TEXT: PER3-01_Introductory Scenario 
   
   
   
   
   
  THE DANCE OF 
  NERULL 
   
  A One-Round Mini D&D LIVING GREYHAWK®  
  Perrenland Regional Adventure 
  Version 2.1 
  Round 1 
   
   
  by Patrick Williamson 
   
  FOR MATURE PLAYERS ONLY 
   
   
   
   
  Welcome to Schwartzenbruin the city of pleasures, on the coldest day of the year the famous festival called the 
  Dance of Nerull has begun, tourists form all over have come to witness the macabre events of the festival, for some 
  tourists the events can become very personal indeed… 
   
  ALTHOUGH THIS ADVENTURE WAS ORIGINALLY WRITTEN FOR HIGHER APLs, THE 
  PERRENLAND TRIAD CURRENTLY SANCTIONS THIS SCENARIO TO BE PLAYED ONLY BY 1st 
  LEVEL CHARACTERS AT APL 2. 
   
   
   
   
   
   
   
   
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of 
  Wizards of the Coast, Inc. LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc. This 
  scenario is intended for regional Australasian use only and may not be reproduced without approval 
  of the Author or the Perrenland triad.
   
  
  This is an RPGA® Network scenario for the 
  Dungeons & Dragons® game. A three-hour time 
  block has been allocated for each round of this 
  scenario, but the actual playing time will be closer 
  to two hours. The rest of the time is spent in 
  preparation before game play, and scoring after 
  the game. The following guidelines are here to 
  help you with both the preparation and voting 
  segment of the game. Read this page carefully so 
  that you know and can communicate to your 
  players the special aspects of playing an RPGA 
  scenario.  
   
  Preparation 
   
  First you should print this scenario. This scenario 
  was created to support double-sided printing, but 
  printing it single sided will work as well. There is 
  enough room along the inside margin to bind the 
  adventure, if you desire.  
   
  Read this entire adventure at least once before you 
  run your game. Be sure to familiarize yourself 
  with any special rules, spells, or equipment 
  presented in the adventure. It may help to 
  highlight particularly important passages.  
   
  When you run an RPGA D&D adventure we 
  assume that you have access to the following 
  books: the Player’s Handbook, the Dungeon 
  Master’s Guide, and the Monster Manual. We 
  also assume that you have a set of dice (at least 
  one d4, d6, d8, d10, d12, and d20), some scrap 
  paper, a pencil, an RPGA scoring packet, and 
  your sense of fun. It is also a good idea to have a 
  way to track movement during combat. This can 
  be as simple as a pad of graph paper and a pencil, 
  as handy as a vinyl grid map and chits, or as 
  elaborate as resin dungeon walls and miniatures. 
   
  Instruct the players either to prepare their 
  characters now, or wait until you read the 
  introduction, depending on the requirements of the 
  scenario as described in the introduction.  
   
  Keep in mind that you must have at least three 
  players (not counting the DM), for the game 
  session to be a sanctioned RPGA event. As well, 
  you cannot have more than six players 
  participating in the game. 
   
  Once you are ready to play, it is handy to instruct 
  each player to place a nametag in front of him or 
  her. The tag should have the player’s name at the 
  bottom, and the character’s name, race, and 
  gender at the top. This makes it easier for the 
  players (and the DM) to keep track of who is 
  playing which character. 
   
  The players are free to use the game rules to learn 
  about equipment and weapons their characters are 
  carrying. That said, you as the DM can bar the use 
  of even core rulebooks during certain times of 
  play. For example, the players are not free to 
  consult the Dungeon Master’s Guide when 
  confronted with a trap or hazard, or the Monster 
  Manual when confronted with a monster.  
   
  Some of the text in this scenario is written so that 
  you may present it as written to the players, while 
  other text is for your eyes only. Text for the 
  players will be in gray boxes. It’s strongly 
  recommended that you paraphrase the player text 
  instead of reading it aloud. Some of this text is 
  general and must be adapted to the specific 
  situation or to actions of the player characters. 
   
  Scoring 
   
  There is no scoring in a mini-scenario unless it is 
  part of a specific convention or game day (see 
  your organisers). 
   
  About Mini-Scenarios 
   
  This is a LIVING GREYHAWK regional mini-
  scenario. Mini-scenarios are different from 
  regular scenarios in that they generally only have 
  3-4 encounters (as opposed to 6-7 in a regular 
  scenario). A mini-scenario is meant to be played 
  in a 2-3 hour timeslot; whereas a regular scenario 
  takes between 4-5 hours. When you play mini-
  scenarios, it is expected that you only receive 
  half regular rates of XP and GP. This is 
  calculated into the rewards section at the end of 
  the mini-scenario. 
   
  As a LIVING adventure it is expected that 
  players bring their own characters with them. It 
  players do not have a LIVING GREYHAWK 
  character generated, get a copy of the current 
  LIVING GREYHAWK character generation 
  guidelines, and a character sheet from your 
  convention coordinator or the RPGA Web site, 
  and then have any players without a character 
  create on. Once all players have a LIVING 
  GREYHAWK character, play can begin. 
  Along with the other materials that you are 
  assumed to have in order to run a D&D game, it 
  The Dance of Nerull 
   
  Page 2 
  
  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. 
   
  Time Units and 
  Upkeep 
   
  This is a mini one-round Regional adventure, set 
  in Perrenland. Characters native to Perrenland 
  pay One Time Unit for this scenario, all others 
  pay two Time Units per round. Adventurer’s 
  Standard Upkeep costs 12gp per round. Rich 
  Upkeep costs 50gp per round. Luxury Upkeep 
  costs 100gp per round. 
   
   
   
   
   
   
   
   
   
   
  The Dance of Nerull 
   
  Page 3 
  
  INTRODUCTION AND 
  PLAYERS HANDOUT 
  NUMBER 1 
   
  Today is the festival called “The Dance 
  of Nerull” also known as “The Hands Dance”, or 
  simply the Dance.  The Dance is one of 
  Perrenlands oldest festivals and has been part of 
  the cultural calendar of the city of 
  Schwartzenbruin for longer than written records 
  have been kept.  The nature of the festival often 
  leaves visitors to the country a little perplexed.  
  How can a good society so openly celebrate a 
  ritual to a god so dark and evil?  In explanation, 
  they mostly get simply a wry smile, a shake of 
  the head, and comments like “Dumkoff 
  Ootlanders”. 
   
  The nature of the festival is thus.  Every 
  year on the last day of Coldeven one speaker 
  from the Old Kerk is chosen by divine oracle to 
  take on the mantle of an individual known as  
  “The Hand of Nerull”.  Though the priest’s 
  identity is often known, everyone treats him or 
  her as an anonymous person.  In fact to be quite 
  correct “if” the person needs to be referred to at 
  all whilst acting as the “Hand” then said 
  reference is as one who has departed to another 
  place.  It is not deemed appropriate or polite to 
  ever reveal any knowledge that one knows whom 
  was acting as the “Hand”.  This is because Nerull 
  is the Flan god of Death, Darkness and Evil.   
  Worship of him is considered heretical and 
  diabolical in Perrenland, but the Old Kerk and 
  indeed Perrenders in general still feel the need to 
  placate him.  This they do once a year with the 
  Hands Dance.  
   
