, but it would also be seen as a great 
  contribution to your organization if you were to 
  help. 
  Zee Auszug 
  Currently there is a single Zee-Auszug keelboat docked at 
  the town. Any members of the Zee Auszug could easily 
  get access dock and be able to speak with the captain, 
  Auchfahnlein 
  Wilfrid 
  Ressigner. 
  Auchfahnlein 
  Ressigner is a fit mixed flan/Oeridian human in his early 
  30s. He has a slightly dour outlook and his first reaction 
  is to distrust people. He will gladly chat about the 
  progress of the war, and air his frustrations at being 
  stationed here watching out for nomads raiding, as well 
  as coping with this unnatural freeze and nightmares… 
   
  After a short time, and only if there are Zee-Auszug 
  members present, a messenger will arrive from the town, 
  dressed in Voice livery. A short discussion will take place 
  and the captain will turn to the PCs. 
  It seems that strange things are afoot in the town. I’ve 
  just been told that one of the lake folk has come up 
  from the depths and is asking for aid. Now I don’t 
  know f this s the sort of thing you do in your time 
  off, but I’d be mighty interested in finding out what is 
  going on. If you report back to me I’ll see to it you get 
  a good word put in at your next review. 
  i
  i
  Other PCS 
  Should there not be any members of the above 
  organisations, or should those PCs not take the hooks 
  above, the group will be approached by a messenger 
  dressed in Voice livery. 
  Excuse me good sirs, ma’ams, the Unterkanzler is in 
  need of some assistance and asked me to seek you out, 
  being adventuring sorts. If you have the time, he has 
  someone he would like you to meet. 
  Encounter One:  
  The Strange Looking Elf 
  You are ushered into a wel appointed office. Sun 
  streams in through a window to the north, assisting 
  the fire in the hearth to the south in warming the 
  room. A huge bookcase and display cabinet dominate 
  the two long walls to the east and west respectively. 
  The cabinet is filled with instruments, trophies and 
  artistic objects from a variety of cultures. A chaotic 
  desk, currently unattended, is across from the door 
  and there is a collection of armchairs near the 
  fireplace. As you enter a exquisitely dressed middle-
  aged flan man stands and beckons you over. 
  l-
  i
   
   
  i
  t
   
  “Ah, you have arrived! Please come and join us. 
  My name is Unterkanzler Dîrk Kanetild and my guest 
  here is Aronor.” 
   
  It is only after you reach the armchairs that you 
  can see the guest. He is a very short elf with green 
  skin and silver eyes; and, unless you are mistaken, he 
  is dressed in a flowing garment made of seaweed, 
  intricately decorated, but still seaweed! The n xie 
  stands and extends his scaly, webbed hand in 
  greeting. 
   
  “I am so glad you could spare some time for us. 
  Please take a seat. Now, in case you are wondering 
  Aronor is one of the Swabbonwalders (meaning 
  Wanderers of the Sea of Weeds). Aronor was just 
  telling me of an issue they have that they would like 
  us to look into. Aronor?”
  Aronor starts to speak. “A few days ago our scouts 
  spotted an iceberg heading towards my home town, 
  Lensa. Sadly these are not unusual even at this time of 
  the year with the Gloom.” He gestures upwards. “It 
  was heading directly for Lensa. If it hit it would cause 
  enormous damage, so our people went to redirect t 
  away. When they did, they found something strange, 
  an ‘air breathers’ vessel, encased deep inside the ice. 
  We have never seen its like before, so I was sent here 
  to inform you ‘air breathers’ about it.” 
   
  The Unterkanzler con inues, “While this is a 
  puzzling phenomena, the College is extremely busy 
  with the Hachjemuziek festival and we cannot spare 
  anyone to investigate it. It was my thought, however, 
  that adventurers such as yourselves might perhaps be 
  interested. Would you be able to investigate, deal 
  The Fate of the Lina Gersiten 
   
  Page 7 
  
  with it the best possible manner and report back 
  please?” 
  NPCs 
  Unterkanzler Dîrk Kanetild: Male flan human Brd11. 
  Aronor: Male nixie (sprite), see Monster Manual page 
  235. 
  The PCs may well have questions for either person. 
  Possible answers are included below, which can be 
  adapted depending on what the PCs ask. Run this as a 
  conversation if at all possible though. 
  Unterkanzler Dîrk Kanetild 
  • 
  Who are the Swabbonwalders?  
   
  This is the name the Nixies of the region give to 
  themselves in Stamtaal. They are a race of fey, 
  normally reclusive and this visit is a very rare 
  opportunity indeed. I believe they also assist the 
  Quagaloogal in maintaining the Old Seed area that 
  this island is a part of. 
  • 
  Can we trust the Swabbonwalders?  
   
  They have been here longer than us my friend, and 
  generally keep to themselves. I cannot see what they 
  might gain from offering us this opportunity. 
   
   
  It may also interest you that The Voice has had 
  dealings with the Swabbonwalders for many years, 
  our love of music providing a common link. 
  Meetings such as these are still an unusual event 
  though.  
  • 
  Do you have any instructions for dealing with it? 
   
   
  No, only that you should ensure it does not crash 
  into the Nixie town! I am intrigued as to how it was 
  encased in ice and drifted here though. I am sure 
  there is a tale in that. (The last is said with a far way 
  expression as Dîrk considers the potential). 
  • 
  How do we get into it? 
   
  Being adventurers, I had rather hoped you would be 
  the ones who could answer that question.  
   
  Note: He will look a bit awkward as he says this.  
  • 
  Can we keep the ship?  
   
  That depends on how old it is I guess. If there is still 
  a registered owner, I am sure they would pay a 
  reward for it back. If not, then yes I guess you could 
  dispose of it as you wish. 
  • 
  What’s in it for us?   
  If you can bring back the story of how it came to be 
  there I will pay you 25xAPL gold each. 
  • 
  Why should Perrenders care about this ship? 
   
  I feel we have a responsibility to tidy up our mess. 
  Obviously 
  this 
  is 
  not 
  something 
  the 
  Swabbonwalders put into the water, so I feel we 
  should be pulling it out. 
  • 
  Can we take a gift from The Voice? 
   
  Certainly, I can arrange for a small gift to take with 
  you.  
   
   
  Note: The gift will be a small, beautiful 
  masterwork stone harp.  
  Aronor 
  • 
  Who are the Swabbonwalders?  
   
  This is the translation of our name in your Stamtaal 
  language. We are a race of fey, normally reclusive 
  and this visit is a very rare opportunity indeed. I 
  believe they also assist the Quagaloogal in 
  maintaining the Old Seed area that this island is a 
  part of. 
  • 
  Where is this iceberg?  
   
  It is currently off to the east of Lensa, when I left it 
  was about 20 miles away. 
  • 
  How do we get there?  
   
  I have arranged mounts for a group. We can get to 
  Lensa today if we hurry and then set out for the 
  iceberg from there. 
  • 
  Mounts? But I thought you lived underwater? 
  We do. The mounts I have arranged can swim quite 
  fast. 
  • 
  Underwater? We can’t breath water you know! 
  I have brought with me a supply of items we have 
  that will allow you to breath underwater. 
  • 
  What about my familiar/animal companion? 
   
  You will be able to share the spells while within 
  close contact, but I can also provide you with extras 
  for these creatures if you wish. You will just need to 
  speak the command word for them. 
  • 
  How long do we have?  
   
  We have perhaps two or three days. I travelled 
  overnight to get here. I would hope to be back in 
  Lensa tonight. We will need to leave in no more than 
  an hour. 
  • 
  Can you defend us?   
  Ah, I am but a simple messenger. I bear no great skill 
  at arms. 
  • 
  What sort of ship is it? 
   
  I do not know much about the ship at all, I have only 
  the scouts brief reports to go by and we do not pay 
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  Page 8 
  
  much attention to the designs of your surface 
  vessels. 
  Note: If the PCs have any bludgeoning or slashing 
  weapons, Aronor will note these. He will laugh, warn the 
  owner that these types of weapons are of little use when 
  in the water, and enquire if the PC has an alternate 
  piercing weapon. 
  Development: 
  Once the questions have stopped, Aronor will offer to 
  meet the PCs at the docks in an hour. From there he will 
  lead the PCs down to a quiet beach outside of town. Once 
  there he will pick up a bag that lies hidden in the reeds 
  by the water and pull out a number of strange masks. He 
  will hand each party member one and explain their use. 
  “You place the top over your eyes and the bottom over 
  your nose. Now speak the word ‘Swabbonwalder’ and 
  you will be able to breathe water for 12 hours. This 
  can be done twice a day.” 
   
   
  f
  f
  i
  li
  The mask takes up the goggles slot. On command, while 
  worn, it bestows the benefits of water breathing for 12 
  hours up to twice a day and endure elements once a day. 
  The effect can be shared with familiars and animal 
  companions that stay close. Someone else can also speak 
  the command word and activate the mask once it is 
  donned (e.g. by an animal companion). Aronor says that 
  these items must be returned to him after the 
  investigation concludes. 
   
  While wearing the masks, PCs can speak and hear 
  normally and can articulate the verbal components of 
  spells. Armour check penalties will apply to swim checks, 
  so some characters may prefer to remove their armour for 
  part or all of the journey.  
   
  Note: This mask will partially negate the Asherati’s 
  water vulnerability. An Asherati wearing the mask will 
  not need to make constitution checks as she is breathing 
  water. However she will still be completely wet and 
  suffer –1 on all attack rolls, ability checks and skill 
  checks. Asheratis will be able to dry off once they have 
  entered the ship (encounter five onwards).  
   
  Treasure:  
   
  APL 4: L: 0 gp; C: 100 gp; M: 0 gp  
   
  APL 6: L: 0 gp; C: 150 gp; M: 0 gp  
   
  APL 8: L: 0 gp; C: 200 gp; M: 0 gp  
   
  APL 10: L: 0 gp; C: 250 gp; M: 0 gp  
   
  APL 12: L: 0 gp; C: 300 gp; M: 0 gp  
   
  Encounter Two: 
  Not So Tranquil After All 
  Note: While most PCs can ride the Hippocampi without 
  a large penalty, centaurs and animal companions will not 
  be able to ride them. There are a couple of sleds available 
  which can be pulled by up to two hippocampi each in 
  this situation. 
  Donning the strange masks, you enter the murky 
  waters of Lake Quag. The initial expected chill 
  quickly recedes and soon you are paddling around in 
  the shallow water, getting used to the feeling of 
  breathing water. Aronor quickly tires of your 
  exploration, and in strange burbling tones, says to 
  you:  
  “Follow me to the mounts.” 
   
  Kicking out, you move out into the deeper water 
  and catch up with Aronor. Shortly you see shapes in 
  the murky water and they resolve to reveal another 
  Nixie and 8 creatures, each hal  fish hal  horse. They 
  have fins nstead of hooves and mane, and their 
  equine bodies trails off into scaly fish tails. After a 
  short discussion between the two Nixies, you are each 
  assigned a mount of your own for the journey. 
  The mounts are named Tessarin, Ottormin, Firalor, 
  Athrindil, Eranan, Nithrel, Roldalor and Githael. 
   
  The creatures are slippery, scaly and awkward. 
  Despite the apparent good nature of the beasts you 
  have been given, the hippocampi mounts take some 
  effort to get used to. For much of the last few hours 
  you have been passing through a tall kelp forest, the 
  cool green fronds caressing your legs as your mounts 
  forge through the canopy. The ght faded quickly as 
  you descended and entered the forest, leaving you 
  with perhaps 40 feet of vision through the cold 
  murky waters 
  At this stage have the PCs make spot checks to see either 
  the hiding eels waiting for them to pass, or the ramfish 
  charging towards them. The foes have concealment from 
  the kelp, and the encounter will start at 40 feet range. The 
  kelp forest does not count as difficult terrain. 
   
