TEXT: ONW 2−06 Prequel 
   
   
   
   
   
   
  PPIILLGGRRIIM
  MSS  IIN
  N  AAN
  N  
  UUN
  NH
  HOOLLYY  LLAAN
  NDD  
  AA  DD&&DD  LLIIVVIIN
  NGG  GGRREEYYH
  HAAW
  WKK  OON
  NN
  NW
  WAALL  M
  MIIN
  NII−−
  M
  MOODDUULLEE  AADDVVEEN
  NTTUURREE  
  Version 1 
  By Glaive Superior Paul Looby 
   
  with assistance from Stuart “Glaive Virtuous” Kerrigan  
  and the Onnwal Design Cohort. 
   
   
  Undertake a truly heroic quest to allow the flower of chivalry within Onnwal to grow again by entering the 
  forlorn city of Scant. Only the most careful and heroic shall succeed in this mission.  
  This mini-module is an optional add-on to the Onnwal Regional Module The Blazing Banner and 
  is recommended for heroic Good-aligned PCs, especially those who follow Heironeous. 
  Run this module just prior to running Blazing Banner – do not play any other module than 
  Blazing Banner after completing this mini. 
   
   
  An Onnwal regional mini-module for APLs 4-8. 
  An add-on to the Knights of the Splintered Sun Series. 
   
  DUNGEONS AND DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast, Inc. 
  LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc. Scenario detail copyright 2002 Paul Looby and Stuart Kerrigan. 
  ALL RIGHTS RESERVED. This scenario is intended for tournament use only and may not be reproduced without approval of the 
  RPGA Network.. In other words – ask before you use this!!! 
  
  Pilgrims in an Unholy Land 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Page 2 
  This is an RPGA Network scenario for the Dungeons 
  & Dragons game.  A four-hour time block has been 
  allocated for each round of this scenario, but actual 
  playing time will be closer to three hours. The rest of 
  the time is spent in preparation before game play, and 
  scoring after the game. The following guidelines are 
  here to help you with both the preparation and voting 
  segment of the game.  Read this page carefully so that 
  you know and can communicate to your players the 
  special aspects of playing an RPGA scenario. 
   
  Preparation 
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well.  There is enough room 
  along the inside margin to bind the adventure, if you 
  desire. 
  Read this entire adventure at least once before you run 
  your game. Be sure to familiarize yourself with any 
  special rules, spells, or equipment presented in the 
  adventure.  It may help to highlight particularly 
  important passages. 
  When you run an RPGA D&D adventure we assume 
  that you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the Monster 
  Manual.  We also assume that you have a set of dice (at 
  least one d4, d6, d8, d10, d12, and d20), some scrap 
  paper, a pencil, an RPGA scoring packing, and your 
  sense of fun.  It is also a good idea to have a way to 
  track movement during combat.  This can be as simple 
  as a pad of graph paper and a pencil, as handy as a vinyl 
  grid map, or as elaborate as resin dungeon walls and 
  miniatures. 
  Instruct the players either to prepare their characters 
  now, or wait until you read the introduction, depending 
  on the requirements of the scenario as described in the 
  introduction. 
  Keep in mind that you must have at least three players 
  (not counting the DM), for a game session to be a 
  sanctioned RPGA event. As well, you cannot have 
  more than six players participating in the game. 
  Once you are ready to play, it is handy to instruct each 
  player to place a name tag in front of him or her. The 
  tag should have the player's name at the bottom, and 
  the character's name, race, and gender at the top. This 
  makes it easier for the players (and the DM) to keep 
  track of who is playing which character. 
  The players are free to use the game rules to learn 
  about equipment and weapons their characters are 
  carrying.  That said, you as the DM can bar the use of 
  even core rule books during certain times of play. For 
  example, the players are not free to consult the 
  Dungeon Master’s Guide when confronted with a trap 
  or hazard, or the Monster Manual when confronted 
  with a monster. 
  Some of the text in this scenario is written so that you 
  may present it as written to the players, while other text 
  is for your eyes only. Text for the players will be in 
  bold italics. It is strongly recommended that you 
  paraphrase the player text, instead of reading it aloud, 
  as some of the text is general and must be adapted to 
  the specific situation or to actions of the player 
  characters.  
   
  Scoring 
  After the players have completed the scenario or the 
  time allotted to run the scenario has run out, the 
  players and the DM score the game.  The RPGA has 
  three ways to score its games. Consult your convention 
  coordinator to determine which method to use for this 
  scenario. 
  1. 
  No vote scoring:  The players write their 
  names and RPGA numbers on the scoring 
  packet grid. You fill in the top of the grid. 
  That is all. No one is rated. This method is 
  used for people who are just playing for fun. 
  2. 
  Partial scoring: The players rate the game 
  master and the scenario on their player voting 
  sheets, and provide personal information, but 
  don’t vote for other players.  The game 
  master rates the scenario and completes 
  personal and event information, but does not 
  rate the players as a team or vote for players.  
  This method is used when there is no 
  competition, but the event coordinator wants 
  information on how the game masters are 
  performing, or the game master wants 
  feedback on his or her own performance. 
  3. 
  Voting: Players and game masters complete 
  the entire packet, including voting for best 
  player.  If this method is used, be sure to 
  allow about 15-20 minutes for the players to 
  briefly describe their characters to the other 
  players, and about 5-10 minutes for voting. 
  This method is used when the players want to 
  know who played the “best” amongst the 
  group, or when the adventure is run in 
  tournament format with winners and prizes. 
  When using voting, rank the players in order of your 
  voting choice while they are completing their forms so 
  that you are not influenced by their comments on your 
  abilities.  It is a good idea to have the players vote while 
  you are determining treasure and experience awards for 
  the scenario. 
  After voting, give the Scoring Packet to your event 
  coordinator. 
   
   This is a LIVING GREYHAWK Adventure. As a 
  Living adventure, it is expected that players will bring 
  their own characters with them.  If players do not have 
  a LIVING GREYHAWK character generated, get a 
  
  Pilgrims in an Unholy Land 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Page 3 
  copy of the current LIVING GREYHAWK character 
  generation guidelines, a character sheet, and a LIVING 
  GREYHAWK log sheet from the convention 
  coordinator or the RPGA Web site, and then have any 
  players without a character create one.  Once all players 
  have a LIVING GREYHAWK character, play can 
  begin. 
  Along with the other materials that you are assumed to 
  have in order to run a D&D game, it is also 
  recommended that you have a copy of the LIVING 
  GREYHAWK Gazetteer. 
   
  Living Greyhawk Levels of 
  Play 
   
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the 
  Average Party Level (APL): 
  1. 
  Determine the character level for each of the 
  PCs participating in the adventure. 
  2. 
  If PCs bring animals that have been trained 
  for combat (most likely being war horses, 
  dogs trained for war), other than those 
  brought by virtue of a class ability (i.e. animal 
  companions, familiars paladin’s mounts, etc) 
  use the following chart to determine the 
  number of levels you add to the sum above. 
  Add each character’s animals separately. A 
  single PC may only bring four or fewer 
  animals of this type, and animals with 
  different CRs are added separately. 
   
   
   
  CR 
  1 
  2 
  3 
  4 
   
  1/4 & 1/6 
  0 
  0 
  0 
  1 
   
  1/3 & 1/2 
  0 
  0 
  1 
  1 
   
  1 
  1 
  1 
  2 
  3 
   
  2 
  2 
  3 
  4 
  5 
   
  3 
  3 
  4 
  5 
  6 
   
  4 
  4 
  5 
  6 
  7 
   
  3. 
  Sum the results of 1 and 2, and divide by the 
  number of characters playing in the adventure 
  – round up. 
  4. 
  If you are running a table of six PCs, add one 
  to that average. 
   
  By following these four steps, you will have determined 
  the APL. Throughout this adventure, APLs categorize 
  the level of challenge the PCs will face. APLs are given 
  in even-numbered increments. If the APL of your 
  group falls on an odd number, ask them before the 
  adventure begins whether they would like to play a 
  harder or easier adventure. Based on their choice, use 
  either the higher or the lower adjacent APL. 
  APL also affects the amount of experience you may 
  gain at the end of the adventure. If your character is 
  three character levels or more either higher or lower 
  than the APL this adventure is being played at, that 
  character will receive only half of the experience points 
  awarded for the adventure. This simulates the face that 
  either your character was not as challenged as normal, 
  or relied on help by higher-level characters to reach the 
  objectives. 
   
  Note: LIVING GREYHAWK adventures are designed 
  for APL 2 and higher. Three or four, or sometimes 
  even five 1st-level characters may find difficulty with 
  the challenges in a LIVING GREYHAWK adventure. 
  If your group is APL 1 there are three things that you 
  can do to help even the score. 
  1. 
  Attempt to create a table of six 1st-level 
  characters, or try to enlist higher-level 
  characters to play at that table. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them, and fight for them. All riding 
  dogs are considered trained to attack. PCs 
  who want their dogs to attack must succeed at 
  a Handle Animal or Charisma check (DC 10). 
  Failure indicates that the animal will not attack 
  that round. This is a free action (spoken 
  command) that may be attempted each round. 
  If an animal loses half or more hp in a single 
  round it flees, unless another check is 
  successful. 
   
  IS IT A FULL MOON? 
  Since the hazards of lycanthropy are a current part of 
  the LIVING GREYHAWK campaign, it may be 
  necessary to determine if this adventure takes place 
  during a full moon.  For game purposes, the full moon 
  lasts three days of each month. For a given scenario 
  that does not state the phase of the moon, roll 1d10 
  before play begins. On a result of 1, the first day of the 
  scenario is a night of the full moon (roll 1d3 to 
  determine where in the sequence of three nights it 
  falls). 
   
  TIME UNITS AND UPKEEP 
  This is a mini-module adventure. Upkeep is free for 
  this – however the PCs still have to pay the upkeep for 
  Blazing Banner. This mini-module still costs an 
  addition 1 TU however.  
   
  
  Pilgrims in an Unholy Land 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Page 4 
  CAMPAIGN CONSEQUENCES 
   
   
  This adventure has campaign consequences. That 
  is the outcome of this mini-module will directly affect 
  future events in the course of the campaign. The 
  answers to some of the questions below may seem 
  trivial or pointless, but because of the complex nature 
  of the back-story and campaign all information 
  requested is vital. 
   
  Please send your answers to the Living Onnwal 
  Team at woesinger@hotmail.com as soon as possible. 
  General comments about the mini-module are also 
  welcomed at this address.  
   
  1: Did the PCs make it into Scant undetected? 
  2: Were the PCs captured? If so what are their names? 
   
  Adventure Synopsis and 
  Background 
   
  Scant: 584 CY 
   
  The Bastion of the Golden Sun was the scene of 
  some of the sharpest conflict during the taking of 
  Scant. As night fell on the 18th of Wealsun 584 CY 
  assassins and soldiers of the Scarlet Brotherhood crept 
  from the ships of Lordship of the Isles ships, some of 
  whom sneaked into the catacombs below Scant and 
  entered the Bastion of the Golden Sun. They were 
  directed to these catacombs by a traitor of the Order – 
  one yet to be unmasked. 
   
  The assassins struck down the Glaive Superior of 
  the Order of the Golden Sun (also known as the 
  Knights of Azharadian) and slew several of the Glaives 
  and their Cohort before the Knights rose and drove 
  them back and with the valour they are renowned for 
  gained the catacombs and sealed them, preventing the 
  majority of the Brotherhood invaders from entering the 
  Bastion. 
   
  Nonetheless the Brotherhood had achieved their 
  goal - the panic and mayhem the Brotherhood had 
  sewn was sufficient to paralyse the Glaives and prevent 
  them from turning the battle elsewhere within the city. 
  The Brotherhood effectively sealed them in the 
  Bastion, and they could do naught but stubbornly 
  struggle to keep the enemy outside their walls. This was 
  a heroic but ultimately futile action as the Brotherhood 
  had the advantage of superior numbers, and eventually 
  the remaining Glaives were driven into the Inner 
  Bastion, the Temple of Heironeous known as Joyous 
  Vanguard. 
   
