TEXT: ONW1-01
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  Version 1
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  A desperate band of slaves, captive of the much-feared Scarlet Brotherhood, are cast into a mysterious
  tunnel discovered under Scant itself. With nothing but their wits they must survive many subterranean
  trials to escape from Scant! An adventure for 1st level characters.
  DUN GEO NS & DR AGON S, D&D, G REYHAWK and R PG A are register ed t radem ar ks o f
  Wizar ds o f t he Coast , Inc . LIVIN G G REYHAWK is a t radem ar k o f Wizar ds o f t he Coast ,
  Inc . S cenario d et ail co pyright 2001 b y Wizar ds o f t he Coast , Inc . ALL R IGHT S
  R ESER VED. T his scenar io is int en ded f or t ourn ament use o nly and m ay no t b e
  rep rod uced wit hou t app ro val o f t he R PG A Net wor k.   
  
  Escape from Scant
  Page 2
  Thi s is  a RP GA N e tw or k a dv e nt ure g a m e.  A 
  f our -hour  t im e bl ock ha s be e n a llo ca t e d f or 
  pl a yi ng t he g a m e (o r t his ro und of t he g a m e) , but 
  t he a ct ua l pl a yi ng t im e w ill be a bo ut t hre e hour s.
  It is  a g oo d id e a t o a sk e a ch pl a ye r  t o put a 
  na m e t a g in f ro nt of him or  he r. The t a g sho uld
  ha v e t he pl a ye r 's  na m e a t t he bo t to m , a nd t he 
  cha r ac t er 's  na m e , ra c e,  a nd g e nde r a t t he t op . Thi s
  m a ke s it e a sie r  f or  t he pl a ye r s t o ke e p t ra ck of w ho
  is  pl a yi ng w hich cha r ac t er .
  Sc or ing t he g a m e f or  RP GA po int s: The RP GA
  ha s t hre e w a ys  t o sc ore t his g a m e.  C onsul t y our 
  co nv e nti on co or dina t or  t o de t e rm ine 
  w hich
  m e tho d t o use : 
  1. 
  N o- v ot e   sc ori ng : The pl a ye r s w rit e t he ir na m e s
  a nd num be rs  on t he sc ori ng pa c ke t  g rid , y ou
  f ill in t he t op of t he g rid . Tha t is  a ll. N o one is 
  ra t e d. Thi s m e tho d is  use d f or  pe o ple w ho a re 
  j ust pl a yi ng f or  f un.
  2. 
  Pa r ti a l sc ori ng : The pl a ye r s ra t e t he g a m e
  m a st e r a nd t he sc e nar io on t he ir pl a ye r  v ot ing 
  she e t , a nd pr ov id e pe r sona l  inf or m at io n, but 
  do n’t v ot e f or  ot he r pl a ye r s. The g a m e m a st e r
  ra t e s t he sc e nar io a nd co m ple t e s pe r sona l  a nd
  e v e nt inf or m at io n, but do e s not ra t e t he 
  pl a ye r s a s a t e a m or  v ot e f or  pl a ye r s. Thi s
  m e tho d is  use d w he n t he re is  no co m pe t it ion,
  but 
  t he 
  co nv e nti on 
  co or dina t or  
  w a nts 
  inf or m at io n a s t o how t he g a m e m a st e rs a re 
  pe r fo rm ing , or  t he g a m e 
  m a st e r w a nts 
  f e e dba c k on his  or  he r ow n pe r fo rm a nce .
  3. 
  V ot ing : Pl a ye r s a nd g a m e m a st e rs co m ple t e 
  t he e nt ire pa c ke t , inc luding v ot ing f or  be s t
  pl a ye r . If t his m e tho d is  use d , be sur e t o a llo w
  a bo ut 1 5 -2 0 m inut e s f or  t he pl a ye r s t o br ie f ly 
  de s cri be t he ir cha r ac t er s t o t he ot he r pl a ye r s,
  a nd a bo ut 5 - 10 m inut e s f or  v ot ing . Thi s
  m e tho d is  use d w he n t he pl a ye r s w a nt t o kno w 
  w ho pl a ye d t he be s t a m ong st t he m,  or  w he n
  t he a dv e nt ure is  run in t our nam e nt f or ma t 
  w it h 
  w inne rs 
  a nd 
  pr iz e s. 
  Mul ti -r ound
  a dv e nt ure s usua ll y re q uire d a dv a nci ng a 
  sm a lle r  num be r of pl a ye r s t ha n pl a ye d t he 
  f irs t ro und, so v ot ing is  re q uire d f or  m ult i- 
  ro und a dv e nt ure s. 
  When using Voting, rank the players in order
  of your voting choice while they are completing
  their forms, so that you are not influenced by
  their comments on your abilities.
  The pl a ye r s a re f re e t o use t he g a m e rul es  t o le a rn
  a bo ut e qui pm e nt a nd w e ap ons  t he ir cha r ac t er s a re 
  ca r ry ing .
  So m e of t he t e xt in t his sc e nar io is  w rit t e n so 
  t ha t y ou m a y pr e se nt it a s w rit t e n t o t he pl a ye r s,
  w hile ot he r t e xt is  f or  y our  e y e s onl y . Te x t f or  t he 
  pl a ye r s w ill be in bo ld it a lic s. It is  st ro ng ly 
  re c om m end e d t ha t y ou pa r a phra s e t he pl a ye r  t e xt ,
  ins te a d of re a d ing it a lo ud, a s so m e of t he t e xt is 
  g e ne ra l a nd m ust be a da p te d t o t he sp e cif ic
  si tua t io n or  t o a ct io ns of t he pl a ye r  cha r ac t er s.
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  This adventure is untiered. It is for 1st level
  characters. Characters above this level should not
  be used in this adventure.
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  The PCs start this adventure as prisoners of the
  Scarlet Brotherhood. They are all penniless and
  without equipment. Lifestyle costs do not play
  any role in this module.
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  The city of Scant, the capital of Onnwal, has been
  virtually 
  besieged since the beginning of the
  Brewfest Rebellion in 586 CY. Within a month the
  rebel forces had freed much of the countryside
  although 
  the Brotherhood 
  still 
  held 
  a few
  cantreds in the west of the country and the city of
  Scant.
  Neither side has the power or the manpower
  to decisively end the conflict – the Brotherhood
  can hold Scant but they have not the strength to
  destroy the rebels while the rebels do not have
  the manpower to break the virtually impregnable
  fortifications of Scant.
  Almost constant skirmishing does take place
  however around the approaches to Scant and it
  was during one of these confused night actions
  three days ago that a portion of the wall on Gate
  Hill was damaged.
  The population of Scant mostly exists 
  as
  slaves for the Brotherhood oppressors, although
  those that possess Suel characteristics have been
  granted a modicum of citizenship. Those unlucky
  enough not to receive this have been formed into
  work gangs, used by Kuranyie’s Herdsmen to
  repair damage done to the city in the ongoing
  struggle.
  Whilst attempting to repair the latest damage
  to the cities fortifications, 
  slaves “harvesting”
  stone from nearby buildings in the region of Gate
  Hill uncovered a passageway that seemed to run
  under the outer wall of the city. Work was
  immediately stopped and Maranefel Toktot, the
  Kesh of Scant, was called to the scene. (A Kesh is
  the Scarlet 
  Brotherhood 
  term 
  for 
  one 
  who
  administers an area or large population center).
  Maranefel immediately determined that this
  passageway constituted a danger to the security
  of the city and ordered it explored fully and then
  sealed. The next day a group of six Brotherhood
  agents were sent into the passageway to discover
  where it leads, who built it and if the Resistance
  is somehow involved.
  This group has not returned and many in
  positions of power fear the worst. The hole was
  
  Escape from Scant
  Page 3
  sealed and a strong guard and warding magics
  were placed about it. Since the disappearance of
  his followers Maranefel has expended various
  divinatory spells to discover that the tunnel is
  very old in origin, and seemingly unlinked to the
  Resistance.
  Maranefel Toktot was however not finished
  with the mysterious passageway. As brilliant as
  he was twisted he deemed the risks to another
  group of Brotherhood agents too great and so hit
  upon the following plan. He would select a group
  of slaves from among the many he commanded
  and cast them into the hole with orders 
  to
  discover what they could of its construction and
  then return. The slaves would be motivated by
  promises of freedom, surviving individuals being
  permitted to live the city.
  Maranefel is of course lying. He does not
  expect 
  anyone 
  to survive 
  the rigors 
  of the
  passageway. Indeed he expects to have to send
  several groups of slaves through the complex
  before all the traps and guardians have been
  overcome. He does however realize that even
  doomed people fight better when they have hope.
  Anyone who survives the complex below the
  streets, and who returns to him, will be slain
  after 
  they 
  have 
  interrogated 
  about 
  their
  experiences.
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  GGGGoooonnnneeee    BBBBeeeeffffoooorrrreeee…
  …
  …
  …
  Throughout the text of the module are sections
  entitles 
  “What 
  Has 
  Gone 
  Before…” 
  These
  sections describe the actions of the Brotherhood
  scouting party that entered the tomb before the
  PCs. This section throws light on the challenges
  they faced, and their fates.
  The Brotherhood 
  party consisted 
  of Turo
  (male human Rog1), Korvaras Van (male human
  Wiz2/Clr1 of Syrul), Alesco Madi (male human
  Ftr1), Athania (female human CLr1 of Wee Jas),
  Brouka (male human Ftr1) and Sister Julmar
  (female 
  human 
  Mnk2) 
  the 
  leader 
  of 
  the
  expedition.
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  Some PCs such as sorcerers, bards and clerics
  normally 
  have spell casting abilities. 
  As the
  module 
  opens 
  with 
  the 
  PCs 
  having 
  been
  imprisoned some of these abilities will operate at
  a reduced level of effectiveness. For more class-
  specific information refer to the text below.
  Bards
  A bard’s ability to cast spells will be unaffected by
  imprisonment. Therefore bards will be able to
  cast spells as normal during this adventure. The
  Bard 
  must 
  have 
  access 
  to 
  any 
  material
  components required to cast desired spells.
  Clerics
  As clerics pray or meditate for their spells their
  ability to relearn spells will be unaffected by
  imprisonment. clerics will have had to conceal
  their vocation because the Scarlet Brotherhood
  routinely tortures and kills clerics of non-suel
  origin. Due to this “disguise” clerics will not
  initially have access to a holy symbol. This will
  render the cleric unable to turn undead until a
  suitable holy symbol is found (or fashioned).
  Druids
  As druids pray or meditate for their spells their
  ability to relearn spells will be unaffected by
  imprisonment. druids will have had to conceal
  their vocation because the Scarlet Brotherhood
  routinely tortures and kills clerics of non-suel
  origin. Due to this “disguise” Druids will not
  initially have access to a holy symbol.
  Sorcerers
  A sorcerer’s 
  ability to relearn 
  spells will be
  unaffected by imprisonment. Therefore sorcerers
  will be able to cast spells as normal during this
  adventure. The sorcerer must have access to any
  material components 
  required to cast desired
  spells.
  Wizards
  Wizards have to memorise spells their spells, and
  this will not be possible before the beginning of
  the module. Have beginning wizards select which
  spells they would have in their spellbooks. They
  then may memorise from this list two O-level
  spells and one 1st-level spell. The Wizard must
  have access to any material components required
  to cast desired spells.
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  At the start of the module the PCs will have been
  imprisoned for an indeterminable 
  amount 
  of
  time. On the occasion of their capture each PC
  would 
  have 
  been 
  thoroughly 
  searched. 
  The
  Brotherhood will have taken anything remotely
  of value leaving their captives only ragged and
  dirty basic clothing. Even boots and belts have
  been taken.
  Treasure
  A perusal of the various encounters presented
  herein and the Treasure Summary, will reveal
  that there is more treasure available 
  in this
  module than in other 1st-level adventures. This is
  simply 
  because 
  the PCs start 
  with 
  nothing.
  Creative and persistent PCs will not only be able
  to escape the tomb but also be able to equip
  themselves along the way.
  Holy Symbols
  Once access has been gained to a source of wood
  and a sharp instrument (and given sufficient
  time) crude holy symbols could be fashioned.
  Several holy symbols could be found in the tomb
  and it is possible that these could be used by PC
  clerics.
  
