TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the 
  new DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard 
  Baker, and Peter Adkison. 
  This game product contains no Open Game Content. No portion of this work may be reproduced in any 
  form without permission of Wizards of the Coast. To learn more about the Open Gaming License and the 
  d20 SYSTEM license, please visit www.wizards.com/d20 
  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you 
  can sanction and run DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
  DUNGEONS & DRAGONS, D&D, GREYHAWK, Living Greyhawk, D&D Rewards, RPGA, Player’s 
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  the US and other countries. This material is protected under the copyright laws of the United States of 
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  Visit the LIVING GREYHAWK website at www.rpga.com. 
   
   
  URCINTRO6-03 
   
   
   
   
   
   
   
   
  Family Ties 
  A Two-Round Dungeons & Dragons® Living 
  Greyhawk™  
  Regional Introductory Adventure set in the 
  County of Urnst 
  By Nicholas Carnival, Jean-Philipe “JP” Chapleau & D’Anne 
  Rooney 
  Reviewers: All of the above 
  Playtesters: John Foye, Bard Lower, Murry McEntire, Dennis Stalnaker, Lawrence Thompson 
   
  In the wake of the death of the Contessa, a number of contenders to the throne all push their claims 
  forward. But what is the most important thing? Money, influence, information or friendship? The events of 
  this adventure take place AFTER the events of URC6-05 The Bull and the swan. 
  A two-round regional introductory adventure set in the County of Urnst for first-level characters only. 
  
  URC6-S03 Family Ties 
   
  Page 1 
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of 
  an RPGA even from the RPGA website, or you 
  received it from your senior gamemaster. To play 
  this adventure as part of the LIVING GREYHAWK 
  campaign—a worldwide, ongoing D&D® campaign 
  set in the GREYHAWK setting—you must sanction it 
  as part of an RPGA event. This event could be as 
  elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at 
  least a HERALD-LEVEL™ gamemaster. The person 
  who sanctions the event is called the senior 
  gamemaster, and is in charge of making sure the 
  event is sanctioned before play, runs smoothly on 
  the date sanctioned, and then reported back to the 
  RPGA in a timely manner. The person who runs 
  the game is called the table Dungeon Master (or 
  usually just DM). Sometimes (and almost all the 
  time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have 
  to be a HERALD-LEVEL GM to run this adventure if 
  you are not the senior GM.  
   
  By sanctioning and reporting this adventure 
  you accomplish a couple of things. First it is an 
  official game, and you can use the AR to advance 
  your LIVING GREYHAWK character. Second player 
  and DMs gain rewards for sanctioned RPGA play 
  if they are members of the DUNGEONS & DRAGONS 
  REWARDS program. Playing this adventure is worth 
  two (2) points.  
   
  This adventure retires from RPGA-sanctioned 
  play on December 31, 2007.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, 
  visit the RPGA website at www.rpga.com.  
  Players Read No Farther 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther 
  than this section, you’ll know too much about its 
  challenges, which kills the fun. Also, if you’re 
  playing this adventure as part of an RPGA-
  sanctioned event, reading beyond this point 
  makes you ineligible to do so.  
  Preparing for Play 
  To get the most out of this adventure, you need 
  copies of the following D&D rule books: Player’s 
  Handbook, Dungeon Master’s Guide, and the 
  Monster Manual.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase 
  or read aloud when appropriate. Sidebars contain 
  important information for you, including special 
  instruction on running the adventure. Information 
  on nonplayer characters (NPCs) and monsters 
  appear in abbreviated form in the adventure text. 
  Full information on NPCs and monsters are given 
  in Appendix 1. For your convenience, that 
  appendix is split by APL. 
   
  Along with this adventure you’ll find a RPGA 
  Session Tracking sheet. If you’re playing this 
  adventure as part of an RPGA-sanctioned event, 
  complete and turn in this sheet to your senior GM 
  directly after play. You’ll also find a LIVING 
  GREYHAWK Adventure Record (AR).  
   LIVING GREYHAWK LEVELS 
  OF PLAY 
   Because players bring their own characters to 
  LIVING 
  GREYHAWK 
  games, 
  this 
  adventure’s 
  challenges are proportionate to the modified 
  average character level of the PCs participating in 
  the adventure. To determine this modified Average 
  Party Level (APL) follow the steps below: 
  1. Determine the character level for each of the 
  PCs participating in the adventure. 
  2. If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), 
  other than those brought by virtue of a class 
  ability (such as animal companions, familiars 
  paladin’s mounts) or the warhorse of a 
  character with the Mounted Combat feat, use 
  the sidebar chart to determine the number of 
  levels you add to the sum of step one. Add 
  each character’s animals separately. A single 
  PC may only bring four or fewer animals of 
  this type, and animals with different CRs are 
  added separately.  
  # of Animals 
  Mundane 
  Animals 
  Effect 
  on 
  APL 
  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 
  CR of Animal 
  2 
  2 
  3 
  4 
  5 
  
  URC6-S03 Family Ties 
   
  Page 2 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
   
  7 
  7 
  9 
  10 
  11 
  3.  Sum the results of step 1 and 2, and divide by 
  the number of characters playing in the 
  adventure. Round up to the nearest whole 
  number. 
  4. If you are running a table of six PCs, add one 
  to that average. 
  Throughout this adventure, APLs categorize the 
  level of challenge the PCs face. APLS are given in 
  even-numbered increments. If the APL of your 
  group falls on an odd number, ask them before the 
  adventure begins whether they would like to play a 
  harder or easier adventure. Based on their choice, 
  use either the higher or the lower adjacent APL. 
   
  APL also affects the amount of experience 
  and gold a PC can gain at the end of the 
  adventure. If a player character is three character 
  levels or more either higher or lower than the APL 
  at which this adventure is being played, that 
  character receives only one-half of the experience 
  points and gold for the adventure. This simulates 
  the fact that either the PC was not challenged as 
  much as normal or relied on help by higher-level 
  characters to reach the objectives. 
   
  Furthermore, a PC who is four or more levels 
  higher than the highest APL supported by the 
  adventure may not play the adventure. 
   
  LIVING GREYHAWK adventures are designed for 
  APL 2 and higher. Four or five 1st-level characters 
  may find the challenge of an APL 2 adventure 
  difficult. Suggest the following to these groups to 
  help increase their chances of success:  
  1. Enlist a sixth player. 
  2. Advise characters to buy riding dogs to help 
  protect them and fight for them. 
  TIME UNITS AND UPKEEP 
  This is a standard two-round regional adventure, 
  set in the County of Urnst.  Characters from the 
  County of Urnst pay one (1) Time Unit per round, 
  while all other characters pay two (2) Time Units 
  per round.  
   
  Adventurer’s Standard Upkeep costs 12 gp 
  per Time Unit. Rich Upkeep costs 50 gp per Time 
  Unit. Luxury Upkeep costs 100 gp per Time Unit. 
  Characters that fail to pay at least Standard 
  Upkeep will retain temporary ability damage until 
  the 
  next 
  adventure, 
  must 
  buy 
  new 
  spell 
  component pouches and healer’s kits, and may 
  suffer other in-game penalties (or possibly gain in-
  game benefits) as may be detailed in this 
  adventure. 
   
  A character that does not pay for at least 
  Standard Upkeep may also avoid the above-
  described penalties by living off the wild. If the 
  character possesses four or more ranks in the 
  Survival skill and succeeds at a DC 20 Survival 
  check, the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, 
  may refill spell component pouches and healer’s 
  kits, and may restock up to 20 arrows or bolts if 
  the character has at least four ranks in Craft 
  (bowmaking). The player is allowed to Take 10 on 
  this roll. 
   
  More information about Lifestyle and Upkeep 
  can be found in the “Lifestyle and Upkeep” section 
  of Chapter 3 of the Living Greyhawk Campaign 
  Sourcebook. 
  ADVENTURE BACKGROUND 
  When Countess Belissica sacrificed herself to 
  save the County in 594CY, the nobles of the 
  County decided upon a successor under pressure 
  from both domestic and foreign sources. A paladin 
  of Heironeous, well-known former adventuress 
  and a distinguished military commander was 
  selected to appease everyone. Baroness Elone 
  Hofre Gellor was crowned Contessa in late 
  594CY. She had 2 children both about adventuring 
  age. For a time, it seems that a new dynasty was 
  about to begin. 
   
  It seems Istus, the Lady of Our Fate, had other 
  plans for the County. And who are we to argue 
  with fate? 
   
  Early 596CY… An assassin’s blade kills the 
  Contessa’s only son, Lord Tristelone. Though 
  justice was swiftly rendered by adventurers, the 
  Hofre-Gellor line was almost extinguished.  
   
  Early summer of 596CY… An assassin’s 
  blade kills both Contessa Elone Hofre Gellor and 
  her last surviving heir, Lady Cyanna. The two 
  questions on everyone’s mind are: “Who did this?” 
  and “Who’s next in line to the throne?” 
   
  This 
  adventure 
  deals 
  with 
  the 
  second 
  question.  
  
  URC6-S03 Family Ties 
   
  Page 3 
  A GAME OF ALLIANCES 
  The nobles of the County are almost all related to 
  each other through blood or marriage. They are 
  also mixed with the nobility of many neighboring 
  nations: Nyrond, the Duchies of Tenh and Urnst 
  and the Bandit Kingdoms. 
   
  With the line of the Contessa ending with Lady 
  Cyanna, someone else must be chosen to lead 
  the County. The intermarriage between the major 
  houses of the County means that at least half of 
  the nobles of the County have a valid claim. 
   
  However, there is a difference between having 
  a valid claim and the power and influence to back 
  it up. Therefore out of the many candidates, only 4 
  have sufficient power to make valid bids for the 
  throne. 
   
  Many of the County’s nobles are wondering 
  who to support, being related to more than one 
  contender. Who they support now will have 
  consequences after the next Count (or Countess) 
  is crowned. 
   
  Each of the factions is sending envoys across 
  the County bribing and cajoling their way into 
  obtaining the support of various nobles or factions. 
  In these troubled times, one thing is worth more 
  than gold: information. And in the County few 
  people hold more information than one man: the 
  Lord Mage Jacobis Underley. 
  THE UNDERLEYS 
  Lord Jacobis Underley controls a powerful network 
  of spies and informant both in and out of the 
  County know as the Underley network. This 
  network includes adventurers, nobles, artisans, 
  innkeepers, in short anyone who is likely to hear 
  rumors and information. In these times of need, 
  the network is overflowing with information, often 
  contradictory. 
   
  The Lord Mage knows just what to do… 
  trickery comes naturally to a spy. And trickery is 
  passed along in the genes. 
   
  Lady Melnie Underley, the Lord Mage’s eldest 
  daughter (she is the second-born) and a wizard of 
  some power has been given the task by her father 
  to find out as much as she can about the 
  contenders to the throne. As an added difficulty, 
  she cannot call upon the Network to obtain the 
  information. Lord Underley wishes to test his 
  daughter’s resourcefulness. 
  THE TRAP 
  Lady Melnie has set up a minor merchant, Engbert 
  Farvaren, from Jedbridge, paid him handsomely to 
  bring “spellbooks and rare components” from 
  Jedbridge to the family estate north of the 
  Copperwood. With the money she promised, half 
  in advance, the merchant understands the 
  sensitive and valuable nature of the cargo. So 
  Engbert hired a small group of adventurers. 
   
  Lady Melnie has manipulated a band of evil 
  mercenaries turned bandits into attacking the 
  wagon. Lady Melnie plans to have an agent 
  present to destroy the wagon. 
  WHY NOT SIMPLY HIRE THE HEROES? 
  Because of the political situation, if she simply 
  hired the heroes, the family’s opponents might 
  learn of it. Her current plan actually blurs her true 
  intentions, at least for a short time.  
   
  She knows that after the fact, the merchant 
  will talk and tell everyone about the spellbooks 
  and the components. Most people will assume she 
  is sending the heroes out to collect these items 
  again. 
  MEANWHILE IN THE COUNTY 
  Throughout this adventure, four major factions are 
  opposing each other vying for power. The heroes 
  will have a chance to meet all 4 of the contenders. 
   
  Lord Terard Duncombe II, is currently the 
  Regent of the County of Urnst. He is pushing 
  forward to have his Council of Peers gather. This 
  Council will occur before the end of 596CY.  
  ADVENTURE SUMMARY 
  PART ZERO: THE TRAP 
  Introduction: The heroes are hired as caravan 
  guards to transport something VERY important 
  from Jedbridge to the Underley Estates just north 
  of the Copperwood. 
  Encounter 1: Ambush: The heroes are attacked 
  by a group of bandits. During the fight, one of the 
  "bandits" (but in fact a member of Lady Melnie' 
  retinue sets fire to the wagon using a fiery arrow, 
  the wagon is filled with alchemist fire to ensure it 
  burns). While the heroes fight, the wagon burns to 
  the ground. The leader of the Caravan asks the 
  heroes to escort him to Lady Melnie's estate so he 
  can try to explain what happened. 
  Encounter 2: Lady Melnie Underley: The heroes 
  reach the Underley estate. Lady Melnie listens as 
  the merchant details the attack. She insists on 
  being repaid. She explains the spellbooks that 
  were lost in the attack have a very high value and 
  she paid a Dyvers merchant a large sum of money 
  for the book. The caravan leader explains that he 
  cannot repay her, and that he can't even pay the 
  adventurers who defended him valiantly. Lady 
  
  URC6-S03 Family Ties 
   
  Page 4 
  Melnie offers a deal to the merchant: she takes the 
  heroes in her employ, and his debt is considered 
  repaid. The merchant agrees and beats a hasty 
  retreat. Lady Melnie tells the heroes that she has a 
  series of mission she wishes them to perform. 
  Upon completion of these missions, the heroes will 
  be free to go as they please, but that until then, 
  they are considered members of his household. 
   
  The heroes are given a number of envelopes. 
  Detailing the missions 
  PART ONE: LORD DANE 
  Encounter 3: Radigast City: The heroes are sent 
  to meet with Lord Dane. He is supposed to be in 
  Radigast City. The heroes arrive in Radigast and 
  depending on their action, they can obtain the 
  information they want. The city supports Lord 
  Darius Dane, who they see as the most stable and 
  best politician of all. He and his family have a good 
  reputation as advisors and military generals. 
  Encounter 4: The bullies: as the heroes go about 
  their investigation, they are attacked by a group of 
  thugs working for Dyversian interests. 
  Encounter 5: Good ol’ boys: the heroes are 
  attacked by some thieves of the Birds of Prey 
  thieves’ guild. 
  Encounter 6: The Lord Chamberlain: The 
  heroes meet with Lord Dane. The Lord receives 
  them. This is one occasion for the heroes to get to 
  know the man and his ambitions.  
  PART TWO: LADY RACHEL 
  Encounter 7: Trigol: City of Intrigue: the heroes 
  investigate in Trigol and discover that the city’s 
  support is mixed, but the Baron supports his 
  cousin Lord Agnard.  
  Encounter 8: The Nyrondese: while in Trigol, the 
  heroes are attacked by Nyrondese spies who want 
  to learn more about Lord Underley.  
  Encounter 9: A blinding parade: the heroes are 
  confronted by a group of devout Pholtan 
  worshippers. This encounter can turn violent or be 
  resolved peacefully. 
  Encounter 10: The Knight Paragon: The heroes 
  meet with Lady Rachel at Knight's Hold a short 
  distance away from Trigol. The Knight Paragon 
  receives them in a militaristic fashion. The heroes 
  have a chance to get to know the woman. 
  PART THREE: LORD AGNARD GELLOR 
  Encounter 11: Stone Battle: The heroes travel to 
  Stone Battle by to the Fennelmore swamp. The 
  city itself is quite calm, and the banners of the 
  Gellor fly everywhere. Everyone in town wonders 
  why anyone but their Archbaron could become 
  Count. 
  Encounter 12: An Archbaron in trouble: As the 
  heroes are about to finish their investigation in 
  Stone Battle a mounted sergeant rides by them 
  and orders them to follow him that he needs 
  soldiers to help the Baron. The heroes are free to 
  help or not. The baron was leading a group of 
  soldiers one the Floating Road when he was 
  attacked by a band of undead. The heroes fight 
  the avant-garde of the undead. 
  Encounter 13: The Archbaron: The heroes fight 
  a second wave of undead and save the baron.  
  Encounter 14: The Gellor Patriarch: The Baron 
  talks to the heroes. This is the one occasion for 
  the heroes to get to know the man and his 
  ambitions. 
  PART FOUR: DUKE GELLOR 
  Encounter 15: Getting to Ventnor: On their way 
  to the stockade, the heroes are attacked by 
  hungry rats. 
  Encounter 16: The gates of Ventnor: Before 
  entering Ventnor, the heroes have to pay a special 
  tax to enter. If they pay the tax, they are allowed 
  in; otherwise, they have to fight their way in. 
  Encounter 17: Ventnor: Lady Melnie sends the 
  heroes to Ventnor Stockade to investigate a series 
  of rumors. The heroes see Ventnor Castle being 
  rebuilt by the Duergar's goblin slaves. At the 
  stockade, they can see a number of merchants 
  and adventurers, many of them from the Bandit 
  Kingdoms. The heroes hear of Duke Gellor who 
  could be a good choice for Count, but he is 
  somewhere in the BK hiding from Iuz.  
  Encounter 18: The Duke’s Envoy: The heroes 
  meet Sir Velmont one of Duke Gellor’s agent. 
  PART FIVE: EPILOGUE 
  Encounter 19: Back to the Underley Estate: 
  When the heroes have gathered all the information 
  requested by Lady Melnie, she thanks them for 
  their efforts and sets them free.  
  Conclusion: The heroes receive their rewards (or 
  not).  
  PREPARATION FOR PLAY 
  It is important to know when starting this 
  adventure  
  • 
  Any County meta-organization the heroes 
  belong to. 
  