  As the Brotherhood forces gathered for the final 
  assault on the stronghold of the Order the bearer of 
  the scared Banner of Azharadian, the symbol on which 
  all new Knights swore their vows, seeing all was lost 
  took drastic measures. Glaive Martial Palim Destron 
  prayed swiftly to Heironeous as he fought. As the 
  Brotherhood soldiers cut down the last defender a 
  single golden lightning bolt came from the statue of the 
  Invincible One and struck the Glaive Martial as he bore 
  the Banner in a last act of defiance. 
   
  Flames came from the lightning bolt and the 
  Glaive Martial burnt as the Brotherhood troops 
  watched in horror. The flames that licked the flesh 
  from his body never died. 
  Attacking followers of Pyremius took it to be a 
  sign from their god, until one of them reached to touch 
  it and was immolated by a golden lightning bolt 
  springing from the flames. 
  The cowards fled, killing every other man, but 
  unable to reach the Banner in the Glaive’s arms. No-
  one attempted to wrest the Banner, save for one 
  warrior in the service of Pyremius, Malax. He too was 
  struck by a bolt of lightning, but did not die for he was 
  one of those who had taken part in the burning of 34 
  Onnwalion farmers. He was blessed by Pyremius and 
  his burnt and charred body changed form, into a part-
  demon monster that resembled his malefic deity.  
   
  With these bizarre occurrences, only the bravest 
  and most fanatical of the Brotherhood would enter the 
  Bastion. The inner sanctums of the Bastion called 
  Joyous Vanguard and its Temple of Heironeous are 
  given a wide berth by the occupiers of Scant. 
   
  The Present Day: 592 CY 
   
   
  Months have passed since the events of the 
  module “Glaive’s Gambit” – wherein two assassins 
  tried to claim the life of Sir Halrend Lorendrenn. One 
  was the unwitting brainwashed squire of Duke Gellen 
  Cadwale, Siward, the other a loyal Scarlet Brotherhood 
  agent. Death was meted out to these two, and Halrend 
  was saved.  
   
  Siward, before he died, imparted the valuable 
  information to the Knights of Azharadian that the 
  Banner of Azharadian – the most sacred treasure of the 
  Order – was held in Scant. 
   
  The Knights desperately called for Sturrend 
  Kelldas, senior-member of the Glaive Cohort and a 
  powerful cleric of Heironeous, to divine its location. 
  Alas it lay within Scant, and behind the lines of the 
  Scarlet Brotherhood. 
   
  This was not enough to stop men of valour. The 
  Knights dispatched one of their own, but naught has 
  been heard for two weeks. As they number so few they 
  dare not send any more, and thus have called the PCs 
  in to help find it. Portents have indicated they have 
  little time in this endeavour – the Pyremius Priest 
  Malax, believing himself chosen of Pyremius, is close to 
  creating a ritual that will allow the Banner to be 
  
  Pilgrims in an Unholy Land 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Page 5 
  destroyed if the flame is corrupted to Pyremius’s glory. 
  The imminent success of his dark rite has been revealed 
  to Sturrend and his fellow priests, and the Knights are 
  now desperate to retrieve their banner. 
   
  The Knights of Azharadian still have in their midst 
  a traitor. He contacted the Scarlet Brotherhood upon 
  hearing Sturrend’s divinations and alerted them that a 
  force had been dispatched to Scant. The leader of this 
  expedition, a full Glaive of the Order, was seized by 
  Malax. Malax has taken the Glaive to the Inner Bastion, 
  the tower called Joyous Vanguard intending to take 
  sadistic pleasure out of making him watch the Banner 
  fall to the Brotherhood and be destroyed. 
   
  What Happens in this Mini−module? 
  This mini-module is designed as an optional extra 
  adventure to accompany the Onnwal Regional Module 
  “The Blazing Banner”. It duplicates the recruitment of 
  the PCs by the Glaives of Azharadian and deals with 
  the PCs sneaking past Brotherhood lines into Scant., 
  which is glossed over in the Regional Module.  
  “The Blazing Banner” module follows on from the end 
  of “Pilgrims in an Unholy Land”, dealing with the PCs 
  infiltrating the Bastion and hopefully recovering the 
  Banner. This mini-module does not have to be played 
  to play "The Blazing Banner”, though "The Blazing 
  Banner" must be played after this mini-module. PCs 
  who have played “Pilgrims in an Unholy Land” can 
  skip straight to Encounter 1 of “The Blazing Banner” 
   
  Encounter Summary 
   
  Introduction: 
   
   
  The PCs are hired by either Duke Gellen or Baron 
  Halrend. This is exactly as the encounter appears in 
  Pilgrims in an Unholy Land and if that interactive has 
  been ran in conjunction with this module do not repeat 
  this encounter. 
   
  The PCs must leave behind any magic items they 
  have beyond one-use items such as scrolls and potions, 
  and any animal companions that might give them away 
  (e.g. bears, tigers etc.) 
   
  Encounter One: The Altern 
   
   
  The PCs' mission to infiltrate enemy lines begins 
  in the village of Orrin on the frontline of the fighting 
  between the Brotherhood and the Army of Rebellion in 
  western Gilderond. They meet with an army 
  commander and a Wrecker Boss, who brief them on 
  how to best get into Halmarn and Scant 
   
  Encounter Two: The Silent Fields 
   
   
  The PCs begin their journey, slipping through the 
  eerily empty lands of the front lines and on in to the 
  hills of the western Volanots. They encounter a 
  Brotherhood patrol, from which they have to get up-
  to-date passes to allow them to enter Halmarn 
  undetected. This will almost certainly mean a fight. 
   
  Encounter Three: Halmarn 
   
   
  The PCs continue on into Halmarn, passing the  
  Brotherhood forces returning from battle and some of 
  their fellow countrymen who remain in thrall to the 
  Scarlet Brotherhood. The PCs must present the correct 
  passes at the gates of Halmarn or they will be captured. 
  They must then avoid getting arrested for brawling 
  with drunken Hepmonaland savages. 
   
  Having found the Breaking Wave Inn, they must 
  then make meet their contact and convince him that 
  they are who they say they are.  
   
  Encounter Four: Contraband 
   
   
  The PCs are hidden in barrels and smuggled into 
  Scant. If they have any banned magical items - they will 
  be discovered by the Brotherhood and captured or 
  killed. As they are being loaded on the quay in Scant., 
  some Hepmonaland savages will try to prise open one 
  of the barrels. As long as the PCs do not reveal 
  themselves, the savages will be shooed away before 
  they are discovered. The PCs are then taken to a secret 
  location. Here this mini-module ends and Encounter 1 
  of "The Blazing Banner" begins.  
   
  Something to work out: Who is hiring? 
   
   
  Check the PCs log sheets to see if any PCs have 
  played the “Glaive’s Gambit”, the prequel module o 
  the Blazing Banner. If they have, ask to see their 
  Influence Points certs. Count up the number of certs 
  for the House of Lorendrenn, and the number of certs 
  for the House of Cadwale. 
   
  If there are more Cadwale influence certs from 
  “Glaive’s Gambit”, start at Introduction A. Tiren 
  Farness, a representative of the Duke Gellen Cadwale 
  approaches the PCs for this quest. This also affects the 
  identity of the captured knight. 
   
  If there are more Lorendrenn influence certs from 
  “Glaive’s Gambit”, start at Introduction B. Baron 
  Halrend Lorendrenn himself approaches the PCs for 
  this quest. This also affects the identity of the captured 
  knight. 
   
  If there is a tie, or the PCs have not played 
  “Glaive’s Gambit”, or have no certs, simply randomly 
  choose a track, unless the PCs show awareness of the 
  political scene and express a preference. 
  
  Pilgrims in an Unholy Land 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Page 6 
   
   
  Who is Hiring? 
  The Loyalty of the Party 
   
  Fill this in before play begins to determine which track to play in this module. 
   
  Number of PCs who received the Favour of House of Cadwale in 
   
   
   
  Glaive’s Gambit  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Number of PCs who are Glaive Cohort sponsored by House Cadwale 
   
   
   
   
   
   
   
  Number of PCs who are vassals, bannerman etc. in the service of  
   
   
   
  House Cadwale or Longbridge  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Add these numbers to get Total A:- 
   
  Total A:  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Number of PCs who received Favour of House of Lorendrenn in Glaive’s Gambit  
   
   
   
   
  Number of PCs who are Glaive Cohort sponsored by House Lorendrenn  
   
   
   
   
   
   
  Number of PCs who are vassals, bannerman etc. in the service of  
   
   
   
   
  House Lorendrenn or Longbridge.  
   
   
   
   
           
   
   
   
   
   
   
   
   
   
  Add these numbers to get Total B:-   
   
  Total B:  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  If Total A is greater than Total B run Track A where the PCs are hired by Duke Gellen’s supporters. 
   
  If Total B is greater than Total A run Track B where the PCs are hired by Baron Halrend. 
   
  Thank you! 
  
  Pilgrims in an Unholy Land 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Page 7 
  Introduction A: Meeting 
  with Glaive Virtuous Tiren 
  Farness 
   
  Once you have determined that the party is to 
  be summoned to meet Duke Gellen Cadwale, 
  read aloud or paraphrase the following text:-  
   
   
  An invitation to attend the Duke Gellen Cadwale 
  in Longbridge is rare in itself, but such a clandestine 
  invitation as was slid under the door of your residence can 
  only be a unique occurrence. 
   
  The note, written in hasty scrawl, addresses each of 
  you by name, and asks for your discretion in a matter of 
  urgency. 
   
  The secrecy of this correspondence, and the well-
  known distrust between the Glaives of Azharadian, of 
  which the Duke is the most senior, is well known. It begs 
  two questions, the first: what does the Duke want with 
  you? The second: shall you meet with him? 
   
   
  Ask each of the PCs if their characters 
  attend the Duke. Those who do not cannot 
  proceed further with this scenario. 
   
  Once the PCs decide to attend the Duke 
  proceed with the following:- 
   
   
  Your journey to Longbridge is uneventful. You 
  reach the bank of the Fallnos, and from there you follow 
  it south to the spires of the town.  
   
  It is close to dusk when the Ducal guard at the gate 
  meet each of you, escorting you to the townhouse of Duke 
  Cadwale. There you are granted access, and led into one 
  of the many private studies. 
   
  It is a well decorated room, with books and scrolls 
  arrayed across a broad oak desk. In the distance the sun 
  begins to set, and the figure sat in the chair watches 
  intently. 
   
  The man turns his chair to face you, and it is a 
  dapper man with greying hair, lean figure and pale 
  complexion do not present the typical figure of a warrior. 
  “I must apologise if you were expecting to see the Duke, 
  but with the suspicion surrounding him since the 
  gathering in Longbridge he prefers to act through 
  intermediaries. 
   
  He coughs momentarily, and continues, “I am the 
  Glaive Virtuous Tiren Farness. I shall be representing 
  the Duke in matters concerning the Order.  
   
  “I am sure you are aware of the recent events, 
  concerning the Duke’s squire, Siward Cadwale.” 
   
   
  If there are indeed PCs among the group 
  who did not play in Part One of this series, the 
  Glaive’s Gambit, or have clearly forgotten Tiren 
  elaborates:- 
   
   
  “At a gathering of the Order, I am sorrowed to say 
  His Grace’s squire, Siward Cadwale, appeared to be in 
  the thrall of the Scarlet Brotherhood. This mental 
  scarring was done to him by the fiends during the 
  Occupation of Longbridge. A Scarlet Assassin used his 
  hidden programming to get him to try to slay the Duke’s 
  rival for the role of Glaive Superior, Halrend 
  Lorendrenn. It seems clear to me that this perfidious 
  rogue aimed to permanently sunder the Order. 
   