  Escape from Scant
  Page 4
  Vision
  At the outset of the adventure the PCs’ sources of
  vision are somewhat limited. An aid memoir is
  presented below detailing the effectiveness of the
  various light sources available to the PCs
  Source
  Light
  Duration
  Candle
  5-ft. radius
  1 hour
  Torch
  20-ft. radius
  1 hour
  Dancing Lights 20-ft. radius each
  1 minute
  Light
  20-ft. radius
  10 minutes
  Faerie Fire
  5-ft. radius
  1 minute
  It should be noted that Low-light Vision only
  works in areas of poor illumination thus will be
  useless in any part of the tomb barring areas 1.
  and 2, unless the PCs take a light source with
  them. Darkvision is effective throughout the
  tomb.
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  Whhhhaaaatttt    LLLLiiiieeeessss    UUUUnnnnddddeeeerrrr    SSSSccccaaaannnntttt
  The 
  builder’s 
  excavations 
  have 
  accidentally
  uncovered the entranceway to an ancient Flan
  tomb that was built to house a great champion
  who fell defending the land against Suel invaders.
  The traps and guardians of the tomb are still
  active, as the tomb has not been disturbed since it
  was sealed. It is these that slew the original
  Brotherhood adventurers.
  TTTThhhheeee    SSSSeeeewwwweeeerrrrssss    ooooffff    SSSSccccaaaannnntttt
  Below find some general notes on the Sewers of
  Scant. This information can be used to add lib
  during this adventure if the PCs penetrate the
  sewers or to create further adventures beneath
  Scant.
  The sewers of Scant 
  have gone 
  through
  several different 
  phases 
  of construction 
  (and
  rebuilding). Sewers were first built here when
  the area fell under Imperial rule during the days
  of the Aerdi Empire. The Szek sought a place to
  build his castle and a town quickly sprang up to
  service the lord and his retainers. He built his
  castle on the cliffs overlooking the sheltered bay
  that possessed the deepest and most protected
  anchorage on the Onnwalish Peninsula.
  The oldest sections of the sewers are those
  that are closest to the waterfront. An Imperial
  edict decreed that no sewer outlet could open
  directly into the harbour itself, and so engineers
  had to cut many miles of tunnels through the
  living rock of the 
  peninsula 
  to 
  allow 
  the
  effluence to escape up and down the coast. Since
  then, 
  however, 
  additional 
  works, 
  lack 
  of
  maintenance, and a few nefarious 
  individuals
  have created several tunnels that link the sewers
  with the docks. Several other passages have also
  been opened up, some connecting with natural
  caverns and sea caves.
  Although cut out of the solid rock, the walls
  and ceiling of the sewers has been 
  further
  strengthened by the addition of bricks, held in
  place by special water-resistant mortar. Many of
  these are crumbling and the passages leak in
  many places where whole sections of brick and
  mortar have fallen away.
  The sewers, of course, stink. The smell will
  pervade the PCs’ nostrils, clothes, and equipment.
  After about an hour of exposure most PCs will no
  longer 
  notice 
  the 
  stench. 
  Wherever 
  the
  adventurers go in the sewers they will constantly
  hear the sound of running water. Often things
  will move in the half-light of their torches and
  small red eyes will glare back at them out of the
  darkness. Walkways under foot will be slippery
  and treacherous, and the menace of disease will
  be ever present.
  Several distinct kinds of cisterns and passages
  make up the sewers and these are detailed below
  for background and descriptive purposes.
  Cisterns
  The flow of water is controlled by a cunning
  system of cisterns that collect water from all
  parts 
  of the city. Most were constructed 
  in
  Imperial 
  times. 
  None 
  have been 
  adequately
  maintained and all are in need of repair. Some
  leak severely. The cisterns have been built at a
  higher level than the waterways and a series of
  gates and offshoot pipes feed the waterways that
  have been dug beneath them. The pipes that feed
  the waterways are uniformly steep and almost
  impossible to climb when water is flowing down
  them. Cisterns are typically forty feet deep and
  thirty feet wide. Some are shallower than this
  due to the centuries long accumulation of debris
  and waste.
  Flow-pipes
  Flow-pipes originate all over the city and direct
  water into both waterways and cisterns. Never
  more than 2 feet in diameter they are impassable
  to all but particularly brave halflings and small
  gnomes. All are steep and uniformly wet. They
  enter waterways through the walls or ceilings
  and those who stand under one long enough are
  guaranteed an unpleasant surprise!
  Waterways
  “Waterways” 
  is the term given to the pipes
  roughly 20 feet in diameter that flow gradually
  “down hill” towards the sea. Most of these were
  constructed in Imperial times and all are old and
  in need of repair. Waterways are characterized by
  two walkways each about 3 to 5 feet wide between
  which a channel has been cut that carry water
  away. These walkways are normally slippery and
  covered in slime, detritus and other obstructions.
  Rats 
  are 
  common 
  here. 
  The water 
  running
  between the walkways is never more than three
  feet deep and normally around 2 feet deep.
  Encounters within the Sewers
  The sewers are a living, breathing environment.
  To reflect this many encounters will actually
  occur in the waterways of the place to simulate
  
  Escape from Scant
  Page 5
  the movement of the inhabitants of the sewers as
  they search 
  for 
  food 
  and 
  valuables. 
  A few
  creatures have claimed and held small areas and
  have actually managed to prosper.
  No random encounter tables are given as this
  is a tournament module—all encounters should
  be handled as the text indicates—although the
  DM 
  is 
  free 
  to 
  throw 
  in 
  inconsequential
  encounters with rats, bats, mysterious sounds
  etc.
  Disease
  As previously 
  mentioned 
  individuals 
  spending
  time in the sewers run the chance of contracting
  a disease. Although this is unlikely to affect the
  cause of play during this module disease can have
  the effect of reducing the PCs available time slots
  to adventure in. Extreme cases could result in the
  death of an individual. The statistics for the
  disease appear below. For more information on
  disease consult page 75 of the Dungeon Master’s
  Guide.
  Disease
  Infection DC Incubation Damage
  Filth Fever Injury
  12
  1d3 days
  1d3 Dex,
  1d3 Con
  Filth Fever can be contracted in several ways.
  Firstly Dire Rats spread it. Any PC injured by a
  Dire Rat should make an immediate Fortitude
  saving throw (DC 12). If unsuccessful 
  he has
  contracted the disease. Filth Fever can also be
  contracted when an open wound is exposed to the
  effluent in the sewers. For example if a PC who
  has a slash on his arm falls into the sewer he
  should make a Fortitude saving throw to resist
  contracting the disease.
  Dealing with the Affects of Disease
  Before play is concluded and the players leave the
  table the status of any infected PC should be
  determined. Don’t forget if a PCs Constitution is
  reduced to “0” he is dead. The results of the
  disease, and the time taken to overcome 
  the
  infection, should be noted on the PCs record
  sheet.
  AAAAddddvvvveeeennnnttttuuuurrrreeee    SSSSyyyynnnnooooppppssssiiiissss
  This adventure is a not akin to normal modules
  because, 
  as 
  the 
  action 
  opens 
  the 
  Player
  Characters 
  (hereafter referred to as PCs) are
  imprisoned by the Scarlet Brotherhood.
  The PCs are selected by Maranefel as the first
  to have the “honour” 
  of being the first 
  to
  investigate 
  the mysterious 
  passage. 
  They are
  marched under guard to Gate Hill, where the
  passageway 
  is found 
  and 
  informed 
  of their
  mission by Maranefel Toktot, Kesh of Scant. 
  Briefed, they are unceremoniously 
  ordered
  into the hole by their captors. Although they may
  ask they are given no equipment besides a torch.
  All they have to survive the tomb is the clothes
  they wear and their wits.
  They will discover that the passageway slopes
  downwards in the direction of the city wall.
  Exploring they will come across the tomb with its
  attendant 
  undead 
  guardians 
  and 
  fell 
  traps.
  Throughout their exploration they will discover
  the bodies of the original explorers who perished
  attempting to discover the true extent of the
  tomb. They will be able to loot their bodies to
  gain 
  equipment 
  and 
  particularly 
  clever 
  and
  inventive PCs may discover other items in the
  tomb that can be used as weapons.
  The PCs will also discover that at some point
  in the past one of the outer walls of tomb has
  collapsed into the sewers of Scant offering them
  an avenue of escape. PCs will have to decide
  whether to take this escape route or to finish
  exploring the tomb.
  PPPPllllaaaayyyyeeeerrrr’’’’ssss    IIIInnnnttttrrrroooodddduuuuccccttttiiiioooonnnnssss
  When the Players 
  are comfortable, 
  you have
  answered any initial questions 
  they have and
  they have indicated that they are ready read the
  text below. This would be a good time for the PCs
  to introduce themselves to each other.
  You have all been prisoners of the Brotherhood
  for sometime now, although none of you really
  know how long you have been incarcerated
  because for much of the time you have been kept
  below ground. On the occasions that you leave
  your cells you have been forced to become part of
  the work gangs repairing damage done to its
  fortifications by rebel forces 
  attempting 
  to
  liberate 
  the 
  city. 
  Comparatively 
  speaking
  however your imprisonment is mild compared to
  what those sent to the foreboding fortress
  Oblestone 
  endure 
  at 
  the 
  hands 
  of 
  the
  Brotherhoods mages.
  Today is different. You (and five other
  prisoners) have been singled out by your guards
  and shackled together. You have been led through
  Scant to Gate Hill in the west of the city. The
  early morning air is cool and the wind picks at
  your tattered clothing as you shuffle in the
  direction indicated by the hafts of your captor’s
  weapons. Escape is impossible surrounded as you
  are by twelve heavily armed hochebi (hobgoblin)
  warriors.
  Hochebi Guards (12): CR 1/2; Medium Humanoid
  (6 ft. 6 in.); HD 1d8+1; hp 5; Init +1 (+1 Dex); Spd 30
  ft.; AC 15 (+1 Dex, +3 Studded leather armour, +1
  small shield); Atks +1 melee (longsword 1d8+1), +2
  ranged (javelin 1d6+1); SA none; SQ darkvision 60’;
  AL lawful evil; SV Fort +3, Ref +1, Will +0.
  Str 11, Dex 13, Con 13, Int 10, Wis 10, Cha 10.
  Skills: +1 Hide, +3 Listen, +3 Move Silently, +3
  Spot. Feats: Alertness.
  Equipment: 
  Studded 
  leather 
  armor 
  small
  shield, longsword, dagger, javelin.
  