  The Hands Dance, is said to hearken 
  back to the days of the Ur-Flanne, an ancient 
  Flan empire of the Quaglands, and beyond.  It is 
  said that the Ur-Flanne held many dark gods in 
  high honor and Nerull as one of their supreme 
  gods, and they openly worshipped him.  For the 
  Ur-Flanne, according to Perrendland's 
  intelligencia, had no sense of good or evil being 
  barbaric and uncouth.  Yet, some traditions are 
  best not forgotten no matter how much time has 
  passed, lest the dark god’s fury be unleashed on 
  this the coldest, darkest day of the year.  The 
  festival is based around the chosen “Hand of 
  Nerull” performing the only duty that office 
  holds within the Old Kerk.  The singular duty of 
  the office is the execution of Perrenlands most 
  heinous criminals called the Kust.  Kust is an old 
  Flan word that roughly translates as both 
  accursed and evil, and on this day they are 
  condemned to hell. 
   
  The festival starts, as do most festivals 
  with the donning of traditional costume, dance 
  and a great deal of substance abuse.  Everyone 
  dresses for the occasion in long white shrouds, 
  with leering skull masks.  The fact that everyone 
  has traditionally dressed incognito is said to have 
  been the main cause over the centuries of the 
  strengthening of Perrenlands old bloodlines with 
  new blood, and couples locked together in wild 
  embraces is not an uncommon sight on the 
  streets of Schwartzenbruin during the festival.  
  Some scholars, in fact, refer to the festival as 
  being dualistic in that aspects of fertility and 
  renewal are as prominent as aspects of passing 
  and death.  The quickening of many wombs and 
  a high birth rate nine months after the festival 
  seems to bear this out. 
   
  About mid-morning the Hand enters the 
  city via the “Rund Huis” or main ceremonial 
  gate with his grim procession of Kust guarded by 
  the famous Bruinsgardt of Perrenland.  Down the 
  PlazDerGoot he will lead his flock make a turn 
  past the Zee-Acadame onto Bakkerstrât.  Here 
  they will pass the famous drinking establishment 
  Der Aldboot before going out through Deaths 
  gate facing the lake.  Along the beach the 
  possession will go up the hill to Deaths Bluff the 
  promontory that overlooks Bruinsbay.  From 
  here the Kust have one last journey to make, the 
  plummet to the Paleen rock below. 
   
  The place of execution the “Paleen 
  Rock” is a wide jagged lump of yellowish rock 
  that rests below Deaths Bluff, the highest point 
  on the cliffs of the city.  The fall of exactly 237 
  feet onto the rock has never failed to kill one of 
  the Kust, or indeed anyone else.   From the cliff 
  each of the Kust is led by the Hand of Nerull, 
  cursed for their crimes for a final time and then 
  thrown to their death with the cheers of the 
  crowd.  Below, the Hands Helpers bear witness 
  to the executions.  No one ever touches the 
  Paleen Rock during this festival.  
   
  So, thousands of people from across 
  Perrenland brave the cold weather and converge 
  upon Schwartzenbruin filling its taverns, 
  Clanhuis and inn’s to the bursting point.  Many 
  also, who are more grim of mood, come to see 
  justice done.  This year the Dance is going to be 
  The Dance of Nerull 
   
  Page 4 
  
  especially important as the infamous rampager 
  Malgan of Veluna is to be executed.  This 
  foreigner has been convicted by the highest court 
  in the land, that of the Hand of Allitur, and 
  condemned as Kust.  His rampage of murder, 
  rape and robbery through the Quaglands as far 
  north as the city of Traft has affected many 
  families.  These families with their extended kin 
  have converged upon Schwartzenbruin in 
  numbers almost without precedent to see the 
  Hand of Nerull perform his duty. 
   
  Starting This Mini-scenario 
   
  Give all the players the introduction (Handout 
  1) to read before play starts, or you can even post 
  it up somewhere public for potential players to 
  read.  They should, however, have read the 
  introduction before play starts.  It may be 
  advisable to allow 10 minutes at the start of play 
  for PC to field question relating to the 
  introduction.  Any cultural information that may 
  be common knowledge should be given out with 
  an appropriate skill roll DC10. 
   
  Encounter One 
  The Hands Dance 
   
  DMs NOTE:  The PCs are not together at this 
  point (play out this encounter for each 
  individual separately), if they are an 
  adventuring party simply state that they have 
  drifted apart during the celebrations. 
   
  Read or paraphrase this section out load to the 
  players then move to individual responses 
   
  For whatever reason, you find yourself in 
  Schwartzenbruin and tied up with the festival.  
  Over your normal clothing you have thrown a 
  white sheet with holes cut out for your eyes and 
  mouth and from a street vendor you brought a 
  leering skull like mask for a copper piece.  Thus 
  with little effort, suddenly you are but one more 
  anonymous member of the many thousand strong 
  crowd that have filled the streets of 
  Schwartzenbruin surrounding the PlazaDerGoot.  
  From street vendors, also anonymously dressed, 
  all manner of food, wine and ale is available for 
  low prices, as a result many of the revelers have 
  already reached a state of severe intoxication.  
  Musicians dressed in the most elaborate 
  costumes; skeletons, devils and grim reapers are 
  playing on most street corners.  The blaring of 
  horns, flutes and strong voices combined with 
  the deep thumping of drums has created so much 
  noise that everyone is shouting to be heard.  
  Despite this behind you the noise is beginning to 
  intensify as around you the crowd begins throw 
  itself into a wild frenzied dance, the dance has 
  begun, what do you do? 
   
  Such an open-ended question can draw any type 
  of response; cope as best you can, have some fun 
  if necessary. 
   
  Some of the more common responses are listed 
  below 
   
  Any PC who looks behind can make a spot 
  check DC10 to see the following. 
    
  Coming down the street is the strangest 
  procession you have ever seen.  A tall figure 
  dress all in black, bemasked as death and bearing 
  a huge scythe has caused the crowd to fall back 
  around him, even in their frenzied dance.  This is 
  obviously the Hand of Nerull, behind him walks 
  a long line of chained men and women, the Kust, 
  maybe thirty in all.  They are bare-footed and 
  dressed in scarlet robes.   As they shuffle down 
  the street the frenzied dancers swell towards 
  them in strangely rhythmically waves wailing 
  and cursing them for their crimes.  The majority 
  of the Kust are obviously terrified by these 
  events and the perception that their fate is sealed, 
  a couple of them leer and curse back at the 
  crowd, one is near manic in this pursuit.  
  Guarding them are about two dozen guards 
  dressed in bronzed platemail, their helmets are 
  shaped to look like the open muzzle of a bear 
  and a thick bear pelt with teeth and ears hangs 
  from the top of this helmet cascading part-way 
  down their back.  They are keeping the crowd 
  back with long spears; longswords hang at their 
  sides. 
   
  DMs NOTE:  The manic Kust is the rampager 
  Malgan of Veluna. 
   
  Any PC who decides to join the dance can see 
  nothing until the Hand of Nerull stands before 
  them (see below). 
   