  Creatures: 
  All APLs 
  Hippocampus: hp 25; see Appendix Six.  
  Note: All ELs have had one added to them to account for 
  the advantage the native creatures have over the PCs.  
  The Fate of the Lina Gersiten 
   
  Page 9 
  
  APL 4 (EL 6) 
  Dire Eels (2): hp 42, 42; see Appendix One.  
  APL 6 (EL 8) 
  Dire Eels (4): hp 42, 42, 42, 42; see Appendix Two.  
  APL 8 (EL 10) 
  Ramfish (2): hp 98, 98; see Appendix Three.  
  APL 10 (EL 12) 
  Ramfish (4): hp 98, 98, 98, 98; see Appendix Four.  
  APL 12 (EL 14) 
  Advanced Ramfish (3): hp 181, 181, 181; see 
  Appendix Five.  
  Tactics:  See the Dungeon Master’s Guide (pages 92 and 
  93) for the underwater combat effects. The lake is 
  counted as calm water (DC 10 Swim check) around the 
  island. If the PCs wish to fight from the backs of the 
  Hippocampi, they must make the normal ride checks, 
  but are counted as having “firm footing”. The mounts are 
  not trained for war, so will not make any attacks. 
  Important points are: 
  • 
  Thrown weapons are ineffective 
  • 
  Heavy penalties to ranged attacks (-2 on attack rolls 
  per 5 feet of water they pass through). 
  • 
  Possible penalties to slashing and bludgeoning 
  attacks (See table 3-22 on DMG p92) 
  • 
  Spells with the fire descriptor are ineffective unless a 
  Spellcraft check DC 20+spell level is made. 
  • 
  Targets more than 10 feet away have concealment 
  due to the kelp forest. 
  • 
  Armour check penalties apply to any swim checks 
  attempted. 
  At APLs 4-6 the eels are hungry and will attempt to bring 
  down one member of the party per pair of eels. They will 
  detach and swim away when they get to 25% or less hit 
  points. 
   
  At APLs 8 and above, the ramfish are defending their 
  newly expanded territory. They will charge into attack to 
  make use of their powerful charge ability. If too many 
  attackers are close, the ramfish will bullrush one 
  opponent out of the group as far as possible. They will not 
  consider the risk of attacks of opportunity until after they 
  have personally been hit by one. 
  Encounter Three:  
  The Underwater City 
  After the attack, you continue for a little less than an 
  hour before the kelp forest opens out. You can see 
  much further through the water here, a slight current 
  seems to be keeping the water clear. Looking down, a 
  group of low domed buildings sparkle in the light. 
  There are nearly 50 buildings in all. 
   
  Aronor speaks again in his burbl ng underwater 
  voice. “Behold Lensa, my home. You are the first air 
  breathers to visit here in many, many years. Most of 
  my peop e will find you strange and may even object 
  to your presence. It would be best if you stayed with 
  your escort, be it myself or another of my kind at all 
  times.” 
  i
  l
  l
  i
   
  You direct your beasts to swim down behind 
  Aronor and enter the town of Lensa. Now that you are 
  closer you see that the buildings vary in height and 
  are generally covered in seashells and other bright 
  items, which is what gives them the sparkle that you 
  saw. 
   
  As you move through the streets, many of the 
  sprites come out of their houses pointing and 
  whispering in harsh tones. Al  along the way to the 
  inn, the stares of the small green folk follow you. 
   
  The inn stands out, adorned as it is by a wooden 
  mermaid that obviously once graced the prow of a 
  ship. Inside the three storey inn, you first note that 
  there are no stairs, a central space instead allows 
  access to the various floors, a large hook at its top 
  could potentially be used to hoist heavy objects. The 
  absence of taps behind the bar is also surprising. 
  Looking around you can see that most patrons were 
  eating seaweed-based del cacies before they stopped 
  when you arrived. 
  Once at the inn, Aronor will offer the PCs 
  accommodation for the night. They do not have to take 
  this up, and could instead move straight to the iceberg. If 
  the PCs do stay at the inn, the top floor (of the 3 levels) 
  will be cleared for them. Aronor will let the PCs know 
  that this is so that they are not disturbed, but those who 
  speak aquan will note the mutterings being made about 
  the strange smell the PCs have. 
   
  The PCs can shop while they are here, and this 
  includes access to waterproof versions of instruments 
  made of bone, fish gut and shell. While moving about 
  they will hear snatches of song, always hushed when they 
  approach.  
  The Fate of the Lina Gersiten 
   
  Page 10 
  
   
  Characters who are obviously members of the Grove 
  or the Voice are treated with more respect, as there is a 
  history of contact with those organisations. Likewise 
  Kershane elves are regarded with more trust. 
   
  Lensa (Village): Conventional; AL N; 200 gp limit; 
  Population 450 – Nixie 100% 
  Encounter Four:  
  Arrival at the Lina Gersiten 
  It has been an uneventful hour’s trip from Lensa on 
  your hippocampi mounts. Only a dim glow comes 
  from above, with the cheering morning light 
  suppressed by Hel ’s Gloom. Aronor has indicated 
  that the iceberg should be somewhere about, but has 
  not been able to spot it so far. 
  l
   
  i
   
  As it is dark, the GM should confirm what light sources 
  the PCs are using. 
   
  The PCs can look for the ship/iceberg at this stage. 
  Give them a +4 bonus if they surface to look for it, and a 
  +2 bonus if they spread out to cover more area (you can 
  have them spot creatures darting about the water in a 
  threatening fashion to increase tension if they do). On a 
  DC 17 Spot check (repeatable every few minutes or so if 
  they all fail initially), they see: 
  A glint catches your eye to the east. Looming out of 
  the dark water is a strange mass. A splintered pole 
  hangs out from the bulk, running down its side, with 
  rotting scraps of sailcloth and rope trailing around it. 
  Your light-source glints off the many faceted surfaces 
  of ice, which rise to the surface some 30 feet above 
  you. 
   
  As you close, you can start to see the wooden 
  structure within. The ice seems emerge from jagged 
  gaping holes n the side and bottom of the vessel. 
  Swimming around the mass, your light picks out 
  letters on the back L-i-n-a  G-e-r-s-i-t-e-n and under 
  that Hugelrote. Apparently you have found the name 
  plaque on the ship’s stern. 
  The ice seems closest to the hull of the ship at its 
  base, while it is thickest around the middle, where 
  you can just barely see a shattered railing. 
  Give the players Player Handout #3. 
   
  For the DM’s benefit in describing the situation as 
  the party investigates, here are the important details: 
  • 
  The entire ship is below water. Above the water is 
  just a large jutting piece of ice. 
  • 
  The ship is totally sealed inside the ice, so when the 
  PCs make a hole to enter, the ship will not fill with 
  water. If they start making lots of holes in the ice 
  this may not remain the case though. The iceberg 
  will remain floating in either circumstance, although 
  the settling could be unnerving. 
  • 
  The ice is relatively thin around the base of the ship. 
  This area shows signs of wear and close inspection 
  (DC 15 Search check) will find shards of rocks. 
  • 
  The easiest place to get in will be via a hole into the 
  hold on the port side. This is where the ice is 
  thinnest and where the hull is already breached. 
  Tempt the PCs with descriptions of barrels and 
  chests barely visible. 
  • 
  Inside, the ship is dry but frosty as the ship never 
  sank as such. The hold was filled with water when it 
  was on the rocks, so will have a covering of ice over 
  everything. 
  • 
  The hull is showing extensive signs of impact with 
  rocks. The initial impact was on the forward port 
  quarter, but the ship swang around so there is 
  damage along the entire port side. Most of this is 
  below the water line, but the impact played havoc 
  with the open decks also, felling the front two of the 
  three masts etc. 
  • 
  A DC 20 Bardic Knowledge check, or a DC 25 
  Knowledge (Local – Iuz Border States) check will 
  allow the PC to recall basic details of the Lina 
  Gersiten, such as its age, the family that owns it and 
  that it was seen in port last year. 
  Getting into the Ship 
  To get into the ship, the PCs will have to pass through the 
  ice barrier (and possibly also through the hull). Stats are 
  given here for the expected paths of entry, improvisation 
  will be required for other ideas the PCs may come up 
  with. 
  Note: Ice has a hardness of 0 and 3hp/inch. Wood has a 
  hardness of 5 and 10hp/inch. It is very unlikely that 
  anything will burn underwater, however the ice should 
  be counted as vulnerable to heat or fire based magic. 
  • 
  Through a hole in the hull in the hold.  
  15 inches of ice before the hole, 6 inches after. 
  • 
  Through the hull in the hold.  
  15 inches of ice before the hull, then an inch of 
  wooden hull. 
  • 
  Through a hole in the hull in the lower deck. 
   
  25 inches of ice before the hole, 3 inches after. 
  The Fate of the Lina Gersiten 
   
  Page 11 
  
  • 
  Through the hull in the lower deck. 
   
  25 inches of ice before the hull, then an inch of 
  wooden hull. 
  • 
  Onto the main deck.  
  45 inches of ice before the hole, 3 inches after. 
  However there is only three feet clearance on the 
  main deck. 
  • 
  Through the hull in a main deck cabin. 
   
  45 inches of ice before the hull, then an inch of 
  wooden hull. 
  • 
  Onto the upper decks. 
   
  60 inches of ice before the deck. However there is 
  minimal clearance on these decks. 
  Trap 
  If the PCs entered via one of the cabins or closed decks 
  (i.e. not via the main deck or one of the upper decks), 
  they will have disturbed the ice lining the inside of the 
  hull. In each case the trigger is stepping through the hole 
  in the hull and onto the deck floor. The stats for this are 
  listed below. 
  APL 4 (EL 2) 
  Ice Shards: CR 2; natural; touch trigger (deck inside 
  hull); no reset; +13 ranged (1d4, shard); multiple targets 
  (fires 1d2 shards at each target within 5 ft. of the ice 
  wall); Search (DC 17); Disable Device (DC 22). 
  APL 6 (EL 3) 
  Ice Shards: CR 3; natural; proximity trigger (deck 
  inside hull); no reset; +15 ranged (1d4, shard); multiple 
  targets (fires 1d4 shards at each target within 5 ft. of 
  the trigger square); Search (DC 18); Disable Device (DC 
  23). 
  APL 8 (EL 4) 
  Ice Shards: CR 4; natural; proximity trigger (deck 
  inside hull); no reset; +17 ranged (1d6, shard); multiple 
  targets (fires 1d4 shards at each target within 5 ft. of 
  the trigger square); Search (DC 19); Disable Device (DC 
  24). 
  APL 10 (EL 5) 
  Ice Shards: CR 5; natural; proximity trigger (deck 
  inside hull); no reset; +19 ranged (1d6, shard); multiple 
  targets (fires 1d6 shards at each target within 5 ft. of 
  the trigger square); Search (DC 20); Disable Device (DC 
  25). 
  APL 12 (EL 6) 
  Ice Shards: CR 6; natural; proximity trigger (deck 
  inside hull); no reset; +21 ranged (1d8, shard); multiple 
  targets (fires 1d6 shards at each target within 5 ft. of 
  the trigger square); Search (DC 21); Disable Device (DC 
  26). 
  Encounter Five:  
  The Lower Decks 
  Hold (11) 
  A small amount of light comes in through the various 
  ice filled rents in the hull at this level. It scatters off 
  ice encrusted barrels and chests, most of which 
  looking l ke they have broken free of their bindings. 
  i
  The floor of the hold is covered in ice, meaning that any 
  fast movement requires a DC15 balance check to achieve. 
  Failing by 5 or more means the PC has fallen over. 
   
  Treasure: One of the chests looks very different to 
  the others – swollen, weather-beaten oak with brass 
  bindings. A DC 15 Knowledge (Nature) or Profession 
  (Sailor) check will indicate that it has been in the water 
  for quite some time. It contains the gear of a forgotten 
  adventurer. The chest is closed but the lock has been 
  sheared off and the hinges show signs of recent use. 
   
  Each weapon or armour piece in the chest is 
  engraved with a personal symbol in an unobtrusive place. 
  Once they see this, give the players Player Handout #5. 
  At APL 12 the chest also contains 5400 gp of precious 
  gems. 
   
  Note: It is important not to tell the PCs the exact 
  nature of the treasure, as some of it could have a bearing 
  on the next part of this encounter. The only information 
  detect magic will give them is what is listed in the ‘Detect 
  Magic Results’ section below. Identify, or analyze 
  dweomer will be required to work out the exact 
  properties of the items. 
   