  URC6-S03 Family Ties 
   
  Page 5 
  • 
  Whether or not the heroes are retainers of one 
  of the houses of the County.  
  • 
  Whether the heroes have any favors or enmity 
  with any of the major houses of the County 
  (Dane, 
  Duncombe, 
  Gellor, 
  Torquann 
  or 
  Underley). 
  Part Zero: 
  The Trap 
  INTRODUCTION 
  There is a big difference between a life of 
  adventure and the life of a caravan guard. As a 
  child, you remember watching adventurers 
  hiring as caravan guards, thinking. “Wow! That 
  must be the life”. 
   
  It was with some satisfaction that you 
  signed up as a guard for the Farvaren 
  Merchant house, a small merchant house 
  operating mostly around Jedbridge in the 
  northeast of the County. 
  Allow the heroes to introduce themselves. They 
  have been on the road for a few days together. 
  Engbert Farvaren, a Flan merchant in his 40s 
  with a girth that can’t be described as modest, 
  was in need of guard to carry some “sensitive” 
  material. The pay is decent, 100 nobles each, 
  to escort a wagon from Jedbridge to some 
  place in Ventnor. Engbert would not reveal 
  your final destination to you. 
   
  Engbert has been complaining all through 
  the trip about one thing or another. Clearly, the 
  man is not used to leaving his counter…  
  If the heroes are in a role-playing mood, feel free 
  to play a little of the trip with Engbert constantly 
  complaining. However, beneath this, he is a very 
  decent man and quite friendly. 
   
  The wagon should measure 15ftx10ft. This 
  ensures it cannot turn on itself. 
  ENCOUNTER 1: AMBUSH 
  You are now in the Copperwood, in the barony 
  of Ventnor. These woods are known to be 
  hunting ground for humanoids from across the 
  Artonsamay. Devils and demons who escaped 
  Ventnor Castle during the war are also known 
  to prowl these woods. More recently, rumors 
  of Duergar patrols or Duergar-led groups of 
  humanoids have begun circulating. 
   
  Passing a turn in the road, 150 feet ahead 
  of you, a fallen tree blocks the way. A group of 
  three people, two men and a woman are 
  standing around it. As they see you, they turn 
  to face. One of the men, holding a heavy flail 
  steps forward and calls out.  
   
  “Leave the cart where it is. We have no 
  desire to fight with you. Leave the cart where it 
  is and by Hextor, you will keep your lives.” 
  Call for Spot checks DC 25 to Spot a lone man 
  hiding in the distance, in the forest (this is the 
  archer sent by Lady Melnie, not the Hextorite 
  archer).  
   
  The heroes have a choice to make. Engbert is 
  already hiding under the cart, shaking like a leaf. 
  Leaving now would be anti-heroic (to say the 
  least).  
   
  The road is 20 feet-wide with many trees 
  around. It should be possible for the heroes (but 
  not the wagon) to pass through them. Consider 
  the woods around them to be light forest. 
  APL2 (EL3) 
   
  Gareth & Liemm: Male Oeridian War1, hp11 
  each, see Appendix One. 
   
  Anya:  Female Oeridian Rgr2, hp15, see 
  Appendix One. 
  Tactics: The bandits hide behind the fallen log for 
  cover and snipe at the heroes. The bandits are 
  after the wagon, and should the heroes flee, they 
  allow the heroes to flee (as long as they leave the 
  wagon).  
   
  This encounter can be difficult. However the 
  heroes have a number of strategies they could use 
  to make the encounter a lot easier. Examples 
  include: using the trees as cover to advance on 
  the bandits, exchanging sniper fire from behind the 
  wagon. Anything that could give them an 
  advantage should be rewarded with success or 
  positive circumstance bonuses. 
  Treasure: 
   
  APL2: L: 134gp; C: 0gp; M: 0gp; 
  Development: These bandits were part of a larger 
  force that was crushed at Durwich in Pikemaster a 
  few months earlier. They have since turned to 
  banditry and been somewhat successful.  
  
  URC6-S03 Family Ties 
   
  Page 6 
   
  Of the 3, only Gareth is a Hextorite, Liemm 
  and Anya don’t really care, and are in it for the 
  money. 
   
  If any of them are captured and interrogated, 
  they say they have been hired by a man in 
  Ventnor Stockade who told them they would each 
  be paid 1,000 nobles if they brought back the 
  content of the wagon to Ventnor Stockade. They 
  were told to avoid killing anyone, if possible. 
  WE SAVED THE WAGON! OH NO! 
  If the heroes saved the wagon, while they are 
  either looting or interrogating the Hextorites, 3 fiery 
  arrows land on the wagon, setting it ablaze 
  immediately. Within seconds, the content of the 
  wagon is reduced to ashes. 
   
  Normally the content would not burn down as 
  fast. However, the spellbook was treated with a 
  special alchemical solution that makes it very easy 
  to burn. The solution is such that a create water 
  spell will not extinguish it (think magnesium fire). 
   
  Proceed 
  to 
  Encounter 
  2: 
  Lady 
  Melnie 
  Underley.  
  TROUBLESHOOTING: LET’S GO AFTER THAT 
  MAN IN THE WOODS! 
  If they made the Spot check earlier they may 
  decide to try and go after the man hiding in the 
  woods. In that case, the man uses his fiery bow 
  and Rapid Shot to send a volley of arrows into the 
  wagon which immediately bursts into flame. 
  Engbert calls for the heroes to help, flailing his 
  arms in all directions, but accomplishing very little. 
   
  The man is a high-level (8th) ranger. It is very 
  unlikely the heroes can follow him through the 
  thick patch of thorn bushes that is about 20ft 
  behind him.  
   
  The man escapes without talking to the 
  heroes. Once the heroes give up the chase, 
  proceed to Encounter 2: Lady Melnie Underley. 
  TROUBLESHOOTING: WE’RE OUTTA HERE! 
  It is possible the heroes (or some of the heroes), 
  decide to flee, leaving the wagon. In that case, 
  Engbert flees with them. The bandits take any 
  money they can find on the fallen heroes, but 
  leave their equipment. EXCEPT for any holy 
  symbols of Heironeous, which they leave defiled a 
  few yards away (and will need to be re-
  purchased).  
   
  Proceed 
  to 
  Encounter 
  2: 
  Lady 
  Melnie 
  Underley. 
  ENCOUNTER 2: LADY 
  MELNIE UNDERLEY 
  At this point, the heroes have either abandoned 
  the wagon to the bandits or it was burned down by 
  the hidden archer.  
   
  Engbert pleads to the heroes to accompany 
  him to their destination, the Underley estate. 
  Engbert insists that if he and the heroes do not 
  appear before Lady Melnie, that they are as good 
  as dead.  
   
  To give you an idea of Engbert state of mind, 
  picture someone who has to report to the 
  Godfather (your choice of Michael or Vito 
  Corleone) that he failed him. Engbert is absolutely 
  terrified, but he thinks it might be better to tell Lady 
  Melnie in person. He asks the heroes to protect 
  HIM until he can leave the estate. He doesn’t have 
  the money to pay them, but he’ll pay them upon 
  returning to Jedbridge. 
   
  Again the heroes have a choice to make. If 
  they decide to abandon Engbert, proceed to 
  “Abandon Engbert”, otherwise, proceed to “We’ll 
  go with you”. 
  ABANDON ENGBERT 
  The heroes abandon Engbert. A day later, a group 
  of adventurers (if the players have other 
  characters belonging to the network, then use 
  these) approach the heroes, backed by a dozen 
  soldiers wearing the livery of the County.  
   
  If there is no character that could fit, then use 
  Merik, a priest of St Cuthbert working for Lord 
  Underley. 
  “You are under arrest, by order of the baron of 
  Ventnor. 
  Stealing 
  his 
  property 
  is 
  not 
  something he allows on his land. Come 
  peacefully and you will be given a chance to 
  explain yourselves.” 
  The heroes don’t really have a choice, but if they 
  want to fight, they lose. Don’t waste time rolling 
  dice. The adventure is over for them as Lady 
  Melnie has them rot in his dungeons for 6 months 
  (26 TUs). Proceed to the Conclusion under 
  “Underley’s guests” 
   
  If they come peacefully, continue with the 
  following.  
  Unlike most baronial manors, the gates to the 
  Underley Estate are guarded not by soldiers 
  wearing the livery of House Underley, but by a 
  rag-tag assembly of adventurers. 
  
  URC6-S03 Family Ties 
   
  Page 7 
   
  [Name of one of the members of the Network 
  or Merik] asks you to leave your weapons and 
  spell components at the door and to dispel any 
  magic currently active you may have. 
  Note: we KNOW it is doubtful the heroes have any 
  magic active on them (with the possible exception 
  of mage armor spells). However this is a standard 
  warning.  
   
  When the heroes surrender their weapons, 
  proceed to “Meet the Lady”. 
  WE’LL GO WITH YOU 
  Engbert thanks you the rest of the way, 
  thanking your compassion, your generosity 
  and your friendship. 
   
  Unlike most baronial manors, the gates to 
  the Underley Estate are guarded not by 
  soldiers wearing the livery of House Underley, 
  but by a rag-tag assembly of adventurers. 
   
  Engbert mutters to a short man wearing 
  studded leather with a rapier at his side. The 
  man asks you to leave your weapons and spell 
  components at the door and to dispel any 
  magic currently active you may have. 
  Note: we KNOW it is doubtful the heroes have any 
  magic active on them (with the possible exception 
  of mage armor spells). However this is a standard 
  warning.  
   
  When the heroes surrender their weapons, 
  proceed to “Meet the Lady”. 
  MEET THE LADY 
  You are led by two adventurers into the Manor. 
  The first is a short man in studded leather and 
  the other one is a Halfling in leather armor. 
   
  Without turning around, the man says to 
  you “When you meet Lady Melnie, I say you be 
  polite.” He doesn’t say more and responds to 
  questions with a groan. The Halfling simply 
  eyes you suspiciously without saying a word. 
   
  After a series of corridors and chambers, 
  the man knocks on a door. The door opens by 
  itself. Beyond is a simple sitting room. Flanked 
  by two powerful mastiffs, sits a young woman 
  idly thumbing a book. She is of mixed Oeridian 
  heritage in her early 20s whose black hair 
  flows down to her shoulder. Behind her two 
  massive guards stand. One a Suel with a great 
  axe strapped to his back, the other is a horrible 
  half-orc in full plate armor.  
   
  “Ah! At last… I think we should talk… I am 
  Melnie Underley, the Baron’s daughter. Where 
  are my new spellbooks?” She says matter-of-
  factly. 
  Engbert whines the story in a way that makes it 
  impossible to understand. Lady Melnie interrupts 
  him and looking at the heroes asks them to detail 
  what happened. 
   
  If Engbert is not present and the heroes are in 
  custody, Lady Melnie asks them for their version 
  of events. 
   
  At this time, Lady Melnie does NOT answer 
  questions. She listens to whatever they wish to tell 
  him. She ignores rude individuals and direct 
  insults. Once the heroes are done telling Lady 
  Melnie their side of the story, call for a Diplomacy 
  check (but the result is irrelevant). Read the 
  following. 
  Lady Melnie ponders for a second. “Whether 
  what you say is true or not, I’m not entirely 
  sure… What I know is that I am now short a 
  number of favors… I need a group of 
  adventurers, and one falls onto my lap.” 
  If Engbert is present, add. 
   
  “You, I have no further need of you. You 
  fate will be determined by these young 
  adventurers. Now go!” Engbert gives you an 
  imploring look as he leaves the room without 
  turning his back to Lady Melnie. 
  To all: 
   
  “I have signed a death warrant for 
  treachery and banditry in the barony of 
  Ventnor...” Lady Melnie smiles… “Don’t worry I 
  have no intention of delivering them to the 
  Knights of the Swan or the army. That is, 
  unless you fail me.” 
   
  “Do I make myself clear?” 
  Lady Melnie is not joking nor does she leave any 
  doubt that she will do as she said. Any Sense 
  Motive done on her reveals as such. At this point, 
  Lady Melnie agrees to answer questions. 
   
  Playing Lady Melnie: Lady Melnie is a 
  woman used to power. Her family has the service 
  and loyalty of many powerful adventurers both in 
  and outside the County. She is a wizard of some 
  power and she inherited her father’s a natural 
  affinity for politics. The woman sweats confidence. 
  She speaks in a slow and calm manner. She does 
  not threaten with anything she can’t back nor does 
  she make a show of her magical aptitudes. 
  • 
  Why are you doing this? Who is it that failed 
  in the first place? I offer you a chance to 
  
  URC6-S03 Family Ties 
   
  Page 8 
  redeem yourself in my eyes. It is a strong 
  possibility that young people like you have 
  been bribed by unscrupulous agents to allow 
  the theft of my property. 
  • 
  Who do you think you are? I am the Lord 
  Baron’s daughter, member of House Underley 
  and member of the Obsidian Conclave. You 
  have committed a series of crimes on my 
  father’s lands. Who are you going to complain 
  to? The Contessa?  
  • 
  What is it you want us to do? I have a series 
  of simple tasks. Gathering information and 
  reporting it to me, I think you can do that. 
  • 
  Doesn’t your father have a network of 
  informant for this? Yes, like every noble in 
  the County. But I need adventurers for this 
  task. 
  • 
  What about those adventurers guarding 
  your estate? These are required for our own 
  protection. In case you haven’t noticed, the 
  County is not safe for a woman like me. 
  • 
  What do we get in return? Your lives… Trust 
  me, there is nothing I would like more than 
  destroying those warrants. 
  • 
  Why don’t you? I’m still not convinced you 
  aren’t guilty. 
  • 
  What do you get out of this? A replacement 
  for the cargo you failed to protect. 
  • 
  How long do we have to serve you? Until 
  you have completed the tasks I have for you. 
  • 
  Will this violate any moral code? No.  
  • 
  Can these tasks put us in any more 
  trouble? No. 
  • 
  What if we refuse? I’ll give these to my 
  father’s seneschal who will swiftly administer 
  justice. Please, let’s be reasonable. 
  • 
  Do YOU want to become Countess? 
  HAHAHA Heavens no! House Underley is not 
  powerful enough to gather the support 
  needed. Plus, I’m perfectly happy as a baron’s 
  daughter. 
  • 
  Are you married? No, not yet. 
  The heroes CAN refuse Lady Melnie. However, 
  Lady Melnie does NOT have them executed. She 
  sends her goons after them to subdue them. Don’t 
  waste time rolling dice, the heroes loose. The 
  adventure is over for them as Lady Melnie has 
  them rot in her dungeons for 6 months (26 TUs). 
  Proceed to the Conclusion under “Underley’s 
  guests” 
   
  When they agree, proceed to “The Tasks”. 
  THE TASKS 
  Lady Melnie pulls out four small envelopes. 
  She hands them to you.  
   
  “The envelopes include the four missions I 
  need you to complete in order to be free of me. 
  Notice they have no names or anything on 
  them. You are to open them one at a time. 
  Complete the mission before opening the next 
  one. These envelopes are magically linked 
  together.” 
   
  “When you are done, report back to me, 
  and I will dispel any ties that bind you to me. 
  Understood?” 
  Lady Melnie is again willing to answer questions 
  (see above). When they heroes are done, she bids 
  the heroes farewell as they are escorted out of the 
  Estate by the two goons. 
  THE LETTERS 
  It is important, at this point to explain to you the 
  letters. They have been magically imbued, but with 
  a divination spell that lets Lady Melnie know which 
  one and where it has been opened. They radiate a 
  faint aura of divination magic. 
   
  Nothing prevents the heroes from opening 
  them all at once.  
  THE INTERLUDES 
  The next four parts of the adventure include one or 
  more interludes. These mini-encounters happen 
  on the road while the heroes travel between cities. 
  They are designed to give some of the flavor of 
  the County.  
   
  If you are running this with a time limit, you 
  may want to skip them. They are definitely optional 
  events. 
  Part One: 
  Lord Darius 
  Alan Dane 
  
  URC6-S03 Family Ties 
   
  Page 9 
  INTERLUDE 1: THE SUN-PRIEST 
  The heroes encounter a priest of Pelor named 
  Edmund sitting by the side of the road. He seems 
  to be resting, enjoying the sunshine.  
   
  He tells the heroes that he is waiting to meet 
  with a group of adventurers who should join him in 
  a few days. He says that, along with a few fellow 
  worshippers of Father Pelor, they are headed to 
  the Gray Hills to explore a series of Cairns 
  Malachite has apparently fouled.  
   
  If asked where he is going, the priest refuses 
  to say, telling the heroes that they should gain 
  some experience before taking on the Mad Lich’s 
  forces. Edmund works for Bishop Andre Trabreaux 
  and Lady Rachel Duncombe in fighting Malachite. 
   
  When playing Edmund, he talks down to the 
  heroes, in a paternalistic manner. He uses 
  phrases like “kids like yourself” or “when you 
  become seasoned adventurers”. Edmund is a 
  good guy but like most veteran adventurers 
  speaks down to the “newbies”. 
  APL2 (EL6) 
   
  Edmund of Pelor: Clr6 
  INTERLUDE 2: THE AGITATOR 
  This young priest of Trithereon called Bort has set 
  up a small podium by the side of the road and he 
  calls out to any who wants to hear that the 
  murders of the Gellor family was a sign from the 
  Heavens that the County should turn away from 
  the stuffy worship of Heironeous and declare the 
  Summoner as the state religion. 
   