  Any player who asks about the guards can make 
  a knowledge (history) DC10 check if they 
  possess the skill to find out that the following 
   
  The Dance of Nerull 
   
  Page 5 
  
  The Guards are the famous Bruinsgardt of 
  Schwartzenbruin; they are drawn from the sacred 
  clan called the Bruinsmenn.  The Bruinsmenn 
  claim to be the original inhabitants of the Old 
  City, harking back to the time when the Old City 
  was no more than a village and where animist 
  traditions had them worshipping the Bruin or 
  Bear, their historical totem.  They guard the City 
  of Schwartzenbruin and technically the area 
  about 5 square miles around it.  They are not one 
  of the eight clans of Perrenland but instead 
  belong to a sacred ninth clan.  This clan is 
  charged with protecting Perrenlands most holy 
  and culturally significant of sights, the complex 
  of the Old Kerk, the Fortress of Dian and the 
  Seat of the Voormann, all three being located in 
  the city of Schwartzenbruin. To do this the 
  Bruinsgardt was formed.  
   
  Any PC who decides to blend into the crowd, 
  hide etc. will see nothing until they either try to 
  look (see above) or the Hand of Nerull stands 
  before them. 
   
  DM NOTEs: It must be stressed that the PCs 
  may not know each other, they are all individuals 
  in the crowd at this point.  Regardless of what 
  they do, they have all been chosen by fate this 
  day to be the Helpers of Nerull and the Hand as 
  he marches past each of them will pause and 
  choose them one by one, he will seek them out if 
  they are in bizarre places. 
    
  For example if a PC tries to stay at the back of 
  the crowd the crowd will suddenly part for the 
  Hand and they will still be beckoned.  They 
  could be up on a building or peeking out from a 
  window, they might be in a tavern or shop, and 
  the Hand will still find them and summon them 
  to task.  In really extreme circumstances if a PC 
  uses magic to remain hidden they may miss out 
  on the rest of the scenario. 
   
  When a PC is located read the 
  following : 
   
  Suddenly the hand of Nerull stands before you as 
  if by magic.  If that is a mask of death he is 
  wearing then the articulation of the jaw as it 
  speaks is very clever, but you can hear now 
  sound, for a moment a shudder of fear wracks 
  your body and you feel like fleeing.  However, 
  before you can do so, his hand raises towards 
  you and beckons you to follow.  A somber voice 
  in your head says the following. 
   
  “Come, my servant, we have work this day to 
  do.  Thirty three Kust await their fate, and 
  you will see that it comes true.” 
   
  Some PCs may balk at this; others will leap to it 
  with relish.  Regardless all of them are 
  subsequently compelled as per the geas/quest 
  spell from page 208 of the Players Handbook, 
  but with the following twists 
   
  The subject cannot refuse to follow the Hand of 
  Nerull or any direct instructions from him; 
  they react automatically to commands, 
  woodenly and with horror if they resist.  
  Otherwise they may act, talk and respond 
  normally. 
   
  The subject is filled with negative energy and 
  will inflict 1d6 points of negative energy 
  damage on any successful touch attack upon 
  a living creature.  The player does not know 
  this fact until the first time they touch 
  someone, but not each other or the Hand of 
  Nerull.  Others, however, know it 
  instinctively.  The people in the crowd now 
  will scatter if necessary to avoid a PC as if 
  they had the plague, giving them at all times 
  a 5-10ft berth. 
   
  The subject gains damage resistance of 5/+1. 
   
  The subjects sight is altered in a subtle way, 
  were ever they look they can also detect life 
  continuously as per the in text description of 
  this ability. 
   
  Paladins loose all their divine abilities until the 
  end of the scenario but will not have to 
  atone for any actions they commit in this 
  scenario in order to regain them. 
   
  Clerics loose all access to their normal domain 
  spells and domain abilities including any 
  memorized domain spells.  These are 
  replaced with the following spells until the 
  end of the scenario, as well as the domain 
  effects of the death domain.  These changes 
  the cleric is aware of  
   
  1st level spell: Cause Fear. 
   
  2nd level spell: Death Knell. 
   
  3rd level spell: Nondetection 
   
  4th level spell: Confusion 
   
   
  The Dance of Nerull 
   
  Page 6 
  
  All effects of this geas disappear at the end of the 
  scenario except for one.  Each PC who survives 
  the scenario has the equivalent of a Negative 
  Energy Protection at 20th level.  It will dissipate 
  the first time it is used to negate any form of 
  negative energy damage or effect.  It is, 
  otherwise, permanent until discharged. 
   
  Hand to each of the Players Handout Number 
  2 as soon as they are chosen. 
   
  DMs NOTE:  As events unfold it may be wise 
  to inform the players (as often as needed) if they 
  begin to reveal themselves that to have ones 
  identity revealed in this situation is not good.  If 
  any PC does, during the course of play after they 
  have been chosen as one of the “Hands Helpers”, 
  reveal their ID publicly, they are cursed with a -2 
  reaction modifier in all Charisma based skill 
  check within Perrenland.  This can only be 
  removed once an atonement is successfully 
  sought from the Old Kerk at cost price. 
   
  Once all the PCs have been summoned for 
  service, move to Encounter 2. 
   
  Encounter Two 
  Death’s March 
   
  IMPLEMENT THIS WITH THE PLAYERS 
  NOW 
   
  Due to circumstances the players will not be 
  wearing all their gear.  They can have their 
  primary weapon only so long as it is not a 
  missile weapon, no armor and no large bulky 
  items such as lanterns, rope, backpacks etc.  
  They can have their belt pouches, money and 
  clothes; they are out for a festival not a 
  campaign.  This will make the challenges of the 
  scenario a little more interesting.  Only A 
  barbarian or a dwarf or half-orc can ignore this 
  ruling.  All weapons must have Peace knots as 
  well as per appendix 3 of this scenario. 
   
  DMs NOTE:  If any PC attempts to address any 
  of the Kust at any stage, they will be instantly 
  called to SILENCE! By the booming voice of 
  the Hand of Nerull and will be able to speak no 
  more until the end of the scenario. 
   
  Read or paraphrase the following to kick start 
  this encounter 
   
  The situation has become decidedly surreal.  You 
  have joined the procession and have been 
  walking now for some minutes down the 
  PlazaDerGoot.   Directly ahead of you the Hand 
  of Nerull is walking, behind you the possession 
  of Kust and Bruinsgardt follow, around you the 
  crowd is dancing wildly and screaming at the 
  Kust.   Eventually the possession turns down 
  Bakersradt, a long and popular street of the city, 
  as you pass the famous Mordenkainens House of 
  Schocolate make a spot check (DC12). 
   
  Any PC who succeeds sees the following. 
   
  Out of the crowd a young pretty woman steps 
  deftly past one of the guards his spear lowering 
  to late to block her, with a scream she launches 
  herself at one of the Kust just behind you, is that 
  a knife in her hand? 
   
  Any PC can at this stage react. 
   
  The young woman is Anka Jors (Com 0, 1hp).  
  She is the aggrieved fiancée of Ortha Vosser 
  who was killed by the rampager Malgan of 
  Veluna, who she is now “hell bent” on killing 
  herself.  This may well be a “grave” mistake. 
   
  If any PC moves to stop her and tries to grapple, 
  restrain or touch her then she will fall subject to 
  their negative energy touch and die. The PC(s) 
  will get the following information in such an 
  event. 
   
  As you touch/grapple/restrain the young woman, 
  she screams in a manner that sets your nerves on 
  edge, you feel the scream enter into the very 
  fabric of your being, and realize that her scream 
  is actually silent.  Her previously white 
  shimmering aura begins to turn dull gray then 
  black as she falls to the ground a lifeless corpse.  
  Next to you the Kust she was trying to attack 
  says the following to you, he has a manic gleam 
  in his eyes, “Malgan thanks you stranger, 
  perhaps you would be so kind to save me later?  
  He looks at the dead woman “such a pretty thing 
  too, maybe we could have shared her?”   
   