  APL 4: L: 0 gp; C: 0 gp; M: 543 gp – mithral 
  breastplate (350 gp each), +1 rapier (193 gp each)  
   
  APL 6: L: 0 gp; C: 0 gp; M: 876 gp – mithral 
  breastplate (350 gp each), +1 rapier (193 gp each), vest of 
  resistance +2 (333 gp each) 
   
  APL 8: L: 0 gp; C: 0 gp; M: 1224 gp – mithral 
  breastplate (350 gp each), +1 rapier (193 gp each), vest of 
  resistance +2 (333 gp each), +2 buckler (347 each) 
   
  APL 10: L: 0 gp; C: 0 gp; M: 2140 gp – mithral 
  breastplate (350 gp each), +1 ghost touch rapier (693 gp 
  each), vest of resistance +2 (333 gp each), +2 buckler (347 
  each), ring of protection +2 (167 gp each), lesser 
  metamagic rod of extend (250 gp each) 
  The Fate of the Lina Gersiten 
   
  Page 12 
  
   
  APL 12: L: 0 gp; C: 900 gp (gems); M: 3040 gp – 
  mithral breastplate (350 gp each), +1 ghost touch rapier 
  (693 gp each), vest of resistance +2 (333 gp each), +2 
  buckler (347 each), ring of protection +2 (167 gp each), 
  lesser metamagic rod of extend (250 gp each) 
   
  Detect Magic Results: +1 ghost touch rapier 
  (moderate conjuration), +1 rapier (faint transmutation), 
  +2 buckler (moderate transmutation), lesser metamagic 
  rod of extend (strong (no school)), mithral breastplate (no 
  aura – not magical), ring of protection +2 (faint 
  abjuration), vest of resistance +2 (faint abjuration). 
  Sail Locker (12) 
  This room is filled with spare sails, sailcloth, sewing kits, 
  ropes, carpenters tools etc. 
  Lower Deck (9) 
  Entering this deck, you see a small corridor with 
  doors to the aft, and a pair of doors in the fore 
  bulkhead. The hull here seems mostly intact, with the 
  whole area in darkness. 
  On a DC 23 Spot check, the PCs see the following: 
  Looming in the aft corridor is a transparent and 
  faintly luminous image of a female human  The left 
  side of her face is crumpled and broken, as if crushed. 
  She floats rapidly towards you. 
  .
  On a DC 12 Sense Motive check, the PCs will also notice: 
  She wears an expression of pain mixed with anger 
  and hatred on her face and glares at you. 
  At APLs other than APL 6, add the following: 
  Behind her float a number of translucent men in 
  sailor’s uniforms, their faces contorted in expressions 
  of terror. 
  Creatures: 
  APL 4 (EL 7) 
  Ghost of Lina Gersiten: Ghost Com1; hp 6; see 
  Appendix One.  
  Ghost of a deckhand: Ghost War1; hp 6 see Appendix 
  One.  
  Ghost of First Mate Stefan: Ghost Exp2 Ftr3; hp 32; 
  see Appendix One.  
  APL 6 (EL 9) 
  Lina Gersiten: Advanced Spectre: hp 91; see Appendix 
  Two.  
  APL 8 (EL 11) 
  Lina Gersiten: Advanced Spectre: hp 91; see Appendix 
  Three.  
  Crewmen (2): Spectres; hp 45, 45; see Monster Manual 
  page 232.  
  APL 10 (EL 13) 
  Lina Gersiten: Advanced Spectre: hp 91; see Appendix 
  Four.  
  Crewmen (5): Spectres; hp 45, 45, 45, 45, 45; see 
  Monster Manual page 232.  
  APL 12 (EL 15) 
  Lina Gersiten: Advanced Spectre: hp 91; see Appendix 
  Five.  
  Crewmen (6): Advanced Spectres; hp 91, 91, 91, 91, 91, 
  91; see Appendix Five.  
  Tactics: Lina is filled with a burning hatred of all living 
  things. She will command her thralls (if any) into attack 
  and will attack without mercy herself.  
   
  At APL 4 she will attack those who look like sailors  
  (i.e. physically capable) first, so she will choose targets 
  roughly in order of decreasing STR+CON. The ghost of 
  the deckhand will attack the same target as Lina, if 
  possible, with the first mate attacking the next strongest 
  target.  
   
  At APL 6 and above Lina will use her flyby attack 
  from one cabin, through the cabin the PCs are in and into 
  another. If all cabins are occupied she will go in and out 
  of the ice (the gloom should still be in effect outside, so 
  no sunlight effects). To avoid attacks of opportunity she 
  will attempt to attack someone on the edges of the group. 
  The thralls will attack random targets, apart from at APL 
  12 where they will also attack in the same manner as 
  Lina, focusing on those on the edges of the party. 
   
  Note: During the fight if anyone sees her back give 
  them a DC 20 Spot check to spot a mark on her back, 
  followed by a DC 15 Heal check (could be a different PC 
  if relayed) to identify it as a bruise from a hand as if 
  shoved very roughly. 
  Development: It is possible, through rapid diplomacy 
  etc that the PCs may get the opportunity to speak to Lina. 
  She will start with an attitude of hostile (and will revert 
  to this each time she is attacked in any way) and needs to 
  become friendly before she will cease attacking and talk. 
  Should this happen, she will be confused, angry and 
  upset. Once helpful Lina will not be concerned if the PCs 
  tidy up the thralls.  
  The Fate of the Lina Gersiten 
   
  Page 13 
  
   
  The thralls themselves will be less susceptible to 
  negotiation. They see this second death as liberation from 
  undeath so will push the PCs to kill them by attacking 
  the PCs even if friendly. Only at helpful will they cease 
  attacking. Each retry of rapid diplomacy will need to start 
  from hostile no matter what the previous result. 
   
  Points for use by the GM during the discussion are: 
  • 
  She was ‘asleep’ for some time and then was 
  suddenly woken here. She has lost track of time and 
  only knows that it was more than a month that she 
  has been on board. She has no sense of what year it is 
  or how long she has been dead. 
  • 
  She has no idea of how she arrived here or why. She 
  has no memory of the time between her death and 
  her arrival here – describe it as forgotten or 
  repressed rather than not present, but she is not able 
  to retrieve those memories. 
  • 
  Lina and Kôrd were childhood sweethearts and had 
  intended to wed once Kôrd had started his career as 
  a sailor. 
  • 
  The last thing she remembers is being on Kôrd’s 
  family’s new ship while it was being constructed. 
  She remembers horsing around with one of the 
  Vestmeer boys her age (who was already a sailor), 
  getting pushed and then a snapping noise from 
  overhead and an immense but brief pain as a beam 
  struck her head. 
  • 
  She saw Kôrd in his cabin, but assumed he was 
  Kôrd’s father. If she is told this is Kôrd, she will cry 
  out in anguish and race to his cabin to mourn over 
  him. 
  • 
  Her death has left her with a hatred of sailors, apart 
  from Kôrd, and she snapped when she suddenly 
  arrived here surrounded by them. 
  • 
  She knows little about ships, and cannot match this 
  ship to the one she was on. However with help she 
  can confirm that it was the same length and width, 
  but only had the lower decks laid down with the ribs 
  of the hull extending above them at that time. 
  Officer’s Cabins (10) 
  Note:  If you are short on time, quickly summarise the 
  cabins as quarters containing mundane and personal 
  items only. Likewise a quick summary of the galley and 
  chain locker should suffice. 
   
  All four officers cabins are roughly the same, just a 
  bed or bunk as well as a footlocker. The footlockers 
  contain simple everyday items such as clothes, old 
  ordinary weapons, and personal memorabilia. One locker 
  contains a fiddle and bow, another a flute and small 
  drum. 
  Galley (7) 
  The galley is orderly although it shows signs of its 
  neglect. All food in the galley has perished and then been 
  frozen. A DC 15 Knowledge (Nature) or Profession 
  (Cook) check will determine that the frozen covering of 
  mould indicates that the galley had been abandoned for 
  about 2-3 weeks before it was frozen. A faint damp smell 
  pervades the room, and is detectable outside the door if 
  anyone stops there.  
   
  At the far end of the galley are two bunks, the 
  sleeping quarters for the cook and his assistants. There 
  are also four footlockers. All contain simple mundane 
  items only. 
  Chain Locker (8) 
  The ships anchor chain is stored here. Most of the chain 
  is played out as a result of the crew’s attempts to pull the 
  ship off the rocks. The hawsepipe (pipe for the anchor 
  chain) to the focsle deck is frozen solid, locking the chain 
  in place for the moment. The drogue (sea anchor) is 
  missing, having been torn off in the initial storm. 
  Encounter Six:  
  The Upper Decks 
  Focsle (6) 
  A large shard of stone dominates this room. Its shape 
  appears to match the hole rent in the hul  on the port 
  side. You see scrape marks and the remains of blood 
  pools that have been half-heartedly cleaned up, 
  indicating half a dozen corpses may have lain 
  scattered about the room. 
  l
  Inspection of the stone shard will reveal that it has gore 
  on it also as from an impact. A DC 15 Heal check will 
  determine that the remains are the result of a fatal impact 
  when the stone breached the hull in this room. 
   
  There are some chests amongst the bunks, but they 
  contain only poor quality clothing, letters from relatives 
  and other personal memorabilia. 
  Main Deck (5) 
  Peering onto the main deck, you cannot see far as the 
  deck is entirely covered with ice. There is perhaps 
  The Fate of the Lina Gersiten 
   
  Page 14 
  
  three feet clearance between the deck and the ice, 
  even less in places. What you can see is battered, and 
  covered in debris. A corpse lies below the main mast, 
  its face frozen in terror. 
   
  A medium person will be able to squeeze through this 
  area, a small person could walk through stooped, or it 
  could be excavated. The sailor was killed when they fell 
  from the rigging after fleeing the apparition of Lina. This 
  can be determined on a DC 15 Heal check. The deck 
  itself is covered with the debris of the mainmast, its 
  rigging and other gear that has broken free. Some of this 
  has been tidied, but not all. 
  Captain’s Cabin (3) 
  Possibly the nicest appointed cabin you have seen so 
  far on the ship, this room is still cramped and austere. 
  A table is placed under frosted windows that look out 
  the stern of the ship. A neat bed is set against the port 
  bulkhead. A body lies sprawled next to the table, 
  looking as though t has fallen from the chair, which 
  has been turned to face the door. 
  i  
  Upon closer inspection, the PCs will note that the corpse 
  lies clutching a dagger that has been thrust into its heart. 
  A DC 18 Heal check will determine that this was most 
  likely self-inflicted. The body shows some signs of decay 
  (about 2 weeks) but is now frozen. The corpse’s face is 
  frozen in an expression of obvious fear (DC 5 Sense 
  Motive). A DC 15 Sense Motive check will note the look 
  of recognition also present. 
   
  What happened was that after the ship ran aground; 
  the captain was injured, but not too seriously. He kept 
  going for a week or so, trying to find a way to get his ship 
  off the rocks, but with only a few crew left he did not 
  have a chance. When Lina’s apparition appeared to him, 
  he killed himself out of fear and anguish. Later his body 
  was frozen when the ice encased the ship. 
   
  In a pocket on the captain is a necklace with a 
  pendant, a holy symbol of Nerull. On the back it has the 
  same personal marking as the armour and weapons in the 
  chest. If they haven’t received it already, give the players 
  Player Handout #5. Kôrd had seen this in the chest 
  before any others had spotted it and had snatched it up to 
  avoid superstition amongst the crew. If it destroyed, it 
  will release Lina and any other undead on the ship, if any 
  still remain, and they will fade away never to return. 
   