  Think of a TV evangelist who justifies 
  everything by the (often-changing) whims of 
  Trithereon. This man is quite convinced of what he 
  is saying and cannot be deterred.  
  APL2 (EL2) 
   
  Bort of Trithereon: Clr2, AL CG 
  ENCOUNTER 3: RADIGAST 
  CITY 
  WORD ON THE STREET 
  In this section, the heroes can get some hints as 
  to where to look for information by making a 
  Gather Information check with a variable DC. 
  Making a check takes 1d4+1 hours. Give a +1 
  bonus for each gp spent, to a maximum of +4. 
  • 
  DC5 Radigast is the most beautiful city on 
  Oerth. Its architecture is unique in that it 
  combines all sort of style into one harmonious 
  whole. 
  • 
  DC6 the Count’s palace in located in the 
  center of town. It is currently occupied by the 
  Knights of the Swan and the Lord’s Fists. The 
  Regent has returned to Charn where he holds 
  court. 
  • 
  DC7 the Council of Lords still gather together 
  at the Temple of Pelor, in spite of the Regent’s 
  edict. All of them back Lord Dane, except Lord 
  Underley who has barely been seen. 
  • 
  DC8 The temple of Pelor is still trying to divine 
  the 
  next 
  Count, 
  despite 
  the 
  Regent’s 
  commands. 
  • 
  DC9 when Lord Duncombe took over, I 
  thought there would be hell to pay, but so far 
  his regency has been rather benevolent. What 
  a strange man! 
  • 
  DC10 Lord Dane’s family is known to worship 
  Heironeous. Lord Darius Dane however is a 
  known Zilchian. 
  • 
  DC11 The Gellors have ruled us for many 
  years. However, I think Lord Dane would 
  make a very good Count. 
  • 
  DC12 Lord Dane’s family has a long history of 
  serving the Gellors. They are loyal and gifted 
  politicians. They have a house on the Hill here 
  in Radigast 
  • 
  DC13 Following the Council’s defeat, most of 
  the 
  mercenaries 
  were 
  hired 
  by 
  Sir 
  Whittenbock and headed to Starkwall. 
  • 
  DC14 the Lord Mayor, Dekram Gellor is a 
  staunch supporter of the Lord Dane. 
  • 
  DC15 The temple of Zilchus has made a 
  number of loans to Lord Dane. I think there 
  might be something there. 
  • 
  DC16 The Birds of Prey (Radigast’s thieves’ 
  guild) have become very aggressive lately. It’s 
  like they want to run the place. 
  • 
  DC17 the Knights of the Swan are no longer a 
  cohesive unit. They have broken up into three 
  factions. Most of those in Radigast are loyal to 
  Lady Rachel Duncombe. 
  • 
  DC18 With Lord Duncombe’s departure from 
  Radigast, crime has gone unchecked in town. 
  Colonel Relova who was given command 
  doesn’t care about the population, only about 
  the nobles. 
  
  URC6-S03 Family Ties 
   
  Page 10 
  • 
  DC19 many of the Nobles in town have 
  assured their fealty to Lord Dane. I think they 
  just want to keep their privileges. 
  • 
  DC20 Lord Dane has been paying for 
  improvements in the seedier districts of 
  Radigast. The slums may soon disappear. 
  • 
  DC21 Lord Dane’s parents are currently in 
  Leukish, gathering support for their cause. 
  • 
  DC22 the King of Nyrond has sent a number 
  of emissaries to all the contenders. He 
  demands the return of the Barony of Starkwall 
  to Nyrond. All of the contenders refused, the 
  Embassy is now closed. 
  • 
  DC23 Lord Duncombe is trying to put his 
  daughter on the throne. He will stop at nothing 
  to do so. 
  • 
  DC24 Lord Underley is rarely in Radigast. I 
  heard he works with demons to find the 
  murderer of the Contessa. 
  • 
  DC25 Lord Dane and the Lord Mayor met with 
  the envoys of the King of Nyrond. The King’s 
  envoy slammed the doors and left looking 
  more than a little angry. Dane has also met 
  with a number of merchants from Ahlissa, who 
  have just opened an embassy. 
  KNIGHTS OF THE SWAN & LORD’S FISTS 
  Both of these groups are based around the 
  Palace. Lord Duncombe has left a trusted soldier 
  in charge of the garrison: Colonel Relova. Heroes 
  wishing to speak with either of these groups are 
  quickly 
  shown 
  to 
  the 
  Colonel. 
  The 
  men 
  themselves are on active duty. 
   
  The Colonel is human man. He served Lord 
  Duncombe during the Civil War. During the battle 
  of Radigast, he commanded a large number of 
  troops who had moved into the city. (URC4-02 the 
  Making of a Lord)  
   
  At the second battle of Radigast (URC6-05 the 
  Bull and the Swan), he was given a command on 
  the left wing of the Regent’s army.  
   
  Colonel Relova is a competent man, but 
  understaffed. He has never had to command 
  something as large as the garrison of Radigast 
  City. He has no problem with the Knights of the 
  Swan or the Lord’s Fists, but the city guard and 
  the Dyvarna troops have been less than 
  cooperative. Therefore, he has kept his loyal 
  troops at the most important locations: the Palace, 
  main temples and to protect the major nobles of 
  Radigast (including Lord Dane). The Colonel is not 
  well-liked by the populace. 
   
  The Colonel is very busy and only agrees to 
  see the heroes because of their writ by Lady 
  Melnie.  The Colonel knows the following things: 
  • 
  The populace of Radigast City is strongly 
  behind Lord Dane and his bid to power 
  • 
  Lord Dane has received a number of foreign 
  envoys, including people from the Duchy, 
  Nyrond and far away. 
  • 
  The local garrison is not responding to his 
  authority. They have refused or delayed 
  following his orders many times.  
  • 
  He knows that foreign interests are converging 
  on Radigast. He believes Nyrond, the Duchy, 
  Greyhawk, Iuz and Dyvers all are trying to 
  further their agenda. 
  • 
  There are no purges or retaliation made on 
  anyone, as per Lord Duncombe’s orders. 
  • 
  As per Lord Duncombe’s orders he has placed 
  Knights of the Swan to guard important 
  locations and persons. 
  • 
  To any member of the College of the Divine 
  meta-org and a worshipper of Heironeous, St 
  Cuthbert, Pelor or any warrior-god, or Knights 
  of the Swan or Members of House Duncombe, 
  he confides that he fears Radigast may 
  explode into open rebellion if a new Count isn’t 
  chosen. Though he has the military might to 
  quell a rebellion, he fears that doing so might 
  make the situation worse. 
  LORD MAYOR DEKRAM GELLOR 
  The Lord Mayor of Radigast lives in town. His 
  house is very easy to find. Two soldiers from the 
  Lord’s Fist stand guard outside the door. The 
  outside of the house is somewhat ordinary, the 
  inside is richly decorated, somewhat reminiscent 
  of a 17th century baroque décor. 
   
  The servants immediately usher the heroes to 
  meet with the Lord Mayor once they are presented 
  with the letter from Lady Melnie. 
  “Milord, envoys from the Underley Estate...” 
  The servant calls out through the door before 
  opening it. 
   
  An Oeridian man in his 50s with graying 
  hair is seated at a desk that’s covered with 
  papers. He stands and approaches you his 
  hand extended in friendship. “Excellent, tell 
  
  URC6-S03 Family Ties 
   
  Page 11 
  me did Lord Underley succeed. Does he have 
  everything in hand?” 
  The Lord Mayor does not explain his words and is 
  somewhat puzzled to see Lady Melnie’s note. At 
  that point he realizes the heroes are not the 
  heralds he was expecting and he returns to being 
  somewhat aloof. 
  The Lord Mayor is willing to share the following 
  information. Do remember that he wishes to show 
  Lord Duncombe and any of his supporters in a 
  negative light. The Lord Mayor is very engaged 
  politically. 
  • 
  His support is to Lord Darius. He has worked 
  closely with the Lord Chamberlain and he has 
  the greatest respect for him.  
  • 
  Being a Gellor, he does also support Lord 
  Agnard.  
  • 
  He is strongly opposed to Duke Gellor (he 
  can’t hold on to his domain) and Lady Rachel 
  (he doesn’t want Lord Terard to be in charge). 
  • 
  Envoys of the King of Nyrond did approach 
  him. They wanted the barony of Starkwall 
  returned to the crown, but Lord Dane refused 
  stating it was acquired by treaty. The envoys 
  did threaten war, but Lord Dane remained 
  undaunted. The Nyrondese ambassadors 
  have left the City, leaving the Embassy 
  vacant. 
  • 
  Many people believe King Lynwerd is behind 
  the Contessa’s murder. 
  • 
  His city is on the verge of rebellion, due to the 
  occupation by Lord Duncombe’s forces.  
  • 
  He hints that Lord Duncombe wishes to move 
  the Capital to the Archbarony of Eastmarch. 
  • 
  He WAS present when the Contessa was 
  killed, but he was too far away to do anything 
  and that “wall of Knights prevented him from 
  seeing.” 
  • 
  He knows that many foreign powers are trying 
  to increase their power in Radigast. He is 
  aware that Dyvers, Greyhawk and Iuzians are 
  very active. 
  • 
  He did see Lord Nimar amongst the crowd, but 
  was not able to speak to him. 
  LORD DARIUS ALAN DANE 
  Proceed to Encounter 6: The Lord Chamberlain. 
  TEMPLE OF PELOR 
  The temple of Pelor is very active. People walk in 
  and out on a regular. While most people are here 
  for healing and guidance, there is a number of the 
  Lord’s 
  Fists 
  standing 
  guard 
  outside. 
  The 
  atmosphere here is calm and peaceful. The 
  Temple of Pelor in Radigast is definitely one of the 
  largest temples in all of the County of Urnst (so 
  claim the Pelorites, who may be right). Only the 
  Halls of Heironeous in Count’s Markham may 
  challenge its sheer size.  
  If the heroes mention they are here to enquire 
  about the research done by the temple or if they 
  show Lady Melnie’ writ, they are brought into the 
  Everbright Chapel, where they meet with Agnes 
  Veltuer, a Priestess of Pelor.  
   
  The Everbright Chapel received its name from 
  the numerous permanent daylight spells that light 
  it. It is used a lot by priests researching points of 
  doctrine and in special cases, research important 
  to the County. 
  Agnes is a Suel woman beyond her 60s. She 
  is the lore mistress of the Church of Pelor. She 
  has left the family practice of commerce to devote 
  herself to knowledge and Father Pelor. She lives a 
  life of fasting and prayer. When the heroes are 
  shown in, she has drawn a family tree identical to 
  Player handout 1: The contenders. She stands to 
  greet the heroes in a polite fashion and invite them 
  to make a short prayer before they get down to 
  business. She then is willing to answer questions. 
  Play her as a grandmotherly figure, everything she 
  says is said as if she was confiding a secret. 
  • 
  She cares little for politics. She just wishes to 
  find who Father Pelor thinks is the best choice. 
  So far she has not been able to decide from 
  the 4 contenders. She doesn’t know whether 
  all the choices are bad OR if all the choices 
  would be good. 
  • 
  Yes, Lord Duncombe himself has ordered her 
  to stop this research, and she is willingly 
  disobeying him. Who is he to command the 
  will of Father Pelor? 
  • 
  She has met with Lord Dane and Lord 
  Agnard’s daughter (who is a priestess of 
  Father Pelor). She has fond memories of both.  
  TEMPLE OF ZILCHUS 
  Like most temples of the Money Counter, the 
  temple of Zilchus in Radigast is a walled enclave 
  with many guards wearing plumed helmet, half-
  plate and carrying halberds.  
  
  URC6-S03 Family Ties 
   
  Page 12 
   
  There is nothing of value to learn here. The 
  priests refuse to discuss any contracts or 
  arrangements with other clients, such as Lord 
  Dane. 
  THE BIRDS OF PREY (RADIGAST’S THIEVES’ 
  GUILD) 
  If you haven’t run the heroes through Encounter 4: 
  The bullies or Encounter 5: Good ol’ boys do so 
  now. 
   
  Finding the Birds of Prey is easy. Finding 
  someone who knows something and is willing to 
  tell the truth is a different story… To meet 
  someone important, at least one of the heroes 
  needs to be a member of the Birds of Prey or any 
  non-rival guild in the Shadow network. Otherwise, 
  the heroes need to succeed a Gather Information 
  or a Knowledge (local/nmr) check DC15. Finally, 
  the heroes may spend 10 nobles (gp) AND go 
  through Encounter 4: The bullies or Encounter 5: 
  Good ol’ boys first. 
   
  The meeting with one of the Birds of Prey 
  takes place in a dark alley, close to the Temple of 
  Norebo. A man calling himself Alfred “the Shovel” 
  (for the time he killed an imp with it during the 
  Siege of Radigast) who carries a shovel over his 
  shoulder meets them. 
   
  Alfred tells the heroes that someone from 
  abroad is pouring a lot of money to take control of 
  the Birds of Prey. He is pretty much convinced that 
  the Guild’s #1 rival, the Trigol-based Black Claw 
  isn’t responsible. That kind of operation requires 
  more patience, money and manpower than the 
  ‘Claw can muster. He suspects one of the 
  following may be responsible: the Ahlissans, the 
  Dyversians or the Iuzians. However, he believes 
  the first 2 may be more likely.  
  EMBASSY OF THE DUCHY OF URNST 
  The Ducal embassy is located near the Count’s 
  Palace. The Bear rampant on a green field flies 
  over the embassy. 
   
  The ambassador is not available to receive the 
  heroes, but the heroes can ask questions around 
  the embassy. 
  • 
  The Duchy itself has a succession crisis. 
  However, the whereabouts of Duke Karll are 
  unknown as present. There is a power 
  struggle between the Duke’s sons and the 
  Lord Regent. 
  • 
  The Duchy is more or less interested in the 
  internal politics of the County. 
  • 
  The Duchy has no intension to intervene as 
  long as things in the County don’t spill to 
  neighboring regions. 
  • 
  The Duchy could be satisfied with any of the 
  pretenders. 
  EMBASSY OF NYROND 
  The Nyrondese embassy is closed and it is 
  guarded by a few local mercenaries in Nyrondese 
  employ. They only know that their employers want 
  to keep people out of the complex. A sign nailed to 
  the door reads “Closed until further notice”. 
  Someone painted in large red letters “Murderers” 
  on the doors. 
   
  There is nothing for the heroes to find here. 
  EMBASSY OF AHLISSA 
  The “embassy of Ahlissa” is a misrepresentation. 
  The County maintains distant relations with the 
  Overking’s nation, and as such there isn’t an 
  ambassador in the County however. Everything 
  about this place is run just like an embassy. 
   
  The “embassy” really is the Radigast base for 
  the Royal Merchant Guild. This building has been 
  recently 
  completed. 
  Immaculately-groomed 
  Ahlissan soldiers clad in green and gold tabards 
  over chain mail with halberd and bucklers stand 
  guard. One of them, obviously an officer clad in a 
  banded mail with a longsword and a buckler, 
  patrols the perimeter to inspect the soldiers on a 
  regular basis. 
   
  They politely salute every passerby with their 
  foreign accents. A few of young girls hide in the 
  nearby recesses eyeing the soldiers and giggling 
  when a guard returns a wink or a smile. 
   
  The officer is very business-like but extremely 
  polite and speaks with a foreign accent. He 
  enquires who the heroes wish to see and if they 
  have an appointment, since the heroes have none, 
  he can arrange one for later in the day. Once 
  satisfied, he asks the heroes to follow him inside. 
  The inside of the Royal Merchants Guild has 
  the overstuffed look and feel of opulence. The 
  barely-completed walls have many frescoes 
  depicting merchants trading with people from 
  around the Flanaess throughout history. Gold, 
  gold, gold its color covers each surface! Many 
  beautiful statues of attractive men and women 
  have gold bracelets or tiaras. It is more than 
  obvious that the Ahlissans have a lot of gold. 
   
  The officer knocks on a door before 
  showing you in. Beyond, an Oeridian man in 
  his 40s dressed with perfect taste but a size 
  
  URC6-S03 Family Ties 
   
  Page 13 
  too small sits in an overstuffed chair. His shirt 
  hugs his body very tightly and forms patterns 
  of 8s on his belly. From his neck hang no less 
  than 10 gold chains; his fat fingers appear 
  even bigger with the many bejeweled rings that 
  adorn them. 
   
  With a groan, the man stands up from his 
  chair and approach, extending a friendly hand. 
  “Welcome to the Royal Merchant Guild of 
  Ahlissa’s house in Radigast! My name is 
  Purmur Volksmeer of House Volksmeer. May I 
  offer you something to drink? Wine? An ale 
  perhaps?” 
  Purmur is anxious to know what the heroes are 
  here for.  
  They can learn the following: 
  • 
  Purmur IS the local leader of the Ahlissans.  
  • 
  He has invested a lot of his own money in the 
  Radigast venture and he hopes this will make 
  his fortune. 
  • 
  The Royal Merchants’ Guild has been trying to 
  find a stable port in the Nyr Dyv for years. 
  They hope the new Count will give them trade 
  rights and lowered tax rates. 
  • 
  The establishment of their current base has 
  been 
  made 
  possible 
  through 
  intense 
  negotiation with the *then* Lord Chamberlain 
  Lord Darius Dane with the sanction of 
  Contessa Elone. 
  • 
  They are NOT the Ahlissan government, 
  though the Ahlissan government of Overking 
  Xavener is interested in the current situation. 
  (Purmur mentions that he believes the 
  Overking and Nyrond don’t like each other and 
  the current crisis between the County and 
  Nyrond interests the Overking). 
  • 
  They speak highly of Lord Dane as a diplomat 
  and hope he will be the new Count. The 
  merchants have met with Lord Dane on a 
  number of occasions, and both parties are 
  quite friendly to each other.  
  ENCOUNTER 4: THE 
  BULLIES 
  With the current state of flux in Urnstian politics, 
  some foreigners come in and try to make some 
  easy money. As the heroes pass through a 
  crowded alley (15 feet-wide), two thugs working 
  for Dyversian money come up from behind the 
  party. Allow a Sense Motive or Spot check DC15 
  to notice the two men before they spring their 
  attack. 
  APL2 (EL2) 
   
  Groushky: Male Rhenee War2, hp20; see 
  Appendix One. 
   
  Baldwin & Myrel: Male Oeridian Rog1, hp12 
  each; see Appendix One. 
  Tactics: Both try to take on easy targets first using 
  their saps. They try to flank to allow Baldwin & 
  Myrel to use their sneak attack. They stick to their 
  saps, switching to their clubs only if disarmed. 
  Treasure: 
   
  APL2: L: 4gp; C: 96gp; M: 0gp; 
  Development: the heroes could bring the thugs to 
  a number of local authorities, or leave them there. 
  Because of the state of unrest, no charges are 
  pressed against the heroes if the thugs are dead, 
  but they are given a stern warning.  
   