  At this point the Hand of Nerull appears, 
  standing over the dead woman his voice booms 
  across all the noise as he address the crowd. 
   
  “Beware, mortals none have rights to those that 
  have been sworn to me, her fate is now sealed 
  and for an eternity she will be mine, raise not 
  The Dance of Nerull 
   
  Page 7 
  
  your hand in anger against the Kust less you join 
  them, they belong to me.  Come my helpers.”  
   
   The Hand will continue on his way, as will the 
  PCs leaving the young woman’s body behind. 
   
  If  the PCs do nothing then the hand of Nerull 
  will intervene with the same results, the woman 
  will still be dead and he will still address the 
  crowd. 
   
  Encounter Three 
  At the Paleen Rock 
   
  For the last hour or so you have been standing at 
  the foot of the Paleen rock.  During this time you 
  have born witness to 32 ritual cursing and 32 
  ritual executions as above you the Hand of 
  Nerull has gone about his business to the cheers 
  of the crowd behind him.  Some of you have 
  emptied your stomach contents long ago.  The 
  Paleen Rock is now littered with emaciated 
  corpses, the blood from the wounds that were 
  inflicted as they crashed upon it jagged teeth has 
  been mostly absorbed by the rock itself.  It now 
  radiates a strong black aura, yet some blood has 
  also trickled off the rock onto the sand of the 
  beach upon which you stand.   
   
  Out in the Bay, behind you, several score boats 
  full of spectators add to the bizarre near carnival 
  like nature of the corpses as they plummet 
  screaming to their deaths.  Now only 1 Kust 
  remains, Malgin of Veluna, as you watch on the 
  Hand Of Nerull begins to curse him, suddenly a 
  red streak zips from the bay over your shoulders 
  and with a roar the top of the cliff in engulfed by 
  fire.  When it clears a few seconds later you see 
  that several of the Bruingardt are on fire, one in 
  panic steps off the cliff and falls to his death on 
  the rock.  Malgin of Veluna now unguarded and 
  seemingly unhurt suddenly leaps into action and 
  runs straight off the cliff, for a second he drops 
  straight towards the rock and sure death, but at 
  the last moment his fall levels out.   
   
  With a precision that could only come form long 
  practice he flies over your heads and onto the 
  beach about 100 ft from you, he takes a second 
  to look about and runs towards the small boat 
  about 20ft form him (location B).  Above the 
  Hand of Nerull, his black robes ablaze screams 
  in fury and his voice booms out to you all, “bring 
  him back to me, or one of you will take his 
  place.” 
  Put Map 1 on the table so that PCs can get 
  their bearings. 
   
  Malgin’s Mistake 
   
  Well as far as escape plans go this was a pretty 
  good one, except that Malgin has got the escape 
  boat mixed up.  He has ended his flight too early 
  and run towards a boat that will not help him 
  escape, it has been staved in by Kat to prevent 
  any pursuers.  Upon reaching the boat Malgin 
  will curse loudly and begin to run down the 
  beach if he can to escape pursuit.  He is now 
  correctly making for the right boat and for Kat.  
  He will be intercepted by the guard at the end of 
  the second round, and will employ his hold the 
  line feat to make the spectacular disposal of the 
  guard that is described below. 
   
  Where Did That Fireball Come From? 
   
  The Fireball was cast by Malgin’s lover and 
  undiscovered partner in psychopathic style 
  crimes, Katarinya or Kat for short.  Kat has set 
  up the escape of Malgin, employing a fireball 
  and an improved invisibility from a scroll, 
  leaving her with one Fireball up her sleeve to use 
  against the guards on the tower of “deaths gate”.  
  A spot DC18 will reveal the rough location that 
  the fireball must have originated from about 50ft 
  behind the PCs.   
   
  Kat herself is still invisible running down the 
  beach to the boat she has waiting at location C.  
  This will take her 2 rounds running along the 
  waters edge.  She can be spotted by a PC with a 
  spot check of  30 in the 2 rounds that she does 
  this.  Once at the boat she will quickly hit the 
  guards on the tower with her spare fireball on the 
  3rd round, allowing PCs to spot her location with 
  a DC18 spot.  On the 4th round she will hit the 
  closest PC to Malgin with her sleet storm spells 
  to slow him/her /them down.  She will not do 
  this on any PC within 5ft of Malgin instead 
  concentrating on the next closest.  After that she 
  will launch the boat.  This will have the 
  appearance of the boat moving by itself into the 
  water the round after the PCs are hit by the sleet 
  storm, if any of them can see (i.e. she is pushing 
  it but invisible). 
   
  Running On The Beach 
   
  All normal movement is halved due to the soft 
  sands of the beach; unless a PC decides to run 
  close to where the water laps against the shore 
  The Dance of Nerull 
   
  Page 8 
  
  (i.e. within 5ft) where movement will be normal, 
  the sleet storm will half all movement again plus 
  its other effects. 
   
  The Guard 
   
  As Malgin is running off down the beach from 
  the PCs a guard from deaths-gate will be on an 
  intercept course.  He charges Malgin attempting 
  to run him through with his spear on the second 
  round.  Before he even attacks Malgin will hit 
  him once killing him in the process and leave 
  him unmoving on the sand.  The guard has a 
  spear, light crossbow, 10 bolts and a longsword 
  for the PCs to use. 
   
  The Other Guards 
   
  Three other guards will begin firing their 
  crossbows from the walls at Malgin at the very 
  end of the 2nd round, regardless of weather there 
  are PCs close by.  As a result Kat will BBQ them 
  with another Fireball on the third round, killing 
  them all. 
   
  “I will Dimension door” 
   
  Using teleport, dimensional door and other extra-
  dimensional type magic.  The city of 
  Schwartzenbruin has artifact level protection 
  against any form of extra-dimensional magic.  
  This simulates the dimensional anchor spell in 
  all locations within the city and to a half-mile 
  radius beyond.  Note: spells of this nature that 
  are cast still use up the spell slot as if they had 
  functioned normally.  
   
   
  Concluding Encounter 3 :  
   
  The encounter should end with the recapture of 
  Malgin and the capture or death of Kat.  The 
  Hand of Nerull will appear, still smoldering, the 
  round after combat is concluded and will 
  stabilize Malgin if he is dying.  He will then with 
  super-human strength drag him by an ankle all 
  the way back up the beach and swinging him 
  overhead several times will proceed to smash his 
  brains out against the Paleen rock screaming the 
  following 
   
  “No one escapes me, no one (splat), no one 
  (splat), no one (final splat and discarding of 
  lifeless/soulless corpse). 
   
  The guards will arrest Kat if she is still alive and 
  she will be tried and condemned as Kust for next 
  years ritual after a little holiday in Bathmorda the 
  dread prison. 
   
  Conclusion 
   
  Read or paraphrase the following to the PCs 
   
  It is not long before you are surrounded by 
  large group of Bruinsgardt, and several 
  representatives of the Old Kerk.  They 
  quickly, for you own safety, escort you to the 
  closest temple of the Old Kerk in the 
  Vuurzpladtz.  The crowd seems to have gone 
  into a frenzy at the spectacular events and 
  many are calling that you be revealed and 
  treated as heroes.  This the priests advise 
  would not be a good thing.  At the temple you 
  treated kindly and any wounds you sustained 
  are promptly cured.   
   