  A journal lies open on the desk. Once discovered by 
  the players give them Player Handout #4. A DC 25 
  Knowledge (Geography) or DC 30 Survival check will 
  determine that the ship was in the mysterious fog 
  shrouded centre of Lake Quag, just further north than 
  Ironstaad. 
  Trap 
  The encasement in ice has caused structural damage to 
  the ship. This is most apparent in the captain’s cabin, 
  where one of the beams in the room has come loose. If 
  any PC steps in the 5’ square in front of the captain’s body 
  the beam will fall, potentially damaging anyone in that 
  square and the one next to it (i.e. to the port side). The 
  stats for this are listed below. 
  APL 4 (EL 3) 
  Falling Beam: CR 3; mechanical; proximity trigger 
  (deck in front of body); no reset; +14 melee (3d6); 
  multiple targets (strike target square and square to the 
  port of it); Search (DC 18) or Profession (Sailor) (DC 
  15); Disable Device (DC 23). 
  APL 6 (EL 4) 
  Falling Beam: CR 4; mechanical; proximity trigger 
  (deck in front of body); no reset; +15 melee (4d6); 
  multiple targets (strike target square and square to the 
  port of it); Search (DC 19) or Profession (Sailor) (DC 
  16); Disable Device (DC 24). 
  APL 8 (EL 5) 
  Falling Beam: CR 5; mechanical; proximity trigger 
  (deck in front of body); no reset; +15 melee (4d6); 
  multiple targets (strike target square and square to the 
  port of it); Search (DC 20) or Profession (Sailor) (DC 
  17); Disable Device (DC 25). 
  APL 10 (EL 6) 
  Falling Beam: CR 6; mechanical; proximity trigger 
  (deck in front of body); no reset; +16 melee (6d6); 
  multiple targets (strike target square and square to the 
  port of it); Search (DC 21) or Profession (Sailor) (DC 
  18); Disable Device (DC 26). 
  APL 12 (EL 7) 
  Falling Beam: CR 7; mechanical; proximity trigger 
  (deck in front of body); no reset; +17 melee (8d6); 
  multiple targets (strike target square and square to the 
  port of it); Search (DC 22) or Profession (Sailor) (DC 
  19); Disable Device (DC 27). 
  Wardroom (4) 
  This room is clean and intact. Obviously battened 
  down before the disaster, the table at its centre is 
  clean and the cupboards to the sides closed and tied 
  down. 
  The Fate of the Lina Gersiten 
   
  Page 15 
  
  The room is empty of anything other than very 
  functional dinnerware and serving utensils. 
  Focsle Deck (2) 
  This deck is completely encased in ice, and as a result it is 
  very hard to see much on it. What can be made out is the 
  foremast broken and hanging out over the side. 
  Quarterdeck (1) 
  Again this deck is completely encased in ice and very 
  difficult to access. The aft mast still stands complete, but 
  the rigging has collapsed onto the deck. Close inspection 
  would indicate that some attempt has been made to tidy 
  it up and repair the yard (i.e. the pole which should go 
  across the top of the sail). 
  Encounter Seven: Salvage 
  Once the PCs have investigated the iceberg and wreck, 
  there are a couple of options for dealing with the 
  problem. The nixies can use hippocampi and other 
  aquatic beasts of burden to ground the iceberg onto the 
  shore of the island, or they could divert it so that it 
  continues to float about the lake until it melts during the 
  summer. Lastly, the PCs could bring the boat/iceberg 
  back to Cli town and give it back to the Vestmeers. 
   
  Any reasonable scheme the PCs come up with to 
  return the iceberg should work. The whole boat is below 
  water level (see player handout #3 for details) though, so 
  the Lina will not be moving under its own power. Some 
  options include: 
  • 
  Towing the iceberg and ship back into port at Cli. 
  The Zee Auszug boat is the biggest boat in port 
  currently. 
  Auchfahnlein 
  Ressigner 
  could 
  be 
  convinced (DC 15 Diplomacy check) to assisting in 
  the towing.  Ropes will need to be attached to or 
  around the iceberg to allow it to be towed. 
  • 
  Getting the nixies to move the iceberg close to the 
  Cli township and then handing it to the Vestmeers 
  from there. 
  • 
  Leaving it to the nixies to deal with as stated above; 
  or  
  • 
  Using control weather, control winds or similar 
  spells to get the winds and ocean to assist moving 
  the iceberg. 
   
  The iceberg is of the blocky type, with steep sides 
  rising up out of the water ranging in height from 25 to 45 
  feet. Climbing the steep slippery sides of the iceberg 
  requires a Climb check DC 25. Walking on the top of the 
  iceberg requires a DC 17 Balance check. Due to its shape 
  there is no risk of the iceberg rolling over, although it 
  will move underfoot as the PCs change its weight 
  distribution. 
   
  In gratitude the Vestmeers will offer 300gp reward 
  and the Gratitude of the Vestmeers favour. In addition 
  they offer the PCs the use of the Lina Gersiten on a 
  voyage in the future when it has been refurbished. 
   
   
  Treasure:  
   
  All APLs: L: 0 gp; C: 300 gp; M: 0 gp   
  Conclusion 
  Conclusions are given below for the most likely 
  situations; use all that are appropriate. Other situations 
  will have to be improvised by the GM. 
  The Iceberg is Diverted 
  If the PCs come up with some scheme to divert the 
  iceberg, even if it needs to be implemented by the Nixies, 
  they will gain the gratitude of the Nixies. The following 
  accolade will occur either in Lensa, if the PCs return that 
  way, or somewhere on the way back to Cli if not. 
  Paraphrase it as necessary to suit the events. 
  With the Nixie town of Lensa saved from the ice-
  bound Lina Gersiten, you are hailed as heroes by the 
  Nixies. A bal ad in your honour has been composed 
  by them, and performed for you as you enter their 
  town. The reserved attitude you experienced before 
  seems to have disappeared! Aronor also tel s you that 
  you would be welcome should you wish to visit the 
  town in the future. 
  l
  l
  Return to the Unterkanzler 
  The unterkanzler will be very pleased when the PCs 
  return with enough of the story of the Lina Gersiten and 
  will pay his promised 25xAPL gold each. He will idly 
  wonder who the misshapen lady was who appeared.  
   
  The PCs can find out what was going on here, but 
  only if the go to Hugelrote and succeed in a DC 15 
  Gather Information check. The story they get from an old 
  Vestmeer sailor is the following: 
  Ah young Lina Gersiten, sad, sad tale that. She was 
  the sweetheart of a rich young Vestmeer sailor called 
  Kôrd. Anyway she came up onto this boat his family 
  were hav ng built one day. Went to see Kôrd is what I 
  i
  The Fate of the Lina Gersiten 
   
  Page 16 
  
  heard. Well, she suddenly darted forward then this 
  beam sl pped and dropped from a crane and hit her. 
  Made an awful mess of her it did – nasty business. 
  Don’t think Kôrd every really got over that. He never 
  married and although he made Captain of the ship 
  only a few years later, he always was a dour bugger. 
  i
  If they bring this info back to the unterkanzler he will 
  double his payment. 
   
  Treasure:  
   
  APL 4: L: 0 gp; C: 100 gp; M: 0 gp  
   
  APL 6: L: 0 gp; C: 150 gp; M: 0 gp  
   
  APL 8: L: 0 gp; C: 200 gp; M: 0 gp  
   
  APL 10: L: 0 gp; C: 250 gp; M: 0 gp  
   
  APL 12: L: 0 gp; C: 300 gp; M: 0 gp  
  PCs Recovered the Journal 
  With the strange iceberg dealt with, you are left to 
  ponder what this is and mentioned n the journal 
  could contain, what mysterious power it had to 
  awaken the ship’s namesake and if you will ever get to
  visit the strange place. 
  l
  i
   
  PCs Did Not Recover the Journal 
  With the strange iceberg dealt with, you are left to 
  ponder what mysterious power could have caused the 
  awakening of the ship’s namesake and what might 
  have caused the encasement of the ship in the ice. 
  Rewards 
  All PCs will receive the Gratitude of The Voice. 
  Parties that assist in the retrieval of the Lina Gersiten will 
  receive Gratitude of the Vestmeers. 
  Members of The Voice will receive the Favour of The 
  Voice. 
  Members of the Grove will receive the Favour of the 
  Grove. 
  Members of the Zee Auszug will receive Auchfahnlein 
  Ressigner’s Recommendation. 
  Note: To receive any favour requiring membership of a 
  meta-org, a PC must have been a member of the 
  appropriate meta-org prior to playing this game. 
   
  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 Two 
  Defeat the fish 
   
  APL4 180 xp 
   
  APL6 240 xp 
   
  APL8 300 xp 
   
  APL10 360 xp 
   
  APL12 420 xp 
  Encounter Four 
  Encounter the ice trap 
   
  APL4 60 xp 
   
  APL6 90 xp 
   
  APL8 120 xp 
   
  APL10 150 xp 
   
  APL12 180 xp 
  Encounter Five 
  Defeat the spectre(s) 
   
  APL4 210 xp 
   
  APL6 270 xp 
   
  APL8 330 xp 
   
  APL10 390 xp 
   
  APL12 450 xp 
  Encounter Six 
  Encounter the beam 
   
  APL4 90 xp 
   
  APL6 120 xp 
   
  APL8 150 xp 
   
  APL10 180 xp 
   
  APL12 210 xp 
  The Fate of the Lina Gersiten 
   
  Page 17 
  
  Story Award 
  Found the Captain’s journal: 
   
  APL4 60 xp 
   
  APL6 75 xp 
   
  APL8 90 xp 
   
  APL10 105 xp 
   
  APL12 120 xp 
  Discretionary roleplaying award 
   
  APL4 75 xp 
   
  APL6 105 xp 
   
  APL8 135 xp 
   
  APL10 165 xp 
   
  APL12 195 xp 
  Total possible experience: 
   
  APL4 675 xp 
   
  APL6 900 xp 
   
  APL8 1125 xp 
   
  APL10 1350 xp 
   
  APL12 1575 xp 
  Treasure Summary 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their earthly 
  possessions.  Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold.  If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot.  If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A normal 
  adventuring party can usually gather this wealth in a round 
  or so.  If for some reason, they pass up this treasure, the 
  coin total is subtracted from the encounter totals given 
  below. 
   
  Next, the magic items are listed.  Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure.  Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it.  Other times they may 
  attempt to use the item blindly.  If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the item 
  is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure.  Write the total in the 
  GP Gained field of the adventure certificate.  Because this is 
  a Regional scenario, characters may spend additional Time 
  Units to practice professions or create items immediately 
  after the adventure so this total may be modified by other 
  circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, 
  and other valuables; M = Magic Items. 
  Encounter Two:  The Strange Looking Elf 
   
  APL 4: L: 0 gp; C: 100 gp; M: 0 gp  
   
  APL 6: L: 0 gp; C: 150 gp; M: 0 gp  
   
  APL 8: L: 0 gp; C: 200 gp; M: 0 gp  
   
  APL 10: L: 0 gp; C: 250 gp; M: 0 gp  
   
  APL 12: L: 0 gp; C: 300 gp; M: 0 gp  
  Encounter Five:  The Lower Decks 
   
  APL 4: L: 0 gp; C: 0 gp; M: 543 gp – mithral 
  breastplate (350 gp each), +1 rapier (193 gp each)  
   
  APL 6: L: 0 gp; C: 0 gp; M: 876 gp – mithral 
  breastplate (350 gp each), +1 rapier (193 gp each), vest of 
  resistance +2 (333 gp each) 
   
  APL 8: L: 0 gp; C: 0 gp; M: 1224 gp – mithral 
  breastplate (350 gp each), +1 rapier (193 gp each), vest of 
  resistance +2 (333 gp each), +2 buckler (347 each) 
   
  APL 10: L: 0 gp; C: 0 gp; M: 2140 gp – mithral 
  breastplate (350 gp each), +1 ghost touch rapier (693 gp 
  each), vest of resistance +2 (333 gp each), +2 buckler (347 
  each), ring of protection +2 (167 gp each), lesser 
  metamagic rod of extend (250 gp each) 
   
  APL 12: L: 0 gp; C: 900 gp (gems); M: 3040 gp – 
  mithral breastplate (350 gp each), +1 ghost touch rapier 
  The Fate of the Lina Gersiten 
   
  Page 18 
  
  (693 gp each), vest of resistance +2 (333 gp each), +2 
  buckler (347 each), ring of protection +2 (167 gp each), 
  lesser metamagic rod of extend (250 gp each) 
  Encounter Seven:  Salvage 
   