  If interrogated, the men are willing to trade 
  their freedom for information. They work for a 
  series of wealthy Dyvers merchants (who aren’t in 
  town at the moment). The men know VERY little of 
  their employers. However they were asked to mug 
  people and create chaos and havoc. It should be 
  obvious that these men aren’t too bright and could 
  have been hired by anyone faking a Dyvers 
  accent. 
   
  At another opportune moment, you may spring 
  Encounter 5: Good ol’ boys on the heroes. 
  ENCOUNTER 5: GOOD OL’ 
  BOYS 
  This encounter can only be played AFTER 
  Encounter 4: The bullies has been played by the 
  heroes.  
   
  A group of young thieves from the Birds of 
  Prey spot the heroes and somehow get into their 
  heads that they are foreign agents (or agents of 
  Lord Duncombe) trying to spy on the guild. And 
  they decide to do something about it. 
   
  This encounter also takes place on the streets, 
  but this time, the street is 20-feet wide and there is 
  no clutter. 
  “So… spies are ye? We don’t like people like 
  you in Radigast. So… who yer werkin for?” 
   
  Only at this time do you notice that the 
  street is filled with dirty street bums covered in 
  
  URC6-S03 Family Ties 
   
  Page 14 
  thick layers of filthy rags. Though they are 
  unharmed, they seem unhappy, very unhappy. 
  Though the thugs are initially set on giving the 
  heroes a good beating, they can be convinced not 
  to. If one of the heroes belongs to the Birds of 
  Prey, they can simply wave the thugs away. 
  Otherwise, the heroes must succeed at a Bluff, 
  Diplomacy or Intimidate check DC15  
  APL2 (EL2) 
   
  Bird of Prey street thugs (6): male and 
  female human Com1, hp7 each; see Appendix 
  One 
  Tactics: Half the thugs try to grapple the heroes, 
  while the other half concentrates on those 
  grappled. They only do non-lethal damage and 
  disperse if the heroes use lethal damage.  
  ENCOUNTER 6: THE LORD 
  CHAMBERLAIN 
  The Lord Chamberlain’s house is located on the 
  Hill district. It is richly decorated. Two Knights of 
  the Swan guard the entrance to the house, there 
  are a number of Brotton Banshees, the Elite all-
  female guard of House Dane guarding the 
  residence. 
   
  Seeing Lord Dane is simple, the heroes simply 
  need to present their paperwork at the door. They 
  will be escorted to see Lord Dane.  
  You enter what must’ve been a grand salon 
  just a few years ago.  The portraits on the walls 
  show Suel men and women in all types of 
  clothing, from military to clerical to scholarly. 
  The Banner they hold varies from the Great 
  Kingdom, to Nyrond, to the Duchy and finally 
  the White Swan of the County. It seems the 
  Dane family has had a long and prosperous 
  history. 
   
  As you admire the gallery, a portly Suel 
  man with a vague resemblance to many of the 
  people on the portraits enters the room. His 
  hair is a dark blonde and his eyes steel-blue. 
   
  “Fascinating isn’t it? To think that my 
  family has been here almost a millennium! 
  Here are my great-grandparents, Lord Emeris 
  Dane and his wife Lady Anya. They are the 
  parents of Countess Belissica’s grandmother.” 
   
  “Here is my father, Lord Marcus Alan Dane.  
  This is my favorite portrait of him. It was done 
  when he returned from the Wars. He led troops 
  against Ivid’s armies during the Greyhawk 
  wars you know…” The man pauses, admiration 
  evident in his eyes. 
   
  “Well I was told that you came on behalf of 
  Lord Underley…” 
  Lord Dane is very business like and focused. He 
  does not hesitate when he talks. His demeanor is 
  *just* a little tinted by the Suel’s arrogance. He 
  radiates power and confidence. 
   
  Lord Dane doesn’t like Lord Underley. The 
  Lord Mage’s manipulations of the Council during 
  the civil war led to Lord Dane’s father becoming ill 
  (and he hasn’t still fully recovered).  
  • 
  Are you Lord Darius Alan Dane? Yes, I am. 
  • 
  Where are your parents? They are currently 
  in Leukish, in the Duchy of Urnst. 
  • 
  Why do you think you have a valid claim to 
  the throne? As I showed you, I share 
  common 
  grandparents 
  with 
  Countess 
  Belissica. 
  • 
  Do you have any special credentials? Have 
  served 
  under 
  Countess 
  Belissica 
  and 
  Contessa Elone as Lord Chamberlain. In this 
  function I have effectively run the County for 
  the last two years. 
  • 
  Do you want to be Count? Yes, I do. 
  • 
  What would you do if you were Count? 
  There are a number of issues to care of. Lord 
  Underley is as keenly aware of them as I am, 
  maybe moreso.  
  • 
  Don’t you think Lord Nimar should be 
  crowned Count? HAHAHA Lord Nimar 
  should never have been placed as Regent in 
  the first place. I’m not saying he is a bad man, 
  but his political skills are… limited to say the 
  least.  
  • 
  Don’t you think a Gellor should inherit the 
  title? House Gellor has had a benevolent rule, 
  but unfortunately, we need a more powerful 
  house to rule now. House Dane has always 
  maintained its independence and a long 
  history of faithful service.  
  • 
  What do you know about the murder of the 
  Contessa? (At this point Lord Dane’s tough 
  façade breaks down for a moment) I… I 
  should’ve seen this coming. I was busy. (He 
  regains his composure) We were all played for 
  fools. And I will NOT let her murder go un-
  avenged.  
  • 
  About the treaty the Contessa signed with 
  the Duergar? Yes, what about it? It was her 
  last decision as ruler of the County. No one, 
  not even Lord Duncombe, has the power to 
  reverse that, only the next Count. We may not 
  
  URC6-S03 Family Ties 
   
  Page 15 
  agree, and trust me, I do not agree with such 
  an alliance. But is the County really in shape 
  to fight the Duergar at this time? 
  • 
  What about Nyrond? What about Nyrond? 
  We are not at war with them and I hope it 
  remains so.  
  • 
  What about the Duchy? I have on good 
  intelligence that they are having their own 
  problems over there. I have no desire to bring 
  their problems here or to intertwine ours with 
  theirs.  
  • 
  We heard you were in contact with the 
  Ahlissans… Yes though Lord Duncombe has 
  dissolved the Council of Lord, I think that I 
  should assure the County’s trade future. I 
  have 
  continued 
  talks 
  with 
  the 
  Royal 
  Merchant’s Guild of Ahlissa to export our 
  products and import some of theirs. 
  • 
  Who do you worship? I pay homage to the 
  temples of Father Pelor and the Money 
  Counter (Zilchus).  
  • 
  What about the rumors that the Contessa 
  turned to Hextor? That is preposterous. I 
  mean sure, since the death of Tristelone she 
  has been prone to fits of anger and her 
  demeanor changed, but such claims are 
  slanderous!!! The Contessa’s blood has barely 
  dried upon the land that slanderers begin to 
  sully her name. Shame on you for spreading 
  these rumors. 
  • 
  Who should be the next Count? Lady 
  Cyanna 
  should’ve 
  been… 
  Had 
  Lord 
  Duncombe not decided to invade Radigast 
  City, I’m sure we would’ve found the right 
  person. However, I would make a good 
  choice. 
  • 
  Would you gather the Council of Lords? 
  Yes, I would recall all of them. 
  • 
  Do you think any of the other candidates 
  could make good Counts? Lord Agnard and 
  Lady Rachel are both people I respect very 
  much. 
  • 
  Are you married/can you assure the line of 
  succession? If I become Count, finding a wife 
  will be one of the first things I will need to do. 
  • 
  Would you be willing to marry? Yes, I 
  would. 
  • 
  I mean a political marriage! Yes, I would. 
  The teachings of the Money Counter say that 
  profit may require a little spending. 
  Part Two: 
  Lady Rachel 
  Duncombe 
  INTERLUDE 3: THE BOCCOBITE 
  The priestess of Boccob walks around without 
  looking around. Using an extended unseen 
  servant, she holds a book steady in front of her 
  eyes as she reads while walking.  
   
  Her name is Bertha, and she hails from 
  Radigast City. Bertha is highly focused on her 
  reading and she ignores people around her, 
  unless disturbed. 
   
  The book she is reading is called “Invoking the 
  outer planes: a treatise on elemental summoning 
  and binding, Vol 3 (of 34)”. Heroes making a 
  Knowledge (arcana or the planes) or Bardic 
  Knowledge DC 20 know that this book has been 
  declared as dangerous by the Churches of Pholtus 
  and Lydia.  
   
  Bertha is interested in knowledge for its own 
  sake, and doesn’t care what the other churches 
  think of it. The church of the Uncaring teaches that 
  knowledge is an end in itself. She is heading to 
  Trigol to assist the Bishops.  
  APL2 (EL10) 
   
  Bertha of Boccob: CLR 10; AL N; 
  ENCOUNTER 7: TRIGOL: 
  CITY OF INTRIGUE 
  When the heroes arrive in Trigol, they find the city 
  looking like a military camp.  
   
  Give the heroes Player handout 4: Map of 
  Trigol. It has a number of interesting locations they 
  may wish to investigate.  
   
  While 
  the 
  heroes 
  are 
  doing 
  their 
  investigations, run them through Encounter 8: The 
  Nyrondese and Encounter 9: A blinding parade at 
  your convenience. 
  ABOUT TRIGOL 
  Trigol has always been a city known for it religious 
  tolerance. 
  The 
  formation 
  of 
  the 
  Pholtan-
  worshipping Shining Regiment is therefore viewed 
  
  URC6-S03 Family Ties 
   
  Page 16 
  with relief by most of the populace. The Pholtan 
  soldiers are disciplined and don’t cause trouble.  
   
  Trigol’s major power comes from the College 
  of the Divine. The College is opened to any 
  religion who does not teach evil or bigotry. Thus 
  almost any religion can be found here. The priests 
  often engage in endless debate over points of 
  religion. 
   
  Trigol has received more than its share of 
  refugees from the many conflicts: Tenh, Nyrond 
  Imperium and even some refugees from the 
  Northern County fleeing Lord Duncombe’s army. 
  Though many of the refugees have begun 
  returning to their homes, there still is a sizeable 
  community around the city. 
   
  Trigol has remained neutral in the conflict 
  between Lord Duncombe and the Council of 
  Lords. But its Baron has not been idle. Tapping on 
  the potential to raise a regiment of loyal troops to 
  House Gellor, he formed levies with the many 
  refugees, promising them citizenship and gold in 
  return for military service. Thus at this point, Trigol 
  is heavily defended and reinforced with fresh 
  troops, even if most of them are still raw recruits.  
   
  Pholtan priests here have a good standing. 
  Very few local Pholtans are the fanatical zealots 
  known everywhere. They are generally intelligent 
  and well-informed. Many refugees converted to 
  Pholtus when General Zylynchin sent many 
  preachers to the city (See the Tradewinds series 
  NMR5-03 Borne upon an ill wind, NMR5-05 Winds 
  of change and NMR5-08 Fighting the headwind). 
  Many of the converts chose to remain in or near 
  Trigol.  
   
  The population in general isn’t very concerned 
  about the selection of the next Count. Most are 
  sympathetic to all. Most of the Nobles back House 
  Gellor because they don’t want to lose their 
  privileges. 
  WORD ON THE STREET 
  In this section, the heroes can get some hints as 
  to where to look for information by making a 
  Gather Information check with a variable DC. 
  Making a check takes 1d4+1 hours. Give a +1 
  bonus for each gp spent, to a maximum of +4. 
  • 
  DC5 Trigol is the most important city in the 
  South of the County 
  • 
  DC10 the College of the Divine is located in 
  the center of town.  
  • 
  DC12 the Baron has openly given his support 
  to 
  Lord 
  Agnard 
  Gellor, 
  Archbaron 
  of 
  Fennelmore. 
  • 
  DC13 after the murders of the Contessa, the 
  Baron of Trigol, Karsten Hershold Gellor has 
  begun to recruit refugees into his army.  
  • 
  DC14 the Knights of the Swan are no longer a 
  cohesive unit of soldiers. They have broken up 
  into a number of factions. 
  • 
  DC15 Lady Rachel Duncombe runs and still 
  operates Knight’s Hold about 20 miles from 
  Trigol. Since her family has declared her 
  candidate, many Knights have flocked to her 
  banner. The city is well defended by having all 
  these knights and the increased army. 
  • 
  DC16 many Pholtans have flocked to the 
  Baron and formed a unit called the “Shining 
  Regiment”. These troops are composed 
  mostly of Tenhas and Nyrondese exiles. 
  • 
  DC17 Lord Dane and his mother came here 
  last year. He seemed like a good man. He 
  made a speech about the Contessa’s alliance 
  with Nyrond. He said something about 
  commerce being the life of the County. I never 
  pay too much attention to those speeches.  
  • 
  DC18 a number of Bishops and scholar of the 
  College of the Divine have been pondering 
  over a text that has recently been sent to 
  them. 
  • 
  DC19 many of the Nobles in town have 
  assured their fealty to House Gellor. I think 
  they just want to keep their privileges 
  • 
  DC20 I heard that many of the head 
  merchants want to support Lord Dane. He 
  seems to be the only one who understands 
  commerce.  
  • 
  DC21 the King of Nyrond has sent many spies 
  into the County. He is really interested in the 
  next Count. I believe he wants to involve 
  himself in the County’s affair. 
  • 
  DC25 the Council of Bishops has called upon 
  Dennen Astralstaff and Lord Nimar Gellor. 
  Lord Astralstaff is here in town meeting with 
  the Bishops. Lord Nimar Gellor has not 
  responded to the summons from the Council 
  of Bishops. 
  THE TRIGOL ARMED FORCES 
  Trigol is heavily defended, with troops from House 
  Gellor and the Baron’s new levies. Morale is high 
  
  URC6-S03 Family Ties 
   
  Page 17 
  and most soldiers don’t expect to fight anytime 
  soon.  
   
  Most of the soldiers are loyal to the Baron and 
  support whoever he supports. Making a Sense 
  Motive check DC15 while talking to the soldiers 
  reveals that most of them would rather not fight 
  against fellow soldiers from the County. They 
  wouldn’t mind fighting against Nyrond.  
  THE COLLEGE OF THE DIVINE 
  The major event at the College right now is the 
  discovery of a series of texts. These texts were 
  given by the Baron of Pikemaster, Baron Fennin 
  Duncombe (following the events of NMR5-02 Mad 
  Baron of Pikemaster). The greatest scholars of the 
  County, including Dennen Astralstaff are here in 
  town.  
   
  The Church of Pelor is mostly involved in the 
  pursuit of Malachite. However, their efforts are 
  currently limited because of the fractioning of the 
  Knights of the Swan.  
   
  Lord Agnard’s daughter is currently away on 
  pilgrimage and cannot be found during this 
  adventure. 
   
  The following churches have placed their 
  backing behind the following candidates. The 
  church of Pelor has many members backing 
  different contenders. As such, the church should 
  be considered “split”.  
  Lord 
  Agnard: 
  Lydia, 
  Pelor 
  (split), 
  Norebo, 
  Trithereon 
  Lord Darius: Pelor (split), Xerbo, Zilchus 
  Lady Rachel: Heironeous, Mayaheine, Pelor 
  (split), St Cuthbert 
  BROTHER MYRTIN (AT THE COLLEGE)  
   
  Brother Myrtin, Sir Tarek’s friend (Error! 
  Reference source not found.) is a priest of St 
  Cuthbert who works for the Underley Network 
  (though the heroes have no way of knowing). 
  Brother Myrtin suffered a grievous injury while 
  fighting the devils during the civil war. As a result, 
  he lost an arm and a leg (the irony of his situation 
  isn’t lost on the priest).  
   
  Brother Myrtin listens to the heroes and takes 
  notes. He does not tell the heroes what he plans 
  to do with the information, except that “the spies 
  will get the righteous retribution that should come 
  to them.  
   
  Brother Myrtin should come across as a 
  friendly and capable man who suspects what 
  everyone says. The only information he can 
  provide the heroes is about which churches 
  support which candidates (see above). 
  APL2 (EL8) 
   
  Myrtin of the Cudgel: Clr8 (St Cuthbert), AL 
  LG 
  ENCOUNTER 8: THE 
  NYRONDESE 
  As the heroes are investigating in town, the heroes 
  are jumped on the street by a group of thugs. 
  These thugs want to subdue the heroes to 
  interrogate them and find out what they know.  
   
  This combat takes place in a tight street (15 
  feet wide). The EL for the encounter has been 
  lowered by one to take into account the tactics of 
  the Nyrondese. 
  APL2 (EL3) 
   
  Wilfred: male Oeridian Rog1, hp7; see 
  Appendix One. 
   
  Filbert and Ox: male Oeridian Ftr1, hp15 
  each; see Appendix One. 
  Tactics: The goons try to block the forward 
  progress of the heroes while the spy appears 
  behind them trying to surprise the heroes.  
   
  The Nyrondese flee if the heroes attack them 
  with lethal damage. The Nyrondese have a 
  number of safe houses nearby that should allow 
  them to escape the heroes. The heroes receive 
  the “Violent Target” AR Reward. 
  Treasure: 
   
  APL2: L: 124gp; C: 0gp; M: 0gp; 
  Development: If the heroes capture one of the 
  Nyrondese agents, they all claim to be working for 
  the temple of Pholtus (they have tokens of Pholtus 
  on them) here to force the heathens into 
  conversion. A Sense Motive check DC15 will 
  reveal it to be false. 
   
  Only Wilfred knows who he really works for: a 
  master operating in Trigol. He doesn’t know the 
  name nor has he ever seen the man. He receives 
  his orders by messenger. 
   
  Filbert and Ox work for Wilfred who they 
  believe is the mastermind. 
  TROUBLESHOOTING: PRISONER OF THE 
  NYRONDESE 
  The heroes wake up tied to a chair (Escape Artist 
  DC18) 
  with 
  the 
  Nyrondese 
  around 
  them. 
  
  URC6-S03 Family Ties 
   
  Page 18 
  (Remember the scene in Pulp Fiction where Bruce 
  Willis wakes up in the store…). 
   