  Eventually outside the crowd dissipates and 
  another priest arrives, a serious looking 
  young man.  He introduces himself as Reanulf 
  and those of you with any local history 
  quickly realise that this is the Voorshoalmann 
  of the Old Kerk and the spiritual leader of the 
  nation.  He thanks you for assisting the 
  prevention of a grave travesty and assures 
  you that the effect of being a helper will soon 
  fade, any Paladins or Clerics shocked by the 
  day events are given absolution and 
  atonement and recover promptly all their 
  abilities.  He informs you that one effect of 
  being a helper he cannot undo is the favor of 
  Nerull himself, and it is for him to decide (give 
  players the cert, Favour of the hand of 
  Nerull). He implores you to spend the night at 
  the temple and takes his leave, with a final 
  thanks and blessing.  
   
  The Dance of Nerull 
   
  Page 9 
  
  ENCOUNTER STATISTICS 
   
  MALGIN AND KATS VITALS 
   
  APL 2 
   
  Malgin 
  of 
  Veluna, 
  male 
  human, 
  ex-
  Mnk1/Fgt3: CR4; medium-sized humanoid; HD 
  1d8+3d10+8; hp 31; Init.+6 (+2 Dex, +4 Imp 
  Init); Spd 30 ft.; AC 14 (+2 Dex, +2 Wis); Atks 
  +4 melee (1d6+2, fist) 
  SA Improved unarmed strike, flurry of blows; 
  AL CE; SV Fort +7, Ref +5, Will +5. 
  Str 14, Dex 14, Con 14, Int 14, Wis 14, Cha 
  12 
  Skills: Balance +9, Climb +5, Diplomacy 
  +4, Escape Artist +7, Hide +6, Jump +5, Listen 
  +5, Move Silently +5,  Spot +4, Tumble +8; 
  Feats: Combat Reflexes, Dodge, Improved 
  Initiative, Mobility, Weapon Focus (fists) 
   
  Treasure : None 
   
  APL 4 
   
  Malgin 
  of 
  Veluna, 
  male 
  human, 
  ex-
  Mnk4/Fgt4: CR8; medium-sized humanoid; HD 
  4d8+4d10+16; hp 55; Init.+6 (+2 Dex, +4 Imp 
  Init); Spd 40 ft.; AC 14 (+2 Dex, +2 Wis); Atks 
  +10/+5 melee (1d8+4, fist) 
  SA Improved unarmed strike, flurry of blows; 
  SD Deflect arrows; SQ Slow Fall 20ft, 
  Unarmored Speed 40ft, Still Mind; AL CE; SV 
  Fort +10, Ref +7, Will +7. 
  Str 15, Dex 14, Con 14, Int 14, Wis 14, Cha 
  12 
  Skills: Balance +12, Climb +9, Diplomacy 
  +4, Escape Artist +10, Hide +9, Jump +8, Listen 
  +8, Move Silently +8,  Spot +6, Tumble +11; 
  Feats: Combat Reflexes, Dodge, Improved 
  Initiative, Mobility, Weapon Focus (fists), 
  Specialisation (fists). 
   
  Treasure : None 
   
  APL 6 
   
  Malgin 
  of 
  Veluna, 
  male 
  human, 
  ex-
  Mnk7/Fgt4: CR11; medium-sized humanoid; 
  HD 7d8+4d10+22; hp 74; Init.+6 (+2 Dex, +4 
  Imp Init); Spd 50 ft.; AC 15 (+2 Dex, +2 Wis, +1 
  Monk); Atks +12/+7 melee (1d8+4, fist) 
  SA Improved unarmed strike, flurry of blows; 
  SD Deflect arrows; SQ Slow Fall 30ft, 
  Unarmored Speed 40ft, Still Mind, Purity of 
  Body, Improved trip, Wholeness of Body, Leap 
  of the Clouds; AL CE; SV Fort +11, Ref +8, 
  Will +8. 
  Str 15, Dex 14, Con 14, Int 14, Wis 14, Cha 
  12 
  Skills: Balance +14, Climb +9, Diplomacy 
  +4, Escape Artist +12, Hide +11, Jump +10, 
  Listen +10, Move Silently +10,  Spot +8, 
  Tumble +13; Feats: Combat Reflexes, Dodge, 
  Improved Initiative, Mobility, Weapon Focus 
  (fists), Specialisation (fists), Spring Attack. 
   
  Treasure : None 
   
  APL 8 
   
  Malgin 
  of 
  Veluna, 
  male 
  human, 
  ex-
  Mnk9/Fgt4: CR13; medium-sized humanoid; 
  HD 9d8+4d10+26; hp 86; Init.+6 (+2 Dex, +4 
  Imp Init); Spd 50 ft.; AC 15 (+2 Dex, +2 Wis, +1 
  Monk); Atks +13/+8 melee (1d10+5, fist) 
  SA Improved unarmed strike, flurry of blows, 
  improved trip; SD Deflect arrows, Evasion, 
  Improved Evasion; SQ Slow Fall 50ft, 
  Unarmored Speed 40ft, Still Mind, Purity of 
  Body, Wholeness of Body, Leap of the Clouds; 
  AL CE; SV Fort +12, Ref +9, Will +9. 
  Str 16, Dex 14, Con 14, Int 14, Wis 14, Cha 
  12 
  Skills: Balance +16, Climb +10, Diplomacy 
  +4, Escape Artist +15, Hide +13, Jump +10, 
  Listen +10, Move Silently +12,  Spot +10, 
  Tumble +15; Feats: Combat Reflexes, Dodge, 
  Improved Initiative, Mobility, Weapon Focus 
  (fists), Specialisation (fists), Spring Attack. 
   
  Treasure : None 
   
  APL 2 
   
  Katarina, female human Wiz 6: CR6; medium-
  sized humanoid; HD 6d4+6; hp 26; Init.+6 (+2 
  Dex, +4 Imp Init); Spd 30 ft.; AC 16 (+2 Dex, 
  +4 Mage Armor); Atks +3 melee (1d4 dagger), 
  or +5 ranged (1d8 light crossbow); SA spells; 
  AL CE; SV Fort +3, Ref +4, Will +5. 
  Str 10, Dex 14, Con 12, Int 16, Wis 10, Cha 
  12 
  Skills: 
  Bluff 
  +2, 
  Concentration 
  +10, 
  Disguise +2, Hide +5, Knowledge (arcana) +2, 
  Knowledge (religion) +2, Move Silently +6, 
  Ride +3, Scry +5, Spellcraft +2, Spot +5; Feats: 
  Scribe Scroll, Improved Initiative, Combat 
  Casting, Spell Focus (Evocation), Dodge. 
  Spells* (4, 4, 4, 3): 0 Detect magic, Flare 
  (x3); 1st-Expeditious retreat, Spider Climb; 2nd-
  The Dance of Nerull 
   
  Page 10 
  
  Invisibility, Melfs acid arrow (3 rounds of 
  damage);  3rd-Sleet Storm, Fire Ball (6d6). 
   