  All APLs: L: 0 gp; C: 300 gp; M: 0 gp   
  Conclusion 
   
  APL 4: L: 0 gp; C: 100 gp; M: 0 gp  
   
  APL 6: L: 0 gp; C: 150 gp; M: 0 gp  
   
  APL 8: L: 0 gp; C: 200 gp; M: 0 gp  
   
  APL 10: L: 0 gp; C: 250 gp; M: 0 gp  
   
  APL 12: L: 0 gp; C: 300 gp; M: 0 gp  
  Total Possible Treasure 
  APL 4: L: 0 gp; C: 500 gp; M: 543 gp  - Total 1043 gp (Max 
  650 gp) 
  APL 6: L: 0 gp; C: 600 gp; M: 876 gp   - Total 1476 gp (Max 
  900 gp) 
  APL 8: L: 0 gp; C: 700 gp; M: 1224 gp  - Total 1924 gp 
  (Max 1300 gp) 
  APL 10: L: 0 gp; C: 800 gp; M: 2140 gp  - Total 2940 gp 
  (Max 2300 gp) 
  APL 12: L: 0 gp; C: 900 gp; M: 3040 gp  - Total 3940 gp 
  (Max 3300 gp) 
  Special 
  Gratitude of The Voice: For your assistance, The Voice 
  will arrange crafters to upgrade one stat boost item by +2 
  when you require it. Normal upgrade costs apply for this 
  upgrade. 
  Gratitude of the Vestmeers: The Vestmeers have 
  arranged mentoring for you so that you gain access the 
  Legendary Captain prestige class, and the Great Captain 
  and Windsinger feats, all from Stormwrack.  
  Favour of The Voice: As a benefit of membership, The 
  Voice has granted regional access to the items marked 
  with a * below. 
  Favour of the Grove: As a benefit of membership, the 
  Grove has granted regional access to the items marked 
  with a # below. 
  Auchfahnlein 
  Ressigner’s 
  Recommendation: 
  As 
  promised, the captain will put in a good word for you at 
  your next promotion in the Auszug or Pax.  
  Mask of the Swabbonwalders: This mask fits over the 
  eyes and nose, taking up the goggles slot. On command, 
  while worn, it bestows the benefits of water breathing up 
  to twice a day and endure elements once a day. The effect 
  can be shared with familiars and animal companions that 
  stay close. Someone else can also speak the command 
  word and activate the mask once it is donned (e.g. by an 
  animal companion). Weak transformation and abjuration, 
  CL 6
  th; Craft Wondrous Item, water breathing, endure 
  elements; Price 13320gp 
   
  Items for the Adventure 
  Record 
  Item Access 
  APL 4: 
  • 
  Mask of the Swabbonwalders (Regional; see above) 
  • 
  Circlet of Persuasion * (Adventure, DMG, 4,500 gp) 
  • 
  Cloak of Resistance +2 # (Adventure, DMG, 4,000 
  gp) 
  • 
  Lens of Detection # (Adventure, DMG, 3,500 gp) 
  • 
  Mac-Fuirmidh Cithern * (Adventure, CA, 2,900 gp) 
  • 
  Mithral Breastplate (Adventure, DMG, 4,200 gp) 
  • 
  Wand of Cure Light Wounds * #  (Adventure, DMG, 
  750 gp) 
  APL 6 (all of APL 4 plus the following): 
  • 
  Cloak of Resistance +3 # (Adventure, DMG, 9,000 
  gp) 
  • 
  Ring of Mind Shielding * (Adventure, DMG, 8,000 
  gp) 
  • 
  Vest of resistance +2 (Adventure, CA, 4,000 gp) 
  APL 8 (all of APLs 4-6 plus the following): 
  • 
  +2 buckler (Adventure, DMG, 4165 gp) 
  • 
  Vestments, Druid’s # (Adventure, DMG, 10,000 gp) 
  APL 10-12 (all of APLs 4-8 plus the following): 
  • 
  +1 ghost touch rapier (Adventure, DMG, 8320 gp) 
  • 
  Lesser metamagic rod of extend (Adventure, DMG, 
  3000 gp) 
  • 
  Ring of protection +2 (Adventure, DMG, 2000 gp) 
   
  The Fate of the Lina Gersiten 
   
  Page 19 
  
  Appendix One – APL 4
  Encounter Two 
   
   
   
   
  Dire Eel: Male Dire Eel Animal; CR 3; Large animal; 
  HD (6d8)+15; hp 42; Init +5; Spd Swim 30 ft.; AC 13, 
  touch 10, flat-footed 12, Base Atk +4; Grp +12; Atk: Bite 
  +8 melee (1d8+6); Full Atk: +8 melee (1d8+6); 
  Space/Reach 10 ft./5 ft.; SA Attach (Ex); SQ: Low-light 
  (60'), Scent (Ex); AL: TN; SV: Fort +7, Ref +6, Will+3; 
  STR 19,DEX 13,CON 14,INT 1,WIS 12,CHA 2 
   
  Skills and Feats: Hide +1, Listen +5, Spot +6, Swim 
  +12; Improved Initiative, Toughness, Weapon Focus 
  (Bite). 
   
  Attach (Ex): If a dire eel hits with its bite attack, it 
  uses its powerful jaws to latch onto the opponent’s 
  body and automatically deals bite damage each round it 
  remans attached. An attached eel loses its Dexterity 
  bonus to AC and has an AC of 12. 
   
   
  An attached eel can be struck with a weapon or 
  grappled itself. To remove an attached eel through 
  grappling, the opponent must achieve a pin against the 
  creature. 
   
  Skills: Dire eels have a +4 racial bonus to hide, 
  increasing to +8 in areas of coral, rock or heavy kelp. 
  An eel has a +8 racial bonus on any Swim check to 
  perform a special action or avoid a hazard. It can always 
  choose to take 10 on a swim check, even if distracted or 
  endangered. It can use the run action while swimming, 
  provided it swims in a straight line. 
  Encounter Five 
   
   
   
   
  Ghost of Lina Gersiten: Female Human Commoner 1; 
  CR: 2; Medium undead; HD (1d12); hp 6; Init: +1; Spd: 
  Walk 30 ft., Fly 30 ft.; AC: 15, touch 15, flat-footed 14, 
  Base Atk: +0; Grp: +1; Atk: Incorporeal Touch +1 Melee 
  (1d6); Full Atk: Incorporeal Touch +1 Melee (1d6); SA: 
  Corrupting Touch (Su), manifestation; SQ: Darkvision 
  (60'), incorporeal traits, rejuvenation (Su), +4 turn 
  resistance +4 (Ex), undead traits; AL: TN; SV: Fort +0, 
  Ref +1, Will+1;STR *, DEX 13, CON *, INT 14, WIS 12, 
  CHA 18  
   
  Skills and Feats: Climb +3, Concentration +4, Craft 
  (Painting) +9, Handle Animal +5, Hide +9, Jump +1, 
  Listen +10, Ride +5, Search +10, Spot +13, Swim +6; 
  Athletic, Skill Focus (Craft (Painting)). 
   
  Possessions: Dagger (Masterwork); 
   
  Corrupting Touch (Su): A ghost that hits a living 
  target with its incorporeal touch attack deals 1d6 
  points of damage. Against ethereal opponents, it adds 
  its Strength modifier to attack and damage rolls. 
  Against nonethereal opponents, it adds its Dexterity 
  modifier to attack rolls only. 
   
  Manifestation (Su): When a ghost manifests it 
  partly enters the material plane, and becomes visible 
  but incorporeal on the material plane.  A manifested 
  ghost can be harmed only by other incorporeal 
  creatures, magic weapons, or spells, with a 50% chance 
  to ignore any damage from a corporeal source. 
  Ghost of a Deckhand: Male Human Warrior 1; CR: 2; 
  Medium undead; HD (1d12); hp 6; Init: +4; Spd: Walk 
  30 ft., Fly 30 ft.; AC: 12, touch 12, flat-footed 12, Atk: 
  Incorporeal Touch +1 Melee (1d6); Full Atk: 
  Incorporeal Touch +1 Melee (1d6); SA: Corrupting 
  Touch (Su), manifestation; SQ: Darkvision (60'), 
  incorporeal traits, rejuvenation (Su), +4 turn resistance 
  +4 (Ex), undead traits; AL: NE; SV: Fort +2, Ref +0, 
  Will+0; STR *,DEX 11,CON *,INT 10,WIS 10,CHA 14  
   
  Skills 
  and 
  Feats: 
  Balance 
  +2, 
  Climb 
  +4, 
  Concentration +2, Escape Artist +2, Hide +8, Jump +2, 
  Listen +8, Search +8, Spot +8, Swim +4, Use Rope +1; 
  Agile, Armor Proficiency (Heavy), Armor Proficiency 
  (Light), Armor Proficiency (Medium), Improved 
  Initiative, 
  Martial 
  Weapon 
  Proficiency, 
  Shield 
  Proficiency, Simple Weapon Proficiency, Tower Shield 
  Proficiency. 
   
  Corrupting Touch (Su): A ghost that hits a living 
  target with its incorporeal touch attack deals 1d6 
  points of damage. Against ethereal opponents, it adds 
  its Strength modifier to attack and damage rolls. 
  Against nonethereal opponents, it adds its Dexterity 
  modifier to attack rolls only. 
   
  Manifestation (Su): When a ghost manifests it 
  partly enters the material plane, and becomes visible 
  but incorporeal on the material plane.  A manifested 
  ghost can be harmed only by other incorporeal 
  creatures, magic weapons, or spells, with a 50% chance 
  to ignore any damage from a corporeal source. 
  Ghost of First Mate Stefan: Male Human Expert2 
  Fighter 3; CR: 6; Medium undead; HD (2d12)+(3d12); 
  hp 32; Init: +5; Spd: Walk 30 ft., Fly 30 ft.; AC: 13, touch 
  13, flat-footed 12, Base Atk: +4; Grp+5; Atk: 
  *Incorporeal Touch +5 (1d6 plus 1d6 strength); Full 
  Atk: *Incorporeal Touch +5 (1d6 plus 1d6 strength); 
  SA: Corrupting Touch (Su), manifestation; SQ: 
  Darkvision (60'), incorporeal traits, rejuvenation (Su), 
  +4 turn resistance +4 (Ex), undead traits; AL: NE; SV: 
  The Fate of the Lina Gersiten 
   
  Page 20 
  
  Fort +3, Ref +2, Will+4; STR *, DEX 12, CON *, INT 10, 
  WIS 10, CHA 15  
   
  Skills and Feats: Balance +10, Climb +8, 
  Concentration +2, Escape Artist +3, Hide +9, 
  Intimidate +3, Jump +2, Listen +10, Perform (Sing) +4, 
  Profession (Hunter) +5, Search +8, Spot +15, Survival 
  +3, Swim +6, Tumble +6, Use Rope +4; Agile, Alertness, 
  Armor Proficiency (Heavy), Armor Proficiency (Light), 
  Armor Proficiency (Medium), Blind-Fight, Combat 
  Reflexes, 
  Improved 
  Initiative, 
  Martial 
  Weapon 
  Proficiency, Shield Proficiency, Simple Weapon 
  Proficiency, Tower Shield Proficiency. 
   
  Corrupting Touch (Su): A ghost that hits a living 
  target with its incorporeal touch attack deals 1d6 
  points of damage. Against ethereal opponents, it adds 
  its Strength modifier to attack and damage rolls. 
  Against nonethereal opponents, it adds its Dexterity 
  modifier to attack rolls only. 
   
  Draining Touch (Su): A ghost that hits a living 
  target with its incorporeal touch attack drains 1d4 
  points from any one ability score it selects. On each 
  such successful attack, the ghost heals 5 points of 
  damage to itself. Against ethereal opponents, it adds its 
  Strength modifier to attack rolls only. Against 
  nonethereal opponents, it adds its Dexterity modifier 
  to attack rolls only. 
   
  Manifestation (Su): When a ghost manifests it 
  partly enters the material plane, and becomes visible 
  but incorporeal on the material plane.  A manifested 
  ghost can be harmed only by other incorporeal 
  creatures, magic weapons, or spells, with a 50% chance 
  to ignore any damage from a corporeal source. 
   
  The Fate of the Lina Gersiten 
   
  Page 21 
  
  Appendix Two – APL 6
  Encounter Two 
   
   
   
   
  Dire Eel: Male Dire Eel Animal; CR 3; Large animal; 
  HD (6d8)+15; hp 42; Init +5; Spd Swim 30 ft.; AC 13, 
  touch 10, flat-footed 12, Base Atk +4; Grp +12; Atk: Bite 
  +8 melee (1d8+6); Full Atk: +8 melee (1d8+6); 
  Space/Reach 10 ft./5 ft.; SA Attach (Ex); SQ: Low-light 
  (60'), Scent (Ex); AL: TN; SV: Fort +7, Ref +6, Will+3; 
  STR 19,DEX 13,CON 14,INT 1,WIS 12,CHA 2 
   
  Skills and Feats: Hide +1, Listen +5, Spot +6, Swim 
  +12; Improved Initiative, Toughness, Weapon Focus 
  (Bite). 
   
  Attach (Ex): If a dire eel hits with its bite attack, it 
  uses its powerful jaws to latch onto the opponent’s 
  body and automatically deals bite damage each round it 
  remans attached. An attached eel loses its Dexterity 
  bonus to AC and has an AC of 12. 
   