  Wilfred 
  asks 
  the 
  heroes 
  the 
  following 
  questions. It is strongly encouraged that you 
  separate the heroes while you do this. 
  • 
  Who are you? 
  • 
  Who sent you here? 
  • 
  What is your current mission? 
  • 
  What have you discovered? 
  If anyone gives him any information, he nods as if 
  he already knew. In the end, once satisfied the 
  heroes have told them the truth; they knock the 
  heroes unconscious again and hide them in a pile 
  of trash. They steal nothing from them. The heroes 
  wake up under a pile of foul-smelling trash with 
  1hp.  
  ENCOUNTER 9: A BLINDING 
  PARADE 
  The heroes are walking down a street when a 
  group of worshippers of Pholtus, mostly recent 
  converts decide to throw an impromptu parade, 
  heading towards the temple of Pholtus in the 
  center of town. This parade is headed straight 
  for… the heroes!  
   
  Note: “O Blinding Light!” is a common worship 
  song. The tune is famous on Oerth, but those 
  native to Earth can sing along using the tune of "O 
  Canada!" 
  At first it was just another noise over the street 
  sounds. But now, it begins to form a clear 
  chorus of voices.  
  O Blinding Light! To our devoted eyes 
  Show One True Path that soars to shining 
  skies. 
  By faith defended, armed with Law, 
  The Pale undaunted stands, 
  A blessed beacon, blazing bright 
  Above all other lands. 
  O Blinding Light! Let saint and heathen 
  see, 
  Steadfast we march for Pholtan victory. 
  O Blinding Light, shine forth to victory! 
   
  As the song ends, you can see that a 
  number of people are wearing mostly rags but 
  each of them carry a white piece of cloth. It 
  seems most of those forming the parade are 
  disposed and poor. A few better-dressed 
  priests walk among them, motivating the 
  crowd. 
  The Pholtans are not looking for trouble but 
  obviously, they are looking to spread the faith.  
  A flan man, wearing breastplate armor and 
  holding a glowing quarterstaff stops in front of 
  you and raises a hand in greeting. 
   
  “May Pholtus’s light your path and may 
  your lives be ordered and peaceful.” 
  The man looks for any warrior-types or cleric-types 
  in the party. He also looks for any obvious holy 
  symbols. The man is Cierregh of the Tenha 
  (pronounced Kee-rey), a former refugee turned 
  adventurer after converting to Pholtus.  
   
  Cierregh is as devout as any Pholtan, but he 
  wishes to prove to his fellow worshippers that 
  Pholtus is superior to all other gods. Due to the 
  faith and strength he found in the Faith, he has 
  become a leader of the local refugees. Cierregh 
  tells the heroes the tenets of the faith (whether 
  they want to hear it or not). You can give them 
  Player handout 5: Tenets of the Faith of Pholtus. 
   
  If the party includes a cleric of Pholtus, and 
  the cleric vouches for the other heroes, Cierregh 
  passes along with a respectful bow. 
   
  The heroes may try to engage him in a 
  discussion of religion and the intermingling of the 
  faiths, especially here in Trigol. In that case, make 
  an opposed Diplomacy check. The heroes can 
  retry as long as they come up with decent 
  reasoning, up to three times. If Cierregh and the 
  heroes tie or if the heroes beat him, he smiles and 
  says that the heroes are blessed by Pholtus and 
  after a handshake leaves with his followers. 
   
  It is possible the heroes try themselves off as 
  worshippers of Pholtus, or willing converts. Have 
  the heroes, make an opposed roll against 
  Cierregh’s Sense Motive. On a success, the 
  Paladin walks on, with his followers. 
   
   The heroes may try to avoid Cierregh, in that 
  case, he calls them chicken and says they must 
  be agents of Chaos and Evil to flee before the 
  Blinding Light of Pholtus and goads them into a 
  fight. 
  APL2 (EL3) 
   
  Cierregh of the Tenha: male Flan, Pal3; 
  Diplomacy +10, Sense Motive +5; see Appendix 
  One. 
  Tactics: Cierregh tries to focus his attacks on any 
  clerics of a Chaotic, human deity first. However, 
  
  URC6-S03 Family Ties 
   
  Page 19 
  he has no interest in killing the heroes. He only 
  uses non-lethal damage unless the heroes use 
  lethal damage first. In that case, he uses his 
  Power Attack feat to take down those heroes first. 
   
  If, during combat any hero falls unconscious, 
  the worshippers of Pholtus pull him away and 
  automatically stabilize the hero.  
  TROUBLESHOOTING: DEFEATED BY 
  CIERREGH 
  If Cierregh defeats the heroes, they wake up in the 
  Temple of Pholtus under a Blinding Light. The 
  heroes have been healed up to 1hp. The priests 
  offer the heroes to cure them, at the standard 
  LGCS price. If the heroes can’t pay, they may 
  work for the temple to pay for cure light wounds 
  spells at a cost of 1TU per cure spell. This is a 
  special offer that is NOT available to heroes who 
  are not good or chaotic-aligned (so N, CG and CN 
  can’t take advantage of this offer).  
   
  During that time, the heroes are sent to do 
  some good works among the poor and the 
  refugees of Trigol. The heroes are assumed to 
  perform these tasks after the completion of this 
  adventure. 
  Development: If Cierregh falls, he is swarmed by 
  the crowd who gathers his equipment and carries 
  him to the temple to more Pholtan chants. The 
  Pholtans do not bother the heroes. 
  ENCOUNTER 10: THE 
  KNIGHT PARAGON 
  Knight’s hold is about 20 miles southwest of Trigol 
  overlooking the Franz River. The place is abuzz 
  with Duncombe retainers and Knights of the Swan 
  who have decided to support Lady Rachel’s bid for 
  power. 
   
  Messengers ride to and fro in an endless 
  stream. The place has definitely grown busier in a 
  few short. Obtaining an audience with Lady 
  Rachel is a long and arduous process. They are 
  asked to wait hours with frequent interrogation as 
  to who there are, why they are here, who sent 
  them, etc. 
   
  UNLESS one of the heroes belongs to the 
  following meta-orgs: army of House Duncombe or 
  Knights of the Swan. In that case the heroes have 
  a short wait before being brought before Lady 
  Rachel. (The heroes still get to see Lady Rachel 
  either way.) 
  An Oeridian woman in her mid 20s her copper 
  hair tied in a tight bun in the back of her head 
  and wearing the green livery of the Knights of 
  the Swan is seated before a great desk where 
  she reads a letter. Her eyes tell you that sleep 
  has been a commodity she hasn’t had much in 
  the last few days. 
   
  Four knights dressed in green livery escort 
  you as you approach her. Raising her eyes up 
  from the paper, she says. 
   
  “Yes, what is it you want?” 
  Lady Rachel does not reply to any questions 
  before the heroes answered her. After that she 
  answers the questions of the heroes. Make sure 
  this doesn’t drag on too long. Lady Rachel is 
  straight and to the point. She does not want to 
  speak about her father or her relation with him.  
   
  Lady Rachel is not overly interested in the title 
  of Countess, but she would take the mantle if it 
  were offered to her.  
   
  Lady Rachel has resigned herself to becoming 
  Countess. Her real intention should be unclear, 
  though it is likely that she would not want the 
  crown. 
  • 
  Are you Lady Rachel Duncombe? Yes. 
  • 
  Why do you think you have a valid claim to 
  the throne? My now-deceased mother was 
  the sister of Countess Belissica. Being her first 
  child, I am the next in line for the throne, with 
  the death of Lady Cyanna and Lord Tristelone. 
  • 
  Do you have any special credentials? I am 
  Knight Paragon of the Knights of the Swan. I 
  have defended the County for many years. 
  Ever since I left my father’s estate to join the 
  knights. 
  • 
  Do you want to be Countess? What I want 
  matters little. I am the next in line for the 
  throne. 
  • 
  What would you do if you were Countess? 
  My first goal would be to make sure the Lich 
  Malachite and his minions were destroyed and 
  to make sure our borders are secure. 
  • 
  Seriously, do you REALLY want to be 
  Countess? Duty and honor are the tenets of 
  Heironeous. My lineage makes me the person 
  to be in line for the throne. 
  • 
  Who do you worship? I worship the 
  Archpaladin, Heironeous the Invincible. 
  • 
  Don’t you think Lord Nimar should be 
  crowned Count? No. Rumor has it that he 
  was 
  present 
  when 
  the 
  Contessa 
  was 
  murdered and no one has seen him since. 
  • 
  Don’t you think a Gellor should inherit the 
  title? I did not know the County belonged to 
  
  URC6-S03 Family Ties 
   
  Page 20 
  the Gellors. Sure they ruled for many years, 
  but before them, the Whittenbock were in 
  power, and they are now but a minor house! 
  • 
  What do you know about the murder of the 
  Contessa? I was not present. Sir Karl 
  Whittenbock and Lord Dane were in charge of 
  her protection. 
  • 
  Do you think any of the other candidates 
  could make good Counts? What I think 
  matters little. Though they are all good men, I 
  am the next in line to inherit the throne. 
  • 
  Would you gather the Council of Lords? 
  Yes, I would recall the Contessa’s council. 
  • 
  What do you think of the treaty with the 
  Duergar? This treaty will not stand for very 
  long. 
  • 
  Are you married/can you assure the line of 
  succession? I am unmarried but one day I 
  wish to have children, whether it is to assure 
  the line of succession or not.  
  • 
  Would you be willing to marry? Yes, I 
  would. 
  • 
  I mean a political marriage! Yes, I would. 
  Heironeous teaches that the powerful must 
  sacrifice themselves for the weak. If that is the 
  case, then I accept the task. 
  • 
  Are you sure you aren’t just being Daddy’s 
  girl? Don’t you think your dad is going to 
  run the show? I will not sit here and be 
  insulted by Underley’s lackeys. Leave. (this 
  ends this interview) 
  Part Three: 
  Lord Agnard 
  Gellor 
  INTERLUDE 4: THE HEIRONEAN 
  On horseback, a warrior of great stature whose 
  shield bears the fist holding the thunderbolt of 
  Heironeous comes towards the party from the 
  direction of Trigol.  
   
  Unless hailed, he continues forward. The 
  warrior is Sir Tarek Damian, he is a wandering 
  adventurer who is just returning from Nyrond and 
  heads to his home in Brotton. Sir Tarek has 
  traveled to many places of the Flanaess and is 
  well informed about the problems on the 
  Nyrondese border.  
   
  He is aware of the murder of the Contessa, 
  but not of the recent happenings. He is quite 
  willing to exchange information with the heroes.  
   
  Sir Tarek tells the heroes that peace isn’t 
  assured on the Nyrond border and that they 
  should be wary when in Trigol. Trigol he says is 
  filled with spies. Sir Tarek judges the heroes’ 
  reaction. 
   
  If they show patriotism towards the County 
  and express a desire to unmask the Nyrondese 
  spies, he tells them that a friend of his, at the 
  College of the Divine may help them. His name is 
  Brother Myrtin of the Cudgel.  
   
  The heroes have no way of knowing, but Sir 
  Tarek is a member of Lord Underley’s network and 
  he has given them a contact within the network.  
  APL2 (EL6) 
   
  Sir Tarek Damian: Pal 9 
  ENCOUNTER 11: STONE 
  BATTLE 
  Stone Battle lays next to the Fennelmore 
  Swamp, a vest fetid and foul place between the 
  County and Duchy of Urnst. You have heard 
  many stories of undead, bandits, lizardfolk and 
  other horrors about the place. But fortunately 
  for you, your current mission does not involve 
  visiting that foul place. 
   
  A powerful-looking yet squat castle was 
  built atop a hillock giving the castle a great 
  view of not only the town but the Fennelmore 
  swamp. 
   
  The swan on a green field of the County 
  and the Swan with 3 roses of the Gellor family 
  fly everywhere, the city looks as if a great 
  festival was about to begin. Everyone you 
  cross harbors a smile. 
  Everyone in Stone Battle expects the Archbaron to 
  be named Count. Most people in town are pretty 
  happy about this. The unscrupulous hope that an 
  absentee Archbaron will give them more leeway. 
  The merchants and craftsmen hope the Archbaron 
  will command new buildings or monuments to be 
  built. For the military, it may mean prestigious 
  promotions.  
  WORD ON THE STREET 
  In this section, the heroes can get some hints as 
  to where to look for information by making a 
  Gather Information check with a variable DC. 
  
  URC6-S03 Family Ties 
   
  Page 21 
  Making a check takes 1d4+1 hours. Give a +1 
  bonus for each gp spent, to a maximum of +4. 
  • 
  DC5 Stone Battle is a key location and the key 
  to the southern County. It is a major stop for 
  any cargo travelling through the Fennelmore 
  Swamp on route to the Duchy or southern 
  Nyrond. 
  • 
  DC7 the Floating Road ends in Stone Battle. It 
  is a pontoon bridge road that links a number of 
  islands. It spans for many miles.  
  • 
  DC10 adventurers have reported a number of 
  undead forces in the Swamp. They contacted 
  the adventurer’s guild in town, just off the fish 
  market. 
  • 
  DC11 The church of Obad-Hai has resisted a 
  recent plan to drain part of the swamp to open 
  new lands. I encourage you to stay away from 
  there.  
  • 
  DC12 following the death of Contessa Elone, 
  the Archbaron supported the Council of Lords. 
  • 
  DC13 after the murder of Contessa Elone, the 
  Archbaron has become the patriarch of the 
  Gellor family. 
  • 
  DC14 the local head of the Knights of the 
  Swan, 
  Lady 
  Renee 
  Camis-Rouge 
  has 
  announced that her knights would not get 
  involved in politics and that they would enforce 
  the curfew declared by Lord Duncombe.  
  • 
  DC15 the Archbaron lives in the castle.  
  • 
  DC16 many knights and adventurers from the 
  guild have headed into the swamps and few 
  have returned. Most of them went straight to 
  the temple of Pelor for healing. 
  • 
  DC17 Pelor has a very powerful following in 
  the area. The Archbaron’s daughter is training 
  in Trigol. 
  • 
  DC18 the Archbaron eldest son fought against 
  the Torquann at the battle High Mardreth 
  during the One-Year War. 
  • 
  DC19 many of the Nobles in town have 
  assured their fealty to House Gellor. I think 
  they just want to keep their privileges 
  • 
  DC20 there have been rumors about a “Black 
  Man in the Swamp” for some time. Some 
  people think he is a geomancer. What ever he 
  is, he seems to be fighting Malachite, however 
  someone told that this was but another of the 
  Lich’s tricks. 
  • 
  DC21 this cleric of Obad-Hai told me that the 
  Swamp should be left as they were because 
  they keep many things asleep. 
  • 
  DC22 adventurers have reported that some of 
  the lizardfolk in the Swamp are not evil! I think 
  they have fallen prey to some swamp 
  sickness. 
  • 
  DC23 the adventurer’s guild has been paying 
  adventurers 
  to 
  map 
  the 
  swamp. 
  Only 
  adventurers would be crazy enough to do 
  such things!  
  • 
  DC24 the Archbaron sent a delegation to all 
  the major factions in the Duchy. His envoys 
  were met with indifference.  
  • 
  DC25 the Archbaron has sent a delegation to 
  the King of Nyrond. The King is said to have 
  refused to meet his envoys. 
  THE ADVENTURERS’ GUILD 
  The adventurers’ operate out of a tavern just off 
  the fish market has a painted sign showing a dwarf 
  sleeping under a table, with the word “Guzzler” 
  written under. The owner, a Halfling calling himself 
  Guzzler (for the time he managed to drink a large 
  dwarf under the table).  
   
  Guzzler used to be an adventurer but one day 
  while exploring a dungeon, he was hit by a trap 
  and suffered a horrible disease that left him 
  crippled for many months. Asking for the help of a 
  cleric would have meant admitting he hadn’t found 
  the trap. Unacceptable! So he began buying and 
  selling adventuring supplies. Before he knew it, he 
  was raking in more money than he knew what to 
  do with. He serves as the local fence and a 
  general meeting point for members of the 
  adventurers’ guild. 
   
  The ale is refreshing and the meal Halfling-
  size. The atmosphere lends itself well to speaking 
  privately.  
   
   
  If the heroes visit Guzzler, he knows the 
  information that gives the equivalent of a +5 to 
  their Gather Information.  
  APL2 (EL8) 
   
  Guzzler: Rog8, AL N. 
  THE TEMPLE OF PELOR 
  The temple of Pelor is located at the center of 
  Stone Battle. The temple is made of a simple 
  building of stone and mortar. An archway gives 
  one access to the small compound. At the top of 
  the archway, a golden symbol of the sun engulfed 
  in a continual flame looks down at anyone who 
  
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  Page 22 
  passes underneath. A beautiful garden surrounds 
  the temple. An aura of calm and serenity, 
  reminiscent of a beautiful day, fills the garden day 
  and night.  
   
  The local priest of Pelor is an aging Flan man 
  named Father Geirhart whose face shows about 
  as many scars as age spots. He spends his time 
  helping his flock or tending to his garden. In his old 
  age, he is suffering from a number of pains. When 
  first encountered, he asks the heroes if they were 
  sent by Trigol to allow him to retire. His idea of 
  retirement is really to spend times with the kids 
  and show them the glory of Pelor.  
   
  Father 
  Geirhart 
  remembers 
  that 
  many 
  adventurers came to see him for healing after 
  venturing into the swamp. They told him about a 
  series of caves and crypts in there. His memory is 
  fading. Father Geirhart sent a letter to Trigol. He 
  doesn’t remember receiving anything from them, 
  however.  
   
  The letters Father Geirhart sent to his 
  superiors led to the expedition in URC6-I03 Blast 
  from the Past. Any hero who took part in that 
  adventure knows this, as can those who succeed 
  at a Knowledge (local/nmr) or Bardic Knowledge 
  or heroes who belong to the College of the Divine 
  who can succeed at an Intelligence check DC15. 
  APL2 (EL5) 
   
  Father Geirhart of Pelor: Clr5, AL (C) NG. 
  THE TEMPLE OF OBAD-HAI 
  The temple of Obad-Hai is located outside the city, 
  in the Swamp itself. A path made of turf, wooden 
  bridges and stones has been built. The path leads 
  to a simple grove of willow trees surrounding a 
  pool of surprisingly clear water.  
   