  Escape from Scant
  Page 6
  If the PCs attempt 
  to escape, 
  the hochebi
  warriors 
  will 
  beat 
  the 
  transgressors 
  into
  unconsciousness and then will drag them off to
  their “appointment” with Maranefel Toktot. The
  hochebi warriors (who speak Common) do not
  care if the PCs speak amongst themselves (as long
  as they don’t discuss escape).
  Unaware of the actual date you can, however,
  estimate by the fierce wind blowing off the
  Gearnat and the laden storm clouds in the air
  that it is sometime in the spring. The people you
  see on your trek across the city appear uniformly
  beaten and demoralised. Here and there moving
  through the streets can be seen groups of
  Hochebi who appear to be maintaining “law and
  order”. They appear to be assisted by strangely
  clad and equipped humans of obvious Suel
  descent who, it is whispered, hail from the
  steaming jungles of Hepmonaland far to the
  south. A strutting red-clad Brotherhood agent
  leads each group through its duties.
  Gate 
  Hill 
  commands 
  access 
  to 
  the
  Langneck—a thin sliver of land that connects
  Scant to the mainland and is therefore vital to
  the defence of the city.
  Reaching what you assume is your goal your
  are ordered to halt and are given a small amount
  of stale bread and brackish water, which although
  almost unpalatable you wolf down. You wait thus
  for at least an hour until another group joins
  your own. Twenty-four strong and armed and
  armoured more heavily than your own escort you
  note that in the centre of this company stands
  but one person. Heavily cowled against the
  morning chill in a deep scarlet cloak “he” exudes
  the unmistakable aura of authority and power.
  The man throws back his cowl to address you
  and with a start you realise that you are in the
  presence of Maranefel Toktot, Kesh of Scant and
  a butcher of many Onnwalons. His voice whip-
  like and powerful shatters the dawn silence:
  “Onnwalon scum, you have been brought here
  to perform a task for me. Succeed and you will be
  set free, allowed to live here in Scant. Fail and
  you will die. Several days ago a passageway was
  discovered under the city. It is your job to explore
  this passageway and discover what lurks within
  it. Return with this knowledge and I will reward
  you.”
  Maranefel will pause here, allowing the PCs to
  ask any questions that they might have. If they
  have none he will gesture to the hole and the PCs
  will be forced to descend a rickety wooden ladder
  into the passageway, which will be pulled up after
  them. A list of possible questions is listed below
  along with Maranefel’s response.
  DDDDoooo    wwwweeee    ggggeeeetttt    aaaannnnyyyy    eeeeqqqquuuuiiiippppm
  m
  m
  meeeennnntttt????
  “No, we will not waste equipment on those who
  may die whilst performing their duties.”
  W
  W
  W
  Whhhhaaaatttt    eeeellllsssseeee    iiiissss    kkkknnnnoooowwwwnnnn    aaaabbbboooouuuutttt    tttthhhheeee    ppppaaaassssssssaaaaggggeeee????
  “It appears to slope down under the city wall. No
  one who has entered the passageway has come
  out again.”
  HHHHoooowwww    m
  m
  m
  maaaannnnyyyy    ooootttthhhheeeerrrr    eeeexxxxppppeeeeddddiiiittttiiiioooonnnnssss    hhhhaaaavvvveeee    tttthhhheeeerrrreeee    bbbbeeeeeeeennnn????
  “One and six brave Brotherhood agents are
  assumed dead. Retrieve their bodies and I may
  reward you further.”
  W
  W
  W
  Wiiiillllllll    wwwweeee    bbbbeeee    uuuunnnnsssshhhhaaaacccckkkklllleeeedddd????
  “Yes, but if you attempt to escape you will be
  tortured to death in front of the populace who
  will be forced to watch you die, and I promise you
  it will take days.”
  Maranefel 
  will 
  grow 
  tired 
  quickly 
  of 
  the
  questioning as he sees the PCs as little more than
  pawns doomed to die. After a few minutes he will
  loose his patience and order the PCs into the
  hole.
  From out of the dark clouds above big, heavy
  drops of rain begin to fall. As the rain increases in
  intensity Maranefel, with an upraised hand,
  indicates that your question time is over and
  shouts “Unshackle them”. A hochebi hurries
  forward and unlocks your shackles, while the
  others, with drawn weapons, watch you closely.
  Once you are all loose the hochebi warriors force
  you to towards the hole.
  Note: if the PCs try to escape now you should
  make it plain to them that success is virtually
  impossible. They are surrounded by three score
  heavily armed veteran hochebi warriors. If they
  persist 
  have the hochebi 
  troops 
  beat 
  them
  unconscious 
  and 
  throw 
  them 
  into 
  the
  passageway.
  When the PCs have all indicated that they will
  climb down the ladder read the following 
  to
  them:
  As the last of you steps off the ladder a hochebi
  from above throws a lit torch at your feet while
  two others quickly haul the ladder to the surface.
  You are standing in a passageway that slopes
  downwards towards the outer wall of Gate Hill.
  In the other direction the passageway rises
  gradually into the gloom. The spluttering light of
  your torch reveals that the passageway is about
  10 feet wide and perhaps 15 feet high. The walls
  seem to be decorated in some form of writing or
  pictorial representation of events long past.
  Abruptly from above the sunlight spilling in is
  cut off by something being manoeuvred into
  place to cover access to the tunnel. Only the
  single lit torch that you have been given now
  keeps the darkness at bay. Sounds from above are
  muffled and all you can hear about you is the
  muffled sound of your comrades breathing.
  
  Escape from Scant
  Page 7
  The PCs are in the original entranceway to the
  tomb. To the east lies the rest of the complex,
  while to the west the capstone 
  blocking the
  initial entrance can be found.
  If the PCs investigate the paintings on the
  walls read them the following:
  The walls seem to have been decorated in vividly
  coloured scenes of battle. Much of it is badly
  degraded (and in some places it seems to have
  been recently scratched off) but some portions
  are still legible. In the pictures, humans of noble
  countenance are depicted struggling against red-
  haired invaders from the sea. Towards the
  eastern end of the passageway a scene showing
  the death of a particularly noble warrior is
  dramatised. After this, leading to what appears to
  be a doorway, a funeral procession of sorts is
  depicted.
  Up the passageway the pictures on the wall
  have suffered more than most 
  and almost
  nothing can 
  be 
  made 
  out. 
  Some scattered
  fragments 
  remain, 
  seeming 
  to 
  paint 
  the
  inhabitants of the peninsula as a noble, peaceful
  people.
  On a successful Spot check (DC 16) a PC will be
  able to make out an earlier scene in which the
  noble human appears to be slaying several of the
  invaders with a very well crafted spear. No other
  information is available here and the PCs must
  either proceed east or west to continue.
  1111.... TTTThhhheeee    OOOOrrrriiiiggggiiiinnnnaaaallll    CCCCaaaappppssssttttoooonnnneeee
   A huge stone that completely seals the corridor
  blocks PCs progress further up the passage.
  Ahead of you a massive stone completely blocks
  any further progress down the passageway. From
  what you can discern the surface of the stone is
  extremely smooth.
  Further investigation of the stone will reveal
  nothing further of interest. If the PCs which to
  proceed they will have no option but to proceed
  back down the corridor to the east.
  The stone is immovable, 
  no matter 
  how
  strong those who attempt this feat are. This was
  the original entrance/exit of the tomb.
  2222....    TTTToooom
  m
  m
  mbbbb    EEEEnnnnttttrrrraaaannnncccceeee
  This is the entrance to the tomb proper.
  Ahead of you a massive capstone partially blokes
  the passageway. Small amounts of earth and
  rocks have been dislodged from the surrounding
  walls by the movement of the stone and lie
  scattered about in front of what appears to be a
  doorway of ancient design. Unfamiliar sigils are
  carved into both sides of the “door”. Carved into
  the rock above the portal appears to be a crude
  representation of the sun.
  The stone however blocks any sight of what may
  lie beyond.
  The gap between the stone and the “doorframe”
  on the right hand side is about 2 feet wide, which
  should be ample for the unequipped PCs to slip
  through. PCs who listen before continuing will
  hear nothing. The stone itself is not carved and
  quite smooth. It is quite massive and immovable.
  The sigils seem to have been defaced in the same
  fashion as some of the murals in the entrance
  corridor.
  3333....    FFFFiiiirrrrsssstttt    AAAAnnnntttteeeecccchhhhaaaam
  m
  m
  mbbbbeeeerrrr
  This 
  chamber 
  is 
  accessed 
  from 
  the 
  Tomb
  Entrance. This is the first area where PCs will
  encounter evidence of earlier expeditions.
  The chamber is wider than the passageway that
  you have just traversed. It seems to be about 20
  feet wide and 30 feet long. Pillars that progress
  down the room in two rows hold up the roof,
  which is about 15 foot high. Immediately ahead
  of you, about 10 feet distant appears to lie three
  piles of bones that have obviously been brutally
  destroyed.
  To see further into the chamber you will have
  to advance…
  The piles of bones ahead of the party are the
  remains 
  of three 
  skeletons 
  the Brotherhood
  party destroyed during their initial explorations.
  Each of the slender pillars is constructed of plain
  dressed 
  stone. 
  Similarly 
  the walls 
  here 
  are
  undecorated however starting just beyond the
  stairs leading down to the small chapel of Beory
  is a faint trail of red dye or colouring of some sort
  that leads down the second corridor. The trail is
  very faded and only about 2 feet wide.
  W
  W
  W
  Whhhhaaaatttt    HHHHaaaassss                                
  GGGGoooonnnneeee    BBBBeeeeffffoooorrrreeee…
  …
  …
  …
  When the Brotherhood party entered this room
  the 3 skeletons guarding the room immediately
  beset them. These were destroyed 
  in prompt
  order and finding nothing of interest the party
  moved on.
  TTTTrrrreeeeaaaassssuuuurrrreeee
  The room contains no treasure as such but a
  resourceful 
  party 
  can 
  find 
  some 
  makeshift
  weapons here. The thighbones of the skeletons
  could be used as impromptu clubs (1d4 points of
  damage) or, if cloth is tied around them torches.
  