  “Fortunately the attempt failed, and the unwitting 
  puppet was captured, the puppet master was dispatched 
  by one of Onnwal’s finest war companies.” 
   
  If the PCs did not need to be reminded, simply 
  read the following, or have Sir Tiren continue:- 
   
   
  “While Siward was executed as a traitor to the 
  Order, he had one valuable shred of information that he 
  imparted to the Order. 
   
  “During his capture by the Scarlet Ones, they took 
  him to Scant. There they tried to get him to do what they 
  could not do… destroy the Banner of Azharadian. 
   
  “I see you look confused. The Banner is a holy relic 
  of our Order. Without it no new Glaives of the Order 
  can be sworn in, without it our Order will die. 
   
  “Our priests tried divinations to locate the Banner 
  to no avail. Wherever it lay it was shielded from our 
  sight. It was only with talking to the departed Siward, 
  whose tormented soul is now at peace, I learned more. 
   
  “The Banner lies in the occupied city of Scant, 
  within the Bastion of the Golden Sun, once the 
  Headquarters of the Knighthood. 
   
  “Siward’s shade said the banner lies frozen in some 
  sort of fiery stasis, in the arms of a long-dead Glaive 
  waiting for one who is worthy to pluck it from the flames. 
   
  “I sent one of the Duke’s loyal Glaives, Baernen 
  Kelldas, a strong and irreproachable man, with a squad 
  of men from the Cohort, to enter Scant and return our 
  Banner. It has been three weeks and I fear them lost… 
  worse yet, our clerics divinations have finally revealed 
  something: the Brotherhood shall soon have researched the 
  means to release the banner and destroy it forever. 
   
  “You see my dilemma. I can risk no more Glaives 
  – I must ask for true heroes from Onnwal’s patriots to 
  retrieve the Banner and return it to me. 
   
  “Will you do this?” 
   
  Here are some likely questions and Tiren’s 
  responses:- 
   
  What is in this for us?  
  You will have my gratitude, hopefully that of the Glaive 
  Superior of the Order of the Golden Sun.  
   
  You shall be heroes of the realm – to have entered Scant 
  and plucked a priceless artefact from the Scarlet 
  Brotherhood. 
   
  There are also doubtless other valuable items within the 
  Bastion. Return these and we will let you keep what you 
  wish and pay you more than handsomely for that we 
  wish. 
   
  Note: Any PC who rudely demands payment in 
  coin shall be offered the 150gp reward for 
  
  Pilgrims in an Unholy Land 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Page 8 
  themselves. They are labelled “mercenary” and 
  forfeit any IPs and Favours at the end of the 
  scenario. 
   
  How shall we get into Scant?  
  The Resistance have a man in Halmarn – the outskirts 
  of Scant – who runs wine from Halmarn to an alehouse 
  in Scant.  
   
  To get into Halmarn you must get behind enemy lines. I 
  have instructed one of the rebel commanders to lead a 
  feinting skirmish to draw away patrols and allow you to 
  pass behind the enemy lines. 
   
  Our man in Halmarn is to drop you in a secret location 
  known only to him. His name is Berdinun, and you shall 
  know him when he says, “Courage is the steel of the 
  soul” and by the sign of the axe he wears around his 
  neck. He routinely sends barrels of ale and wine to and 
  from Halmarn – he shall let you hide in his barrels. We 
  have told them to expect a group of your size exactly. 
   
  Where he shall take you, and what happens next I 
  cannot tell you – for he would not tell in case you were 
  captured, and because of the reputation our Order has 
  gained. 
   
  What of the missing Glaive, Baernen Kelldas?  
   
  Return him if he yet lives. We shall reward you further 
  for this. We sent Baernen in through Gate Hill in 
  disguise rather than stoop to further subterfuge. Alas this 
  seems a necessary evil now. 
   
  How can we expect to get the Banner where 
  others have failed?  
   
  Patriots of Onnwal have proven themselves to be of the 
  highest character. Duke Gellen, and I have no doubt you 
  will succeed. 
   
  Where is the Banner within the Bastion? 
   
  Siward did not know exactly – but the Bastion is divided 
  into two parts, the Outer Bastion, which is living space 
  and public areas, and the Inner Bastion, which contains 
  the private chapel, library and the Glaive Superior’s 
  quarters and studies. We believe it is in this inner 
  sanctum the last stand of our brethren took place – and 
  thus it is where the Banner lies. 
   
  Tiren also provides the PCs with a map, as 
  shown in Handout One of the main module. 
  This map does not show the damage inflicted by 
  the Scarlet Brotherhood. 
   
   Final Conditions 
   
  Tiren asks the PCs not to take into Scant the 
  following:- 
   
  • 
  Animal companions larger than 
  small – getting the PCs into Scant 
  alone 
  shall 
  be 
  difficult 
  without 
  additional space required for animal 
  companions. These can be left on the 
  Ducal estate. 
  • 
  Magic 
  Items 
  – 
  the 
  Scarlet 
  Brotherhood has a detection network 
  over Scant that alerts them to any 
  foreign magic items being brought into 
  the city. Items such as minor scrolls 
  and potions (1st level spells, with 1st–3rd 
  level casters) are safe, but “permanent” 
  items such as a +1 battle axe, +1 ring of 
  protection, boots of striding etc. only give 
  the PCs away. Spellbooks and holy 
  symbols are fine (assuming the symbol 
  is hidden when travelling in Halmarn). 
  Tiren gladly offers to keep the items 
  safe for the PCs and in the case of 
  magic weapons, he is happy to supply 
  the PCs with a non-magical version 
  (e.g. swap a +1 battle axe with an loaned 
  ordinary battle axe for the duration of 
  the 
  module). 
  No 
  masterwork 
  replacements are available. This also 
  applies 
  to 
  weapons 
  temporarily 
  enchanted by magical spells. Tiren 
  instructs the PCs to enchant their 
  weapons within Scant if they must. 
   
   
  If the PCs ignore Tiren’s advice and try to 
  smuggle in their magic weapons they are 
  captured after arrival in Scant. This means their 
  character sheets should be handed over to the 
  Onnwal Design Team at the first opportunity. 
  Captured PCs are out of play until such time as 
  they can be rescued. Due to the nature of this 
  campaign this may be years of real time. 
   
  There is no provision made for smuggling 
  animal companions or familiars into Scant. PCs 
  who take along larger animals, such as bears, 
  tigers etc. are going to have to leave them in 
  Halmarn permanently. 
   
  Introduction B: Meeting 
  with Baron Halrend 
   
  Once you have determined that the party is to 
  be summoned to meet Duke Gellen Cadwale, 
  read aloud or paraphrase the following text:-  
   
   
  An invitation to attend the Baron Halrend of 
  Dunheern is rare in itself, but such a clandestine 
  invitation as was slid under the door of your residence can 
  only be a unique occurrence. 
   
  The note, written in hasty scrawl, addresses each of 
  you by name, and asks for your discretion in a matter of 
  the utmost urgency. 
  
  Pilgrims in an Unholy Land 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Page 9 
   
  The Baron is widely regarded as being the most 
  valiant in the recent campaigns of the Order of the 
  Golden Sun, but the secrecy of this correspondence 
  reminds you of the corrosive distrust that exists between 
  the Knights. It also begs two questions, the first: what 
  does the Baron want with you? The second: shall you 
  meet with him? 
   
   
  Ask each of the PCs if their characters 
  attend the Baron. Those who do not cannot 
  proceed further with this scenario. 
   
  Once the PCs decide to attend the Baron 
  proceed with the following:- 
   
   
  Dunheern lies within the Eastern Marchlands and 
  there has been tell of red trolls and worse about. Your 
  journey was pleasant, and you reached the village of 
  Dunheern without incident. 
   
  It is a small place, with the streets quiet. Those who 
  live here do not care for strangers and in the town there is 
  but one tavern and two temples. At the north end of the 
  village, by the Gearnat Sea, lies a Temple to Procan, the 
  God of the Sea. 
   
  Also by the docks is an ornate, but small Temple of 
  Heironeous, and by it the Baron’s Keep, part of a line of 
  fortifications that protect the village. Once these were to 
  keep the Aerdi out, but they function just as well to keep 
  the Scarlet Brotherhood’s Hochebi at bay, as can be seen 
  by the line of rotting Hochebi heads that lie on spikes 
  along the wall. 
   
  It is to the Keep you are directed, and from there 
  guardsmen wearing the gold lightning bolt of the 
  Lorendrenn family allow you in. 
   
  After a few hours of waiting, with refreshment 
  provided, you enter the great hall of the Keep, and there at 
  the end of a long table sits Baron Halrend Lorendrenn. 
   
  In the dim torchlight, a shadow crosses Halrend’s 
  face and he stands, “You came. This is good – for I have 
  need of your help… ‘tis to do with the events at 
  Cadwale’s manor a few months back.” 
   
   
   
   
  If there are indeed PCs among the group 
  who did not play in Part One of this series, the 
  Glaive’s Gambit, or have clearly forgotten Baron 
  Lorendrenn elaborates:- 
   
   
  “At a gathering of the Order, His Grace’s squire, 
  Siward Cadwale, appeared to be in the thrall of the 
  Scarlet Brotherhood. This mental scarring was done to 
  him by the fiends during the Occupation of Longbridge. 
  Forces unknown, though I suspect we both know who 
  they are, used his hidden programming to get him to try to 
  slay me. It seems clear to me that this perfidious rogue 
  aimed to eliminate me so the auspice of Glaive Superior 
  was open to Duke Cadwale. 
   
  “Fortunately the attempt failed, and the unwitting 
  puppet was captured, the puppet master was dispatched 
  by one of Onnwal’s finest war companies.” 
   
  If the PCs did not need to be reminded, simply 
  read the following, or have the Baron continue:- 
   
   
  “While Siward was executed as a traitor to the 
  Order, he had one valuable shred of information that he 
  imparted to the Order. 
   
  “During his capture by the Scarlet Ones, they took 
  him to Scant. There they tried to get him to do what they 
  could not do… destroy the Banner of Azharadian. 
   
  “I see you look confused. The Banner is a holy relic 
  of our Order. Without it no new Glaives of the Order 
  can be sworn in, without it our Order will die. 
  “Our priests tried divinations to locate the Banner to no 
  avail. Wherever it lay it was shielded from our sight. It 
  was only with talking to the departed Siward, whose 
  tormented soul is now at peace, I learned more. 
   
  “The Banner lies in the Bastion of the Golden Sun, 
  once the Headquarters of the Knighthood, but now 
  occupied by the Brotherhood as is all of Scant. 
   
  “Siward’s shade said the banner lies frozen in some 
  sort of fiery stasis, in the arms of a long-dead Glaive 
  waiting for one who is worthy to pluck it from the flames. 
   
  “I sent one of the Duke’s loyal Glaives, Dorlan 
  Maldrenn, a strong and irreproachable man, with a 
  squad of men from the Cohort, to enter Scant and return 
  our Banner. It has been three weeks and I fear them 
  lost… worse yet, our clerics divinations have finally 
  revealed something: the Brotherhood shall soon have 
  researched the means to release the banner and destroy it 
  forever. 
   
  “You see my dilemma. I can risk no more Glaives 
  – I must ask for true heroes from Onnwal’s patriots to 
  retrieve the Banner and return it to me. 
   
  “Will you do this?” 
   
   
  Here are some likely questions and the Baron’s 
  responses:- 
   
  What is in this for us?  
   
  You will have my gratitude, hopefully that of the Glaive 
  Superior of the Order of the Golden Sun.  
   
  You shall be heroes of the realm – to have 
  entered Scant and plucked a priceless artefact 
  from the Scarlet Brotherhood. 
   