  The local priestess a Suel woman named 
  Oriesne wears a simple tunic. A barn owl serves 
  as her animal companion. The owl flies around as 
  the heroes approach.  
   
  If asked about the swamp and why she 
  opposed the draining of it, she tells the heroes that 
  she has been having dreams of dark days to come 
  if man disturbs the swamp. The swamp is very old 
  and it must not be disturbed. Oriesne says that 
  should any such plan be made, that retribution 
  would happen. There is currently a balance and 
  that it must be maintained.  
  APL2 (EL7) 
   
  Oriesne of Obad-Hai: Clr4/Drd3, AL N. 
  THE KNIGHTS OF THE SWAN 
  Lady Renee Camis-Rouge leads a detachment of 
  Knights in Stone Battle. She and her men are 
  usually out on patrol protecting the citizens against 
  the horrors of the swamp. 
   
  A devoted member of the Citadel faction, she 
  has little to say about the current political situation. 
  However, if asked, she thinks that Sir Karl is 
  overstepping his authority and that Lady Rachel’s 
  bid for power is out of place. She does not allow 
  any of “her” knights to engage in politics.  
   
  Any local knights send the heroes to Lady 
  Renee. 
  THE CASTLE 
  Proceed to Encounter 12: An Archbaron in trouble 
  when the heroes head to the castle. 
  ENCOUNTER 12: AN 
  ARCHBARON IN TROUBLE 
  When they arrive at the gate of the castle, the 
  guards stop them and enquire about their 
  business. They tell the heroes they have to come 
  back later, because Lord Agnard is not currently 
  present, but that he will return shortly after 
  nightfall. Only heroes who are retainers of the 
  Gellor family are allowed inside the castle.  
  As you are about to turn back towards some 
  other destination, a single rider appears, 
  beating his horse as if pursued by all the 
  hordes of the Abyss. He stops at the gate. 
  “Lord Agnard needs help! Quick!”  
  If the heroes do not volunteer to help, a lieutenant 
  rushes outside and volunteers them.  
   
  The messenger relays the following: 
  • 
  Lord Agnard was out in the Swamp with his 
  usual escort of riders. 
  • 
  A horde of undead creatures appeared and 
  attacked them. 
  • 
  Lord Agnard sent him to get help. 
  • 
  Lord Agnard was on the Floating road. With 
  his knights, it would be surprising that he’d 
  venture far from it. Follow the Floating Road 
  for about 20-30 minutes. 
  The lieutenant orders the heroes to go while he 
  gathers troops and clerics to mount a rescue 
  operation. 
  
  URC6-S03 Family Ties 
   
  Page 23 
  THE FLOATING ROAD 
  The Floating Road links Stone Battle and the rest 
  of the County to Nesserport on the Nesser River.  
  Of unequal build, the Road is a vital for strategic 
  operations in the Fennelmore Swamp and to keep 
  Nesserport supplied. The Floating Road is a 
  mixture of bridges made of wood or stone, planked 
  over boats or rafts and marsh islands passages. It 
  is dangerous, to cross and is used mostly by the 
  County military and heavily-armed caravans. 
  THE UNDEAD 
   
  As the heroes push forward, they can see a 
  horse floating in the fetid waters. As the heroes 
  see it, a number of small-sized zombies rise from 
  the swamp onto the Road and attack the heroes. 
  APL2 (EL2) 
   
  Kobold Zombie (4): hp16 each, see Monster 
  Manual p. 265 
  Tactics: they’re zombies… why are you looking 
  here? 
  Development: Once the zombies are defeated, 
  allow the heroes to heal up before proceeding 
  onward. The horse does belong to one of Lord 
  Agnard’s retainers and bears the colors of House 
  Gellor. When the heroes are ready to continue, 
  proceed to Encounter 13: The Archbaron. 
  TROUBLESHOOTING: COWARDS AND 
  SLOWPOKES 
  If the heroes do not hasten to the Archbaron, they 
  arrive too late. Note that as long as the heroes say 
  they are picking up the pace, their movement rate 
  is irrelevant. This section is really for those who 
  don’t want to go or who willing slow down the 
  pace, or who wait for the soldiers in Stone Battle.  
   
  By the time they get there (IF they get there), 
  the soldiers have already rescued the Archbaron. 
  Proceed to Encounter 14: The Gellor Patriarch. 
  The heroes do NOT gain his favor nor do they get 
  any experience for this or encounter 14. 
  ENCOUNTER 13: THE 
  ARCHBARON 
  Continuing along the Floating Road, it is but a 
  few minutes later that you come across a 
  terrible sight. Amidst a series of dead retainers 
  and a large pile of bone, you see an aging 
  Oeridian man get hit by a vile, muck-colored 
  humanoid. His tabard is embroidered with the 
  3-rosed Swan of the Gellors. The man falls on 
  the bones pile, unconscious. Just then the 
  creature sees you and snarls in your direction.  
   
  As it begins to move in your direction, you 
  see six skeletal things stand up from the muck 
  around you. 
  This battle takes place in the swamp where there 
  is about 6-12 inches of water. The water does not 
  impede movement to reduce speed, but it does 
  prevent charges and run actions, but NOT 5-foot 
  step. 
   
  The lacedon begins 150 feet away. The 
  skeletons roughly surround the heroes.  
  APL2 (EL3) 
   
  Lacedon (aquatic ghoul): hp13, see Monster 
  Manual p. 118 
   
  Human Commoner Skeleton (6): hp6 each, 
  see Monster Manual p. 225 
  Tactics: the Ghoul tries to paralyze as many 
  heroes as it can, even to the point of splitting its 
  attacks among many heroes. The skeletons simply 
  move in and attack who ever is closest to them. 
   
  The man (Baron Agnard) is pretending to be 
  unconscious. Once the undead have left his side, 
  allow the heroes to make Spot checks DC15 to 
  see him drink a potion discreetly. He begins the 
  battle at 0 hit points. 
  Treasure: Lord Agnard, even if angered, sends a 
  pouch containing a single swan made of crystal to 
  each of the heroes.  
   
  APL2: L: 0gp; C: 300gp; M: 0gp; 
  Development: 
  The 
  heroes 
  all 
  receive 
  the 
  “Gratitude of Lord Agnard”. Proceed to Encounter 
  16 
  TROUBLESHOOTING: THE HEROES ARE 
  DEFEATED BY THE UNDEAD 
  If the heroes all fall to the undead, they wake up in 
  the castle, having been saved by Lord Agnard and 
  his men. Lord Agnard is nevertheless thankful for 
  the heroes to have tried to save him.  
  ENCOUNTER 14: THE 
  GELLOR PATRIARCH 
  Lord 
  Agnard 
  Gellor 
  is 
  a 
  man 
  of 
  mixed 
  Suel/Oeridian origin. He has pale gray eyes and is 
  in his mid-50s with a crown of gray hair. He has 
  great personal presence that command respect. 
  He is polite and his relaxed attitude makes one 
  feel important.  
  • 
  Are you Lord Agnard Gellor? Yes. 
  • 
  What happened here? We were attacked by 
  about 40 undead. My men and I managed to 
  
  URC6-S03 Family Ties 
   
  Page 24 
  kill most of them, but that last one landed a 
  lucky blow and brought me down. Lucky you 
  showed up. 
  • 
  What were you doing here? I was out visiting 
  my lands. Making sure they were free of 
  bandits 
  and 
  other 
  undead 
  creatures. 
  Unfortunately, my men were killed in the 
  battle. 
  • 
  Do you think these creatures are related to 
  Malachite? Evidently. My reports tell me the 
  Lich hasn’t been here in months however. 
  Who else would use these things? 
  • 
  Will you compensate us? I feel insulted that 
  you would doubt for a moment that I would not 
  repay you. I value my life very much. 
  • 
  Why do you think you have a valid claim to 
  the throne? I am the first cousin of Countess 
  Belissica. My mother was her father’s sister. 
  This relation has made me the head of the 
  Gellor family in the County and therefore the 
  next Count by birthright. 
  • 
  Do you have any special credentials? I am 
  the Archbaron of Fennelmore, and have held 
  the title for more than 15 years. 
  • 
  Do you want to be Count? I WILL be Count. 
  There is no doubt. 
  • 
  What would you do if you were Count? AH! 
  You have not ruled over lands, and it shows. 
  One does not decide ahead of time what he 
  will do. The crises are what forces you to act 
  and show who you truly are. 
  • 
  Isn’t that a little shortsighted? The borders 
  must be secured and peace assured with our 
  neighbors. 
  • 
  Who do you worship? I am not a man of 
  religion, but would have to say… (The Baron 
  thinks for a long time.) Father Pelor. 
  • 
  Don’t you think Lord Nimar should be 
  crowned Count? No. That Bumbling fool!? 
  He should not be wearing the name of Gellor. I 
  think he may have been being the murder of 
  (Contessa) Elone. 
  • 
  Don’t you think a Gellor should inherit the 
  title? We have rule the County for nearly a 
  century. 
  The 
  Gellors 
  have 
  ruled 
  in 
  a 
  benevolent fashion and because of our works, 
  the County if now more independent than ever 
  before. 
  • 
  What do you know about the murder of the 
  Contessa? I was not present. I think Nimar 
  may have been behind it. 
  • 
  What do you think of the treaty with the 
  Duergar? This treaty is a slight on the honor 
  of any good Countyman.  
  • 
  Do you think any of the other candidates 
  could make good Counts? Each of them 
  would make fine vassals, yes. 
  • 
  Would you gather the Council of Lords? 
  Very likely. I would have to discuss with them 
  first. 
  • 
  Are you married/can you assure the line of 
  succession? I have two sons and a daughter. 
  The line of Gellor is assured through me for 
  another generation. My sons have served one 
  in the army and one in the navy. My daughter 
  attends the College of the Divine. (She is 
  studying to become a priest of Pelor). 
  • 
  Did you send a delegation to King Lynwerd 
  of Nyrond/leaders of the Duchy? I fail to see 
  the relevance of this question. It is my right to 
  send delegations abroad. (A Knowledge 
  (nobility) check DC15 informs the player that 
  any diplomatic envoy outside the County 
  requires the approbation of the Count, or his 
  Regent) 
  • 
  Did you obtain Lord Duncombe’s approval 
  before sending your envoys? *annoyed* I 
  owe him nothing. (A Knowledge (nobility) 
  check DC15 informs the player that yes, he 
  owes the Regent allegiance.) 
  • 
  But, that is a power reserved to the Count! 
  You can’t send ambassadors to Nyrond/the 
  Duchy! “A simple adventurer like you will NOT 
  tell me how to run my Barony. I will NOT be 
  spoken to that way.” The Archbaron refuses to 
  answer any more questions.  
  Part Four: 
  Duke Gellor 
  INTERLUDE 5: THE PHOLTANS 
  The heroes come across a small gathering where 
  a number of children dressed in white robes sign a 
  chorus led by a group of nuns. Around them, men 
  in polished white armor look sternly at a small 
  group of people assembled before them. 
   
  As the children finish their song; the gathering 
  applause politely. One of the armored men, stands 
  atop a table and begin preaching the word of 
  Pholtus and passing tracks and pamphlets. 
  You can give the heroes Player handout 5: Tenets 
  of the Faith of Pholtus. 
  
  URC6-S03 Family Ties 
   
  Page 25 
  ENCOUNTER 15: GETTING 
  TO VENTNOR 
  The Duergar of Clan Mithraldeath may have allied 
  with the County, but they are in no way the friends 
  of the County’s people. To that end they have 
  marked the limits of their domain and guard it 
  jealously. 
  The boundaries of Clan Mithraldeath’s enclave 
  are impossible to miss. Behind a line of rubble 
  (one can’t call a wall) on both sides of the 
  roads are two rotting carcasses impaled on tall 
  pikes. One is a human upon whose chest has 
  been craved in Common “Lands of Clan 
  Mithraldeath, obey our laws or die”. The other 
  carcass is a black-skinned elf on whose chest 
  has been carved “trespasser”.  
   
  The land beyond is like a desert. Mounds 
  of stone rubble form tall dunes, higher than 
  two men in many places. The road is the only 
  place free of rubble. The road snakes through 
  the 
  dunes, 
  obscuring 
  the 
  town 
  ahead. 
  Whatever the Duergar are doing here, they 
  haven’t lost any time getting to work. The 
  quantity of rock and dirt moved is quite 
  impressive.   
  Clan 
  Mithraldeath 
  has 
  been 
  using 
  earth 
  elementals to dig under Ventnor castle. The 
  moved rubble is filled with all kinds of little 
  creatures including rats. 
  APL2 (EL3) 
   
  Dire rats (3): hp5 each, see Monster Manual, 
  p.64 
   
  Rat Swarm: hp13, see Monster Manual p.239 
  Tactics: 
  The 
  rats 
  move 
  in 
  and 
  attack 
  aggressively. 
  Development: the heroes are free to continue 
  towards Ventnor. Proceed to Encounter 17. 
  ENCOUNTER 16: THE GATES 
  OF VENTNOR 
  The heroes finally arrive at the gates.  
  Ventnor has changed a lot in the last 3 years: 
  from a mighty fortress to a pile of rubble to a 
  stockade and finally into a fortress of Clan 
  Mithraldeath. Tall stone walls, no doubt built 
  using magic and earth creatures, enclose the 
  city itself. 
   
  Almost obscenely the White Swan of the 
  County and the broken bolt on red field of Clan 
  Mithraldeath can be seen floating over all 
  important-looking structures.  
   
   Beyond the walls you can see an orderly 
  town, where the buildings of what was once 
  Ventnor Stockade have been integrated into 
  the new town. The gate house has 3 goblins 
  charging a toll for all who enter. 
   
  Beyond the gate, you can see goblins, 
  gnolls and orcs mix with humans, devils and 
  stone creatures walk around the streets. Many 
  humanoid guards of all types patrol the walls. 
  It would be very difficult, even for a skilled 
  rogue to bypass the guards. 
  The heroes should enter the town by the doors. 
  The goblins charge a toll of 10 nobles per 
  adventurer. Dwarves, elves and anyone with a 
  holy symbol they can recognize (the goblins can 
  recognize the most common deities of the County 
  and the Bandit Kingdoms, but have no idea who or 
  what they represent) has to pay an extra 15 
  nobles “religious tax”. If they refuse to pay, the 
  goblins threaten the heroes.  
   
  The goblins tell the heroes they may work for 
  the Duergar in exchange for the toll. The heroes 
  pay 1 week (1TU) for every 15nobles they have to 
  pay. If the party agrees, they must IMMEDIATELY 
  work out their time. The heroes receive the 
  “Worked for the Duergar” AR Reward. 
  SKULLDUGGERY 
  It is possible for the heroes to bluff or order their 
  way in. If the heroes succeed at a Bluff or 
  Intimidate check DC15, the goblins allow the party 
  to pass. If either of these checks is successful, 
  then the goblins do not ask for the usual toll.  
   
  Another option is to have one of the heroes 
  come up to the gate disguised as a Duergar 
  (through used of the Disguise skill or the disguise 
  self spell for example). In that case, the goblins 
  say nothing and let the heroes into the town. 
  FIGHTING THE GUARDS 
  Fighting their way in is also an option, but this may 
  not be the obviously easy fight the heroes may 
  have anticipated. 
  APL2 (EL4) 
   
  Duergar overseers (2): hp9 each, see 
  Monster Manual p.91 
   
  Goblins (3): hp5 each, see Monster Manual 
  p.133 
   
  Small earth elemental: hp 11, see Monster 
  Manual p.95 
  
  URC6-S03 Family Ties 
   
  Page 26 
  Tactics: The goblins are the first to fight the 
  heroes. 
  One 
  round 
  later, 
  the 
  elemental 
  emergences from under the ground, behind the 
  party and attacks the heroes. Two rounds later, 
  the Duergar overseers who were nearby enter the 
  fray, now invisible and enlarged.  
   
  This is a very difficult battle, so bring in the 
  Duergar once the goblins are all dead and the 
  elemental is hurt. 
  Treasure: There is no treasure linked to this 
  encounter.  
  Development: Inform the heroes that it would be 
  in their best interest to conclude their business 
  here as fast as they can.  
  TROUBLESHOOTING: SNEAKING IN 
  It’s NOT a good idea. The heroes are quickly 
  discovered and have to face a very large number 
  of guards. Make sure the heroes are aware of the 
  dangers and the risks of doing so.  
  APL2 (EL6) 
   
  Duergar overseers (4): hp9 each, see 
  Monster Manual p.91 
   
  Goblins (6): hp5 each, see Monster Manual 
  p.133 
   
  Small earth elemental (2): hp11 each, see 
  Monster Manual p.95 
  Tactics: The goblins are the first to fight the 
  heroes. 
  One 
  round 
  later, 
  the 
  elementals 
  emergence from under the ground, behind the 
  party and attacks the heroes. Two rounds later, 
  the Duergar overseers, who were nearby enter the 
  fray, now invisible and enlarged.  
  TROUBLESHOOTING: LOOTING THE GUARDS 
  It’s NOT a good idea. The heroes are quickly 
  discovered and have to face a very large number 
  of guards. Make sure the heroes are aware of the 
  dangers and the risks of doing so. The heroes 
  face the same number of guards as the previous 
  Troubleshooting section. 
  ENCOUNTER 17: VENTNOR 
  VENTNOR HISTORY 
  Ventnor Castle used to be the County’s main 
  prison. In the depth of the keep was where all the 
  most dangerous criminals where literally hidden 
  away to protect the citizens of the County. Many 
  demons, devils were locked away in there. Other 
  known prisoners included the Butcher of Dryburgh 
  and the renegade Boneheart Lucius Grakon. 
   
  In 593CY, Ventnor castle was the site of a 
  major prison break (URC3-06 Flames of Ventnor). 
  The devils and demons bound in the depth of the 
  Castle managed to escape. As soon as they were 
  free from the wards and bindings, they quickly 
  began to fall upon each other, continuing the 
  Blood War that has gone on for eons. 
   