  Escape from Scant
  Page 8
  4444....    TTTThhhheeee    CCCChhhhaaaappppeeeellll    ooooffff    BBBBeeeeoooorrrryyyy
  This area is reached from the First Antechamber
  above. It was constructed to be a small chapel
  dedicated to the worship of Beory, The Oerth
  Mother.
  At the foot of a short flight of stairs the area
  appears to open out into a small chamber. Here
  the walls are hewn from the living rock and little
  if no attempt appears to have been made to work
  them like the rooms encountered above.
  The room itself is small, barely 
  15-foot
  square. At the far end of the chamber appears to
  stand a small rough-hewn altar of sorts. Strewn
  about the floor lie shards of pots and ceremonial
  items all originally made to a high ceramic finish.
  The altar itself has several large dents and slashes
  on its uppermost surface.
  W
  W
  W
  Whhhhaaaatttt    HHHHaaaassss    GGGGoooonnnneeee    BBBBeeeeffffoooorrrreeee…
  …
  …
  …
  The Brotherhood party investigated this area and
  it is they who destroyed the ceremonial pots and
  other accoutrements that were originally housed
  here. They also slashed and bludgeoned the altar
  before continuing their explorations above.
  TTTTrrrreeeeaaaassssuuuurrrreeee
  The pots are ancient and have been brutally
  smashed. The designs are so faded that any
  attempt to decipher what they represent will
  meet with failure. 
  A careful 
  Search 
  of the
  chamber (DC 22) will reveal 4 small candle stubs
  hidden in various nooks and crannies of the wall
  behind the altar. If lit they give off a nauseating
  smell and only stay lit for 30 minutes. In addition
  a small, carved idol of Beory survived the orgy of
  destruction. This small idol can be found at the
  base of the altar (DC 19).  A representation of this
  idol can be found below and on Player’s Handout
  1.
  § 
  Small idol (Small, lb., Pottery, 5gp) This idol
  has 
  been 
  fashioned 
  to 
  represent 
  a n
  overweight female. Symbols, worn with age
  and use appear to have been carved into it.
  These are no longer discernible.
  5555....    TTTThhhheeee    SSSSeeeeccccoooonnnndddd    CCCCoooorrrrrrrriiiiddddoooorrrr
  This corridor leads directly out of the First
  Antechamber. It leads from there to a second
  antechamber.
  Beyond you, another corridor stretches into the
  darkness. It appears to be roughly 10 feet wide,
  but it is substantially lower than the previous
  chamber being only about 7 feet high. About 10
  feet down the corridor a body appears to lie
  sprawled upon its back.
  W
  W
  W
  Whhhhaaaatttt    HHHHaaaassss    GGGGoooonnnneeee    BBBBeeeeffffoooorrrreeee…
  …
  …
  …
  The body is in fact one of the members of the
  Brotherhood exploration team. This unfortunate
  individual, Korvaras Van, was a multi-talented
  wizard/cleric of Pyremius. He was slain when the
  lead member of the expedition stepped on the
  trigger for a portcullis trap that dropped from the
  ceiling onto him, killing him instantly. Korvaras’
  possessions are noted in the section “Treasure”
  below. The surviving members of the group reset
  the trap before they continued, ignoring the body
  of their fallen comrade.
  TTTTrrrreeeeaaaassssuuuurrrreeee
  Korvaras’ equipment (listed below) makes up the
  sum total of the treasure found in this area.
  These possessions also appear on the Player’s
  Handout.
  KKKKoooorrrrvvvvaaaarrrraaaassss’’’’    EEEEqqqquuuuiiiippppm
  m
  m
  meeeennnntttt
  Longsword, whip, light mace, dagger, holy symbol
  of Syrul (female lips with forked tongue), back
  pack, 4 torches, flint and steel, 1 belt pouch
  containing 34 golden gulls, 23 silver geese and 67
  copper ducks), 1 oil flask, 
  1 piece of chalk,
  whetstone, small metal mirror, scroll case with 3
  pieces of parchment, quill, 1 oz vial of ink, low
  soft boots, red pantaloons.
  M
  M
  M
  Maaaaggggiiiiccccaaaallll    EEEEqqqquuuuiiiippppm
  m
  m
  meeeennnntttt
  • 
  Spell book: A slim (60-page book) with a
  red-stained 
  leather 
  cover. 
  0 
  lvl-read
  magic, 
  light, 
  mending, 
  detect 
  magic,
  disrupt undead; 1st lvl- magic missile, true
  strike, mage armour, spider climb.
  • 
  Spell Scroll 1.: 0 lvl- read magic, disrupt
  undead; 1st lvl- magic missile, true strike.
  • 
  Spell Scroll 2.: 0 lvl- detect magic, light; 1st
  lvl- cure light wounds, 
  detect undead,
  sanctuary.
  TTTTrrrraaaapppp
  This corridor houses a portcullis trap designed to
  stop invaders fleeing the tomb if they should
  reach this deep into the complex. The actual
  trigger for this trap is set onto the floor of the
  corridor 
  roughly 
  20 feet beyond the site 
  of
  
  Escape from Scant
  Page 9
  Korvaras’ body. Anyone standing over the body
  must make a reflex save to avoid the portcullis.
  Portcullis Trap: CR 2; +10 melee (2d6/*3 crit);
  Reflex save (DC20) avoids; Search (DC18); Disable
  Device (DC 20). Note: trap actually sprung 10 feet
  behind the trigger stone.
  6666....    SSSSeeeeccccoooonnnndddd    AAAAnnnntttteeeecccchhhhaaaam
  m
  m
  mbbbbeeeerrrr
  This chamber 
  is accessible 
  from the Second
  Corridor. Half way along the right hand wall of
  the Second Antechamber is a corridor that leads
  toward a stoutly made wooden door, warped with
  age and moisture.
  Once again the corridor you have been following
  seems to open out into a larger chamber. It is
  about 20 feet wide and slightly higher then the
  corridor you are in. The ceiling is perhaps 3 or 4
  feet above your heads at the entrance and is
  slightly domed towards the centre. Only silence
  greets you from the room beyond.
  As soon 
  as 
  the party 
  enter 
  the room 
  the
  remaining 
  guardian 
  of 
  the 
  area—a
  skeleton—will move from its hiding place at the
  far end of the room and attack. When this occurs
  read the following:
  As you step into the room more of it becomes
  apparent to you. There seem to be alcoves set into
  the left hand wall starting about 5 feet distant
  from you and thereafter occurring every 5 feet
  out to the limit of your vision. Is that a clicking
  sound you can hear emanating from the darkness
  in front of you?
  There are two exits from this room. One leads
  deeper into the tomb complex while the other
  allows access to a mass burial chamber, in which
  the fallen followers of the tombs main occupant.
  Skeleton (1): CR 1/3; Medium Undead (6 ft. tall);
  HD 1d12; hp 6; Init +5 (+1 Dex, +4 Improved
  Initiative); Spd 30 ft.; AC 13 (+ 1 Dex, +2 natural);
  Atks +0 melee (2 claws, d4 damage); SQ undead
  immunities; AL N; SV Fort +0, Ref +1, Will +2
  Str 10, Dex 12, Con —, Int —, Wis 10, Cha 11.
  Feats: Improved Initiative.
  SQ—Undead Immunities: Immune to mind-
  influencing 
  effects, 
  poison, 
  sleep, 
  paralysis,
  stunning, and disease. Not subject to critical hits,
  subdual damage, ability damage, energy drain or
  death from massive damage. Immune to anything
  requiring a Fort save (see MM for more info).
  Immune to cold damage. Suffer only half damage
  from piercing and slashing weapons.
  W
  W
  W
  Whhhhaaaatttt    HHHHaaaassss    GGGGoooonnnneeee    BBBBeeeeffffoooorrrreeee…
  …
  …
  …
  When the Brotherhood breached this chamber
  they were immediately set upon by skeletons
  which issued from cubby-holes in the walls to the
  left of the party. The groups other priest, Athania,
  was extremely alert and turned the skeletons
  before they could reach the party. The skeletons
  returned to their cubby-holes and were destroyed
  in place by the fighters of the group. In their
  haste 
  the group 
  missed 
  the 
  final 
  skeleton
  positioned at the far end of the room. It is this
  that will attack the party when they enter the
  room.
  TTTTrrrreeeeaaaassssuuuurrrreeee
  The only “treasure” readily apparent in the room
  is the remains of the skeletons that can be found
  in the aforementioned 
  cubby-holes. The cubby
  holes are otherwise unremarkable.
  7777....    TTTTrrrraaaappppppppeeeedddd    CCCCoooorrrrrrrriiiiddddoooorrrr
  The main 
  encounter 
  in this corridor 
  is the
  activated trap located roughly half way down its
  length.
  Ahead of you the corridor extends into the
  darkness. It is lower than before, and narrower
  than the others before it. To discern more you
  will have to continue...
  Once the PCs are able to see to a point 25 feet
  away from the entrance to the corridor read them
  the following:
  Roughly 20 feet distant and grotesquely held up
  by 2 spears thrust into it hangs a body. The body
  appears to have been that of a human male
  dressed in now ruined leather armour. The spears
  were wielded by 2 statues stationed either side of
  the corridor. The statues, that occupy their own
  niches, appear to depict bare breasted warriors of
  flan descent wielding spears of an antiquated
  design.
  The spears have been pushed through the
  man’s sides transfixing him. A large pool of dried
  blood has collected under the man, in which lies a
  discarded dagger.
  If the PCs state that they are examining the
  statues in more detail read the following:
  Each statue has been placed in a small alcove that
  juts off from the main corridor. The statues seem
  to be identical. They both depict muscular, bare-
  chested warriors of obvious Flan descent. Each
  stands a little over 6 feet in height, their head
  almost touching the ceiling.  They both have a
  serene, almost beatific countenance, in stark
  comparison to 
  the carnage 
  that 
  they have
  wrought. Each figure stands on a low pedestal
  perhaps half a foot high. The recesses that they
  occupy are roughly 4 feet deep and as high as the
  main 
  corridor. 
  The 
  alcoves 
  are 
  otherwise
  unremarkable.
  