  There are also doubtless other valuable items 
  within the Bastion. Return these and we will let 
  you keep what you wish and pay you for that we 
  wish. 
   
  Note: Any PC who rudely demands payment in 
  coin shall be offered the payment, according to 
  the APL of the party, as reward for themselves. 
  They are labelled “mercenary” and forfeit any 
  IPs and Favours at the end of the scenario. 
   
  How shall we get into Scant?  
   
   
  The Resistance have a man in Halmarn – the 
  outskirts of Scant – who runs wine from Halmarn to an 
  alehouse in Scant.  
  
  Pilgrims in an Unholy Land 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Page 10 
   
  To get into Halmarn you must get behind enemy 
  lines. I have instructed one of the rebel commanders to 
  lead a feinting skirmish to draw away patrols and allow 
  you to pass behind the enemy lines. 
   
  Our man in Halmarn is to drop you in a secret 
  location known only to him. His name is Berdinun, and 
  you shall know him when he says, “Courage is the steel 
  of the soul” and by the sign of the axe he wears around 
  his neck. He routinely sends barrels of ale and wine to 
  and from Halmarn – he shall let you hide in his barrels. 
  We have told them to expect a group of your size exactly. 
   
  Where he shall take you, and what happens next I 
  cannot tell you – for he would not tell in case you were 
  captured, and because of the reputation our Order has 
  gained. 
   
  What of the missing Glaive, Dorland Maldrenn?  
   
   
  Return him if he yet lives. We shall reward you 
  further for this. We sent Dorland into Gate Hill in 
  disguise. Alas, he is now lost to us. 
   
  How can we expect to get the Banner where 
  others have failed?  
   
   
  Patriots of Onnwal have proven themselves to be of 
  the highest character. I have no doubt you will succeed. 
   
  Where is the Banner within the Bastion?  
   
   
  Siward did not know exactly – but the Bastion is 
  divided into two parts, the Outer Bastion, which is living 
  space and public areas, and the Inner Bastion, which 
  contains the private chapel, library and the Glaive 
  Superior’s quarters and studies. We believe it is in this 
  inner sanctum the last stand of our brethren took place – 
  and thus it is where the Banner lies. 
   
  Halrend also provides the PCs with a map, as 
  shown in Handout One. This map does not 
  show the damage inflicted by the Scarlet 
  Brotherhood. 
   
   Final Conditions 
   
  Halrend asks the PCs not to take into Scant the 
  following:- 
   
  • 
  Animal companions larger than 
  small – getting the PCs into Scant 
  alone 
  shall 
  be 
  difficult 
  without 
  additional space required for animal 
  companions. These can be left on the 
  Baronial estate. 
  • 
  Magic 
  Items 
  – 
  the 
  Scarlet 
  Brotherhood has a detection network 
  over Scant that alerts them to any 
  foreign magic items being brought into 
  the city. Items such as minor scrolls 
  and potions (1st level spells, with 1st–3rd 
  level casters) are safe, but “permanent” 
  items such as a +1 battle axe, +1 ring of 
  protection, boots of striding etc. only give 
  the PCs away. Spellbooks and holy 
  symbols are fine (assuming the symbol 
  is hidden when travelling in Halmarn). 
  Tiren gladly offers to keep the items 
  safe for the PCs and in the case of 
  magic weapons, he is happy to supply 
  the PCs with a non-magical version 
  (e.g. swap a +1 battle axe with an loaned 
  ordinary battle axe for the duration of 
  the 
  module). 
  No 
  masterwork 
  replacements are available. 
   
  If the PCs ignore Halrend’s advice and try to 
  smuggle in their magic weapons they are 
  captured after arrival in Scant. This means their 
  character sheets should be handed over to the 
  Onnwal Design Team at the first opportunity. 
  Captured PCs are out of play until such time as 
  they can be rescued. Due to the nature of this 
  campaign this may be years of real time. 
   
  There is no provision made for smuggling 
  animal companions or familiars into Scant. PCs 
  who take along larger animals, such as bears, 
  tigers etc. are going to have to leave them in 
  Halmarn permanently. 
   
  Lack of Loyalty: Troubleshooting 
   
  If the PCs decide to try to switch loyalties at this 
  point (i.e. if they met and irritated Tiren and 
  then went off to hire themselves to Halrend for 
  a higher price) they must cross off an additional 
  2 TUs to travel from one town to the other.  
   
  When they get there the other patron shall 
  not hire them, as he does not need to sponsor 
  people whose only loyalty is to themselves. The 
  PCs who are this mercenary have wasted 2 TUs 
  and can only go back to their original sponsor if 
  they are willing to continue the scenario. They 
  receive no Favour or Influence points on 
  completion of this mission. 
   
  Encounter 1: The Altern 
   
  Read aloud or paraphrase the following: 
   
   
  Your journey across the plains of Gildenlea, with its 
  ripening grain fields and wide horizons, has been 
  uneventful. You sit now in the village of Orrin, sheltering 
  from the heat of the noonday sun under the dappled shade 
  of a chestnut tree. Across from you Kern Jherest, a grim-
  faced altern of the Army of Rebellion, sits with his back 
  to the tree trunk, a well used longsword across his knees. 
   
  "So - you're the ones we've been expecting. What 
  you're doing must be important if it's worth wasting the 
  life of my men on it." 
   
  "Now, friend Kern, don't discourage our brave 
  friends," says a slight man leaning against the tree and 
  
  Pilgrims in an Unholy Land 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Page 11 
  cutting slices from an apple with a knife. "You must 
  forgive the altern, his line of work tends to make him 
  somewhat black of nature. I'm Ordas Rygol. I oversee 
  Wrecker activities around here." 
   
  Altern Jherest glares at the grinning Wrecker with 
  undisguised disgust. "We've been ordered to assist you in 
  your mission," he says unfurling a cloth map. "We know 
  that you need to slip though the Brotherhood lines. My 
  men and I will therefore be launching a diversionary 
  attack at the enemy forces concentrated around Myrhill. 
  That should draw in Brotherhood patrols from the 
  surrounding countryside, allowing you to slip through and 
  into the hills." 
   
  Kern Jherest, Altern of the Army of 
  Rebellion: Ftr 6, AL LN. 
   
   
  Jherest is in his mid-twenties, though his 
  experiences in the war make him look ten years 
  older. His raw-boned face is gaunt, his jaw 
  unshaven and his grey eyes set in sunken 
  sockets. He is a fierce Onnwalon patriot, having 
  lost his family in the Occupation. Kern also 
  cares deeply for the soldiers under his command 
  and he is a popular and able commander. He 
  loathes Rygol and his Wreckers with a passion 
  exceeded only by his hate for the Scarlet 
  Brotherhood. 
   
  Ordas Rygol, Wrecker Boss: Rog 5, AL CN, 
  Disguise +8. 
   
   
  Ordas Rygol is the Wrecker Boss in this 
  area of Gilderond. He is a thin man in his mid-
  twenties, with long sandy coloured hair and a 
  large golden earring dangling from his right ear. 
  Rygol is a flamboyant character and this is 
  reflected in his dress. He is committed to the 
  struggle, but doesn't see why he shouldn't get 
  wealthy while he's at it. He knows Jherest hates 
  him and derives some pleasure from riling the, 
  as he sees it, overserious Altern.  
   
  Questioning the Altern and 
  Wrecker 
   
  At this point the PCs will probably have 
  questions: 
   
  How are we going to slip into Halmarn 
  undetected? 
   
  Rygol: 
   
   "Ah - we've already thought of that one, my friends. We 
  were planning to disguise you as Strawhairs. We 
  managed to..." he purses his lips and smiles - "…procure 
  some uniforms that should allow you to disguise yourself 
  as Strawhair soldiers." 
   
  If there are any Olve, Dwur, Noniz, Half-Euroz 
  or Hobniz PCs, add the following.  
   
  "You folk are a bit more of a problem. When's the last 
  time you saw an elf/dwarf gnome/half-orc/halfling 
  Strawhair?" 
   
   
  The obvious answer would be to have the 
  demi-humans appear to be prisoners of the 
  "Brotherhood Soldiers". Half-orcs could easily 
  be Pomarji mercenaries. 
   
  However, allow the PCs to figure this out 
  for themselves, or concoct a plan of their own. 
  If the PCs become hopelessly stuck for a plan, 
  have Rygol suggest this course of action. 
   
  The PCs will have to disguise themselves as 
  Suloise soldiers - therefore hair must either be 
  shorn, hidden or dyed blonde. Dark Oeridian, 
  Flan or Bakluni skin tones must be covered or 
  paled 
  and 
  black/brown 
  eyes 
  hidden. 
  Alternatively overtly non-Suel humans can be 
  disguised as prisoners. However there must be at 
  least two-three "Brotherhood soldiers" to make 
  the ruse seem credible.  
   
  Have the party roll a single Disguise Roll 
  (DC 19), using the modifiers on page 67 of the 
  PHB. Rygol will use his Disguise skill (+8) if 
  none of the PCs have the skill.  For Bluff rolls 
  for the duration of this mini-module, apply a +1 
  modifier for every two figures their roll exceeds 
  the DC target by; eg: if a party gets a 16, give 
  them +3 to future Bluff checks. If they use Alter 
  Self - you may apply a +5 bonus to Bluff checks 
  - but only if the spell is active when the PC is 
  interacting with the NPC in question.  
   
  Where will we meet our contact? 
   
  Rygol:  
   
  "You'll find him behind the bar of the Breaking Wave 
  Inn on the waterfront. His name is Berdinun, and you 
  shall know him by the sign of the axe he wears around 
  his neck. Say to him: "Courage tempers the heart" and 
  he should reply "Courage is the steel of the soul” ". 
   
  What is the best route into Halmarn?  
   
  Jherest:  
   
  "Once you get into the hills you should have some cover. 
  Loop north away from the river valley. The Bergard 
  Gorge and the Gates of the Gildenlea are watched and 
  well warded. Rejoin the Scant road before Halmarn." 
   
  When will the diversionary attack take place? 
   
  Jherest:  
   
  "Just before dawn tomorrow. We'll be able to tie them up 
  for about an hour or so - but no longer. Be sure you're in 
  the hills before then." 
  
  Pilgrims in an Unholy Land 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Page 12 
   
  Rygol: 
   
  "Oh, and that reminds me,” says the Wrecker, licking 
  his lips with glee, “I hope you’ve been studying your 
  Ancient Suloise – it’s all some of the strawheads speak. 
  If you don’t I suggest you find some way around this, or 
  you may have to do a bit of fighting of your own." 
   
  If the PCs have no more questions read aloud or 
  paraphrase the following: 
   
   
  "Oh yes - one other thing - you'll need to take 
  these,” Rygol says holding aloft a number of flat copper 
  discs dangling from thin leather thongs. "All the 
  Strawhairs we've seen in the last while have had these 
  tied to their wrists. Best guess is they're some sort of pass. 
  They seem to have different runes carved into 'em as time 
  goes on. These are the freshest we could find, a week old 
  were the corpses we picked them off. Heaven knows when 
  they were deployed though, or how long they’d been out of 
  contact with Halmarn - so if you encounter any 
  strawheads before you have to use these try and check 
  whether yours match theirs. If necessary, steal any newer 
  ones – we wouldn’t want you with an older code would 
  we?” 
   
   
  Detect Magic will show up a weak aura of 
  divination magic from the discs. A Spellcraft roll 
  (DC 20) or Identify should be able to determine 
  that they are essentially identification runes, 
  which are “read” by a second set of runes. An 
  incorrect set of runes would set of an alarm.  
   
  Finally if the PCs have not divested 
  themselves of magical items and animal 
  companions already, Rygol will warn them that 
  they must do so now. They will be sent back to 
  whichever Glaive they PCs are working for.  
   