  Precast and still active: Mage Armor, Shield, 
  Invisibility, Protection form arrows 10/+2,  
  Precast and gone: Spectral Hand and Fly 
   
  Treasure: 50pp, 100gp, dagger (2 gp), light 
  crossbow (17gp), 8 bolts (5sp). 
  Spellbook: Containing the following spells. 
  0: All 
  1st: Change Self, Detect Secret Doors, Endure 
  Elements, Expeditious retreat, Mage Armor, 
  Magic Missile, Shield, Spider Climb, Negative 
  Energy Ray, Lesser Sonic Orb.   
  2nd: See Invisibility, Resist Elements, Flaming 
  Sphere, Darkness, Invisibility, Spectral Hand, 
  Protection from arrows, Melf Acid Arrow, Blur, 
  Fox’s Cunning.  
  3rd: Fly, Fireball, Sleet Storm, Lightning Bolt, 
  Hold person, Nondetection.   
   
  APL 4 
   
  Katarina, female human Wiz 6, Rog 2: CR8; 
  medium-sized humanoid; HD 6d4+6+2d6+2; hp 
  34; Init.+6 (+2 Dex, +4 Imp Init); Spd 30 ft.; AC 
  16 (+2 Dex, +4 Mage Armor); Atks +5 melee 
  (1d6 MW shortsword), or +6 ranged (1d8 light 
  crossbow); SA spells, Sneak attack 1d6, SD 
  Evasion; AL CE; SV Fort +3, Ref +7, Will +5. 
  Str 10, Dex 15, Con 12, Int 16, Wis 10, Cha 
  12 
  Skills: Bluff +4, Concentration +10, Disable 
  Device +6, Disguise +8, Hide +13, Knowledge 
  (arcana) +2, Knowledge (religion) +2, Listen +4, 
  Move Silently +13, Open Locks +6 Ride +3, 
  Scry +5, Spellcraft +2, Spot +9; Feats: Scribe 
  Scroll, Improved Initiative, Combat Casting, 
  Spell Focus (Evocation), Dodge. 
  Spells* (4, 4, 4, 3): 0 Detect magic, Flare 
  (x3); 1st-Expeditious retreat, Spider Climb; 2nd-
  Invisibility, Melfs acid arrow (3 rounds of 
  damage);  3rd-Sleet Storm, Fire Ball (6d6). 
   
  Precast and still active: Mage Armor, Shield, 
  Invisibility, Protection form arrows 10/+2,  
  Precast and gone: Spectral Hand and Fly 
   
  Treasure: 50pp, 100gp, Masterwork shortwsord 
  (80 gp), light crossbow (17gp), 8 bolts (5sp). 
  Spellbook: Containing the following spells. 
  0: All 
  1st: Change Self, Detect Secret Doors, Endure 
  Elements, Expeditious retreat, Mage Armor, 
  Magic Missile, Shield, Spider Climb, Negative 
  Energy Ray, Lesser Sonic Orb.   
  2nd: See Invisibility, Resist Elements, Flaming 
  Sphere, Darkness, Invisibility, Spectral Hand, 
  Protection from arrows, Melf Acid Arrow, Blur, 
  Fox’s Cunning.  
  3rd: Fly, Fireball, Sleet Storm, Lightning Bolt, 
  Hold person, Nondetection.   
   
  APL 6 and 8 
   
  Katarina, female human Wiz 6, Rog 4: CR10; 
  medium-sized humanoid; HD 6d4+6+4d6+4; hp 
  44; Init.+7 (+3 Dex, +4 Imp Init); Spd 30 ft.; AC 
  17 (+3 Dex, +4 Mage Armor); Atks +7/+2 melee 
  (1d6+1 Magical +1 shortsword), or +9/+4 ranged 
  (1d6 short bow); SA spells, Sneak attack 2d6, 
  SD Evasion, Uncanny Dodge (Dex to AC); AL 
  CE; SV Fort +4, Ref +8, Will +6. 
  Str 10, Dex 16, Con 12, Int 16, Wis 10, Cha 
  12 
  Skills: Bluff +4, Concentration +10, Disable 
  Device +11, Disguise +8, Hide +15, Knowledge 
  (arcana) +2, Knowledge (religion) +2, Listen +7, 
  Move Silently +14, Open Locks +11, Pick 
  Pockets +7, Ride +4, Scry +5, Spellcraft +2, 
  Spot +9; Feats: Scribe Scroll, Improved 
  Initiative, 
  Combat 
  Casting, 
  Spell 
  Focus 
  (Evocation), Dodge, Mobility. 
  Spells* (4, 4, 4, 3): 0 Detect magic, Flare 
  (x3); 1st-Expeditious retreat, Spider Climb; 2nd-
  Invisibility, Melfs acid arrow (3 rounds of 
  damage);  3rd-Sleet Storm, Fire Ball (6d6). 
   
  Precast and still active: Mage Armor, Shield, 
  Invisibility, Protection form arrows 10/+2,  
  Precast and gone: Spectral Hand and Fly 
   
  Treasure: 50pp, 100gp, 2 topaz worth 50gp 
  each, Masterwork shortwsord (80 gp), shortbow 
  (15gp), 10 arrows (5sp). 
  Spellbook: Containing the following spells. 
   
  0: All 
  1st: Change Self, Detect Secret Doors, Endure 
  Elements, Expeditious retreat, Mage Armor, 
  Magic Missile, Shield, Spider Climb, Negative 
  Energy Ray, Lesser Sonic Orb.   
  2nd: See Invisibility, Resist Elements, Flaming 
  Sphere, Darkness, Invisibility, Spectral Hand, 
  Protection from arrows, Melf Acid Arrow, Blur, 
  Fox’s Cunning.  
  3rd: Fly, Fireball, Sleet Storm, Lightning Bolt, 
  Hold person, Nondetection, Arcane Sight. 
   
   
  The Dance of Nerull 
   
  Page 11 
  
   
   
   
   
  Experience Point 
  Summary 
  To award experience for this adventure, add up 
  the values for the objectives accomplished. Then 
  assign the experience award. Award the total 
  value (objectives plus role-playing) to each 
  character. 
   
  Successfully completing the scenario 
  APL2 150 xp; APL4 300 xp; APL6 450 
  xp; APL8 600 xp. 
   
  Total possible experience:   
  APL2 150 xp; APL4 300 xp; APL6 450 
  xp; APL8 600 xp. 
   
  Treasure 
  Summary 
   
  APL 2 
   
  50pp, 100gp, dagger (2 gp), light crossbow 
  (17gp), 8 bolts (5sp). 
   
  Spellbook: Containing the following spells. 
  0: All 
  1st: Change Self, Detect Secret Doors, Endure 
  Elements, Expeditious retreat, Mage Armor, 
  Magic Missile, Shield, Spider Climb, Negative 
  Energy Ray, Lesser Sonic Orb.   
  2nd: See Invisibility, Resist Elements, Flaming 
  Sphere, Darkness, Invisibility, Spectral Hand, 
  Protection from arrows, Melf Acid Arrow, Blur, 
  +1  
  3rd: Fly, Fireball, Sleet Storm, Lightning Bolt, 
  Hold person, Nondetection.   
   
  APL 4 
   
  Treasure: 50pp, 100gp, Masterwork shortwsord 
  (80 gp), light crossbow (17gp), 8 bolts (5sp). 
   
  Spellbook: Containing the following spells. 
  0: All 
  1st: Change Self, Detect Secret Doors, Endure 
  Elements, Expeditious retreat, Mage Armor, 
  Magic Missile, Shield, Spider Climb, Negative 
  Energy Ray, Lesser Sonic Orb.   
   