  Escape from Scant
  Page 10
  W
  W
  W
  Whhhhaaaatttt    HHHHaaaassss    GGGGoooonnnneeee    BBBBeeeeffffoooorrrreeee…
  …
  …
  …
  After their only thief, Turo, was slain by the
  statue 
  trap 
  the 
  Brotherhood 
  party 
  decided
  against further 
  exploration 
  in this direction.
  Afraid that other traps may be concealed in the
  corridor they left their companion to die and
  retraced 
  their 
  steps 
  back 
  to 
  the 
  Second
  Antechamber.
  TTTTrrrraaaapppp
  As should be obvious 
  this trap is currently
  activated. This trap functioned perfectly slaying
  kuro without any warning. However the spears
  collided with each other inside Kuro’s body and
  their barbed heads locked together. This bizarre
  chain of events stopped the trap from resetting.
  To reset it the PCs would literally have to cut
  Kuro’s body away and muster the strength to lift
  the stone-shafted and metal-tipped spears off one
  another.
  Only a thin individual 
  or a person 
  not
  bothered about stepping into the pool of blood
  can get past the body.
  TTTTrrrreeeeaaaassssuuuurrrreeee
  Once again the only treasure to be recovered in
  this area is to be found on the body of the fallen
  Brotherhood agent. His possessions are listed
  below and also appear on the Player’s Handout.
  TTTTuuuurrrroooo’’’’ssss    EEEEqqqquuuuiiiippppm
  m
  m
  meeeennnntttt
  Rapier, 
  2 daggers, 
  holy symbol 
  of Pyremius
  (fiendish head with winglike ears), back pack,
  large belt, 3 belt pouches (one of which contains 1
  sea eagle, 34 golden gulls, 2 electrum waders, 23
  silver geese and 14 copper ducks), 2 candles, flint
  and steel, 2 full water flasks, 2 torches (1 half
  used), 30 feet of hemp rope, thieves tools and 2
  small finger-joint sized pearls (each worth 50
  golden gulls).
  8888....    DDDDoooooooorrrrssss    ttttoooo    tttthhhheeee    HHHHaaaallllllll    ooooffff    tttthhhheeee
  DDDDeeeeaaaadddd
  This area is accessible via the Trapped Corridor or
  through the sewers where erosion and flood-
  action have opened a passageway into the tomb.
  The area in front of the doors (and indeed the
  rest of the corridor) is untrapped. The doors are
  however swollen with moisture and are jammed
  in place.
  Ahead you stand a pair of obviously ancient
  wooden doors. Closer examination reveals that
  the doors are very snugly fit into the surrounding
  wall and look quite difficult to open. The
  placement of the hinges reveals that they will
  open inwards when enough pressure is applied.
  On a successful Spot check (DC 15) relate to the
  PCs that the doors appear swollen into place and
  that a slightly nauseous 
  smell emanates from
  behind the doors. A successful attempt to force
  the doors (DC 22) will allow further progress.
  Once the doors have been open proceed to the
  Halls of the Dead below.
  9999....    HHHHaaaallllllll    ooooffff    tttthhhheeee    DDDDeeeeaaaadddd
  Once the Doors to the Hall of the Dead have been
  opened the PCs will be able to access this area.
  Ahead of you stretching into the darkness are 3
  rows of 
  stone biers. Upon each 
  rests 
  an
  (apparently) unanimated skeletal warrior. The
  dust of centuries is upon this place. It lies thick
  upon the floor and occupants. Here and there
  criss-crossing the floor are many small animal
  tracks, although no animals are currently visible
  The stench of faeces and rubbish hangs in the
  air here although the source of this is not
  immediately discernible.
  Once the PCs are in a position to study the room
  more closely read the following:
  There are three rows (each four deep) of biers in
  this chamber. The walls are decorated 
  with
  various scenes of battle much like those you
  discovered in the entrance tunnel. However these
  images are even more badly degraded than those
  found earlier.
  They do not seem to have been defaced
  though. Each of the occupants of the biers
  appears to have been a human male. All exhibit
  signs of violent death and have been interred
  here 
  with 
  their 
  weapons 
  and 
  other
  accoutrements. Many of the weapons are broken
  and all are unusable as actual weapons. Armour
  (if any) has long since deteriorated and only
  scraps of leather now remain. 
  The PCs may spend sometime 
  examining 
  the
  biers and their occupants once they muster the
  courage 
  to 
  enter 
  this 
  area. 
  Whilst 
  they
  accomplish this relate to the individual closest to
  the sewer entrance the following:
  Low down by the rear wall of the burial chamber
  lies a small pile of rubble. The preponderance of
  animal tracks and the earlier-encountered stench
  rises alarmingly here. The moisture and damage
  to the wall has obliterated the wall-art in this
  area. A strange rushing noise seems to emanate
  from the base of the wall.
  If the PCs concentrates on the rushing sound
  relate to him that it could be the sound of
  running water. Any cursory examination of the
  wall or the rubble will reveal a small cave-in that
  allows access to the sewers of Scant.
  
  Escape from Scant
  Page 11
  TTTTrrrreeeeaaaassssuuuurrrreeee
  There is nothing of value in this room. All the
  grave goods here have been severely affected by
  their exposure to moisture.
  11110000aaaa....    TTTThhhheeee    M
  M
  M
  Maaaaiiiinnnn    TTTToooom
  m
  m
  mbbbb
  The PCs can reach this portion of the tomb from
  the Second Antechamber. Areas 10a. and 10b. are
  inter-linked 
  and 
  the 
  DM 
  should 
  be 
  fully
  conversant with both before continuing.
  Ahead of your stands a pair of double doors. But 8
  feet high these doors are far more ornate than
  any encountered previously. The left-hand door
  appears to have been slightly opened towards
  you. From behind the door what appears to be
  torchlight wells.
  Once a PC looks through the partially open door
  read the following:
  The space behind the door is in fact a large room
  feebly lit by torchlight. The light seems to be
  emanating from behind a chariot which is located
  in the centre of the room along with two
  mummified horses placed as if to pull it. About 10
  feet in front of the door stands a pillar, about 4
  feet high, of roughly hewn rock carved into the
  vague humanoid likeness. The pillars “back” is to
  you. The pillar stands in the centre of a section of
  floor that appears to be composed of gravel. 2
  human corpses of Suel descent also lie on the
  sand, their bodies smashed and pulped by some
  great force.
  If the PCs have approached here quietly and
  without their own source of light the inhabitants
  of the room will not notice 
  their approach.
  However if they have approached 
  in a noisy
  fashion, or have brought their own light to the
  door all those inside their room will be aware of
  their presence. 
  If a PC studies the above scene carefully he
  may note the following:
  • 
  The pillar has had two great chunks of
  rock knocked off it, roughly 
  where 
  a
  humans stomach would be.
  • 
  The gravel area is churned up as if a great
  combat took place here.
  • 
  Both of the humans are definitely dead.
  One appears to have been a priest. The
  other was a fighter.
  • 
  There is blood on the stone floor beyond
  the gravel area. It appears to lead behind
  the chariot.
  • 
  The gravel is quite compacted and is only
  2 feet deep.
  W
  W
  W
  Whhhhaaaatttt    HHHHaaaassss    GGGGoooonnnneeee    BBBBeeeeffffoooorrrreeee…
  …
  …
  …
  The last four survivors 
  of the Brotherhoods
  scouting mission investigated this chamber and
  awaken the guardian earth elemental, which slew
  two of the invaders and trapped the other two in
  the rear portion of the room. Here they have
  remained, too scared to face the elemental again.
  The elemental has returned to its eternal vigil
  content to stop their escape.
  Earth Elemental (1): CR 1; Small-sized Elemental
  (4 ft. tall); HD 2d8+2; hp 11 (19); Init -1 (-1 Dex);
  Spd 20ft.; AC 17 (-1 Dex, +7 natura, +1 size); Atks +5
  melee (slam 1d6+4); SA Push, Earth Mastery (see
  below); SQ Elemental (see below); AL neutral; SV
  Fort +4, Ref -1, Will +0.
  Str 17, Dex 8, Con 13, Int 4, Wis 11, Cha 11.
  Skills: Listen +5, Spot +5. Feats: Power Attack.
  SA—Earth 
  Mastery: Gains 
  +1 attack 
  and
  damage bonus if both it and its foe touch the
  ground. Suffers a –4 to attack and damage rolls if
  the opponent is airborne or waterborne.
  SA—Push: Can start a bull rush without
  provoking an attack 
  of opportunity. 
  Combat
  Modifiers for Earth Mastery also apply to a n
  elemental’s opposed Strength checks.
  SQ—Elemental: 
  Immune to poison, 
  sleep,
  paralysis and stunning. They have no clear front
  or back and are not subject to critical hits or
  flanking.
  SQ—Darkvision 60’
  TTTTaaaaccccttttiiiiccccssss
  The primary mission of the elemental is to deny
  interlopers access to the main burial area (the
  rear of the room). However the Flan druid who
  originally 
  summoned 
  and bound the creature
  confined it to the gravel area of the chamber. He
  did this to safeguard the fragile tomb goods that
  could easily be destroyed in a general melee. It
  will attack without hesitation any person who
  enters the gravelled area. If it is presented with a
  choice of targets it will also attempt to strike
  those trying to get to the rear of the room. If
  attacked with missile weapons it will attempt to
  get out of the attacker’s field of fire while still
  covering the double doors.
  TTTTrrrreeeeaaaassssuuuurrrreeee
  The elemental has no treasure as such but PCs
  will be able to loot the bodies of the two fallen
  Brotherhood agents if they deal with their killer.
  These possessions also appear on the Player’s
  Handout.
  Brouka’s Equipment
  Splint mail, small metal shield, longsword, 
  2
  daggers, spear, holy symbol of Wee Jas (skull
  against a ruby background), back pack, large belt,
  2 belt pouches (one of which contains 24 golden
  gulls, 12 electrum waders, 20 silver geese and 14
  