  Encounter 2: The Silent 
  Fields 
   
  Read aloud or paraphrase the following: 
   
   
  You are awoken several hours before dawn the 
  following morning. The village is crowded with young 
  soldiers of the Army of Rebellion preparing themselves for 
  battle. The chink of arms and armour being quietly 
  donned carries in the cool morning air. 
   
  A pale steady light glows under the branches of the 
  chestnut. Looking closer you can see that the light springs 
  from the head of a standard bearing the Green and Gold 
  of Onnwal and of Gilderond. Before it kneels Jherest and 
  two score of his men, their faces pallid in the magelight, 
  their eyes fixed fervently upon the flag of their nation. 
  They rise and carrying the standard aloft, they come down 
  the street singing a battle hymn, there is determination in 
  their step, steel in their eyes.  
   
   
  Jherest will tell the PCs to set off slowly 
  north and west for about a league. The PCs will 
  know when the attack is underway. Then they 
  should move as fast as possible for the hills.  
   
  The PCs journey to the edge of the hills 
  should be uneventful - but don't tell them that! 
  Have them make their marching order and 
  occasional Spot and Move Silently rolls to keep 
  them on their toes. The countryside is made up 
  of broad grain fields now run fallow and wild, 
  not having been harvested in over six years. The 
  fields are interspersed with stands of fragrant 
  cedar, poplar and the occasional elm and oak. As 
  they near the hills, they will come across small 
  streams running down from the hills and on 
  towards the south.  The banks of these streams 
  are cloaked with tall riverside grasses and herbs, 
  such as sedge, angelica and wild hemlock, and 
  should provide good cover.  
   
   
  It has been about an hour since you parted company 
  with Altern Jherest and his men. As the dawn light 
  grows at your backs - the fields of the Gildenlea are a 
  forlorn sight - the wheat and barley fields growing wild - 
  unkempt and unharvested and choked by weeds after 
  years of neglect. An eerie silence smothers the land. Your 
  footsteps seem to you to almost to echo and resound like 
  the footfalls of giants. Ruined farmhouses dot your path, 
  many of them no more now than four blackened stone 
  walls. No birds sing in this empty land and its is not 
  hard to imagine that you are utterly alone in a desolate 
  abandoned world.  
   
  Suddenly the oppressive silence is broken by the 
  sound of horns to the south. There is a series of flashes 
  and a plume of smoke blossoms into the air. Several 
  leagues away you realise, Jherest's men are fighting and 
  dying.  
   
   
  The PCs should gain the foot of the hills by 
  mid morning without much trouble. The hills 
  here are the gentle western end of the craggy 
  Volanots. The slopes are covered in small 
  vineyards, fruit orchards and almond and olive 
  groves now grown wild.  
   
   
  As you crest the first long slope, you can see the 
  plains spread out behind you. In the bright sunshine the 
  green-gold fields of ripening grain stretch into the east for 
  as far as you can see. The Bergard cuts a sinuous path 
  across the Gildenlea. To the south, several pillars of 
  smoke rise from within the last bend of the river before it 
  plunges into the hills. To the west towards Halmarn and 
  Scant, dark thunderclouds are beginning to tower high in 
  the sky. With some reluctance you turn your back on the 
  sunlit plain and head on into the gloom ahead.  
   
   
  As the PCs make their way down into the 
  valley and up the next hill, they will be in plain 
  sight of a Brotherhood patrol, comprising a 
  Tilva Suel commander and a squad of 
  Hepmonaland Suel savages, camped on the crest 
  of the second hill. If they have declared they are 
  
  Pilgrims in an Unholy Land 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Page 13 
  moving discretely, have them make opposed 
  Sneak/Spot and Move Silently/Listen rolls with 
  a +2 circumstance bonus for the Brotherhood 
  troops as they are vigilantly scanning the 
  countryside for Onnwalon units. If PC's state 
  they are looking out for enemy units give the 
  PCs an opposed Spot rill against the savages, 
  who get a +2 circumstance bonus for their 
  concealed positions. 
   
  A successful Spot roll (DC 15) reveals 
  that the patrol is wearing copper disks that 
  are different from the ones Rygol gave the 
  PCs. 
   
  For the sake of getting the PCs the newer 
  disks, assume that eventually the Brotherhood 
  patrol spots the PCs, they will assume that they 
  are a group of their own soldiers returning from 
  the front. As long as the PCs do not act 
  suspiciously (like attempting to avoid the 
  position, speaking Common (as opposed to 
  Ancient Suloise) or allowing inferior races like 
  halflings, elves, dwarves, gnomes or obviously 
  Oeridian humans to roam free, the Brotherhood 
  troops will not become alarmed.  
   
  If none of the PCs speak Ancient Suloise – 
  which is very likely, this encounter shall very 
  swiftly become a hack and slash encounter. 
  Spells such as Comprehend Languages can be used 
  to get around the language barrier, initially… 
  until the Brotherhood commander sends down a 
  pair of Hepmonaland Savages bearing a note 
  (written in Ancient Suloise) with the PCs and 
  invite them to the hilltop to report on what they 
  have found behind enemy lines. The messengers 
  will simply approach, deliver the note and then 
  wait expectantly for the PCs to follow. They 
  understand some words of Ancient Suloise. The 
  Savages will not attack unless threatened, in 
  which case they will shout for help and defend 
  themselves fiercely. The rest of the patrol will 
  arrive in three rounds. 
   
  If the PCs accept the Brotherhood 
  commander's invitation, they will be escorted 
  into a Brotherhood camp just beyond the crest 
  of the hill. Most of the Savages are deployed 
  along the ridgeline, while their commander, 
  Mekhlo, has made a bivouac in the ruins of a 
  shepherd's hut. Mekhlo will come out and greet 
  the PCs, asking them where they have been, 
  what they have seen and if they have 
  "prisoners", where they were captured. All of 
  this will be in Ancient Suloise. As long as the 
  PCs respond with plausible answers (pass an 
  opposed Bluff vs Sense Motive Check - with 
  discretionary +/-2 modifiers for how well the 
  player's role-play the encounter), Mekhlo will be 
  satisfied and allow them to pass on. If the PCs 
  hesitate or act suspiciously, Mekhlo will whistle, 
  summoning all his men in a round. If the PCs 
  have "prisoners", a few of the savages will come 
  up and start prodding them with their spears. 
  Mekhlo will not allow them to harm the 
  prisoners, but the PCs might react violently, 
  precipitating a fight.  
   
  If the PCs are acting suspiciously on their 
  initial approach or try to evade the patrol, 
  Mekhlo will order his men to pursue and 
  intercept. They will order the PCs to halt (in 
  Ancient Suloise) and if they do not, they will 
  open fire.  
   
  At any point while a PC is within 2 feet of a 
  member of the Brotherhood patrol, he may 
  make a Spot check (DC 16) to notice that the 
  copper disks on their wrists bear different runes 
  to those given the PCs by Rygol.  
   
  The Hepmonaland savages are clad in little 
  other than a loincloth, hide cape and crude 
  sandals. Their freckled pale skin is covered with 
  red and yellow war paint and blue spiral tattoos. 
  Their dirty blonde hair is adorned with feathers 
  and bones and bone jewellery. The Shaman 
  wears a copper necklace upon which dangles a 
  bone carved into the form of a coiled snake. He 
  wears a cap made from some sort of snake or 
  reptile skin.  
   
  Tactics: The savages will use their bows if 
  possible, but have no fear of closing in melee, 
  moving to envelop and surround the PCs if they 
  can.. They will rage as they enter hand-to hand 
  combat. Mekhlo will hang back if he can, using 
  his bow to disrupt spellcasters, but he will join 
  the fray to rally his men, if they appear to be 
  wavering.  
   
  Development: A careful search of the bodies 
  will reveal that they all carry copper discs on 
  their wrists (six discs in total). Examination of 
  these will show that the runes carved on them 
  are different to the ones the PCs wear. These are 
  the current disks issued to the troops and will 
  allow safe entry into Halmarn. The ones given 
  the PCs by Rygol are old and will result in the 
  PCs being captured if they try to enter Halmarn 
  wearing them.  
   
  APL 4 
   
  Makhlo, male human Ftr3: CR 3; Size: 
  Medium Humanoid; HD 3d10+6; hp 28; Init +5 
  (+1 Dex, +4 Misc); Spd 20; AC 16 (flatfooted 
  15, touch 11); Atks: +4 ranged (1d8+2 20/x3 
  Longbow (+2 Mighty/Composite)) or +6 melee 
  (1d10+2 19-20/x2 bastard sword); AL: LE; Sv: 
  Fort +5, Ref +2, Will +2;  
  Str 15, Dex 13, Con 14, Int 13, Wis 12, Cha 10 
   
  Skills:  Climb +3, Jump +3, Ride +7;  
   
  Feats: Exotic Weapon (Bastard Sword), 
  Expertise, Improved Initiative, Power Attack, 
  Weapon Focus (Sword (bastard sword))  
    
  Possessions:  
  Chainmail, 
  Longbow 
  (+2 
  Mighty/Composite), 
  Potion 
  (Cure 
  Moderate 
  Wounds), Bastard Sword, copper disk. 
  
  Pilgrims in an Unholy Land 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Page 14 
   
  Hepmonaland Shaman (Llerg), male human 
  Clr3: CR 3; Size: Medium Humanoid; HD 
  3d8+9; hp 22; Init +6 (+2 Dex, +4 Misc); Spd 
  30; AC 16 (flatfooted 14, touch 12); Atks: melee 
  +4 (1d8+2, x3, battle axe); SA: Spontaneous 
  casting (Healing), Rebuke Undead 3/day; AL: 
  CN; SV: Fort +6, Ref +3, Will +6;  
   
  Str 14, Dex 14, Con 16, Int 9, Wis 16, Cha 
  11 
   
  Skills:  
  Concentration 
  +9, 
  Heal 
  +9, 
  Profession (Hunt) +7, Scry +3, Spellcraft +3;  
   
  Feats: Combat Casting, Improved Initiative, 
  Weapon Proficiency (Battleaxe). 
   
  Possessions: Battleaxe, Chain Shirt, Potion 
  (Cure Light Wounds), Scroll (Hold Person), copper 
  disk. 
   
  Deity: Llerg Domains:  Strength (You can 
  perform a feat of strength, as a supernatural 
  ability, with a bonus to Strength equal to your 
  level. It lasts 1 round, once per day). Chaos (You 
  cast 
  chaos 
  spells 
  at 
  +1 
  caster 
  level.)  
    
  Spells: Cleric: (4 /3+1 /2+1 ) 0- Create 
  Water, Guidance, Resistance, Virtue; 1: Cause Fear, 
  Endure Elements*; Magic Weapon x2; 2: Bull's 
  Strength*; Endurance; Hold Person. 
   
  Hepmonaland Infantry (2), male human 
  Brb3:  CR 3; Size: medium humanoid; HD 
  3d12+6; hp 30; Init +6 (+2 Dex, +4 Misc); Spd 
  40; AC 15 (flatfooted 15, touch 12); Atks: +7 
  melee (greataxe 1d12+3 20/x3) or +6 melee 
  (shortspear 1d8+3 20/x3) or +5 ranged 
  (shortspear 1d8+3 20/x3); SA: Rage 1/day, 
  Uncanny Dodge (Dex bonus to AC); AL: CN; 
  SV: Fort +4, Ref +3, Will +2.  
   
  Str 17, Dex 14, Con 13, Int 10, Wis 12, Cha 
  8 
   
  Skills:  Climb +8, Handle Animal +5, Hide 
  +2, Intimidate +5, Intuit Direction +3, Listen 
  +7, Move Silently +4, Spot +3, Wilderness Lore 
  +5. 
   
  Feats: Improved Initiative, Toughness, 
  Weapon Focus (Greataxe)  
   
  Possessions: Greataxe, Potion (Cure Light 
  Wounds), Shortspear, Studded Leather, copper 
  disk. 
   