  In the chaos that ensued, Lucius Grakon 
  managed to escape, with the help of some 
  unknown forces. Lucius has not been seen since 
  in the County.  
   
  Though ordered to hold the city Sir Perthian 
  Dane (URC3-06 Flames of Ventnor and URC6-05 
  the Bull and the Swan) had his men evacuate the 
  city to escort a long column of refugees, heading 
  south abandoning the city to the battling creatures.  
  Sir Perthian decided to save his troops rather than 
  seeing them be destroyed in a futile battle. 
  VENTNOR TODAY 
  Since the signing of the Richfest Treaty by the 
  Contessa with the envoys of Clan Mithraldeath, 
  the Duergar wasted no time in organizing the 
  place to their liking. 
   
  First, they had some of their humanoid slaves 
  clear out the debris that had been left. Then, they 
  hired 
  humanoid 
  tribes 
  from 
  beyond 
  the 
  Artonsamay to increase their defenses. They have 
  also invited a number of Duergar from other clans 
  to join them. Thus the numbers and power of the 
  clan are difficult to ascertain. 
   
  Through their use of slaves and unwavering 
  work, they have managed to clear out the town 
  and the lands under the castle. The priests of the 
  Clan have been driving everything and have 
  opened a wide cavern under the current town. 
  They are working tirelessly for an unknown goal. 
  But working for the Gray Protector Laduguer (LE 
  Intermediary god of the Duergar, Magic weapons, 
  crafts and protection), is a tireless and constant 
  work. Clan Mithraldeath is up to something, but 
  what? 
   
  The streets of Ventnor are now a mix of all 
  kinds of bandits, humanoids, Duergar and the 
  occasional devil. Worshippers of Hextor openly 
  patrol the streets, in support for the local 
  government.  
   
  The town is extremely orderly and anyone who 
  causes problems is immediately taken as a slave 
  by the Duergar (many are never seen again). 
   
  Most of the local (mostly human) population 
  feels abandoned by the leaders of the County. 
  They feel the Contessa betrayed them and sold 
  
  URC6-S03 Family Ties 
   
  Page 27 
  them to the Duergar for nothing. That Lord 
  Duncombe doesn’t care about them and that Lord 
  Underley is only concerned with politics in 
  Radidast. 
  WORD ON THE STREET 
  In this section, the heroes can get some hints as 
  to where to look for information by making a 
  Gather Information check with a variable DC. 
  Making a check takes 1d4+1 hours. Give a +1 
  bonus for each gp spent, to a maximum of +4.  
  • 
  DC5 Ventnor is a key location along the 
  Artonsamay River. 
  • 
  DC10 just across the river is the foul city of 
  Stoink and his infamous leader, Boss Renfus. 
  • 
  DC11 Lord Underley has abandoned this 
  barony. All he’s interested in is politics and 
  Radigast City. 
  • 
  DC12 since the Knights of the Swan have 
  abandoned Ventnor, the Hextorites have been 
  running the place in the name of Clan 
  Mithraldeath. 
  • 
  DC13 Duke Gellor of Artonsamay in the Bandit 
  Kingdoms has sent a number of envoys to 
  Ventnor. I think he is looking to make a deal 
  with the Duergar. 
  • 
  DC14 Clan Mithraldeath have invited a 
  number of Duergar from other clans to join 
  them. This has nearly doubled their numbers. 
  • 
  DC15 The Duke’s people, usually hang 
  around the temple of Zilchus.  
  • 
  DC16 
  Clan 
  Mithraldeath 
  have 
  been 
  summoning elementals upon elementals to dig 
  something from under the Castle. That’s how 
  they created the dunes outside of town. 
  • 
  DC17 two Iuzians came to meet with the clan 
  leaders when they took control of Ventnor. 
  Shortly after, I saw a beautiful winged woman 
  (an Erinye but the person doesn’t know what it 
  is) carrying two heads fly across the 
  Artonsamay heading for Stoink. It’s a good 
  thing that the Duergar don’t want the Iuzians 
  here! 
  • 
  DC18 My brother-in-law was caught stealing, 
  and the Duergar brought him down into their 
  caves under Ventnor. I never saw him again. 
  • 
  DC19 Clan Mithraldeath don’t like Drow. I saw 
  a number of the Drow on pikes near the 
  entrance to the castle. 
  • 
  DC20 The Duergar don’t seem too interested 
  in the surface. They only seem interested in 
  what lies under the castle’s ruins. 
  • 
  DC25 Duke Gellor has disappeared, some say 
  he is dead. 
  TEMPLES IN VENTNOR 
  The town houses a number of temples (in order of 
  importance): Hextor (converted from the Temple of 
  Heironeous), Zilchus, Boccob, Norebo, Kyuss, 
  Nerull and shrines to humanoid deities (such as 
  Gruumsh & Maglubiyet). Many of the priests of evil 
  deities have made their way here and joined the 
  Duergar to escape religion persecution from the 
  County or Bandit Kingdoms. The usual services 
  from 
  temples 
  (scrolls, 
  potions 
  and 
  NPC 
  spellcasting) are all available at these temples.   
   
  Even if some of the temples are dedicated to 
  evil deities, as long as the heroes don’t look for 
  trouble, it won’t find them. 
   
  Notably absent from the town is the temple of 
  Laduguer, god of the Duergar. His priests are all 
  based in the underground portion of the castle. 
  And that is where most people think his temple is 
  located. 
  ENCOUNTER 18: THE 
  DUKE’S ENVOY 
  The heroes can meet with one of the Duke’s 
  envoy. His name is Sir Velmont. He is dressed like 
  a number of local fighters: half-plate with a 
  greatsword strapped to his back. He wears no 
  distinctive emblem or signs. Sir Velmont heard the 
  heroes were looking for him and he decides to 
  approach them.  
   
  His first worry is to ascertain the heroes’ 
  loyalty. Who they work for? Why? Why are they 
  seeking the Duke’s men? Note that at this point, 
  he does NOT answer questions. The heroes are 
  seeking HIM, not the other way around. 
   
  Sir Velmont is very cautious of such things. 
  Any stupid response has him leave, telling the 
  heroes to go to a seedy tavern by the river. He 
  uses that time to leave and cannot be found. Sir 
  Velmont is used to priests of Iuz breathing down 
  his neck and he doesn’t take chance. 
   
  Once satisfied, he asks the heroes to follow 
  him to a newly built tavern close to the Duergar 
  dig. He assures the heroes that it’s “safe enough” 
  and that they can talk freely. 
  
  URC6-S03 Family Ties 
   
  Page 28 
  • 
  Who are you? I am Sir Velmont, envoy of His 
  Grace Duke Gellor of Artonsamay. 
  • 
  What are you doing here? I am here to 
  gather support for the Duke. Adventurers and 
  the like, but with the change of power, I have 
  been having a difficult time. 
  • 
  Why do you think the Duke has a valid 
  claim to the throne? The Duke was the uncle 
  to your Countess Belissica. He is the first male 
  heir to the Gellor family. 
  • 
  Does he want to be Count? Yes. 
  • 
  What would he do if he were Count? No 
  doubt he would free his people from the yoke 
  of the Old One. 
  • 
  Who do you worship? I worship Pelor; His 
  Grace keeps his worship to himself.  
  • 
  Where is the Duke? I do not know. 
  • 
  Have you see the Duke recently? No, I 
  haven’t seen him in months. 
  • 
  You mean he’s not even here? No, he’s not 
  • 
  You mean he’s not the one giving you 
  orders? No, but I’m sure that he would be a 
  great Count. 
  • 
  I heard the Duke was dead… That’s 
  hogwash! I’m sure he’s alive! 
  • 
  WHAT!? You mean you don’t even know if 
  he’s alive? It is very difficult to be sure. The 
  Iuzians are very good at hiding the truth. And 
  people are good at hiding things from them. 
  • 
  Don’t you think a Gellor should inherit the 
  throne? His Grace is a Gellor. 
  • 
  What do you know about the murder of the 
  Contessa? It is a tragedy. She was a very 
  active ruler. Until she gave this away, she was 
  very well-liked. 
  • 
  When did you come over? I have been here 
  for over a year looking for sympathizers to 
  help His Grace’s cause in his Duchy. 
  • 
  Did you find any? Yes, I have, but since the 
  Duergar have come, I found friendly ears to be 
  on a steady decline. 
  • 
  Do you think any of the other candidates 
  could make good Counts? I guess so, I 
  know little of them. 
  • 
  Is the Duke married/can he assure the line 
  of succession? His Grace is stable on his 
  throne.  
  • 
  Would you gather the Council of Lords? I 
  guess so. 
  • 
  What do you think about the Duergar? 
  Well… they are better than the Iuzians… 
  Part Five: 
  Lady Melnie 
  ENCOUNTER 19: BACK TO 
  THE UNDERLEY ESTATE 
  As soon as you show up to the Estate, you are 
  escorted inside. Walking down a long hall, 
  where the fox banners and statues of dragons 
  are predominant. Finally, your escort shows 
  you into a small room. The guard closes the 
  door behind you once you are all inside. The 
  room is bathed in light coming from luminous 
  orbs in the walls. 
   
  On the walls hang portraits of members of 
  the Underley family. On the far wall, large 
  fresco depicts an army of metallic-colored 
  dragons fighting against a horde of chromatic 
  dragons. 
   
  The room has 6 chairs and a large armchair 
  at one end arranged around a central table. 
  The Underley crest has been embroidered in 
  the back of the large chair. On the table is a 
  single scroll.  
  This scene is purely role-playing between the 
  heroes. The scroll is Player handout 6: Report to 
  Lady Melnie. 
   
  Don’t steer the heroes in one direction or 
  another, there are no good or bad answer here. 
  This scene should be somewhat reminiscent of the 
  play “12 angry men”.  
   
  Your job as a DM is to make sure the heroes 
  fill in the paperwork correctly. In fact Lady Melnie 
  is really interested in one thing: who the heroes 
  think would be the best choice for Count. The 
  answers to other questions, she knows already, 
  through her father’s network. The instinct and gut 
  feeling is really what he is after. 
   
  Make sure they are ALL happy with the 
  decision of the final question. This might mean the 
  heroes decide on two of the contenders. 
  Every one of the paintings has a permanent 
  image that covers the many eyeholes the Lady 
  Melnie uses to spy on his guests. If asked about 
  the magic on the image, he replies matter-of-factly 
  that it is cheaper than to hire a painter to restore 
  old paintings. 
  
  URC6-S03 Family Ties 
   
  Page 29 
   
  When the heroes have completed the report, 
  proceed to “Enter the Lady”. 
  ENTER THE LADY 
  The door opens smoothly and Lady Melnie 
  enters the room. Her gown is embroidered with 
  dragons: chromatic on one side and metallic 
  on the other. Behind her is a small creature 
  seemingly made of air that prances in the air. 
  Lady Melnie heads for the large chair.  
   
  “I see you have completed the missions I 
  asked of you and you have a report for me.”  
   
  Lady Melnie extends a hand towards your 
  group, it is obvious he expects the report you 
  just finished. 
  The little creature can be identified as an air 
  mephit with a Knowledge (the planes) DC13. The 
  air mephit is NOT Lady Melnie’s familiar, it is 
  merely another of Lady Melnie’s “friends and 
  contacts”.  
  Once she has the report in hand, Lady Melnie 
  looks at it briefly. Then she adds with a smile. 
  “I am satisfied with you, our business together 
  concludes here. You are free to go and should 
  consider your debts to me repaid. The County 
  and I may have need of you in the future. Do 
  accept this token of my gratitude.” 
   
  Lady Melnie throws a small purse that 
  opens on the table revealing a series of small 
  gems.  
  The heroes may have questions for Lady Melnie. 
  You can also refer to Encounter 2 for additional 
  answers she may give. 
  • 
  Are you satisfied with us? Yes, I am. 
  • 
  Why did you make us do this? You were 
  young and inexperienced enough to have a 
  fresh view of the situation. If I wanted the 
  same answers and the same views, I would’ve 
  asked other people. 
  • 
  Who do you support? I will ponder over your 
  report and make a decision. House Underley 
  remains neutral in the current conflict.  
  • 
  Are our death warrants really destroyed? 
  Yes. 
  • 
  Are you SURE they have been destroyed? 
  Yes. 
  • 
  Can we share spells? Maybe when you find 
  some I may be interested in. 
  • 
  Can we join your spy network? No, not at 
  this time. But I will keep a close eye on you. 
  Treasure:  
   
  APL2: L: 0gp; C: 400gp; M: 0gp; 
  When the heroes are done, proceed to the 
  Conclusion. 
  CONCLUSION 
  If the heroes refused to work for Lady Melnie, and 
  were imprisoned, proceed to Underley’s Guests. 
  If the heroes performed all the tasks Melnie asked 
  of them, proceed to Underley’s Lackeys. 
  UNDERLEY’S GUESTS 
  The heroes fought against Lady Melnie or refused 
  to go with his plan. 
  Lady Melnie has been terribly displeased. He 
  ordered you all to be bound and locked away 
  in his personal dungeons. Days, weeks, 
  months, perhaps even years have passed 
  before your jailer opens the door and releases 
  you. “You’re free.” He simply says. You 
  equipment is returned to you and you are lead 
  outside of the Underley estates. 
  Proceed to AR Rewards. 
  UNDERLEY’S LACKEYS 
  “This concludes our business. I thank you for 
  your services. I apologize for any ruffled 
  feathers. But do understand the anger I felt at 
  the destruction of my new spellbook.” 
   
  “I’ll keep an eye on you in the future.” With 
  that Lady Melnie exits the room followed by 
  the small air creature.  
   
  In the end, things turned for the better, 
  even though you have a strange feeling that 
  Lady Melnie was not entirely truthful in her 
  dealing with you.  
   
  Isn’t it strange how life turns a group of 
  young 
  caravan 
  guards 
  into 
  a 
  band 
  of 
  adventurers? What was Lady Melnie’s goal? 
  Why would she use a band of young and 
  untrained adventurers when she has a number 
  of adventurers at her disposal?  
   
  But these are questions for another day. 
  Tonight, you rest… with a weapon close at 
  hand.  
  Treasure:  
   
  APL2: L: 0gp; C: 100gp; M: 0gp; 
  
  URC6-S03 Family Ties 
   
  Page 30 
  Proceed to AR Rewards. 
  AR REWARDS 
  Heroes who spent time in jail for refusing to serve 
  Lady Melnie received the “Lady Melnie’s Guest” 
  AR Reward. These heroes also get the “Death 
  Warrant” AR Reward. 
   
  Heroes who used lethal damage against the 
  Nyrondese spies receive the “Violent Target” AR 
  Reward. 
   
  Heroes who paid for their healing by working 
  for the Church of Pholtus in Trigol received the 
  “Worked for the Blinding Light” AR Reward. Make 
  sure you indicate the amount of TUs spent. 
   
  Heroes who went to save Lord Agnard receive 
  the “Gratitude of Lord Agnard Gellor” AR Reward. 
   
  If the heroes complete all the quests according 
  to Lady Melnie’s wishes, they receive the 
  “Gratitude of Lady Melnie Underley”. 
   
  Heroes who do not abandon Engbert and who 
  escort him to meet Lady Melnie receive the 
  “Gratitude of Farvaren Merchant House”. 
   
  Check whoever the heroes have chosen to 
  make the best Count under the “Best (wo)man for 
  the job” AR Reward. If there is more than one, 
  then check all those they said on the report. 
  If the heroes paid their way into Ventnor by 
  working for the Duergar, they earn the “Worked for 
  Clan Mithraldeath” AR Reward. 
  The End 
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up 
  the values for the objectives accomplished. Then 
  assign the experience award.  Award the total 
  value (objectives plus roleplaying) to each 
  character. 
  Encounter 1: Ambush 
  Defeating the bandits  
   
  APL 2  
   
   
   
  90 XP 
  Encounter 4: The bullies 
  Defeating the bullies 
   
  APL2 
   
   
   
  60XP 
  Encounter 5: Good ol’ boys 
  Defeating the street thugs 
   
  APL2 
   
   
   
  60XP 
  Encounter 8: The Nyrondese 
  Defeating the Nyrondese spies 
   
  APL 2  
   
   
   
  90 XP 
  Encounter 9: A blinding parade 
  Dealing with the Pholtans (through combat or 
  diplomacy) 
   
  APL 2  
   
   
   
  60 XP 
  Encounter 12: An Archbaron in trouble 
  Defeating the first wave of undead 
   
  APL2  
   
   
   
  60 XP 
  Encounter 13: The Archbaron 
  Defeating the second wave of undead 
   
  APL2  
   
   
   
  90XP 
  Encounter 15: Getting to Ventnor 
  Defeating the rats 
   
  APL2  
   
   
   
  90XP 
  Encounter 16: The gates of Ventnor 
  Dealing with the goblins (either paying or fighting) 
   
  APL2  
   
   
   
  120XP 
  Story Award 
  Meet with Lord Dane 
   
  APL 2  
   
   
   
  45 XP 
  Meet with Lady Rachel 
   
  APL 2  
   
   
   
  45 XP 
  Meet with Lord Agnard 
   
  APL 2  
   
   
   
  45 XP 
  Meet with Duke Gellor’s representatives 
   
  APL 2  
   
   
   
  45 XP 
  Total possible experience: 
   
  APL 2  
   
   
   
  900 XP 
  TREASURE SUMMARY 
  During 
  an 
  adventure, 
  characters 
  encounter 
  treasure, usually finding it in the possession of 
  their foes.  Every encounter that features treasure 
  has a “treasure” section within the encounter 
  description, giving information about the loot, 
  
  URC6-S03 Family Ties 
   
  Page 31 
  coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces 
  each character gains if the foes are plundered of 
  all their earthly possessions.  Looting the bodies 
  takes at least 10 minutes per every 5 enemies, 
  and if the characters cannot take the time to loot 
  the bodies, they do not gain this gold.  If you feel it 
  is reasonable that characters can go back to loot 
  the bodies, and those bodies are there (i.e., not 
  carted off by dungeon scavengers, removed from 
  the scene by the local watch, and so on), 
  characters may return to retrieve loot.  If the 
  characters do not loot the body, the gold piece 
  value for the loot is subtracted from the encounter 
  totals given below. 
   