   
  An attached eel can be struck with a weapon or 
  grappled itself. To remove an attached eel through 
  grappling, the opponent must achieve a pin against the 
  creature. 
   
  Skills: Dire eels have a +4 racial bonus to hide, 
  increasing to +8 in areas of coral, rock or heavy kelp. 
  An eel has a +8 racial bonus on any Swim check to 
  perform a special action or avoid a hazard. It can always 
  choose to take 10 on a swim check, even if distracted or 
  endangered. It can use the run action while swimming, 
  provided it swims in a straight line. 
  Encounter Five 
   
   
   
   
  Lina Gersiten: Female Spectre; CR 9; Medium undead; 
  HD (14d12); hp 91; Init +7; Spd Walk 40 ft., Fly 80 ft.; 
  AC 16, touch 16, flat-footed 13, Base Atk +7; Grp+10; 
  Atk: Incorporeal touch +11 melee (1d8 + energy drain); 
  Full Atk: *Incorporeal touch +11 melee (1d8 + energy 
  drain); SA Energy drain, create spawn; SQ: Darkvision 
  (60'), incorporeal traits, +2 turn resistance (ex), sunlight 
  powerlessness (ex), undead traits, unnatural aura (su); 
  AL: LE; SV Fort +4, Ref +7, Will+11; STR *, DEX 16, 
  CON *, INT 14, WIS 14, CHA 17 
   
  Skills and Feats: Concentration +3, Hide +20, 
  Intimidate +20, Jump +4, Knowledge (Religion) +19, 
  Listen +21, Search +19, Spot +21; Alertness, Blind-
  Fight, Flyby Attack, Improved Initiative, Weapon 
  Focus (Incorporeal touch). 
   
  Energy Drain (Su): Living creatures hit by a 
  spectre's incorporeal touch attack gain two negative 
  levels. The DC is 15 for the Fortitude save to remove a 
  negative level. The save DC is Charisma-based. For 
  each such negative level bestowed, the spectre gains 5 
  temporary hit points. 
   
  Create Spawn (Su): Any humanoid slain by a 
  spectre becomes a spectre in 1d4 rounds. Spawn are 
  under the command of the spectre that created them 
  and remain enslaved until its death. They do not 
  possess any of the abilities they had in life. 
   
  Unnatural Aura (Su): Animals, whether wild or 
  domesticated, can sense the unnatural presence of a 
  spectre at a distance of 30 feet. They do not willingly 
  approach nearer than that and panic if forced to do so; 
  they remain panicked as long as they are within that 
  range. 
   
  Sunlight Powerlessness (Ex): Spectres are 
  powerless in natural sunlight (not merely a daylight 
  spell) and flee from it. A spectre caught in sunlight 
  cannot attack and can take only a single move or attack 
  action in a round. 
  The Fate of the Lina Gersiten 
   
  Page 22 
  
  Appendix Three – APL 8
  Encounter Two 
   
   
   
   
  Ramfish: CR 7; Large magical beast (Aquatic); HD 
  (10d10)+43; hp 98; Init +5; Spd Swim 40 ft.; AC 20, 
  touch 10, flat-footed 19, Base Atk +10; Grp+19; Atk: 
  Gore +14 melee (2d6+5); Full Atk: Gore +14 melee 
  (2d6+5) and Bite +9 melee (1d8+2); Space/Reach 10 
  ft./5 ft.; SA –; SQ: Darkvision (60'), Low-light (60'); AL: 
  TN; SV Fort +11, Ref +8, Will+5; STR 21, DEX 13,CON 
  18,INT 2,WIS 14,CHA 5 
   
  Skills and Feats: Listen +7, Spot +7, Swim +16; 
  Improved Bull Rush, Improved Initiative, Improved 
  Natural Attack (Gore), Powerful Charge*, Toughness. 
   
  Skills: A ramfish has a +8 racial bonus on any 
  Swim check to perform a special action or avoid a 
  hazard. It can always choose to take 10 on a Swim 
  check, even if distracted or endangered. It can use the 
  run action while swimming, provided it swims in a 
  straight line. 
   
  * Stormwrack p 156 or Appendix Six 
  Encounter Two 
   
   
   
   
  Lina Gersiten: Female Spectre; CR 9; Medium undead; 
  HD (14d12); hp 91; Init +7; Spd Walk 40 ft., Fly 80 ft.; 
  AC 16, touch 16, flat-footed 13, Base Atk +7; Grp+10; 
  Atk: Incorporeal touch +11 melee (1d8 + energy drain); 
  Full Atk: *Incorporeal touch +11 melee (1d8 + energy 
  drain); SA Energy drain, create spawn; SQ: Darkvision 
  (60'), incorporeal traits, +2 turn resistance (ex), sunlight 
  powerlessness (ex), undead traits, unnatural aura (su); 
  AL: LE; SV Fort +4, Ref +7, Will+11; STR *, DEX 16, 
  CON *, INT 14, WIS 14, CHA 17 
   
  Skills and Feats: Concentration +3, Hide +20, 
  Intimidate +20, Jump +4, Knowledge (Religion) +19, 
  Listen +21, Search +19, Spot +21; Alertness, Blind-
  Fight, Flyby Attack, Improved Initiative, Weapon 
  Focus (Incorporeal touch). 
   
  Energy Drain (Su): Living creatures hit by a 
  spectre's incorporeal touch attack gain two negative 
  levels. The DC is 15 for the Fortitude save to remove a 
  negative level. The save DC is Charisma-based. For 
  each such negative level bestowed, the spectre gains 5 
  temporary hit points. 
   
  Create Spawn (Su): Any humanoid slain by a 
  spectre becomes a spectre in 1d4 rounds. Spawn are 
  under the command of the spectre that created them 
  and remain enslaved until its death. They do not 
  possess any of the abilities they had in life. 
   
  Unnatural Aura (Su): Animals, whether wild or 
  domesticated, can sense the unnatural presence of a 
  spectre at a distance of 30 feet. They do not willingly 
  approach nearer than that and panic if forced to do so; 
  they remain panicked as long as they are within that 
  range. 
   
  Sunlight Powerlessness (Ex): Spectres are 
  powerless in natural sunlight (not merely a daylight 
  spell) and flee from it. A spectre caught in sunlight 
  cannot attack and can take only a single move or attack 
  action in a round. 
  The Fate of the Lina Gersiten 
   
  Page 23 
  
  Appendix Four – APL 10
  Encounter Two 
   
   
   
   
  Ramfish: CR 7; Large magical beast (Aquatic); HD 
  (10d10)+43; hp 98; Init +5; Spd Swim 40 ft.; AC 20, 
  touch 10, flat-footed 19, Base Atk +10; Grp+19; Atk: 
  Gore +14 melee (2d6+5); Full Atk: Gore +14 melee 
  (2d6+5) and Bite +9 melee (1d8+2); Space/Reach 10 
  ft./5 ft.; SA –; SQ: Darkvision (60'), Low-light (60'); AL: 
  TN; SV Fort +11, Ref +8, Will+5; STR 21, DEX 13,CON 
  18,INT 2,WIS 14,CHA 5 
   
  Skills and Feats: Listen +7, Spot +7, Swim +16; 
  Improved Bull Rush, Improved Initiative, Improved 
  Natural Attack (Gore), Powerful Charge*, Toughness. 
   
  Skills: A ramfish has a +8 racial bonus on any 
  Swim check to perform a special action or avoid a 
  hazard. It can always choose to take 10 on a Swim 
  check, even if distracted or endangered. It can use the 
  run action while swimming, provided it swims in a 
  straight line. 
   
  * Stormwrack p 156 or Appendix Six 
  Encounter Two 
   
   
   
   
  Lina Gersiten: Female Spectre; CR 9; Medium undead; 
  HD (14d12); hp 91; Init +7; Spd Walk 40 ft., Fly 80 ft.; 
  AC 16, touch 16, flat-footed 13, Base Atk +7; Grp+10; 
  Atk: Incorporeal touch +11 melee (1d8 + energy drain); 
  Full Atk: *Incorporeal touch +11 melee (1d8 + energy 
  drain); SA Energy drain, create spawn; SQ: Darkvision 
  (60'), incorporeal traits, +2 turn resistance (ex), sunlight 
  powerlessness (ex), undead traits, unnatural aura (su); 
  AL: LE; SV Fort +4, Ref +7, Will+11; STR *, DEX 16, 
  CON *, INT 14, WIS 14, CHA 17 
   
  Skills and Feats: Concentration +3, Hide +20, 
  Intimidate +20, Jump +4, Knowledge (Religion) +19, 
  Listen +21, Search +19, Spot +21; Alertness, Blind-
  Fight, Flyby Attack, Improved Initiative, Weapon 
  Focus (Incorporeal touch). 
   
  Energy Drain (Su): Living creatures hit by a 
  spectre's incorporeal touch attack gain two negative 
  levels. The DC is 15 for the Fortitude save to remove a 
  negative level. The save DC is Charisma-based. For 
  each such negative level bestowed, the spectre gains 5 
  temporary hit points. 
   
  Create Spawn (Su): Any humanoid slain by a 
  spectre becomes a spectre in 1d4 rounds. Spawn are 
  under the command of the spectre that created them 
  and remain enslaved until its death. They do not 
  possess any of the abilities they had in life. 
   
  Unnatural Aura (Su): Animals, whether wild or 
  domesticated, can sense the unnatural presence of a 
  spectre at a distance of 30 feet. They do not willingly 
  approach nearer than that and panic if forced to do so; 
  they remain panicked as long as they are within that 
  range. 
   
  Sunlight Powerlessness (Ex): Spectres are 
  powerless in natural sunlight (not merely a daylight 
  spell) and flee from it. A spectre caught in sunlight 
  cannot attack and can take only a single move or attack 
  action in a round. 
   
  The Fate of the Lina Gersiten 
   
  Page 24 
  
  Appendix Five – APL 12
  Encounter One 
   
   
   
   
  Ramfish: CR 10; Huge magical beast; HD (16d10)+99; 
  hp 181; Init +4; Spd: Swim 60 ft.; AC 21, touch 8, flat-
  footed 21, Base Atk +16; Grp+34; Atk: Gore +25 melee 
  (3d6+10); Full Atk: Gore +25 melee (3d6+10) and Bite 
  +19 melee (2d6+5); Space/Reach 10 ft./5 ft.; SA –; SQ: 
  Darkvision (60'), Low-light (60'); AL: TN; SV: Fort +16, 
  Ref +10, Will+7; STR 31, DEX 11, CON 22, INT 2, WIS 
  14, CHA 5 
   
  Skills and Feats: Listen +10, Spot +10, Swim +21; 
  Improved Bull Rush, Improved Initiative, Improved 
  Natural Attack (Gore), Powerful Charge*, Rapid 
  Swimming**, Toughness, Weapon Focus (Gore). 
   
  Skills: A ramfish has a +8 racial bonus on any 
  Swim check to perform a special action or avoid a 
  hazard. It can always choose to take 10 on a Swim 
  check, even if distracted or endangered. It can use the 
  run action while swimming, provided it swims in a 
  straight line. 
   
  * Stormwrack p 156 or Appendix Six 
   
   
  ** Stormwrack p 93 or Appendix Six 
   
  Encounter Two 
   
   
   
   
  Lina Gersiten: Female Spectre; CR 9; Medium undead; 
  HD (14d12); hp 91; Init +7; Spd Walk 40 ft., Fly 80 ft.; 
  AC 16, touch 16, flat-footed 13, Base Atk +7; Grp+10; 
  Atk: Incorporeal touch +11 melee (1d8 + energy drain); 
  Full Atk: *Incorporeal touch +11 melee (1d8 + energy 
  drain); SA Energy drain, create spawn; SQ: Darkvision 
  (60'), incorporeal traits, +2 turn resistance (ex), sunlight 
  powerlessness (ex), undead traits, unnatural aura (su); 
  AL: LE; SV Fort +4, Ref +7, Will+11; STR *, DEX 16, 
  CON *, INT 14, WIS 14, CHA 17 
   
  Skills and Feats: Concentration +3, Hide +20, 
  Intimidate +20, Jump +4, Knowledge (Religion) +19, 
  Listen +21, Search +19, Spot +21; Alertness, Blind-
  Fight, Flyby Attack, Improved Initiative, Weapon 
  Focus (Incorporeal touch). 
   