  Hepmonaland Bowman (2), Male human 
  Brb3: CR 3; Size: medium humanoid; HD 
  (3d12)+6; hp 30; Init +6 (+2 Dex, +4 Misc); 
  Spd 40; AC 18 (in melee with shield) or 17 
  (flatfooted 17, touch 12), Atk +6 ranged (mighty 
  composite longbow(+1) 1d8+1 20/x3) or +6 
  melee (shortspear 1d8+3 20/x3) or +5 ranged 
  (shortspear, 
  1d8+3 
  20/x3); 
  SA: 
  Rage 
  1/day,Uncanny Dodge (Dex bonus to AC); AL: 
  CN; SV: Fort +4, Ref +3, Will +2. 
   
  Str 17, Dex 14, Con 13, Int 10, Wis 12, Cha 
  8. 
   
  Skills:  Climb +6, Handle Animal +5, Hide 
  +1, Intimidate +5, Intuit Direction +3, Listen 
  +7, Move Silently +2, Spot +3, Wilderness Lore 
  +5; Improved Initiative. 
   
  Feats: Toughness, Weapon Focus (Longbow 
  (Composite))  
   
  Possessions: Longbow 
  (+1 
  Mighty/Composite), Potion (Cure Light Wounds), 
  Shield (Large/Wooden), Shortspear, Studded 
  Leather, copper disk. 
   
  APL 6 
   
  Makhlo, male human Ftr5: CR 5; Size: 
  Medium Humanoid; HD 5d10+10; hp 35; Init 
  +5 (+1 Dex, +4 Misc); Spd 20; AC 16 
  (flatfooted 15, touch 11); Atks: +6 ranged 
  (1d8+3 
  20/x3 
  Longbow 
  (+3 
  Mighty/Composite)) or +9 melee (1d10+3 19-
  20/x2 bastard sword); AL: LE; Sv: Fort +6, Ref 
  +2, Will +2; Str 16, Dex 13, Con 14, Int 13, Wis 
  12, Cha 10 
   
  Skills:  Climb +6, Jump +6, Ride +8;  
   
  Feats: Exotic Weapon Proficiency (Bastard 
  Sword), Expertise, Improved Disarm, Improved 
  Initiative, Power Attack, Weapon Focus (Sword 
  (bastard 
  sword))  
    
  Possessions:  
  Masterwork 
  Chainmail, 
  Longbow (+3 Mighty/Composite), Potion (Cure 
  Moderate Wounds), Bastard Sword. 
   
  Hepmonaland Shaman (Llerg), male human 
  Clr3: CR 3; Size: Medium Humanoid; HD 
  3d8+9; hp 22; Init +6 (+2 Dex, +4 Misc); Spd 
  30; AC 16 (flatfooted 14, touch 12); Atks: melee 
  +4 (1d8+2, x3, battle axe); SA: Spontaneous 
  casting, Rebuke Undead 3/day; AL: CN; SV: 
  Fort +6, Ref +3, Will +6.  
   
  Str 14, Dex 14, Con 16, Int 9, Wis 16, Cha 
  11 
   
  Skills:  
  Concentration 
  +9, 
  Heal 
  +9, 
  Profession (Hunt) +7, Scry +3, Spellcraft +3;  
   
  Feats: Combat Casting, Improved Initiative, 
  Weapon Proficiency (Battleaxe) 
   
  Possessions: Battleaxe, Chain Shirt, Potion 
  (Cure Light Wounds), Scroll (Hold Person), copper 
  disk.  
    
  Deity: Llerg Domains:  Strength (You can 
  perform a feat of strength, as a supernatural 
  ability, with a bonus to Strength equal to your 
  level. It lasts 1 round, once per day). Chaos (You 
  cast 
  chaos 
  spells 
  at 
  +1 
  caster 
  level.)  
    
  Spells: Cleric: (4 /3+1 /2+1 ) 0- Create 
  Water, Guidance, Resistance, Virtue; 1: Cause Fear, 
  Cure Light Wounds, Endure Elements*; Enthropic 
  Shield; 2: Bull's Strength*; Aid; Endurance. 
   
  Hepomoland Infantry (2), male human 
  Brb5: CR 5; Size: medium humanoid; HD 
  5d12+8; hp 45; Init +6 (+2 Dex, +4 Misc); Spd 
  40; AC 15 (flatfooted 15, touch 12); Atks: +10 
  melee (greataxe 1d12+4 20/x3) or +10 melee 
  (shortspear 1d8+4 20/x3) or +7 ranged 
  
  Pilgrims in an Unholy Land 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Page 15 
  (shortspear 1d8+4 20/x3); SA: Rage 2/day, 
  Uncanny Dodge (Dex bonus to AC), Uncanny 
  Dodge (can't be flanked); AL: CN; SV: Fort +5, 
  Ref +3, Will +2;  
   
  Str 18, Dex 14, Con 13, Int 10, Wis 12, Cha 
  8 
   
  Skills:  Climb +9, Handle Animal +5, Hide 
  +2, Intimidate +5, Intuit Direction +3, Listen 
  +7, Move Silently +4, Spot +3, Wilderness Lore 
  +5;  
   
  Feats: Improved Initiative, Toughness (1x), 
  Weapon Focus (Longbow (Composite)) 
   
  Possessions: Greataxe, Potion (Cure Light 
  Wounds), Shortspear, Studded Leather. 
   
  Hepmonaland Bowman (2), Male human 
  Brb5:  CR 5; Size: medium humanoid; HD 
  (5d12)+8; hp 48; Init +6 (+2 Dex, +4 Misc); 
  Spd 40'; AC 17 (flatfooted 17, touch 12), Atk +8 
  ranged (mighty composite longbow(+2) 1d8+2 
  20/x3) or +9 melee (shortspear 1d8+4 20/x3) 
  or +7 ranged (shortspear, 1d8+4 20/x3); SA: 
  Rage 2/day, Uncanny Dodge (Dex bonus to 
  AC), Uncanny Dodge (can't be flanked); AL: 
  CN; SV: Fort +5, Ref +3, Will +2;  
   
  Str 18, Dex 14, Con 13, Int 10, Wis 12, Cha 
  8. 
   
  Skills:  Climb +9, Handle Animal +7, Hide 
  +1, Intimidate +7, Intuit Direction +3, Listen 
  +9, Move Silently +3, Spot +3, Wilderness Lore 
  +5;   
    
  Feats: Improved Initiative, Toughness, 
  Weapon Focus (Longbow (Composite)) 
    
  Possessions: Longbow 
  (+2 
  Mighty/Composite), 
  Potion 
  (Cure 
  Light 
  Wounds), Shield (Large/Wooden), Shortspear, 
  Studded Leather. 
   
  APL 8 
   
  Makhlo, male human Ftr7: CR 7; Size: 
  Medium Humanoid; HD 7d10+17; hp 51; Init 
  +5 (+1 Dex, +4 Misc); Spd Walk 20; AC 17 
  (flatfooted 16, touch 12); Atks: +8/+3 ranged 
  (1d8+3 
  20/x3 
  Longbow 
  (+3 
  Mighty/Composite)) or +12/+7 melee (1d10+3 
  19-20/x2 bastard sword); AL: LE; Sv: Fort +7, 
  Ref +3, Will +3;  
  Str 16, Dex 13, Con 14, Int 13, Wis 12, Cha 
  10 
  Skills:  Climb +8, Handle Animal +4, Jump 
  +8, Ride +11;  
   
  Feats: Exotic Weapon Proficiency (Bastard 
  Sword), Expertise, Improved Disarm, Improved 
  Initiative, Power Attack, Toughness, Weapon 
  Focus (Bastard Sword), Weapon Specialization 
  (Bastard 
  Sword)  
    
  Possessions:  
  Masterwork 
  Chainmail, 
  Longbow (+3 Mighty/Composite), Potion of Cure 
  Moderate Wounds, Masterwork Sword (Bastard), 
  Cloak of Resistance +1 (1000 gp), pouch with 15 
  platinum eagles. 
   
  Hepmonaland Shaman (Llerg), male human 
  Clr7: CR 7; Size: Medium Humanoid; HD 
  7d8+21; hp 46; Init +6 (+2 Dex, +4 Misc); Spd 
  30; AC 16 (flatfooted 14, touch 12); Atks: +7 
  melee 
  (1d8+2 
  20/x3, 
  battle 
  axe); 
  SA: 
  Spontaneous casting, Rebuke Undead 4/day; 
  AL: CN; SV: Fort +8, Ref +4, Will +8;  
   
  Str 14, Dex 14, Con 16, Int 9, Wis 16, Cha 
  12 
   
  Skills:  Concentration +11, Heal +9, 
  Profession (Hunt) +7, Scry +5, Spellcraft +7;  
   
  Feats: Combat Casting, Improved Initiative, 
  Weapon Proficiency (Battleaxe), Weapon Focus 
  (Battleaxe)  
    
  Possessions: Battleaxe, Chain Shirt. 
    
  Deity: Llerg Domains:  Strength(You can 
  perform a feat of strength, as a supernatural 
  ability, with a bonus to Strength equal to your 
  level. It lasts 1 round, once per day). Chaos (You 
  cast 
  chaos 
  spells 
  at 
  +1 
  caster 
  level.)  
    
  Spells: Cleric: (6 /5+1 /4+1 /3+1 /1+1 ) 0- 
  Cure Minor Wounds, Create Water, Guidance, 
  Resistance x2, Virtue; 1: Cause Fear x2, Cure Light 
  Wounds, Endure Elements; Enthropic Shield; 2: Bull's 
  Strength; Aid x1; Endurance; Hold Person; 3: Bestow 
  Curse, Blindness/Deafness, Magic Vestment*, Searing 
  Light; 4: Chaos Hammer, Greater Magic. 
   
  Hepomaland Infantry, male human Brb7 
  (2): CR 7; Medium Humanoid; HD 7d12+10; 
  hp 57; Init +6 (+2 Dex, +4 Misc); Spd 40; AC 
  15 (flatfooted 15, touch 12); Atks: +12/+7 
  melee (greataxe 1d12+4 20/x3) or +11/+6 
  melee (shortspear 1d8+4 20/x3) or +9/+4 
  ranged (shortspear 1d8+4 20/x3); SA: Rage 
  2/day,Uncanny 
  Dodge 
  (Dex 
  bonus 
  to 
  AC),Uncanny Dodge (can't be flanked); Vision: 
  Normal AL: CN; SV: Fort +6, Ref +4, Will +3;  
   
  Str 18, Dex 14, Con 13, Int 10, Wis 12, Cha 
  8 
   
  Skills:  Climb +13, Handle Animal +9, Hide 
  +2, Intimidate +9, Intuit Direction +3, Listen 
  +9, Move Silently +5, Spot +3, Wilderness Lore 
  +9;  
   
  Feats: Improved Initiative, Power Attack, 
  Toughness, Weapon Focus (Greataxe)  
   
  Possessions: Greataxe, Potion (Cure Light 
  Wounds), Shortspear, Studded Leather. 
   