  The coin total is the number of gold pieces 
  each character gains if they take the coin 
  available.  A normal adventuring party can usually 
  gather this wealth in a round or so.  If for some 
  reason, they pass up this treasure, the coin total is 
  subtracted from the encounter totals given below. 
   
  Next, the magic items are listed.  Magic item 
  treasure is the hardest to adjudicate, because they 
  are varied and because characters may want to 
  use them during the adventure.  Many times 
  characters must cast identify, analyze dweomer or 
  similar spell to determine what the item does and 
  how to activate it.  Other times they may attempt 
  to use the item blindly.  If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) 
  and the item is used before the end of the 
  adventure, its total is subtracted from the 
  adventure totals below. 
   
  Once you have subtracted the value for 
  unclaimed treasure from each encounter add it up 
  and that is the number of gold pieces a characters 
  total and coin value increase at the end of the 
  adventure.  Write the total in the GP Gained field 
  of the adventure certificate.   
   
  Loot = Looted gear from enemy; Coin = Coin, 
  Gems, Jewelry, and other valuables; Magic = 
  Magic Items. 
  Encounter 1: Ambush 
   
  APL2: L: 134gp; C: 0gp; M: 0gp; 
  Encounter 4: The bullies 
   
  APL2: L: 4gp; C: 96gp; M: 0gp; 
  Encounter 8: The Nyrondese 
   
  APL2: L: 124gp; C: 0gp; M: 0gp; 
  Encounter 13: The Archbaron 
   
  APL2: L: 0gp; C: 300gp; M: 0gp; 
  Encounter 19: Back to the Underley Estate 
   
  APL2: L: 0gp; C: 400gp; M: 0gp; 
  Conclusion 
  Payment from Engbert (only if the heroes did NOT 
  abandon him) 
   
  APL2: L: 0gp; C: 100gp; M: 0gp; 
  Total Possible Treasure 
   
  APL 2: Total: 900 gp 
  Special 
  Lady Melnie’s Guest: You have spent 6 months 
  (26TUs) in the Underley’s dungeon for not having 
  obeyed his commands. You do not have to pay 
  upkeep for these TUs. However you may NEVER 
  receive an influence point from Lady Melnie or join 
  the Underley network. If you belong to the 
  Network, 
  your 
  membership 
  is 
  immediately 
  revoked. On top of this, this character cannot 
  participate in any premiere or interactive set in the 
  County of Urnst until the beginning of 597CY. 
  Death warrant: Lady Melnie Underley has a death 
  warrant with your name on it. In the future either 
  steer clear of the Underleys, or do their bidding. 
  One day she might tear it up. She might. 
  Violent Target: You responded with deadly force 
  against a band of spies. They make your name 
  known as a dangerous criminal. You can never 
  join the Grey Network. Whenever you face a non-
  lethal combat against Nyrondese agents in the 
  County, they automatically switch to lethal damage 
  against you.  
  Worked for the Blinding Light: You spent 
  ___TUs working for the church of Pholtus to pay 
  for cure spells. Your have done charity work 
  among the poor. For the next 52 TUs you get a +1 
  circumstance bonus to social rolls when dealing 
  with refugee converts of Pholtus in the County. 
  Gratitude of Lord Agnard Gellor: This is an 
  influence point with the Gellors. Cross off once 
  used. 
  Gratitude of the Farvaren Merchant house: This 
  is an influence point. Cross off once used. 
  Gratitude of Lady Melnie Underley: This is an 
  Influence point. If you gain another influence point 
  with a member of the Underley family, you can 
  spend both to join the Underley Network. Cross off 
  once used. 
  
  URC6-S03 Family Ties 
   
  Page 32 
  Best (wo)man for the job: Check the one you 
  have recommended to Lady Melnie for the position 
  of Count. This may have future repercussion. 
  o Lord Darius Alan Dane 
  o Lady Rachel Duncombe 
  o Lord Agnard Gellor 
  o Duke Gellor 
  o Other:   
   
   
   
  Worked for Clan Mithraldeath: You have worked 
  for ____ TUs in Ventnor for Clan Mithraldeath. 
  You gain a +2 circumstance bonus to all 
  Knowledge checks dealing with the Duergar or 
  their dark god Laduguer. This bonus also applies 
  to any Knowledge (Architecture & Engineering) 
  and Profession (mining) checks. 
  Wanted 
  in 
  Ventnor! 
  You 
  attacked 
  lawful 
  representatives of Clan Mithraldeath. As such, you 
  cannot claim free upkeep in any adventure set in 
  the lands of the clan. Also, if you ever get caught 
  by them, they condemn you to work for them for 
  4TUs before you can escape and invoke the 
  “charity of friends” clause. 
  
  URC6-S03 Family Ties 
   
  Page 33 
  APPENDIX 1: APL 2
  ENCOUNTER 1: AMBUSH 
   
   
  Gareth and Liemm: Male Oeridian War1; CR 
  1/2; Medium Humanoid; HD 1d8+3; hp 11; Init 
  +2; Spd 30 ft; AC 16 (+4 armor, +2 Dex), touch 
  12, flat-footed 14; Base Atk +1; Grp +4; Atk/Full 
  Atk +5 melee (1d8+3, Masterwork heavy mace) 
  or +3 ranged(1d6, Shortbow); AL NE; SV Fort 
  +5, Ref +2, Will +0; Str 16, Dex 14, Con 16, Int 
  8, Wis 10, Cha 8; 
   
  Skills and Feats: Handle Animal +1, 
  Intimidate +1, Jump +4, Ride +4. Power Attack, 
  Weapon Focus (Flail, Heavy). 
   
  Possessions: 
  Masterwork 
  heavy 
  flail, 
  shortbow, 60 arrows, rations, token of Hextor 
  (Gareth only), chain shirt 
  Anya: female Oeridian Rgr2; CR 2; Medium 
  Humanoid; HD 2d8+2; hp 15; Init +4; Spd 30 ft; 
  AC 18 (+4 armor, +4 Dex), touch 14, flat-footed 
  14; Base Atk +2; Grp +4; Atk +4 melee (1d8+2, 
  Flail) 
  or 
  +7 
  ranged(1d8+2, 
  Masterwork 
  composite longbow (+2 Str)) or +8 ranged Within 
  30'  (1d8+3, Masterwork composite longbow (+2 
  Str)); Full Atk +4 melee (1d8+2, Flail) or +7 
  ranged(1d8+2, Masterwork composite longbow 
  (+2 Str)) or +5/+5 ranged Rapid Shot  (1d8+2, 
  Masterwork composite longbow (+2 Str)) or +8 
  ranged 
  Within 
  30' 
   
  (1d8+3, 
  Masterwork 
  composite longbow (+2 Str)) or +6/+6 ranged 
  Within 30', Rapid Shot  (1d8+3, Masterwork 
  longbow); AL LE; SV Fort +4, Ref +7, Will +0; 
  Str 14, Dex 18, Con 12, Int 8, Wis 10, Cha 8; 
   
  Skills and Feats: Handle Animal +4, Hide 
  +8, Listen +5, Ride +11, Spot +5, Survival +5. 
  Point Blank Shot, Precise Shot, Rapid Shot, 
  Track 
   
  Possessions: flail, masterwork composite 
  longbow (Str +2), 60 arrows, rations, chain shirt, 
  buckler 
  ENCOUNTER 4: THE BULLIES  
   
  Groushky: Male Rhenee War2; CR 1; Medium 
  Humanoid (Human); HD 2d8+4; hp 20; Init +3; 
  Spd 30 ft; AC 17 (+3 armor, +1 shield, +3 Dex), 
  touch 13, flat-footed 14; Base Atk +2; Grp +5; 
  Atk/Full Atk +6 melee (1d6+3, Sap) or +5 melee 
  (1d6+3, Club); AL CN; SV Fort +5, Ref +3, Will 
  +0; Str 16, Dex 16, Con 14, Int 8, Wis 10, Cha 8; 
   
  Skills and Feats: Jump +6, Swim +4. 
  Toughness, Weapon Focus (Sap). 
   
  Possessions: sap, studded leather armor, 
  club, buckler 
  Baldwin & Myrel: Male Oeridian Rog1; CR 1; 
  Medium Humanoid (Human); HD 1d6+3; hp 12; 
  Init +7; Spd 30 ft; AC 16 (+3 armor, +3 Dex), 
  touch 13, flat-footed 13; Base Atk +0/ Grp +1; 
  Atk/Full Atk +1 melee (1d6+1, Sap) or +1 melee 
  (1d6+1, Club); SA Sneak Attack (1d6); SQ 
  Trapfinding(Ex); AL CN; SV Fort +3, Ref +5, Will 
  +0; Str 12, Dex 16, Con 16, Int 10, Wis 10, Cha 
  8; 
   
  Skills and Feats: Bluff +3, Escape Artist +6, 
  Search +4, Sense Motive +4, Sleight of Hand 
  +6, Spot +4, Swim +3, Tumble +6, Use Magic 
  Device +3. Improved Initiative, Toughness. 
   
  Possessions: sap, studded leather armor, 
  club 
  ENCOUNTER 5: GOOD OL’ BOYS 
   
  Bird of Prey Street Thug: Male and female 
  Human Com1; CR 1/3; Medium Humanoid 
  (Human); HD 1d4+3; hp 7; Init +2; Spd 30 ft; AC 
  13 (+1 armor, +2 Dex), touch 12, flat-footed 11; 
  Base Atk/Grapple +0/+6; Atk/Full Atk +2 melee 
  (1d3+2, Unarmed Strike); AL N; SV Fort +3, Ref 
  +2, Will +0; Str 14, Dex 14, Con 16, Int 10, Wis 
  10, Cha 10; 
   
  Skills and Feats: Climb +6, Listen +4, Spot 
  +4. Improved Grapple, Improved Unarmed 
  Strike  
   
  Possessions: Thick coats (padded armor), 
  worthless trinkets 
  ENCOUNTER 8: THE NYRONDESE 
   
  Wilfred: Male Oeridian Rog1; CR 1; Medium 
  Humanoid; HD 1d6+1; hp 7; Init +2; Spd 30 ft; 
  AC 15 (+3 armor, +2 Dex), touch 12, flat-footed 
  13; Base Atk +0; Grp +3; Atk/Full Atk +4 melee 
  (1d6+3, Masterwork sap), +3 melee (1d6+3, 
  Rapier); AL N; SV Fort +2, Ref +5, Will +1; Str 
  16, Dex 14, Con 12, Int 12, Wis 10, Cha 10; 
   
  Skills and Feats: Bluff +4, Decipher Script 
  +5, Forgery +5, Gather Information +4, Hide +6, 
  Listen +4, Move Silently +6, Sleight of Hand +6, 
  Spot 
  +4, 
  Tumble 
  +6. 
  Combat Expertise, 
  Improved Feint. 
   
  Possessions: masterwork sap, masterwork 
  studded leather, rapier 
  
  URC6-S03 Family Ties 
   
  Page 34 
  Filbert and Ox: Male Oeridian Ftr1; CR 1; 
  Medium Humanoid; HD 1d10+2; hp 15; Init +5; 
  Spd 30 ft; AC 15 (+3 armor, +1 shield, +1 Dex), 
  touch 11, flat-footed 14; Base Atk +1; Grp +4; 
  Atk/Full Atk +6 melee (1d6+3, Masterwork sap), 
  +4 melee (1d6+3, Rapier); AL N; SV Fort +5, 
  Ref +2, Will +1; Str 16, Dex 12, Con 14, Int 12, 
  Wis 10, Cha 10; 
   
  Skills and Feats: Handle Animal +4, Jump 
  +6, Ride +5, Swim +5. Improved Initiative, 
  Toughness, Weapon Focus (Sap). 
   
  Possessions: masterwork sap, masterwork 
  studded leather, rapier, buckler 
  ENCOUNTER 9: A BLINDING 
  PARADE 
   
   
   
   
   
  Cierregh of the Tenha: Male Flan Pal3; CR 3; 
  Medium Humanoid; HD 3d10+3; hp 28; Init +0; 
  Spd 20 ft; AC 15 (+5 armor), touch 10, flat-
  footed 15; Base Atk +3; Grp +6; Atk/Full Atk +8 
  melee (1d6+5;20/x2,  +1 Quarterstaff); SA Smite 
  evil; SQ Aura of courage, aura of good 
  (moderate), code of conduct, divine grace, 
  divine health, lay on hands (6); AL LG; SV Fort 
  +6, Ref +3, Will +4; Str 16, Dex 10, Con 12, Int 
  10, Wis 12, Cha 14; 
   
  Skills and Feats: Diplomacy +10, Knowledge 
  (religion) +2, Ride +6, Sense Motive +5. Power 
  Attack, 
  Toughness, 
  Weapon 
  Focus 
  (Quarterstaff).  
   
   
  Possessions: holy symbol of Pholtus, +1 
  quarterstaff, masterwork breastplate 
   
  
  URC6-S03 Family Ties 
   
  Page 35 
  PLAYER HANDOUT 0: THE HERALDIC CRESTS OF THE 
  COUNTY OF URNST 
   
  Shield 1: County of Urnst 
   
  Shield 2: House Gellor 
   
  Shield 3 House Duncombe 
   
  Shield 4: House Dane 
   
  Shield 5: House Underley 
   
  Shield 6: House Torquann 
  
  URC6-S03 Family Ties 
   
  Page 36 
   
  Shield 7 Radigast City 
   
  Shield 8 Farvaren Merchant House 
   
   
  Shield 9: Lady Rachel Duncombe 
   
   
  Shield 10 United Kingdom of Ahlissa
  
  URC6-S03 Family Ties 
   
  Page 37 
  PLAYER HANDOUT 1: THE CONTENDERS 
   
   
   
   
  
  URC6-S03 Family Ties 
   
  Page 38 
  PLAYER HANDOUT 2: LORD UNDERLEY’S WRIT 
   
   
   
   
   
  By order of Lady Melnie Underley, 
  By 
  presenting 
  this 
  writ, 
  the 
  following 
  adventurers [your names are written] are 
  acting as emissaries of mine.  
  Please give them the proper regards and respect. 
  They are running errands in my name to 
  gather a series of minor trinkets. 
   
  Melnie Underley 
  Obsidian Conclave 
   
   
  
  URC6-S03 Family Ties 
   
  Page 39 
  PLAYER HANDOUT 3: THE 4 LETTERS 
   
  Travel to Radigast City and do the following: 
  • 
  Ascertain the local populace’s loyalty 
  • 
  Who do they support? 
  • 
  How loyal to that cause are they?  
  • 
  Meet with Lord Darius Alan Dane  
  • 
  Ascertain his goals, ambition and interests 
  for the throne. 
  • 
  Make estimation as to his capabilities as a 
  Count. 
   
   
  Travel to Trigol and do the following: 
  • 
  Ascertain the local populace’s loyalty 
  • 
  Who do they support? 
  • 
  How loyal to that cause are they?  
  • 
  Meet with Lady Rachel Duncombe 
  • 
  Ascertain her goals, ambition and interests 
  for the throne. 
  • 
  Make estimation as to her capabilities as a 
  Countess. 
   
   
  Travel to Stone Battle and do the following: 
  • 
  Ascertain the local populace’s loyalty 
  • 
  Who do they support? 
  • 
  How loyal to that cause are they?  
  • 
  Meet with Lord Agnard Gellor  
  • 
  Ascertain his goals, ambition and interests 
  for the throne. 
  • 
  Make estimation as to his capabilities as a 
  Count. 
   
   
  Travel to Ventnor Stockade and do the following:
  • 
  Ascertain the local populace’s loyalty 
  • 
  Who do they support? 
  • 
  How loyal to that cause are they?  
  • 
  Meet with Duke Gellor 
  • 
  Ascertain his goals, ambition and interests 
  for the throne. 
  • 
  Make estimation as to his capabilities as a 
  Count. 
  
  URC6-S03 Family Ties 
   
  Page 40 
  PLAYER HANDOUT 4: MAP OF TRIGOL 
   
  
  URC6-S03 Family Ties 
   
  Page 41 
  PLAYER HANDOUT 5: TENETS OF THE FAITH OF PHOLTUS 
   
  • 
  Display a “Perfect Knowledge of the Laws of Pholtus”. 
  • 
  Uphold the teachings of the Church of the One True Path, 
  for it is the Way to follow Pholtus into the Blinding Light. 
  • 
  Teach the children. 
  • 
  Neither tolerate disrespect to the Church nor allow any harm 
  to come to its flock. 
  • 
  Defend the clergy of Pholtus. 
  • 
  Allow no person, beast or property to go without when you 
  have plenty. 
  • 
  Convert unbelievers to the tenets of the Church of the One 
  True Path. 
  • 
  Allow no person to proclaim the teachings of Chaos, Evil or 
  false cults. 
  
  URC6-S03 Family Ties 
   
  Page 42 
  PLAYER HANDOUT 6: REPORT TO LADY MELNIE 
   
   
  Did you meet with Lord Darius Alan Dane? 
   
   
  Yes / No 
  Who supports him?  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  What are his goals as a Count?  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Do you think he would make a good Count?  
   
  Yes / No 
   
  Did you meet with Lady Rachel Duncombe?  
   
   
  Yes / No 
  Who supports her?  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  What are her goals as Countess?   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Do you think she would make a good Countess? 
   
  Yes / No 
   
  Did you meet with Lord Agnard Gellor?   
   
   
  Yes / No 
  Who supports him?  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  What are his goals as a Count?  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Do you think he would make a good Count?  
   
  Yes / No 
   
  Did you meet with Duke Gellor?   
   
   
   
  Yes / No 
  Who supports him?  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  What are his goals as a Count?  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Do you think he would make a good Count?  
   
  Yes / No 
   
  Who do you think would make the best Count(ess): 
  Lord Darius Dane  /  Lady Rachel Duncombe  /  Lord Agnard Gellor  / Duke Gellor 
  Why? 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/County of Urnst/596/Intro mods/URCi6-03 - Family Ties/URCi6-03 - Family Ties.pdf