  Energy Drain (Su): Living creatures hit by a 
  spectre's incorporeal touch attack gain two negative 
  levels. The DC is 15 for the Fortitude save to remove a 
  negative level. The save DC is Charisma-based. For 
  each such negative level bestowed, the spectre gains 5 
  temporary hit points. 
   
  Create Spawn (Su): Any humanoid slain by a 
  spectre becomes a spectre in 1d4 rounds. Spawn are 
  under the command of the spectre that created them 
  and remain enslaved until its death. They do not 
  possess any of the abilities they had in life. 
   
  Unnatural Aura (Su): Animals, whether wild or 
  domesticated, can sense the unnatural presence of a 
  spectre at a distance of 30 feet. They do not willingly 
  approach nearer than that and panic if forced to do so; 
  they remain panicked as long as they are within that 
  range. 
   
  Sunlight Powerlessness (Ex): Spectres are 
  powerless in natural sunlight (not merely a daylight 
  spell) and flee from it. A spectre caught in sunlight 
  cannot attack and can take only a single move or attack 
  action in a round. 
   
  Crewmen: Male Spectre; CR 9; Medium undead; HD 
  (14d12); hp 91; Init +7; Spd Walk 40 ft., Fly 80 ft.; AC 
  16, touch 16, flat-footed 13, Base Atk +7; Grp+10; Atk: 
  Incorporeal touch +11 melee (1d8 + energy drain); Full 
  Atk: *Incorporeal touch +11 melee (1d8 + energy 
  drain); SA Energy drain, create spawn; SQ: Darkvision 
  (60'), incorporeal traits, +2 turn resistance (ex), sunlight 
  powerlessness (ex), undead traits, unnatural aura (su); 
  AL: LE; SV Fort +4, Ref +7, Will+11; STR *, DEX 16, 
  CON *, INT 14, WIS 14, CHA 17 
   
  Skills and Feats: Concentration +3, Hide +20, 
  Intimidate +20, Jump +4, Knowledge (Religion) +19, 
  Listen +21, Search +19, Spot +21; Alertness, Blind-
  Fight, Flyby Attack, Improved Initiative, Weapon 
  Focus (Incorporeal touch). 
   
  Energy Drain (Su): Living creatures hit by a 
  spectre's incorporeal touch attack gain two negative 
  levels. The DC is 15 for the Fortitude save to remove a 
  negative level. The save DC is Charisma-based. For 
  each such negative level bestowed, the spectre gains 5 
  temporary hit points. 
   
  Create Spawn (Su): Any humanoid slain by a 
  spectre becomes a spectre in 1d4 rounds. Spawn are 
  under the command of the spectre that created them 
  and remain enslaved until its death. They do not 
  possess any of the abilities they had in life. 
   
  Unnatural Aura (Su): Animals, whether wild or 
  domesticated, can sense the unnatural presence of a 
  spectre at a distance of 30 feet. They do not willingly 
  approach nearer than that and panic if forced to do so; 
  they remain panicked as long as they are within that 
  range. 
  The Fate of the Lina Gersiten 
   
  Page 25 
  
   
  Sunlight Powerlessness (Ex): Spectres are 
  powerless in natural sunlight (not merely a daylight 
  spell) and flee from it. A spectre caught in sunlight 
  cannot attack and can take only a single move or attack 
  action in a round. 
   
  The Fate of the Lina Gersiten 
   
  Page 26 
  
  Appendix Six 
  New Rules Items 
  New Feats 
  Powerful Charge 
  Stormwrack p156. 
  A creature with this feat can charge with extra force. 
   
  Prerequisites: Medium or larger, base attack 
  bonus +1 
   
  Benefit: When a creature with this feat charges, if 
  its melee attack hits, it deals an extra 1d8 points of 
  damage (if it is of Medium) . For Large creatures, the 
  extra damage is 2d6 points; for Huge, 3d6; for 
  Gargantuan, 4d6; and for Colossal, 6d6. 
   
  This feat only works if the creature makes a 
  charge. It does not work when the creature is 
  mounted. If the creature has the ability to make 
  multiple attacks after a charge, it can only apply this 
  extra damage to one of those attacks. 
   
  Special: A fighter can select Powerful Charge as 
  one of his fighter bonus feats. 
  Rapid Swimming 
  Stormwrack p93. 
  You are one with the water. 
   
  Prerequisites: Natural swim speed, base Fortitude 
  save +2 
   
  Benefit: Your swim speed increases by 20 feet. 
   
  New Creatures 
  Ramfish 
  Source: Stormwrack p156. 
  Large Magical Beast (Aquatic) 
  Hit Dice: 
  10d10+43 (98 hp) 
  Initiative: 
  +5 
  Speed: 
  Swim 40 ft. (8 squares) 
  Armor Class: 
  20 (-1 size, +1 Dex, +10 natural), 
  touch 10, flat-footed 19 
  Base Attack/Grapple: 
  +10/+19 
  Attack: 
  Gore +14 melee (2d6+5) 
  Full Attack: 
  Gore +14 melee (2d6-15) and bite +9 
  melee (1d8+2) 
  Space/Reach: 
  10 ft./5 ft. 
  Special Attacks: - 
  Special Qualities: 
  Darkvision, 
  low-light 
  vision 
  Saves: 
  Fort +11, Ref +8, Will +5 
  Abilities: 
  Str 21, Dex 13, Con 18, Int 2, Wis 14, 
  Cha 5 
  Skills: 
  Listen +7, Spot +7, Swim +16 
  Feats: 
  Improved Bull Rush, Improved 
  Initiative, Improved Natural Attack (gore), Powerful 
  Charge, Toughness 
  Environment: 
  Temperate aquatic 
  Organization: 
  Solitary, 
  pair, 
  or 
  school 
  (3-6) 
  Challenge Rating: 
  7 
  Treasure: 
  None 
  Alignment: 
  Always neutral 
  Advancement: 
  11-15 HD (Large); 16-21. HD (huge) 
  Level Adjustment: 
  - 
  This massive fish has a heavily armored head, from 
  which spiral two massive ramlike horns. Its dull 
  black eyes glare out from under its formidable 
  armament. 
  The ramfish (sometimes called the hornfish or 
  spiralfish among oceanic races who have never seen a 
  ram) is a massive fish some 8 to 10 feet long and 
  weighing well over 500 pounds. Sheathed in tough 
  scales peppered with studs of sharp bone, the ramfish 
  is a danger to all who would hunt it. The bone deposits 
  are heaviest at its head, where both genders grow 
  wickedly spiraling horns. These horns allow the 
  ramfish to charge its enemies head-first, dealing out 
  grievous injuries. The ramfish also has a mouth full of 
  The Fate of the Lina Gersiten 
   
  Page 27 
  
  needlelike teeth, normally used simply for eating, that 
  it will use to attack with if cornered, 
   
  A school of ramfish often completely dominate 
  their home stretch of sea, since they hunt most 
  creatures smaller than themselves. They themselves are 
  rarely hunted, for usually only large monsters such as 
  dragon turtles and krakens can successfully hunt them. 
   
  Ramfish have been successfully domesticated by 
  aquatic elves and locathah, who use them as beasts of 
  burden or guardian creatures. The process is simple: 
  Since the ramfish is very protective of its school, its 
  masters simply imprint themselves with the creature, 
  causing it to consider them part of its school. 
  Combat 
  When possible, a ramfish leads off its aggressions by 
  using its Powerful Charge feat (see the sidebar) to deliver 
  a devastating ramming attack. If it wishes to separate 
  prey from a group, it uses Improved Bull Rush instead. 
  When delivering a bull rush at the end of a charge, the 
  ramfish's total bonus on its Strength check is +11. 
   
  Skills: A ramfish has a +8 racial bonus on any 
  Swim check to perform some special action or avoid a 
  hazard. It can always choose to take 10 on a Swim check, 
  even if distracted or endangered. It can use the run 
  action while swimming, provided it swims in a straight 
  line. 
  Hippocampus 
  Source: Stormwrack p153. 
  Large Magical Beast (Aquatic) 
  Hit Dice: 
  3d10+9 (25 hp) 
  Initiative:  
  +2 
  Speed:  
  Swim 50 ft (10 squares) 
  Armor Class:  
  14 (-1 size, +2 dex, +3 natural armor), 
  touch 11, flat-footed 12 
  Base Attack/Grapple:  
  +3/+10 
  Attacks: 
  Tail slap +5 melee (1d6+3) 
  Full Attack:  
  Tail slap +5 melee (1d6+3) and bite 
  +0 melee (1d4+1)  
  Space/Reach:  
  10ft / 5ft 
  Special Attacks:   – 
  Special Qualities:  
  Darkvision 60 ft. 
  Saves:  
  Fort +6, Ref +5, Will +4. 
  Abilities:  
  Str 16, Dex 15, Con 16, Int 5, Wis 13, 
  Cha 8. 
  Skills:  
  Jump +11, Listen +6, Spot +6, Swim 
  +11. 
  Feats: 
  Alertness, Iron Will  
  Climate/Terrain:  
  Temperate aquatic 
  Organisation:  
  Solitary, pair or pod (5-12). 
  Challenge Rating:  
  2 
  Treasure: 
  None 
  Alignment:  
  Always neutral 
  Advancement:  4-6 HD (Large); 7-9 HD (Huge) 
  Level Adjustment:  +2 (cohort) 
  This beast looks like a cross between a horse and a fish. 
  It has fins instead of hooves and mane, and its equine 
  body trails off into a scaly fish’s tail. 
   
  Skills: A hippocampus has a +8 racial bonus on 
  any Swim check to perform a special action or avoid a 
  hazard. It can always choose to take 10 on a Swim 
  check, even if distracted or endangered. It can use the 
  run action while swimming, provided it swims in a 
  straight line. 
   
  Carrying Capacity: A light load for a 
  hippocampus is up to 230 pounds; a medium load, 231-
  460 pounds; and a heavy load, 461-690 pounds. 
   
  The Fate of the Lina Gersiten 
   
  Page 28 
  
  Appendix Seven 
  Perrenland Specific Effects 
  The Eruption of Mount Hellspaar 
  In PER4-06 The Hollows Unveiled, the previously 
  dormant volcano Mount Hellspaar erupted. This has 
  spread volcanic ash high into the air over Perrenland 
  and is currently causing the following effects for 
  Perrenland regional adventures: 
   
   
  Hell’s Gloom: These effects occur in all Perrenland 
  regional adventures. 
  • 
  Daylight 
  hours 
  in 
  Perrenland 
  have 
  been 
  shortened. 
  In 
  eastern 
  Perrenland 
  (Traft, 
  Clatspurgen, 
  Kershane, Sepia Uplands and 
  Quagfludt), dawn has all but been blocked out and 
  it is not until 2pm that the sun appears below the 
  cloud of smoke in the west. The sun disappears 
  again at 6pm. Over the remainder of Perrenland, 
  the effects are less, and the sun appears at 10am. 
  The sun disappears at 6pm. 
  • 
  Altitudes greater than 6000 ft. (St Cuthbert’s 
  Monastery, Yatilskaad, Don Craggen Keep, 
  Kloetzenburg and Tielmannschlauss) are above 
  this low lying layer of smoke and ash and are not 
  subject to this effect. 
  • 
  During these Gloom hours, creatures that are 
  negatively affected by sunlight (such as orcs, 
  vampires, spectres and the like) can walk openly 
  under the skies without penalty! 
   
   
  The Nightmare: Many folk, including the PCs, are 
  having vivid nightmares of their friends and loved 
  ones being slaughtered and rising as undead to fight in 
  the legions of the Famine Queen (Iggwilv). At the start 
  of each adventure, each PC has this nightmare the 
  night before play begins. If they fail a DC 15 
  Willpower save they suffer a –1 profane penalty to all 
  saving throws for the next two days. This is a fear effect 
  and may be suppressed or dispelled (caster level 10) in 
  the normal manner. 
   