  Hepomoland Savage Bowman (2), Male 
  human Brb7:  CR 7; Size: medium humanoid; 
  HD (7d12)+10; hp 57; Init +6 (+2 Dex, +4 
  Misc); Spd 40; AC 17 (flatfooted 17, touch 12), 
  Atk or +11/+6 melee (shortspear 1d8+4 20/x3) 
  or +10/+5 ranged (mighty composite longbow 
  (+3) 
  1d8+3 
  20/x3) 
  or 
  +9/+4 
  ranged 
  (shortspear, 
  1d8+4 
  20/x3); 
  SA: 
  Rage 
  2/day,Uncanny 
  Dodge 
  (Dex 
  bonus 
  to 
  
  Pilgrims in an Unholy Land 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Page 16 
  AC),Uncanny Dodge (can't be flanked); AL: CN; 
  SV: Fort +6, Ref +4, Will +3;  
  Str 18, Dex 14, Con 13, Int 10, Wis 12, Cha 
  8 
  Skills:  Climb +11, Handle Animal +9, Hide 
  +1, Intimidate +9, Intuit Direction +3, Listen 
  +9, Move Silently +3, Spot +3, Wilderness Lore 
  +9;  
  Feats: Improved Initiative, Point Blank Shot, 
  Toughness, 
  Weapon 
  Focus 
  (Longbow 
  (Composite)) 
  Possessions: 
  Longbow 
  (+3 
  Mighty/Composite), Potion (Cure Light Wounds), 
  Shield (Large/Wooden), Shortspear, Studded 
  Leather. 
   
  Treasure (Per PC) 
   
  APL4: Loot 116.3 gp; Coin 0 gp; Magic 105 gp;  
  APL6: Loot: 176.3 gp; Coin: 0 gp; Magic: 105 
  gp; 
  APL8: Loot: 215.7 gp; Coin: 150 gp; Magic: 225 
  gp; 
   
  Mekhlo’s Cloak 
   
  Mekhlo's Cloak of Resistance +1 is a scarlet cloak 
  that would not look out of place on the 
  “strawhead” disguises Rygol has gifted the PCs 
  and it has the added bonus of being attuned to 
  the wardings around Scant, and thus will not set 
  off the alarm. 
   
  Encounter 3: Halmarn 
   
  Read aloud or paraphrase the following: 
   
   
  As you march, a light but steady rain begins to fall, 
  soon soaking you through to the skin. Your path takes 
  you in a loop north of the valley through which the 
  Bergard breaches the ramparts of the Volanots. The hills 
  here are gentle and the climbs are not arduous. Far more 
  oppressive is the silence, which seems to press down upon 
  you like a vast weight.  
   
  After several hours, you get the first tang of salt on 
  the breeze. Cresting the final rise, you see the narrow, 
  fan-shaped plain of Halmarn stretched out before you. 
  The Bergard River bisects the rain-soaked fields before 
  meeting the sea in the Great Harbour of Scant. Scant 
  itself is shrouded in mist, but you can make out the grey 
  towers and roofs of Halmarn where the river meets the 
  sea. The trail leads on down the slope towards the plain 
  and whatever fate awaits you there. 
   
  The trail becomes a cart-rutted by-road , 
  which in turn joins the broad paved highway 
  leading towards Halmarn and Scant. The 
  highway is clogged with Brotherhood troops 
  both returning from the front and being sent out 
  from Halmarn to replace them. They will pay 
  little attention to the PCs and the party should 
  have little trouble blending into the mass of 
  marching men, unless they behave suspiciously 
  (see below). 
   
  Read aloud or paraphrase the following:  
   
   
  As you march, you notice a band of Hepmonaland 
  savages among the Brotherhood troops travelling towards 
  Halmarn with you. They are singing and laughing, 
  beating their spears against their shields and tossing what 
  looks like a ball from one to another. With horror you 
  notice that the "ball" is in fact the severed head of an 
  Onnwalon solider, his bloodied face frozen in a rictis of 
  pain and terror. As you look on, a Brotherhood officer 
  strides up and speaks sharply to the savages. The savages 
  shrug and the one holding the head tosses it into the river. 
  They walk off laughing, while the officer glowers at them 
  with a look of utter disgust and disdain.  
   
  After another hour, you come within sight of the 
  gates of Halmarn. Before the Wars, the town was 
  unwalled. Since then, however, the Brotherhood have 
  thrown up a curtain wall around the settlement, re-
  enforced by strong round towers that rise to tall thin 
  spires, set at intervals along its length. As you approach, 
  you can see gangs of wretched people dressed in rags, 
  excavating a moat before the walls. They are shackled 
  together in groups of ten by ankle chains. Men and 
  women in scarlet robes, who occasionally use scourges to 
  urge their workers onto greater exertions, oversee the 
  slaves' work. As you pass, you see a blonde woman 
  bearing the symbol of a figure with insect wings on her 
  scarlet robe, kneeling by a fallen slave, passionately 
  exhorting the man to be more industrious for the greater 
  good of the Scarlet Brotherhood and the peoples of the 
  Flanaess. Slowly the man climbs to his feet and croaks, 
  "Order, Purity, Obedience" before picking up his shovel 
  once more and returning to the digging work.  
   
  Ahead looms Halmarn's new gatehouse, through 
  which passes the column of soldiers under the watchful eye 
  of scarlet clad troops on the walls. On a flagpole, the 
  sable cross on a field of scarlet of the Brotherhood floats 
  fitfully in the sea breeze. As you draw closer to the 
  archway, you notice that each solider is placing his right 
  hand into one of a series of openings in walls on other side 
  of the gateway. The openings are carved to  resemble the 
  heads of roaring lions, with the openings themselves 
  forming the gaping jaws. Each soldier places his hand 
  into the maw and then removes it and carries on into the 
  town. As the line of warriors slowly moves forward, you 
  pass beneath the shadow of the arch and portcullis 
   
  The carvings are imbued with a divination 
  dweomer that senses the runes on the copper 
  disk so that each Brotherhood solider wears on 
  his right wrist. If the runes on the disk are the 
  current pass code, then the bearer is allowed to 
  pass on into the town. However, if the runes are 
  not the current ones, then the lion emits an ear 
  splitting roar. The portcullises on either side of 
  the archway slam shut and the Brotherhood 
  garrison captures the interloper. If the PCs use 
  
  Pilgrims in an Unholy Land 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Page 17 
  the disks given to them by Rygol - they will 
  suffer this fate. If however, they use the ones 
  taken from the patrol - then they can pass 
  unmolested.   
  If the PCs attempt to loiter, avoid the gate, 
  enter to town by any other route or enter with 
  medium or larger animal companions or 
  familiars, this will arouse suspicions (see below). 
   
   
  True to Rygol's word you find The Breaking Wave 
  Inn is on Halmarn's waterfront, a large two story stone 
  building that looks as though it has seen better days. Off 
  duty Brotherhood troops, Hochebi and Hepmonaland 
  savages many of them drunk, spill out of the once-pretty 
  townhouses that line the waterfront. Across the leaden 
  waters of the Great Harbour, Scant squats menacingly 
  atop its hills like a massive brooding beast.  
   
  Suddenly, a half dozen drunken Hepmonaland 
  Suel stagger up and begin shouting at you in their 
  unintelligible tongue. 
   
  The savages are drunk and looking for a 
  fight. They will pick on the biggest PC  - 
  whether they be disguised as a prisoner or 
  Brotherhood soldier - shouting abuse at and 
  shoving him/her. A fist-fight will ensue (use the 
  stats from Encounter 2), only if the PCs initiate 
  it - though the savages will be very aggressive - 
  pushing the PCs about and spitting at them etc. 
  Whether the PCs become involved in a brawl or 
  not after a few moments or three rounds of 
  combat, three Suel men dressed in the loose 
  garb preferred by the Brotherhood will 
  intervene. There are Shoheen, enforces of the 
  Brotherhood's law. You will notice that one 
  wears carries a staff and wears the symbol of a 
  burning skull (Religion Check: DC12 -  This is 
  the symbol of Wee Jas). If the PCs were fighting, 
  then all those involved in the brawl will be 
  arrested and hauled off to a stockade. The PC's 
  true identity will soon be discovered and their 
  mission ends in capture. Fighting their way out 
  is not an option. The Shoheen can instantly 
  summon 
  aid 
  and 
  the 
  PCs 
  are 
  vastly 
  outnumbered and outspelled. 
  If no fight is in progress, the Shoheen will 
  merely order the savages away threatening them 
  with the cells. If the PCs are "escorting 
  prisoners", the Shoheen will order them to be 
  taken to the cells for processing and assignment 
  by the Office of Thralls. They will then carry on 
  their way down the waterfront.  
  As night falls, the Breaking Wave is already 
  full of Brotherhood soldiers. The PCs will notice 
  that savages and Hochebi are strictly barred and 
  it is exclusively civilised members of the Scarlet 
  Brotherhood 
  military 
  that 
  frequent 
  the 
  establishment. Trying to take "prisoners" into 
  the Inn will be regarded as suspicious (see 
  below).  
   
  The tap-room of the Breaking Wave is 
  heaving with Brotherhood soldiery. The air 
  is thick with the smell of smoke, stale beer 
  and the familiar metallic tang oiled arms and 
  armour. Behind a low bar on the wall 
  opposite the door, three men are busily 
  doling out jacks of ale and wine to the 
  thirsty soldiers.  
   
  The conversation in the bar is mostly in 
  Ancient Suloise - though you notice that the 
  soldiers address the bar staff in the Common 
  tongue. The talk is mainly of the news of the 
  suicidal assault by "the barbarians" on the 
  Myrhill garrison this morning and how though 
  the fighting was fierce, it was repulsed with few 
  losses to the defenders though many of the" 
  errant thralls" were left dead on the field.  
  If the PCs linger by the bar for a length of 
  time, they will notice that none of the men are 
  wearing an axe pendant. This should cause some 
  panic and confusion. Allow the PCs to sweat for 
  a few minutes. None of the men behind the bar 
  will respond to the code-word with anything 
  other than a blank look and a request as to what 
  the PC wants to drink.  
   
   
  Just when you fear your dangerous journey has been 
  in vain, a trapdoor inside the bar opens and a huge 
  broad-shouldered man with short-cropped blonde hair 
  emerges with a cask of wine under each arm. With some 
  relief you note that he is wearing a silver pendant of a 
  double-headed axe around his neck. 
   
  This is indeed Berdinun, the PC's contact. 
  He will engage in polite conversation (in 
  Common) with the PCs, while serving the other 
  customers in the bar. When the PCs speak the 
  pass-phrase: "Courage tempers the heart", 
  Berdinun will look the PCs in the eye and reply " 
  Courage is the steel of the soul" matter of factly 
  and pour a jack of ale which he will pass to the 
  nearest PC. As he does he will pass a small note 
  with the words "The back alley". Then he will 
  move away up the bar and avoid the PCs for the 
  rest of the evening.  
  The bar will remain open for several hours 
  after dark, until a pair of Shoheen enter and ring 
  a large bell, warning there is only a half hour till 
  curfew and ordering the bar to be cleared. If, at 
  any time, the PCs leave and investigate the back 
  of the building they will indeed find a narrow 
  alley running along the back of the inn - just 
  wide enough for a cart to pass. It is ill-lit and 
  quite dark - with only the faint flickering light of 
  the torches from the main street to illuminate 
  the gloom. At the back of The Breaking Wave, 
  the PCs will notice a pair of shutter doors 
  leading into the cellar of the building.  Close 
  examination will reveal that the bolt on the 
  doors have been left off and that they are slightly 
  ajar. Inside a set of stone steps lead down into 
  
  Pilgrims in an Unholy Land 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Page 18 
  the cool, musty air of the cellar. The cellar is 
  packed with ale and wine casks, but there is 
  space for the PCs to sit or lie concealed among 
  them.  
  After the bar above has been cleared, 
  Berdinun comes down into the cellar, carrying 
  an empty cask in front of him. He sets it down 
  and turning to face you, you see he is training a 
  loaded light crossbow on you 
  "You have the count of twenty to prove 
  you are who you claim to be", he says and then 
  begins counting.  
  Give the players the count of twenty real 
  time to show some proof. If it is convincing, 
  Berdinun will lower the weapon and apologise, 
  saying it pays to be sure about things in these 
  times. Berdinun will offer the PCs a drink of 
  their choice (he will shrug if they refuse it for 
  whatever reason) and then tell them of his plan 
  to sneak them into Scant.  
  He will load them into empty wine casks 
  and then after dawn on the morrow, he will row 
  them across to the Inner Harbour of Scant. 
  From there the casks will be conveyed to a 
  secret location and friends within the city, who 
  can tell them more about getting into the 
  Bastion of the Golden Sun. 
   Until then, Berdinun suggests they all get 
  what sleep the can.  
   