  2nd: See Invisibility, Resist Elements, Flaming 
  Sphere, Darkness, Invisibility, Spectral Hand, 
  Protection from arrows, Melf Acid Arrow, Blur, 
  Fox’s Cunning.   
  3rd: Fly, Fireball, Sleet Storm, Lightning Bolt, 
  Hold person, Nondetection. 
   
  APL 6 and 8   
   
  Treasure: 50pp, 100gp, 2 topaz worth 50gp 
  each, Magical +1 shortwsord (1040 gp), 
  shortbow (15gp), 10 arrows (5sp). 
   
  Spellbook: Containing the following spells. 
  0: All 
  1st: Change Self, Detect Secret Doors, Endure 
  Elements, Expeditious retreat, Mage Armor, 
  Magic Missile, Shield, Spider Climb, Negative 
  Energy Ray, Lesser Sonic Orb.   
  2nd: See Invisibility, Resist Elements, Flaming 
  Sphere, Darkness, Invisibility, Spectral Hand, 
  Protection from arrows, Melf Acid Arrow, Blur, 
  Fox’s Cunning.   
  3rd: Fly, Fireball, Sleet Storm, Lightning Bolt, 
  Hold person, Nondetection, Arcane Sight. 
   
  TREAUSRE MAXIMUMS PER 
  PC FOR THIS EVENT 
   
  APL 2 100GP + Special Cert and spellbook. 
  APL 2 200GP + Special Cert and spellbook. 
  APL 2 300GP + Special Cert and spellbook. 
  APL 2 600GP + Special Cert and spellbook. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The Dance of Nerull 
   
  Page 12 
  
  Map 1 The Main Encounter 
  A: Location of the PCs/Paleen Rock 
  B: Location of the Hand of Nerull 
  C: Where Malgin Lands 
  D: Boat  
  E: Guards on Tower 
  F: Boat 
   
   
  Note 1 square = 50ft 
  The Dance of Nerull 
   
  Page 13 
  
   
  Appendix 1 The PlazaDerGoot 
   
  The Dance of Nerull 
   
  Page 14 
  
  Description of the PlazaDerGoot (The Goat Market) 
   
  In the days when the then town of Schwartzenbruin was contained completely upon it island and had not 
  yet spread to the mainland, across the shore was a market.  This market over time became called Plaza Der 
  Goot, the Goat Market.  This was because every year huge herds of goats were brought from all over the 
  Quaglands for sale each autumn.  This market in time turned into a small village and as the city continued 
  to grow into the first mainland suburb of the City of Schwartzenbruin.  Today the Plaza is a wealthy and 
  vibrant section of the New City of Schwartzenbruin.  Here can be found taverns, inns, gaming halls, 
  whorehouses, merchant stores, bakeries and manufacturing.  The plaza also fronts the infamous Warrens of 
  Tilbet area of the new city.  The Warren will be featured another time. 
   
  The following places of interest are located in the Plaza area. 
   
  1) Das Rund Huis: This formidable bastion serves not only as the main (ceremonial) gate into the new 
  city, but also as the primary arsenal of the Auszug.  Finally completed in 591 CY under construction 
  management of the Stundelver clan, a respected Dwur clan form the Yatils, it was opened by the 
  Voormann as the crowning jewel of his Auszug project.  It has been designed to, if required, stand 
  alone in the siege of the city.  Its basements are said to run for several levels into the bedrock and 
  contain a deep cistern of fresh water and massive storehouses for the Auszug.  The garrison, 
  handpicked from the 6th Auszugen numbers some 100 troops led by its veteran commander Hertarg 
  WunderHaven (F12). 
  2) Der Aldboot: Schwartzenbruins largest tavern is also its most famous.  Owns and run by the Pax 
  Mecuri, it is the place where the majority of under the table recruiting of adventurers occurs in 
  Perrenland.  It is also an information gathering paradise, although watch what you ask as it may be 
  worth a few gold to the right buyer as well.  Der Aldboot has nearly 80 rooms for long term rent and 
  several large dorms as well.  Its three bars and two gaming rooms are supplemented by some of the 
  cities most costly and exotic courtesans.  Never a place for the faint hearted, its atmosphere is said to 
  be at times challenging.  The food here is second to none if you have the gold and many a successful 
  adventuring party has blown substantial sums living it up in the best company that gold can buy. 
  3) DasZeeAcadamy: This is where, if you join the Zee-Auszug you get trained.  This fortified complex 
  also includes the docks directly below its outer gate.  It also serves as a replenishment facility for the 
  ships of the Pax and the Zee and there is some joint administration of both it and the granary and 
  warehouse adjacent.   The commander Edulf Reinhart (F7/R5Duel3) is a renowned swordsman and wit 
  in the city.  
  4) Der Schokoladehuis: This is the famous establishment of Hans Mordenkainen, rumored to be the 
  brother of the famous Mordenkainen himself.  Here Hans produces the worlds only Schokolade, the 
  most expense confectionery in the Flaneass. 
  5) Deaths Gate: This is the oldest fortification on the shore and serves now as a seldom-used gate for the 
  New City.  It is so named as for many generations it has served as the gate through which the hand of 
  Nerull passes during the famous festival “The dance of Nerull”, it is the only fortification in the new 
  city that is garrisoned by the Bruinsgardt.  Its commander Vigor DerHust (F11) is a person best 
  avoided when he has had a few lagers at his haunt Der Aldboot 
  6) Nerull’s Ziggurat: This ancient construction has always been associated with the god Nerull, the 
  Paleen Rock and sacrifice.  It is the location of the GrupDasZigguraten a strange hereditary group of 
  Bruinsmenn chosen from a few select families who care-take the area and keep away the curious.  
  More rumors surround this group and the Ziggurat than can possibly be true. Either way though 
  everyone agrees that the group is very good at keeping people away. 
  7) The Paleen Rock: The location where the Kust are killed when they plummet upon it to their deaths 
  during the Dance of Nerull. 
  8) The Offices of the Pax Mecuri: Want to hire a thousand troops for a campaign outside Perrenland go 
  here.  This is the administrative HQ of the Pax Mecuri.  Here the Pax manages the accounts of its 
  various clients.  Dispatch riders and runners are constantly streaming to and from this establishment.  
  Occasionally one of the Pax’s more famous field commanders will wander in and leave with new 
  orders and head to Der Aldboot to muster his company. 
  The Dance of Nerull 
   
  Page 15 
  
  9) DerHorsStable: Want to leave you mount somewhere safe, then leave it here.  The Stables have a fine 
  reputation and even the odd Paladins mount will have long term accommodation here.  It does of 
  course have the occasional mount for sale.  Run by the redoubtable Franhe Doust (P7 Old Kerk), she 
  charges a reasonable rate for the best of care. 
  10) Temple of the Old Kerk: This is but one of the temples of the Old Kerk in the new city, this particular 
  one is dedicated to Zodal and serves as a small hospital for the Plaza area.  Here some curing can be 
  purchased for the right donation.  It is overseen by Klenak Hausftmann (C9), a Bruinsmann, member 
  of the Aid-Auszugen, and nicknamed Steady-Hand by the mercenaries who have been stitch up by 
  him. 
  11) The Zee/Pax Granary and adjacent Warehouses: This walled compound serves as the primary 
  supply base for the Pax Mecuri and the Zee-Auszug.  It is well patrolled as shipments of quite valuable 
  commodities often arrive for short-term storage here, a supplement to the coffers neither organisation 
  knocks back. 
  12) The Docks of the Zee-Auszugen and the Pax: The place Pax and Zee ships are repaired and 
  replenished.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The Dance of Nerull 
   