  Escape from Scant
  Page 12
  copper ducks), 3 torches, flint and steel, 2 full
  water flasks and 1 day of trail rations.
  Athania’s Possessions
  Quarterstaff, 2 daggers, back pack, grey robes,
  large belt, 2 belt pouches (one of which contains,
  11 golden gulls, 2 electrum waders, 17 silver geese
  and 19 copper ducks), 2 candles, flint and steel, 2
  full water flasks, 2 vials of unholy water, 
  3
  torches (1 half used) and an iron holy symbol of
  Wee Jas (a black skull surrounded by flames) on a
  silver chain.
  § 
  Holy symbol of Wee Jas (Small, 1lb., Iron,
  40gp). 
  A black 
  skull 
  is 
  surrounded 
  by
  surprisingly lifelike flames which have been
  coloured red and yellow in some way. The
  whole is supported by a fine silver chain
  cunning threaded through the flames.
  11110000bbbb....    TTTThhhheeee    IIIInnnnnnnneeeerrrr    SSSSaaaannnnccccttttuuuum
  m
  m
  m
  This area is located within the Main Tomb and is
  accessible after the earth elemental in 10a. has
  been dealt with.
  Two horses stand rigid and erect in death in front
  of a wide chariot obviously designed for war. All
  now look extremely fragile and old. The dust of
  ages lies deeply here. The finery that once
  adorned the horses barding has 
  long since
  perished and only scraps now survive.
  Beside the chariot the mummified body of a
  warrior lies on a plain stone bier, raised about 2
  feet off the floor. He lies with his hands clasped
  over his spear and he appears to have been
  mummified. He was once clad in leather armour
  but his has now fallen apart under the weight of
  the centuries through which he has lain here.
  Around the bier no doubt laid out in some
  significant fashion lie many vases, jars and pots
  containing who knows what.
  W
  W
  W
  Whhhhaaaatttt    HHHHaaaassss    GGGGoooonnnneeee    BBBBeeeeffffoooorrrreeee…
  …
  …
  …
  The two survivors of the fight with the earth
  elemental took refuge here after their comrades
  were slain in an ill-conceived attack on the earth
  elemental. 
  They do not understand 
  why the
  elemental does not finish them off and have laid
  low since then not wishing to anger it by poring
  through the grave goods stacked all around them.
  They also suspect the skeleton will animate (it
  won’t) if they try and wrest the spear from its
  grasp and (being in no shape to keep fighting)
  have left it alone.
  Sister Julmar, female human, Mnk2: Medium
  humanoid (5’ 2in. tall; HD 2d8+2; hp 8 (15); Init +1
  (+1 Dex, +4 Improved Initiative); Spd 30 ft.; AC 13
  (+1 Dex, +2 Wis [+1 dodge against 1 opponent]);
  Atks +2 melee (Unarmed 1d6+2); SA Unarmed
  strike, Stunning Attack; 
  SQ Evasion, 
  Deflect
  Arrows; AL LE; SV Fort +3, Ref +3, Will +4.
  Str 14, Dex 13, Con 12, Int 13, Wis 15, Cha 14.
  Skills: Listen +6, Climb +3, Move Silently +6,
  Tumble +6, Jump +4, Escape Artist +5, Hide +5,
  Swim +6, Balance +6. Feats: Improved Unarmed
  Strike, 
  Dodge, 
  Improved 
  Initiative, 
  Deflect
  Arrows.
  SA—Stunning Attack:—Usable twice a day.
  Declare intent before attack roll is made. A struck
  foe saves makes a Fortitude saving throw (DC13).
  Failure 
  indicates 
  opponent is stunned 
  for 
  1
  round.
  SQ—Evasion—Avoid magical and 
  unusual
  attacks with great agility. A successful 
  Reflex
  saving throw against an attack that deals half
  damage on a successful save indicates the monk
  escapes without any damage.
  Equipment: red robes, belt, pouch, 1 water
  skin, backpack, small sack, flint 
  and steel, 2
  torches.
  Totally dedicated to the cause Sister Julmar will
  sacrifice almost anything to achieve her mission.
  She was the leader of the Brotherhoods ill-fated
  expedition to explore this tomb. As others have
  found out that included them! Brave to a fault
  the PCs find her in a fragile state of mind. For the
  first time her monkish abilities have not seen her
  through a difficult situation.
  She is quite skinny although this belies her
  impressive physically strength. Her (short) hair is
  blond and her eyes violet – a legacy from her
  mother. In combat she will rely on her martial
  arts, disdaining the use of weapons. If she is
  clearly 
  outmatched 
  she will attempt 
  to flee
  leaving Alesco to his fate. She will not surrender
  to slaves.
   Alesco 
  Madi, 
  male 
  human 
  Ftr1: 
  Medium
  Humanoid (5 ft. 11in. tall); HD 1d10+2; hp 5 (12);
  Init +1 (+1 Dex); Spd 20 ft.; AC 18 (+1 Dex, +6
  Splint mail, +1 shield); Atks +2 melee (bastard
  sword 1d10+2) +1 ranged (dagger 1d4+2); SA None;
  SQ None; AL LE; SV Fort +4, Ref +1, Will +1.
  Str 15, Dex 13, Con 14, Int 10, Wis 12, Cha 8.
  Skills: Swim +5, Ride +4, Climb +4, Spot +1.
  Feats: Exotic Weapon (bastard sword), Weapon
  Focus (bastard sword).
  Equipment: Splint mail, large metal shield,
  Masterwork 
  bastard 
  sword 
  (full 
  description
  below), 2 daggers, holy symbol of Wee Jas (skull
  against a ruby background), back pack, flint and
  steel, water flask (empty), water flask (full), 1
  days rations, large broad belt, light weight cloak,
  pantaloons, 
  light weight vest, belt pouch, 12
  Golden Gulls, 3 Electrum Waders, 43 Copper
  Ducks.
  • Masterwork 
  Bastard 
  sword 
  (Medium,
  10lbs., Steel, 335gp). The pommel of this
  sword has been worked out of blackened
  iron to represent a pouncing lion. The hilt
  is similarly of blacked iron while the
  
  Escape from Scant
  Page 13
  blade 
  itself 
  is highly 
  reflective. 
  The
  master 
  weaponsmith’s 
  who made this
  weapon: Viddo of Kro Terlep placed his
  sigil on the “head” of the striking lion. His
  sigil 
  consists 
  of the outline 
  of 
  the
  Tilvanot peninsula within which a large
  “V” has been stamped.
  Alesco is a professional warrior who has been in
  Scant since the end of the Greyhawk Wars. He
  had grown tired guarding slaves and jumped at
  the opportunity for a bit of adventure. A tall man
  with blond hair tied back in a pony tail Alesco is
  physically impressive. He has light gray eyes. Not
  particularly intelligent he nevertheless believes
  that the Brotherhoods 
  destiny is to rule the
  Flanaess. To this end he will obey Sister Julmar’s
  without hesitation.
  TTTTaaaaccccttttiiiiccccssss
  Sister Julmar and Alesco Madi will observe the
  PCs, once they are aware of their presence, from
  behind 
  the 
  chariot. 
  Both 
  are 
  injured 
  and
  unwilling to face the earth elemental again. Once
  they have ascertained the identity of the PCs
  (escaped slaves) they will not respond to any hails
  and will attempt to stay out of sight.
  If a general melee breaks out they will
  observe but not join in. Their plan will be to then
  kill any survivors and escape the tomb.
  If however the PCs seem inclined to leave
  without investigating the chamber they will call
  out in Common and attempt to bribe the PCs to
  rescue them. They are desperate and will offer
  practically anything if escape seems likely. They
  will, of course, renege on any deal made and
  immediately try and slay their rescuers.
  TTTTrrrreeeeaaaassssuuuurrrreeee
  The treasure here consists of two main parts;
  Sister 
  Julmar’s 
  and 
  Alesco 
  Madi’s 
  personal
  possessions and the grave goods of the tomb.
  Sister Julmar’s and Alesco Madi’s equipment can
  be found with their statistics. Their possessions
  also appear on the Player’s Handout. The grave
  goods are detailed below.
  Grave Goods
  The following items can be found arrayed around
  and on the bier.
  A small earring lies beneath the skull of the
  interred hero. Only a diligent Search (DC21) or a
  particularly lucky Spot check (DC22) will reveal
  this item.
  • 
  Small earring (Tiny, .5 lb., Platinum, 50g).
  The 
  earring 
  has 
  been 
  fashioned 
  to
  represent some form of hunting dog in
  mid-leap).
  Clasped in the skeletons hands lies a short spear,
  which can be easily pried from its grip.
  • 
  +1 Short Spear (Large, 4lbs., Wood/Iron,
  1302gp). The shaft 
  of this 
  antiquated
  weapon is constructed out of a heavy,
  black colored wood that has resisted the
  affects of aging remarkably well. About
  the last half foot of the shaft is actually a
  polished and carved length of horn. The
  carvings upon it show a series of stylized
  idyllic 
  landscape 
  scenes 
  that 
  include
  exquisitely 
  carved 
  animals 
  and 
  birds.
  These scenes run the length of the horn.
  The blade of cold iron has a long tapered
  point that seems to glisten when exposed
  to natural sunlight. At the very opposite
  end of the shaft diligent searchers can
  find a small holy symbol carved into the
  wood and stained with a brown pigment:
  the holy symbol of Beory.
  Two beaten silver plates.
  • Two beaten 
  silver 
  plates 
  (Small, 
  2lb.,
  Silver with gold inlay, 35 gp each). These
  plates are a matching set. Each is inlayed
  with minute quantities of gold (missing
  in places) that depicts (on one plate) the
  Gearnat in summer and (on the other)
  during an autumn storm.
  Sundry clay jars and pots used to hold food, drink
  and other things the deceased would need in the
  afterlife. Needless to say the food has since rotted
  away, the wine evaporated and the other goods
  degraded in a like fashion.
  The chariot is in a very poor condition, as are
  the horses “pulling” it. All are liable to crumble if
  any attempt to move them is made. The chariot
  and 
  the horses’ 
  leather 
  accoutrements 
  were
  obviously once well made and quite ostentatious.
  Now they are a shadow of their former glory and
  worth nothing as it is impossible to remove them
  intact. (The chariot was brought into the tomb
  piece by piece and rebuilt in place to give the hero
  a way to reach the afterlife).
  11111111....    TTTThhhheeee    SSSSeeeewwwweeeerrrrssss    ooooffff    SSSSccccaaaannnntttt
  The sewers are accessed from the Hall of the
  Dead in the flan tomb.
  Two things immediately assail you: the stench of
  faeces coupled with unidentifiable rubbish and
  the sound of running water – a lot of running
  water. The tomb appears to have broken through
  into the sewers (or vise versa) that run under
  Scant. Perhaps this unexpected 
  development
  could herald an avenue of escape from the
  clutches of the Brotherhood…
  The sewers do indeed provide the PCs with their
  only realistic chance of escape. Hopefully the PCs
  will realise this. Initially they only have two
  