  Suspicious Goings On.  
  Suspicious behaviour on the road or in 
  Halmarn itself will draw the attention of a 
  Brotherhood officer, who will ask in Ancient 
  Suloise what unit they are from and if they have 
  prisoners, where they were captured. The PCs 
  will need to pass a successful opposed 
  Bluff/Sense Motive roll (Sense Motive +4 + 
  APL playing at) to allay the officer's suspicions. 
  Feel free to apply modifiers depending on what 
  answers the player's give. If the PCs fail to 
  satisfy the officer, he will call some troops to 
  escort them to barracks to do punishment detail. 
  At this point the PCs really do need to talk fast 
  to avoid being discovered (another opposed 
  Bluff/Sense Motive roll). If the PCs are arrested, 
  they will be stripped of their weapons and taken 
  to Halmarn - where they will certainly be 
  discovered and imprisoned. The PCs stand little 
  chance of fighting their way out - as they are 
  surrounded by effectively limitless numbers of 
  foes. Their mission will have ended in failure. 
  If the players insist on trying to fight their 
  way out - keep throwing as many enemies as you 
  want, using the stats in the previous encounter 
  until they are either killed, captured or have 
  managed to flee by some magical means.  
  The Brotherhood forces will seek to 
  capture, rather than kill, unless they are given no 
  option. 
  Enemy 
  numbers 
  are 
  effectively 
  unlimited.  Feel free to add in spell casters using 
  Sleep, 
  Hold 
  Person, 
  Web, 
  Tasha's 
  Hideous 
  Uncontrollable Laughter, Fireball, Lightning Bolt, 
  Dispel Magic etc (use the DMG stats for NPC 
  Wizards, Priests and Sorcerers) as you see fit. 
  The bottom line is that the PCs are more than 
  likely either going to die or be captured, if they 
  blown their cover stupidly. 
   
  Dramatic Interlude: The 
  Dream 
   
   
  A portentous dream haunts one of the PCs 
  one night into the journey to Halmarn. Ideally 
  give Handout Two to a PC who received a 
  dream during Glaives Gambit. 
   
  Failing that give the Handout to a PC who 
  follows Heironeous as a deity, or if one is not 
  available show preference to Paladins and 
  Clerics respectively. Otherwise choose a Lawful 
  Good PC or the PC with the alignment nearest 
  to Lawful Good (i.e. Neutral Good, Chaotic 
  Good, Lawful Neutral etc.) 
   
  For all intents and purposes, the PC in 
  question appears to have a quiet night’s sleep, 
  and awakens refreshed in the morning with the 
  others. 
   
  The significance of the dream is to provide 
  clues as to what they need to do to get the 
  Banner to safety. 
   
  Encounter 4: Contraband 
   
  Read aloud or paraphrase the following: 
   
   
  Shortly before dawn, Berdinun rouses you from 
  fitful slumber and troubling dreams. In short order you 
  climb into your respective barrels and Berdinun hammers 
  down the lids. "Don't fret - a good shove will get them 
  open", he says. As you sit curled up in the darkness, 
  breathing the thick oak-scented air, its seems as though 
  your hearing becomes sharper - as if to compensate for the 
  blackness. You hear voice and then your barrel is lifted 
  with grunts of exertion.  
   
  Soon you can hear the lapping of waves on stone 
  and you are dropped none to gently onto a swaying 
  surface. For a moment you panic fearing you have been 
  dropped into water, but then you hear the clatter of oars 
  in oar-locks and the fist of many steady oar strokes. For 
  what seems an age all you hear is hear the gentle 
  splashing of waves against the hull of the boat. Then there 
  is wooden clatter of the oars being shipped and a dull 
  thud of wood on stone and many voices. Suddenly you feel 
  the barrel being hoisted and swinging in freely. With a 
  jolt it is set down and rolled a short distance. You can 
  dimly make out Berdinun arguing about landing permits 
  and duties with another man in Common.  
   
  Pick one of the PCs and describe the following: 
  
  Pilgrims in an Unholy Land 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Page 19 
   
   
  Suddenly there is aloud bang on the top of your 
  cask. To your horror, a shaft of light and a steel dagger 
  point appears between the edge of the lid and the walls of 
  the barrel. Someone is trying to open the cask! 
   
  A group of Hepmonaland savages are trying to 
  get some free wine while Berdinund's attention 
  is distracted. He will notice them before they get 
  the cask open and shoo them away angrily, but 
  the PC is not to know this. It is possible that the 
  PCs may act to reveal himself - in which case the 
  entire party will be discovered and captured or 
  killed if they attempt to resist, along with 
  Berdinun.  
   
   
  If the PCs have, despite the warnings from 
  their employer, brought foreign magic items into 
  the city, other than items such as minor scrolls 
  and potions (1st level spells, with 1st–3rd level 
  casters), these begin to glow a brilliant shade of 
  blue – so bright that the light shines out between 
  the planks of the barrels. The PCs are 
  discovered and captured or killed if they resist. 
  "Permanent” items such as a +1 battle axe, +1 
  ring of protection, boots of striding etc. will give the 
  PCs away. Spellbooks and holy symbols will not 
  set off the alarm (assuming that the holy symbol 
  has been kept concealed up until this point). At 
  APL8, Mekhlo's Cloak of Resistance will not 
  set off the alarm either. 
  Provided the PCs keep their cool, proceed 
  as follows:- 
   
   
  The sound of oar-locks being removed greets you 
  with tremendous relief. Soon Berdinund continues his 
  extertions and within the hour you alight upon land. You 
  hear him mutter, “Keep in them barrels now or all this 
  was for naught.” as you are lifted by the burly man one 
  at a time. After a short moment in which Berdinund 
  catches his breath, you hear the sounds of hooves beating 
  upon a cobbled street. Moments later, the cart comes to a 
  stop and you hear the creaking sound of an old portal of 
  some kind being opened. You are lifted again, and with a 
  heart-renching sensation you realise you are being dropped 
  a long distance!  
   
  Your barrel is falls for a split second that lasts an 
  age – and with a loud thud (and being bounced around 
  inside the barrel) you reach the ground. Through the 
  cracks in the barrel you see little light, and as you 
  attempt to peer through the barrel the sound of a single 
  shrill voice laughing fills your ear. As your vision grows, 
  you can see a figure – clad in Scarlet… have you been 
  betrayed into the hands of the enemy? 
   
  To be continued in Blazing Banner 
   
  Here ends Pilgrims in an Unholy Land 
   
  Note: PCs will not be able to heal up, relearn 
  spells, buy magical items (other than the 
  potions and items in the quantities listed in 
  the encounters in this module) or undertake 
  any of the activities normally available at the 
  end of a mini module. 
   
  
  Pilgrims in an Unholy Land 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Page 20 
  A Note About Experience 
  and Gold 
   
  Do not tally gold or experience until the 
  PCs have completed Blazing Banner (assuming 
  they do). Allow PCs to use any items they found 
  in Pilgrims in an Unholy Land and cross these of 
  the treasure summary if necessary. Essentially 
  this should be as if Pilgrims was the first round 
  of the scenario. 
   
  Experience Point 
  Summary 
  To award experience for this adventure, add up 
  the values for the objectives accomplished and 
  assign the experience award accordingly. Then 
  assign the discretionary role-playing experience 
  award. The role-playing award should be given 
  for 
  consistent 
  character 
  portrayal 
  and 
  contribution to the fun of the game. You can 
  award different role-playing amounts to different 
  characters. Award the total value (objectives + 
  roleplaying) to each character. 
   
  Encounter 2: 
  Defeat Mekhlo and Hepmonaland 
  Savages 
  APL4: 
   
   
   
   
  210 XP 
  APL6: 
   
   
   
   
  270 XP 
  APL8: 
   
   
   
   
  330 XP 
   
  Encounter 3:  
  Get into Halmarn undetected 
  APL4:   
   
   
   
  30 XP 
  APL6:   
   
   
   
  60 XP 
  APL8:   
   
   
   
  90 XP 
   
  Encounter 4: 
  Sneak into Scant undetected 
  APL4:   
   
   
   
  45 XP 
  APL6:   
   
   
   
  90 XP 
  APL8:   
   
   
   
  135 XP 
   
  Discretionary Role-playing Award 
  APL4:   
   
   
   
  15 XP 
  APL6:   
   
   
   
  30 XP 
  APL8:   
   
   
   
  45 XP 
   
  Total possible experience 
   
  APL4:   
   
   
   
  300 XP 
  APL6:   
   
   
   
  450 XP 
  APL8:   
   
   
   
  600 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 bodies, 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 the characters can go back to 
  loot the bodies, and those bodies are there (that 
  is not carted off by dungeon scavengers, 
  removed from the scene by the local watch, and 
  so on), characters may return to retrieve the loot. 
  If 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, analyse 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 treasures from each encounter, add it 
  up and that it’s the number of gold pieces a 
  character’s total and coin values increase by at 
  the end of the adventure. Write the total in the 
  GP Gained field of the Adventure Certificate.  
   
  TREASURE KEY: 
   
  Encounter Two 
   
  APL4: Loot 116.3 gp; Coin 0 gp; 
  Magic: Potion of Cure Moderate Wounds 
  (45 gp), Scroll of Hold (22.5 gp), Potion of 
  Cure Light Wounds x5 (7.5 gp), 105 gp;  
  APL6: Loot: 176.3 gp; Coin: 0 gp; Magic: Potion 
  of Cure Moderate Wounds (45 gp), Scroll of Hold 
  (22.5 gp), Potion of Cure Light Wounds x5 (7.5 gp), 
  105 gp; 
  APL8: Loot: 215.7 gp; Coin: 150 gp; Magic: 
  Potion of Cure Moderate Wounds (45 gp), Cloak of 
  Resistance (150 gp), Potion of Cure Light Wounds x4 
  (7.5 gp), 225 gp; 
   
  Adventure Caps: 
  
  Pilgrims in an Unholy Land 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Page 21 
  APL4: 200 gp  
  APL6: 300 gp; 
  APL8: 590.7 gp 
  
  Pilgrims in an Unholy Land 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Page 22 
  Handout from Blazing 
  Banner: The Dream 
   
   
  You lie upon a plain of sand, devoid of features and 
  infinite in circumference. You feel that you have been 
  dropped from a great height, and struggle to bring yourself 
  to your feet. 
   
  Standing beside you is a small boy, scarcely ten, 
  dressed in blue robes. His skin is copper, his curly hair is 
  brown and despite his youth, the boy’s weathered and 
  sun-kissed face displays an expression of agelessness, and 
  of concern. 
   
  He points to you and speaks slowly, his accent 
  heavy and as if it pains him, “Do you know who I am?” 
   
  A look of confusion stretches across your face, and 
  he nods, “You shall do in the end. Courage is the steel of 
  the soul. Yours must be tempered within the flame to 
  become stronger.” 
   
  His hand outstretched, the boy smiles as a golden 
  bolt of lightning from the hand and strikes you square in 
  the chest. From your chest comes the sickly scent of fire 
  and melting metal as the mail you wear catches fire. 
   
  You ignore the pain. The fire makes you stronger. 
  Through its searing touch you will succeed. 
   
  Then your stomach lurches as you feel yourself 
  falling. There is a numbing sensation of coldness of water. 
  Like the blade, you have been tempered and cooled in the 
  forge. Soon you will know the strength of the metal within 
  you. 
   
  You awaken refreshed… 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Splintered Suns and Scarlet Signs/Onnwal/ONW2-06P - Pilgrims in an Unholy Land.pdf