   
  The Freeze of the Famine Queen: Winter has 
  descended early on the Quaglands and has not lifted. 
  This has the following effects on this regional 
  adventure. 
  • 
  The southern and eastern coastal fringe and 
  shallow areas of Lake Quag out to about 2 miles are 
  frozen into a layer of ice and all ports with the 
  exception of Clatsberg City are frozen shut. The 
  freeze in the west currently extends to just north 
  of Hugelrote. 
  • 
  Ice skimmer is now the only way to re-supply and 
  unload what shipping is still operating.  
  • 
  Small icebergs now litter Lake Quag creating 
  navigational hazards.  
  • 
  Crops that were set for harvest have been blighted. 
  Most of Perrenland has not been able to harvest 
  any food since last season. southern Quagfludt, the 
  Kershane Pass and northern Yattenheid are the 
  only places that have produced a harvest.  
  • 
  The shortage of food is creating widespread 
  hunger across Perrenland and many fear famine.  
  • 
  Hoarding has become common but has yet to be 
  outlawed. 
  • 
  The price of all food items has doubled and the 
  price of any item from the Player’s Handbook 
  (PHB) has increased by 150% (except during initial 
  character creation and intro scenarios) in all 
  Perrenland regional adventures.  
  • 
  Lifestyle and up-keep costs have also doubled 
  except where a PC is granted free up-keep. If a PC 
  is using a lifestyle discount of some form, the 
  discount applies after the costs have been doubled. 
  i.e. Adventurers standard at 50% discount would 
  cost 12 gp rather than 6gp. 
  • 
  The survival DC for PCs who live off the land has 
  risen to 25.  
  The Fate of the Lina Gersiten 
   
  Page 29 
  
  • 
  PCs who pay for upkeep who instead voluntarily 
  declare at the start of the game that they have 
  donated their up-keep to the needy do not suffer 
  negative Charisma effects. Instead they gain the 
  same Charisma bonus they would normally have 
  gained as if they had paid the appropriate lifestyle 
  as they are deemed to be a generous patron of the 
  folk. However they begin the game suffering from 
  the effects of fatigue due to hunger and with 
  subdual damage equal to 1/3 of their hit-point 
  total rounded down. See PHB p 308 for fatigue 
  effects. Note: As well as resting for 8 hours in 
  game, PCs must also eat an appropriate meal to 
  remove these effects. 
  • 
  PCs who can cast create food and water or heroes 
  feast can declare at the start of the game that they 
  have done so to help the needy. These PCs gain 
  charisma benefits from this act of generosity as if 
  they had paid for the next higher lifestyle. This PC 
  is assumed to have cast these spells immediately 
  before the adventure introduction begins. 
  Divination spells within Perrenland 
  At some stage the PCs may decide to cast some form of 
  divination magic. The following divination spells will 
  no longer function correctly in a Perrenland regional 
  scenario. They can still be cast but the follow effects 
  occur instead. 
   
  Speak with dead: The corpse lets out a deep groan 
  and says the following “Your doom is at hand 
  mortal!” and then implodes and turns to dust. 
   
  Divination: Works normally within a sanctified 
  temple of the caster’s god. Otherwise it causes the 
  caster to suffer from a blinding headache and 1d4 
  points of temporary wisdom loss (recovered at the rate 
  of 1 point per minute). 
   
  Sending: Works normally if sent from the 
  sanctified temple of the caster’s god to another temple 
  of the caster’s god. Otherwise it instead delivers a Sonic 
  Burst spell instead of a message. 
   
  Commune with Nature: Works normally if cast 
  from a Grove or similar natural holy place sacred to the 
  PC. Otherwise the PC receives the effects of a Doom 
  spell cast at 9
  th level and an overwhelming feeling that 
  the land is being blighted. 
   
  Dream: The PC suffers the effects of Nightmare at 
  their caster level. 
   
  Commune: Works normally within a sanctified 
  temple of the caster’s god. Otherwise it causes the 
  caster to suffer from a blinding headache and 1d4 
  points of temporary wisdom loss (recovered at the rate 
  of 1 point per minute). 
   
  Scrying and Scrying, Greater: The PC’s sensor ends 
  up in an unexpected place, the Scryer’s Hall in 
  Dorakka. Instead of seeing what they thought they 
  would see they instead see the following. 
  Your view is of a large flame lit cavern. Seated in a 
  semi-circle must be upwards of two-dozen Clerics 
  of Iuz, within the circle sits a further four clerics. 
  Your sensor is directly above the centre of the four. 
  They are looking directly at you. One of them 
  begins casting a spell and you instantly recognise it 
  as a summoning spell. What do you do? 
  If the PCs fail to dismiss their scrying spell they are 
  subject to the following effect. 
  APL 2: Summon Monster II (Fiendish monstrous 
  spider, Medium); see below. 
  APL 4: Summon Monster IV (Howler); see Monster 
  Manual pg 154. 
  APL 6: Summon Monster VI (Fiendish monstrous 
  spider, Huge); see below. 
  APL 8: Summon Monster VII (Babau); see Monster 
  Manual pg 40. 
  APL 10: Summon Monster VIII (Vrock); see Monster 
  Manual pg 48. 
  APL 12: Summon Monster IX (Hezrou); see Monster 
  Manual pg 44. 
  The PCs get no XP for this encounter as they could 
  have avoided it. The summoned monster will stay for 
  APL + 5 rounds. 
   
  Contact other plane: Works normally within a 
  sanctified temple of the caster’s god. Otherwise it 
  causes the caster to suffer from a blinding headache 
  and 1d4 points of temporary wisdom loss (recovered at 
  the rate of 1 point per turn).  
   
  Whispering Wind: The spell causes a loud 
  popping when it reaches its destination, and the air is 
  filled with quite a horrid stench in a 20ft radius. Its 
  message is lost. 
   
  Fiendish Medium Monstrous Spider: CR 1; 
  Medium 
  magical 
  beast 
  (Augmented 
  Vermin, 
  Extraplanar); HD 2d8+2; hp 11; Init +3; Spd 30 ft., 
  climb 20 ft.; AC 14 (touch 13, flat-footed 11); BAB/GRP 
  +1/+1; Atk +4 melee (1d6 plus poison, bite); Full Att +4 
  melee (1d6 plus poison, bite); Face/Reach 5 ft./5 ft.; SA 
  Poison, smite good 1/day, web; SQ Cold & Fire 
  The Fate of the Lina Gersiten 
   
  Page 30 
  
  Resistance 5, darkvision 60 ft., spell resistance 7, 
  tremorsense 60 ft., vermin traits; AL NE; SV Fort +4, 
  Ref +3, Will +0; Str 11, Dex 17, Con 12, Int 3, Wis 10, 
  Cha 2. 
   
  Skills and Feats: Climb +11, Hide +7*, Jump +0*, 
  Spot +4*; Weapon Finesse
  B). * See Monster Manual pg 
  288 for notes. 
   
  Fiendish Huge Monstrous Spider: CR 7; Huge 
  magical beast (Augmented Vermin, Extraplanar); HD 
  8d8+16; hp 52; Init +3; Spd 30 ft., climb 20 ft.; AC 16 
  (touch 11, flat-footed 13); BAB/GRP +6/+18; Atk +9 
  melee (2d6+6 plus poison, bite); Full Att +9 melee 
  (2d6+6 plus poison, bite); Face/Reach 15 ft./10 ft.; SA 
  Poison, smite good 1/day, web; SQ Cold & Fire 
  Resistance 10, damage reduction 5/magic, darkvision 
  60 ft., spell resistance 13, tremorsense 60 ft., vermin 
  traits; AL NE; SV Fort +8, Ref +5, Will +2; Str 19, Dex 
  17, Con 14, Int 3, Wis 10, Cha 2. 
   
  Skills and Feats: Climb +12, Hide -1*, Jump +4*, 
  Spot +4*). * See Monster Manual pg 288 for notes. 
   
  The Fate of the Lina Gersiten 
   
  Page 31 
  
  Appendix Eight 
  GMs Map of the Isle of Cli 
   
  Map by Patrick Williamson. 
  The Fate of the Lina Gersiten 
   
  Page 32 
  
  Appendix Nine 
  GM’s Map of the 
  Lina Gersiten 
   
   
  Legend 
  1. Quarterdeck 
  2. Focsle Deck 
  3. Captain’s Quarters 
  4. Wardroom 
  5. Main Deck 
  6. Focsle 
  7. Galley 
  8. Chain Locker 
  9. Lower Deck 
  10. Officers Quarters 
  11. Hold 
  12 Sail Locker 
   
  The jagged line is the edge of the 
  iceberg encasing the ship. 
   
  Map by James Dempsey 
   
  The Fate of the Lina Gersiten 
   
  Page 33 
  
  Player Handout #1 
  Map of the Isle of Cli 
   
   
  Map by Patrick Williamson. 
  The Fate of the Lina Gersiten 
   
  Page 34 
  
  Player Handout #2 
  Location Map of the Isle of Cli 
   
  Map by Patrick Williamson. 
  The Fate of the Lina Gersiten 
   
  Page 35 
  
  Player Handout #3 
  Map of the Iceberg Encasing the ‘Lina Gersiten’ 
   
  Map by James Dempsey. 
   
  The Fate of the Lina Gersiten 
   
  Page 36 
  
  Player Handout #4 
  Last Entries From the Journal of Captain Kôrd Sternverfolger 
  6th Patchwall – An odd wind blows from the south and we sighted five icebergs this day. Curse 
  this Gloom and all the ill luck it brings. I will stay my course on the North run to Traft for as 
  long as I can – I fear to stray into the unknown. 
  7th Patchwall – We encountered our first ice sheet today. Stefan was right, the port runner just 
  will not stand up to the strain, so we couldn’t fit the runners. We will have to go around the ice 
  rather than over. 
  8th Patchwall – I could no longer hold our course, we have had to head north. Beory protect us 
  as we forge through these unknown waters. I can only hope the tales of Leviathans are only 
  legends. 
  10th Patchwall – After a day’s smooth sailing, we have been becalmed. A fog has also blanketed 
  us. 
  13th Patchwall – Two more days of fog has been broken by a storm I have not seen the likes of 
  before. Our drogue has broken free and all I can do is run before the wind. Little can be seen 
  through the driving rain. Beory help us. 
  14th Patchwall – The storm has driven us onto rocks. We are doomed. 7 of my crew were lost in 
  the impact, thrown overboard into the uncaring waves, or dashed within the ship itself.  
  15th Patchwall – We can see land not far away. I have sent Stefan and 4 others off in the 
  longboat to find help. My overnight observations make me think we are well out into the Lake. 
  We are foundering and the Lina Gersiten will not sail again.  
  18th Patchwall – Stefan has returned, but with only 2 who went with him. They saw a strange 
  building on the land, but the water was too foul and they were swamped over and again and 
  could not make it there. They found a strange chest on rocks and brought it back. Perhaps 
  someone else has trod this path before us. Food is starting to run low. 
  19th Patchwall – The few remaining crew are unsettled, Mika Iggetreffer jumped overboard last 
  night. The crew speak of a ghostly figure. I hope it is only Wiccrhys superstition, but even I 
  wonder now. 
   
  She is here, Lina has returned 
   
  A few spots of a dark substance are spattered over the bottom of the page. 
   
  The Fate of the Lina Gersiten 
   
  Page 37 
  
  Player Handout #5 
  Engraved Symbol 
   
   
  The Fate of the Lina Gersiten 
   
  Page 38 
  
  Critical Events Summary 
  The DM should answer this events summary AFTER the adventure, and then please send the results to: 
  James Dempsey jdempsey@acslink.net.au
  1. 
  Did the PCs recover the journal? 
  2. 
  Did the PCs return the ship to the Vestmeers? 
  3. 
  Anything else you’d like to report? 
  Thank you. 
  ------------------------------------------------------------------------------------------------------------------------------------------- 
  Critical Events Summary 
  The DM should answer this events summary AFTER the adventure, and then please send the results to: 
  James Dempsey jdempsey@acslink.net.au
  1. 
  Did the PCs recover the journal? 
  2. 
  Did the PCs return the ship to the Vestmeers? 
  3. 
  Anything else you’d like to report? 
  Thank you. 
  ------------------------------------------------------------------------------------------------------------------------------------------- 
  Critical Events Summary 
  The DM should answer this events summary AFTER the adventure, and then please send the results to: 
  James Dempsey jdempsey@acslink.net.au
  1. 
  Did the PCs recover the journal? 
  2. 
  Did the PCs return the ship to the Vestmeers? 
  3. 
  Anything else you’d like to report? 
  Thank you. 
  The Fate of the Lina Gersiten 
   
  Page 39 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Perrenland/596/Normal Scenarios/PER6-03 - The Fate of the Lina Gersten (APL 4-12)/PER6-03 The Fate of the Lina Gersiten.pdf