  Escape from Scant
  Page 14
  avenues open to them if they wish to explore the
  sewers further. When they indicate that they
  wish to enter the sewers read the following:
  Your light banishes the darkness from around
  you revealing to your eyes what your nostrils
  have known for sometime—you now stand in the
  Sewers of Scant. You stand clustered on a
  walkway 3 feet wide, next to which, but 2 feet
  below, has been cut a channel for water, possibly
  5 feet wide. The water is currently running very
  fast and actually washes over the ledge in some
  places further down the passage. Beyond that lies
  a similarly sized ledge to that, on which you
  stand. The walls and the ceiling (about 15 feet
  above) are covered with rough, mould-covered
  bricks, which in some places have fallen away
  revealing bare rock. The roof above you is curved,
  reaching its highest point above the watercourse.
  Underfoot the going is slippery and wet. Small
  piles of detritus are heaped along the walkway,
  making progress difficult. The water flows in
  what you could assume, is the direction of
  freedom!
  The water does indeed flow in the direction of
  freedom! Progress on the ledges will be difficult
  and anyone moving faster than half their normal
  movement rate will have to make a successful
  Dexterity check (DC16). If they fail they fall into
  the water, suffering 
  1d6 points 
  of 
  subdual
  damage, as the water is only five feet deep. Those
  injured must also make a Fortitude saving throw
  to avoid contracting Filth Fever. Progress will be
  otherwise uninterrupted.
  11112222....    W
  W
  W
  Weeeeiiiirrrr
  This encounter area is reached by proceed up
  stream from the cave-in for about 40 feet. It is
  designed to halt the upstream exploration of the
  party at this point. Encounter areas deeper into
  the maze of sewers under Scant are beyond the
  purview of this module.
  Ahead of you the sound of running water is
  joined by the sound of a continuous dull roar. The
  water here seems to be flowing faster than where
  you entered the sewers.
  The dull roar is the sound of water passing over
  the weir ahead and falling to the lower water
  level. When the PCs reach a point where they can
  observe the weir read them:
  Ahead of you water cascades over a kind of weir
  obviously designed to control the flow of water
  down this tunnel. It must be raining above as the
  sheer volume of water, and the ferocity of its
  flow would seem to preclude all hopes of
  advancing in this direction.  The ceiling seems to
  have been lowered above the weir and for a
  goodly portion of the tunnel behind it, perhaps as
  a method of controlling the water dumped on
  Scant by the seasonal storms roaring our of the
  Gearnat.
  This is indeed correct. The flow of water is so
  great here that no attempts to climb either the
  weir itself or the walls or ceiling nearby will be
  successful (even if magic is employed). The walls
  and ceilings are slick with moisture and at the
  top of the weir the water reaches nearly to the
  roof.
  11113333....    RRRRaaaattttssss!!!!    ((((OOOOppppttttiiiioooonnnnaaaallll))))
  This encounter is optional and can be used if the
  PCs have performed exceptionally well and have
  exited the tomb with a lot of time left. It can be
  placed anywhere in the sewer section of this
  module. Adventurous DMs could even place it in
  the Hall of the Dead if the PCs fail to notice the
  significance of the cave-in.
  As this encounter could be placed anywhere no
  read aloud test appears for it, apart from a
  description of the rats themselves.
  These rates are huge! Easily as long as a grown
  mans forearm their red eyes stare malevolently
  at you out of the shadows. Their furs true colour
  is indiscernible, but must be, at the least, a dark
  shade of brown. Their teeth and claws flash in
  your torch light as these denizens of the sewer
  scurry towards you intent on feeding on your
  blood!
  Dire Rats (2) CR 1/3; Small Animal; HD 1d8+1; hp
  5 (each); Init +3 (Dex); Spd 40, climb 20; AC 15 (+1
  size, +3 Dex, +1 natural); Atk: bite +2 (1d4); Face 5
  ft. * 5ft; Reach 5 ft; SA disease; SQ scent; AL N. SV
  Fort +3, Ref +5, Will +3;
  Str 10 Dex 17, Con 12 Int 1 Wis 12 Cha 4;
  Skills: Climb +11, Hide +11, Move Silently +6.
  Feats: Weapon Finesse (bite).
  SA—Disease–Filth-Fever: 
  bite, 
  Fortitude
  saving throw (DC12), incubation period 1d3 days;
  damage 
  1d3 
  temporary 
  Dexterity 
  and 
  1d3
  temporary Constitution.
  SQ—Scent – detect creatures within 30’ and
  can discern direction as a partial action.
  11114444....    EEEEssssccccaaaappppeeee!!!!
  This is the final encounter of the module. If the
  PCs reach here they have been successful 
  and
  managed to escape the Brotherhood’s tyranny.
  You have trudged through the filth of the sewer
  for what seems an indeterminable amount of
  time. The stench, once so repugnant, is now
  barely detectable so accustomed have you become
  to it. Wait, what’s that? Is that your imagination
  or can you hear the sound of the sea – eternally
  
  Escape from Scant
  Page 15
  battering 
  the 
  coasts 
  of 
  the 
  Dragonshead
  somewhere up ahead?
  Ask the PCs if they wish to continue. If they
  indicate that they do read the following:
  As you continue the tunnel seems to grow lighter,
  until you can make out what you think could be
  stars in the night sky. Eagerly you press forward
  but your progress is bared by a set of bars set
  vertically across the sewer.
  Outside you can hear the sounds of the sea
  crashing against the shore and smell the salt in
  the air. There can be no doubt freedom is at hand!
  When the PCs investigate 
  the bars 
  read the
  following:
  On closer investigation the bars seem to be pitted
  and corroded perhaps by the salt in the air and by
  constant immersion in effluent. The bottom
  portion of the bars seems particularly weak.
  These bars will bend sufficiently to allow escape
  on a successful Strength check (DC 17). The PCs
  should have no problems gaining access to the
  beach. Once on the beach escape is easy: a small
  path to the right wends it way up the gentle cliffs
  here. From thence the PCs can escape east into
  that portion of the land known as Free Onnwal.
  With a final effort the bar begins to bend before
  your onslaught. Slowly it gives, but give it does!
  Surprisingly quickly a gap is made that is big
  enough (with a squeeze) to allow the escape of
  you all. Leaving the sewers behind is liberating.
  You stand as freemen on the shores of Onnwal.
  To your right the sky is unnaturally bright – that
  must be Scant groaning under the oppression of
  the Brotherhood.
  To your left a small path seems to wend its way
  up the cliffs away from Scant. Hopefully it will
  take you east, away from the Brotherhood and
  into that portion of the country known as Free
  Onnwal.
  CCCCoooonnnnsssseeeeqqqquuuueeeennnncccceeeessss
  The module is concluded when the PCs indicate
  that they will not be returning to the sewers, or
  when three hours of playing time have elapsed.
  TTTThhhheeee    PPPPCCCCssss    aaaarrrreeee    SSSSuuuucccccccceeeessssssssffffuuuullll    aaaannnndddd    EEEEssssccccaaaappppeeee
  If the PCs are successful and escape Maranefel
  will send another group of slaves into the tomb
  the next day. After they fail to return 
  (for
  whatever reason depending on if the PCs killed
  the minor earth elemental) he will again use his
  divination magics to ascertain the fates of “his”
  explorers. Discovering the entrance to the sewers
  he will have the tomb fully explored and then
  sealed against any future access by rebel forces.
  Sister 
  Julmar’s 
  and 
  Alesco 
  Madi 
  will 
  be
  eventually rescued by subsequent Brotherhood
  expeditions.
  TTTThhhheeee    PPPPCCCCssss    DDDDiiiieeee    iiiinnnn    tttthhhheeee    TTTToooom
  m
  m
  mbbbb
  If the PCs die in the tomb Maranefel will send
  more explorers into the tomb. The subsequent
  party 
  will 
  not 
  return, 
  escaping 
  into 
  the
  countryside. As above Maranefel will Scry the
  tomb again and discover the access point to the
  sewers. 
  The tomb will be sealed. 
  The main
  difference here is that the rebels will never hear
  of the tomb (or its origins). Sister Julmar and
  Alesco Madi will die in the tomb, either 
  of
  starvation or during a desperate attempt to flee
  the elemental.
  TTTThhhheeee    PPPPCCCCssss    aaaarrrreeee    TTTTrrrraaaappppppppeeeedddd    iiiinnnn    tttthhhheeee    TTTToooom
  m
  m
  mbbbb
  This state of affairs can come about in one of two
  ways. Either the PCs are still in the tomb when
  playing time runs out or they never find the exit
  to the sewers. If this comes about the PCs have
  failed and will likely be recaptured 
  by the
  Brotherhood. They will be returned 
  to their
  “quarters” 
  where 
  Maranefel 
  will 
  interrogate
  them 
  before 
  having 
  them 
  executed. 
  Sister
  Julmar’s and Alesco Madi will be eventually
  rescued by subsequent Brotherhood expeditions.
  The End
  EEEExxxxppppeeeerrrriiiieeeennnncccceeee    PPPPooooiiiinnnntttt    SSSSuuuum
  m
  m
  mm
  m
  m
  maaaarrrryyyy
  To award experience for this adventure, add up
  the values for the objectives accomplished. Each
  PC 
  receives 
  this 
  total. 
  Then 
  assign 
  the
  discretionary roleplaying experience award. The
  roleplaying award should be given for consistent
  character portrayal and contribution to the fun
  of the game. You can award different roleplaying
  amounts to different 
  characters. 
  Due to the
  special challenges of this module the amount of
  experience 
  available 
  for roleplaying 
  has been
  slightly upweighted.
  Award 
  the 
  total 
  value 
  (objectives 
  plus
  roleplaying) to each character.
  5. The Second Corridor
  Surviving the trap
  100 xp
  6. Second Antechamber
  Defeating the Skeleton
  50 xp
  10a. The Main Tomb
  Defeating the Earth Elemental
  75 xp
  10b. The Inner Sanctum
  Defeating Sister Julmar
  100 xp
  Defeating Alesco Madi
  75 xp
  