  Page 16 
  
   
  PLAYERS HANDOUT NUMBER 1 
   
  Today is the festival called “The Dance of Nerull” also known as “The Hands Dance”, or simply 
  the Dance.  The Dance is one of Perrenlands oldest festivals and has been part of the cultural calendar of 
  the city of Schwartzenbruin for longer than written records have been kept.  The nature of the festival often 
  leaves visitors to the country a little perplexed.  How can a good society so openly celebrate a ritual to a 
  god so dark and evil?  In explanation, they mostly get simply a wry smile, a shake of the head, and 
  comments like “Dumkoff Ootlanders”. 
  The nature of the festival is thus.  Every year on the last day of Coldeven one speaker from the 
  Old Kerk is chosen by divine oracle to take on the mantle of an individual known as  “The Hand of Nerull”.  
  Though the priest’s identity is often known, everyone treats him or her as an anonymous person.  In fact to 
  be quite correct “if” the person needs to be referred to at all whilst acting as the “Hand” then said reference 
  is as one who has departed to another place.  It is not deemed appropriate or polite to ever reveal any 
  knowledge that one knows whom was acting as the “Hand”.  This is because Nerull is the Flan god of 
  Death, Darkness and Evil.   Worship of him is considered heretical and diabolical in Perrenland, but the 
  Old Kerk and indeed Perrenders in general still feel the need to placate him.  This they do once a year with 
  the Hands Dance.  
  The Hands Dance, is said to hearken back to the days of the Ur-Flanne, an ancient Flan empire of 
  the Quaglands, and beyond.  It is said that the Ur-Flanne held many dark gods in high honor and Nerull as 
  one of their supreme gods, and they openly worshipped him.  For the Ur-Flanne, according to Perrendland's 
  intelligencia, had no sense of good or evil being barbaric and uncouth.  Yet, some traditions are best not 
  forgotten no matter how much time has passed, lest the dark god’s fury be unleashed on this the coldest, 
  darkest day of the year.  The festival is based around the chosen “Hand of Nerull” performing the only duty 
  that office holds within the Old Kerk.  The singular duty of the office is the execution of Perrenlands most 
  heinous criminals called the Kust.  Kust is an old Flan word that roughly translates as both accursed and 
  evil, and on this day they are condemned to hell. 
  The festival starts, as do most festivals with the donning of traditional costume, dance and a great 
  deal of substance abuse.  Everyone dresses for the occasion in long white shrouds, with leering skull masks.  
  The fact that everyone has traditionally dressed incognito is said to have been the main cause over the 
  centuries of the strengthening of Perrenlands old bloodlines with new blood, and couples locked together in 
  wild embraces is not an uncommon sight on the streets of Schwartzenbruin during the festival.  Some 
  scholars, in fact, refer to the festival as being dualistic in that aspects of fertility and renewal are as 
  prominent as aspects of passing and death.  The quickening of many wombs and a high birth rate nine 
  months after the festival seems to bear this out. 
  About mid-morning the Hand enters the city via the “Rund Huis” or main ceremonial gate with his 
  grim procession of Kust guarded by the famous Bruinsgardt of Perrenland.  Down the PlazDerGoot he will 
  lead his flock make a turn past the Zee-Acadame onto Bakkerstrât.  Here they will pass the famous drinking 
  establishment Der Aldboot before going out through Deaths gate facing the lake.  Along the beach the 
  possession will go up the hill to Deaths Bluff the promontory that overlooks Bruinsbay.  From here the 
  Kust have one last journey to make, the plummet to the Paleen rock below. 
  The place of execution the “Paleen Rock” is a wide jagged lump of yellowish rock that rests below 
  Deaths Bluff, the highest point on the cliffs of the city.  The fall of exactly 237 feet onto the rock has never 
  failed to kill one of the Kust, or indeed anyone else.   From the cliff each of the Kust is led by the Hand of 
  Nerull, cursed for their crimes for a final time and then thrown to their death with the cheers of the crowd.  
  Below, the Hands Helpers bear witness to the executions.  No one ever touches the Paleen Rock during this 
  festival.  
  So, thousands of people from across Perrenland brave the cold weather and converge upon 
  Schwartzenbruin filling its taverns, Clanhuis and inn’s to the bursting point.  Many also, who are more 
  grim of mood, come to see justice done.  This year the Dance is going to be especially important as the 
  infamous rampager Malgan of Veluna is to be executed.  This foreigner has been convicted by the highest 
  court in the land, that of the Hand of Allitur, and condemned as Kust.  His rampage of murder, rape and 
  robbery through the Quaglands as far north as the city of Traft has affected many families.  These families 
  with their extended kin have converged upon Schwartzenbruin in numbers almost without precedent to see 
  the Hand of Nerull perform his duty. 
  The Dance of Nerull 
   
  Page 17 
  
   
  PLAYERS HANDOUT NUMBER 2 
   
  CONSEQUENCES OF BEING A HAND’S HELPER 
   
  • You cannot refuse to follow the Hand of Nerull or any direct instructions 
  from him; you react automatically to commands, woodenly and with 
  horror if you resist.  Otherwise you may act, talk and respond normally. 
   
  • Your sight is altered in a dramatic way.  When you look a people they 
  have a halo of shimmering white energy around them, when you look at 
  the Kust this energy is red in color, when you look at the Hand of Nerull 
  or yourself or other helpers it is Black. 
   
   
  • Paladins, and PC with holy or divine abilities or items loose all their 
  divine and holy abilities.  Any holy item they use now gives then a 
  negative level.   
   
   
  • Clerics loose all access to their normal domain spells and domain 
  abilities including any memorized domain spells.  These are replaced 
  with the following spells until the end of the scenario, as well as the 
  domain effects of the death domain.  Replaced spells are replaced on a 
  level for level basis; i.e. you must be able to cast a domain spell of the 
  appropriate level in order to gain the replacement. 
    
  1st level spell: Cause Fear. 
   
  2nd level spell: Death Knell. 
   
  3rd level spell: Nondetection 
   
  4th level spell: Confusion 
   
   
   
   
   
   
   
   
   
   
  The Dance of Nerull 
   
  Page 18 
  
   
   
  ________________________________________________ 
  has acquired the following in the mini-scenario 
  Dance of Nerull 
   
   
  The Favour of Nerull 
   
   
   
  Due to your efforts in preventing the escape of Malgin of Veluna during the 
  Dance of Nerull you have received the blessing of the dark god himself.  You 
  have, until it is discharged by the right circumstances, the equivalent of a 20th 
  level Negative Plane Protection.  One it is discharged it is gone forever.  In 
  addition whenever you face any minion or creation of Nerull they have a –1 moral 
  penalty on all attack, damage and save rolls against you.  This effect is 
  permanent. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  GP Value: 
  N/A 
   
  Weight: 
  N/A 
   
  Use Restriction: Neg Plane can be used once only. 
   
  Tradeable: 
  no 
   
  Total Bonus: 
  N/A 
   
   
  Judge Signature  
   
  RPGA #  
   Date  
   
  Convention  
   
   
   
   
   
   
   
   
   
  The Dance of Nerull 
   
  Page 19 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Iuzs Border States/Perrenland/PER3-A01 - The Dance Of Nerull.pdf