  Escape from Scant
  Page 16
  13. Rats! (Optional)
  Defeating the Rats
  50 xp
  Total experience for objectives
  450 xp
  Discretionary roleplaying award
  50
  xp
  Total possible experience
  500 xp
  TTTTrrrreeeeaaaassssuuuurrrreeee    SSSSuuuum
  m
  m
  mm
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  maaaarrrryyyy
  Player 
  characters 
  may keep items 
  from 
  the
  scenario that are listed on the treasure list below
  or which meet the following conditions:
  1. 
  The 
  item 
  must 
  be 
  non-magical 
  and
  specifically listed in the text of the adventure
  (e.g armor on foes). If it is not listed in the
  text, the characters cannot keep it. Items of
  this nature can be sold for 50% of book value,
  or recorded on a log sheet.
  2. 
  Animals, followers, monsters, henchmen, and
  so forth (any living being, basically) may not
  be kept from a scenario for any reason unless
  the 
  treasure 
  summary 
  lists 
  the 
  being
  specifically. 
  It 
  is 
  okay 
  for 
  the 
  player
  characters to form relationships with NPCs,
  but these will not be certed and cannot bring
  material benefit to the character. Contacts
  (sources 
  of extra 
  information) 
  must 
  be
  specifically certed.
  3. 
  Theft is against the law, but may be practiced
  by some player characters. Items which are
  worth more than 1,000 gp that are of personal
  significance to the owner (including family
  heirlooms), and all magical items, will be
  discovered in the possession of the character
  by one means or another. The character must
  return the item and pay a fine equal to three
  times 
  the value 
  of the item 
  stolen. 
  In
  addition, the PC caught receives campaign-
  decided penalties for being known as a thief,
  such as Infamy. For other stolen items which
  meet the criteria 
  in #1 above, 
  use 
  your
  judgment and the circumstances within the
  game to determine whether a PC thief gets
  away with the theft or not.
  Any item retained according to these rules, which
  does not have a certificate, will not ever have a
  certificate issued for it.
  The campaign staff reserves the right to take
  away any item or gold acquired for things which
  it later 
  finds 
  unreasonable 
  but 
  which 
  were
  allowed at the time.
  4444....    TTTThhhheeee    CCCChhhhaaaappppeeeellll    ooooffff                            
  BBBBeeeeoooorrrryyyy
  § 
  Small idol (Small, lb., Pottery, 5gp) This idol
  has 
  been 
  fashioned 
  to 
  represent 
  a n
  overweight female. Symbols, worn with age
  and use appear to have been carved into it.
  These are no longer discernible.
  5555....    TTTThhhheeee    SSSSeeeeccccoooonnnndddd    CCCCoooorrrrrrrriiiiddddoooorrrr
  § 
  Longsword, whip, light mace, dagger, holy
  symbol of Syrul (female lips with forked
  tongue), back pack, 4 torches, flint and steel, 1
  belt pouch containing 34 golden gulls, 23
  silver geese and 67 copper ducks), 1 oil flask, 1
  piece of chalk, whetstone, small metal mirror,
  scroll case with 3 pieces of parchment, quill, 1
  oz vial of ink, low soft boots, red pantaloons.
  § 
  Spell book: A slim (60-page book) with a red-
  stained leather cover. 0 lvl-read magic, light,
  mending, detect magic, disrupt undead; 1st lvl-
  magic 
  missile, 
  true 
  strike, 
  mage 
  armour,
  spider climb.
  § 
  Arcane Spell Scroll: 0 lvl- read magic, disrupt
  undead; 1 st lvl- magic missile, true strike.
  § 
  Divine Spell Scroll: 0 lvl- detect magic, light;
  1st lvl- cure light 
  wounds, 
  detect 
  undead,
  sanctuary.
  7777....    TTTTrrrraaaappppppppeeeedddd    CCCCoooorrrrrrrriiiiddddoooorrrr
  § 
  Rapier, 2 daggers, holy symbol of Pyremius
  (fiendish head with wing-like ears), back pack,
  large belt, 3 belt pouches (one of which
  contains 
  1 sea eagle, 34 golden 
  gulls, 
  2
  electrum 
  waders, 23 silver 
  geese 
  and 
  14
  copper ducks), 2 candles, flint and steel, 2 full
  water flasks, 2 torches (1 half used), 30 feet of
  hemp rope, thieves tools and 2 small finger-
  joint sized 
  pearls 
  (each worth 
  50 golden
  gulls).
  11110000aaaa....    TTTThhhheeee    M
  M
  M
  Maaaaiiiinnnn    TTTToooom
  m
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  mbbbb
  § 
  Splint mail, small metal shield, longsword, 2
  daggers, holy symbol of Wee Jas (skull against
  a ruby background), spear, back pack, large
  belt, 2 belt pouches (one of which contains 24
  golden gulls, 12 electrum waders, 20 silver
  geese and 14 copper ducks), 3 torches, flint
  and steel, 2 full water flasks and 1 day of trail
  rations.
  § 
  Quarterstaff, 2 daggers, backpack, grey robes,
  large belt, 2 belt pouches (one of which
  contains, 11 golden gulls, 2 electrum waders,
  17 silver 
  geese and 19 copper 
  ducks), 
  2
  candles, flint and steel, 2 full water flasks, 2
  vials of unholy water, 3 torches (1 half used)
  and an iron holy symbol of Wee Jas (a black
  skull surrounded by flames) on a silver chain.
  § 
  Holy symbol of Wee Jas (Small, 1lb., Iron,
  40gp). 
  A black 
  skull 
  is 
  surrounded 
  by
  surprisingly life-like flames which have been
  
  Escape from Scant
  Page 17
  coloured red in some way. The whole is
  supported by a fine silver 
  chain cunning
  threaded through the flames.
  11110000bbbb....    TTTThhhheeee    IIIInnnnnnnneeeerrrr    SSSSaaaannnnccccttttuuuum
  m
  m
  m
  § 
  red robes, belt, pouch, 1 water skin, back pack,
  holy symbol of Wee Jas (skull against a ruby
  background), small sack, flint and steel, 2
  torches.
  § 
  Splint mail, large metal shield, Masterwork
  bastard 
  sword 
  (full description 
  below), 
  2
  daggers, holy symbol of Wee Jas (skull against
  a ruby background), back pack, flint and steel,
  water flask (empty), water flask (full), 1 days
  rations, large broad belt, light weight cloak,
  pantaloons, light weight vest, belt pouch, 12
  golden gulls, 3 electrum waders, 43 copper
  ducks.
  § 
  Masterwork Bastard sword (Medium, 10lbs.,
  Steel, 335gp). The pommel of this sword has
  been 
  worked 
  out 
  of 
  blackened 
  iron 
  to
  represent 
  a pouncing 
  lion. 
  The 
  hilt 
  is
  similarly of blacked iron while the blade
  itself 
  is 
  highly 
  reflective. 
  The 
  master
  weaponsmith’s who made this weapon: Viddo
  of Kro Terlep placed his sigil on the “head” of
  the striking lion. His sigil consists of the
  outline 
  of the Tilvanot 
  peninsula 
  within
  which a large “V” has been stamped.
  § 
  Small earring (Tiny, .5 lb., Platinum, 50g). The
  earring has been fashioned to represent some
  form of hunting dog in mid-leap).
  § 
  +1 Short 
  Spear (Large, 
  4lbs., 
  Wood/Iron,
  1302gp). The shaft of this antiquated weapon
  is constructed out of a heavy, black colored
  wood that has resisted the affects of aging
  remarkably well. About the last half foot of
  the shaft is actually a polished and carved
  length of horn. The carvings upon it show a
  series of stylized idyllic landscape scenes that
  include exquisitely carved animals and birds.
  These scenes run the length of the horn. The
  blade of cold iron has a long tapered point
  that 
  seems 
  to glisten 
  when 
  exposed 
  to
  natural sunlight. At the very opposite end of
  the shaft diligent searchers can find a small
  holy symbol carved into the wood and stained
  with a brown pigment: the holy symbol of
  Beory.
  Two beaten silver plates (Small, 2lb., Silver with
  gold inlay, 35 gp each). These plates 
  are 
  a
  matching 
  set. 
  Each 
  is inlayed 
  with 
  minute
  quantities of gold (missing in places) that depicts
  (on one plate) the Gearnat in summer and (on the
  other) during an autumn storm.
  
  Escape from Scant
  Page 18
  DDDDM
  M
  M
  M    AAAAiiiidddd::::    TTTThhhheeee    TTTToooom
  m
  m
  mbbbb
  
  Escape from Scant
  Page 19
  PPPPllllaaaayyyyeeeerrrr’’’’ssss    HHHHaaaannnnddddoooouuuutttt    1111
  SSSSm
  m
  m
  maaaallllllll    IIIIddddoooollll          
  
  Escape from Scant
  Page 19
  PPPPllllaaaayyyyeeeerrrrssss’’’’    HHHHaaaannnnddddoooouuuuttttssss    2222----5555::::    EEEEqqqquuuuiiiippppm
  m
  m
  meeeennnntttt
  FFFFoooouuuunnnndddd    wwwwiiiitttthhhhiiiinnnn    tttthhhheeee    TTTToooom
  m
  m
  mbbbb
  Cut 
  out 
  the 
  various sections 
  below 
  and
  distribute them at the appropriate juncture.
  Equipment lists below have had some details
  removed.
  These handouts are intended to speed up play
  and their use is recommended.
      5555....    TTTThhhheeee    SSSSeeeeccccoooonnnndddd    CCCCoooorrrrrrrriiiiddddoooorrrr
  § 
  Longsword, whip, light mace, dagger, holy
  symbol (female lips with forked tongue),
  back pack, 4 torches, flint and steel, 1 belt
  pouch containing 34 golden gulls, 23 silver
  geese and 67 copper ducks), 1 oil flask, 1
  piece of chalk, whetstone, 
  small 
  metal
  mirror, 
  scroll 
  case 
  with 
  3 
  pieces 
  of
  parchment, 2 scrolls, 1 thin book with a red
  leather cover, quill, 1 oz vial of ink, low soft
  boots, red pantaloons.
  7777....    TTTTrrrraaaappppppppeeeedddd    CCCCoooorrrrrrrriiiiddddoooorrrr
  § 
  Rapier, 2 daggers, holy symbol (fiendish
  head with wing-like ears), back pack, large
  belt, 3 belt pouches (one of which contains
  1 sea eagle, 34 golden gulls, 2 electrum
  waders, 23 silver 
  geese 
  and 
  14 copper
  ducks), 2 candles, flint and steel, 2 full
  water flasks, 2 torches (1 half used), 30 feet
  of hemp rope, thieves tools and 2 small
  finger-joint sized pearls.
  11110000aaaa....    TTTThhhheeee    M
  M
  M
  Maaaaiiiinnnn    TTTToooom
  m
  m
  mbbbb
  § 
  Splint mail, small metal shield, longsword,
  2 daggers, holy symbol (skull against a ruby
  background), spear, back pack, large belt, 2
  belt pouches (one of which contains 
  24
  golden gulls, 12 electrum waders, 20 silver
  geese and 14 copper ducks), 3 torches, flint
  and steel, 2 full water flasks and 1 day of
  trail rations.
  § 
  Quarterstaff, 2 daggers, holy symbol (skull
  against a ruby background), backpack, grey
  robes, large belt, 2 belt pouches (one of
  which contains, 11 golden gulls, 2 electrum
  waders, 
  17 silver 
  geese 
  and 
  19 copper
  ducks), 2 candles, flint and steel, 2 full
  water flasks, 2 vials of unholy water, 3
  torches (1 half used).
  § 
  Holy symbol (Small, 1lb., Iron). A black
  skull is surrounded by surprisingly lifelike
  flames which have been coloured red in
  some way. The whole is supported by a fine
  silver chain cunning threaded through the
  flames.
  11110000bbbb....    TTTThhhheeee    IIIInnnnnnnneeeerrrr    SSSSaaaannnnccccttttuuuum
  m
  m
  m
  § 
  red robes, belt, pouch, 1 water skin, back
  pack, holy symbol (skull against 
  a ruby
  background), small sack, flint and steel, 2
  torches.
  § 
  Splint mail, large metal shield, Masterwork
  bastard 
  sword 
  (description 
  below), 
  2
  daggers, holy symbol (skull against a ruby
  background), back pack, flint 
  and steel,
  water flask (empty), water flask (full), 1
  days rations, large broad belt, light weight
  cloak, pantaloons, light weight vest, belt
  pouch, 12 golden gulls, 3 electrum waders,
  43 copper ducks.
  § 
  Masterwork 
  Bastard 
  sword 
  (Medium,
  10lbs., Steel). The pommel of this sword has
  been worked out of blackened 
  iron to
  represent 
  a pouncing lion. 
  The hilt 
  is
  similarly of blacked iron while the blade
  itself is highly reflective. A strange sigil has
  been placed on the “head” of the striking
  lion. It consists 
  of the outline 
  of the
  Tilvanot peninsula within which a large “V”
  has 
  been 
  stamped.
  § 
  
  Escape from Scant
  Page 19
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Onnwal/591/Normal Scenarios/ONW1-01 - Escape from Scant (APL 2)/ONW1-01 - Escape from Scant.pdf