TEXT:   
  Heroes of Heirandos 
  Writer: Jim Baney 
  Editor: John Feldman 
  Artists: Pablo Diaz & Martin 
  Siesto  
  Encounter 1 & 2 
  2 
  Random City Encounters 
  3 
  Encounter 3 & 4 
  4 
  Encounter 5-6 
  5 
  New Magic Items 
  8 
  That’s a Wrap 
  8 
  Map 
  9-14 
  Contents 
  This adventure introduces the PCs to the 
  Ebonyr campaign setting, the High Re-
  public of Sherran and the capital city of 
  Heirandos. 
   
  The Heroes of Heirandos adventure is 
  written in a format we are calling 
  “Sandroad Railbox”. This allows the 
  Labyrinth Lord freedom to change the 
  adventure outcome, create new points of 
  interest, and introduce interesting NPCs 
  without compromising the adventure. 
   
  Urban Adventure 
  This adventure consists of a series of 
  encounters which may or may not hap-
  pen in the order written. The PCs may 
  decide to travel to a district of Heiran-
  dos or talk to an NPC not detailed in 
  this adventure. Allow them to explore 
  and use NPCs and events to get the PCs 
  to the next encounter. This will create an 
  enjoyable and memorable environment. 
  Adventure Summary 
  The PCs will find that the metropolis of 
  Heirandos can be awe inspiring and 
  downright terrifying. The PCs quickly 
  find themselves in a pitched battle with 
  a street gang that likes to shake down 
  newcomers.  
  If they survive the initial encounter a 
  local business owner, Salina Solbourne, 
  will approach the PCs asking for their 
  help in return for free room and board 
  at her inn.  
  If the PCs decide to take her offer, she 
  will explain that she has a client needing 
  assistance locating a religious artifact 
  stolen from his homeland. She will intro-
  duce the cleric Braken and he will tell his 
  story of the pirate attack and stolen treas-
  ures. He thinks the religious icon is on a 
  ship in the Quayton district. If the PCs 
  investigate, they will encounter pirates 
  masquerading as common sailors.  
  During this battle Braken is kidnapped 
  and an undercover Trade Authority 
  agent introduces himself to the PCs. Tym 
  Therian is a friend of Salina and explains 
  that he has infiltrated the Red Hand 
  Gang and thinks that Braken was taken 
  to their hideout. He also believes that the 
  religious artifact was taken there before 
  the PCs arrived at the ship.  
  If the PCs decide to help, Tym gives 
  them information on the layout of the 
  hideout and its location. If the PCs inves-
  tigate the hideout they will eventually 
  find Braken. However, clues will be left 
  that may lead the PCs to suspect another, 
  even more, sinister organization in-
  volved in the theft of the religious icon. 
   
  HH 1 
  An Adventure for Character Levels 1-2 
  
  2 
  Encounter #1 - Jewel of Meridia 
  The PCs arrive by ship or overland and are 
  ambushed by the Red Hand Gang near the docks 
  or the city gates.  
   
  Read or Paraphrase below if PCs arrive by sea: 
  As you step off the ship onto the dock, the sights, 
  sounds, and smells of the city make your senses 
  come alive. Three and four story buildings crowd 
  the wharf area, people move along with carts and 
  goods in tow. Vendors call out their wares in 
  booming voices. The smell of charcoal fires and 
  savory food cooking mixed in with the sour 
  aroma of the sewer makes your stomach churn a 
  little. 
   
  By land: 
  As you pass through the great gates of the city of 
  Heirandos, your senses are overwhelmed with the 
  sights, sounds, and smells of a fast-paced urban 
  environment. Vendors hawk their wares from 
  small carts. Horse-drawn wagons packed with 
  trade goods crowd the bustling streets. Tall (three 
  and four story) buildings line the streets casting 
  long shadows. 
   
  Here are some tactics the Red Hand Gang may 
  use to ambush the PCs: 
  • 
  The PCs spot a little girl crying for help down 
  an alleyway. 
  • 
  Two men are fighting down a side street, one 
  yells for help. 
  • 
  A young lady is pulled into an alley by a thug. 
   
  The magic user, Varina Natas, will remain on a 
  flat roof over the area ready to use a  magic missile 
  spell when needed. The other gang members will 
  hide among boxes and trash bins in the alley, 
  waiting to spring upon the PCs.  
   
  Red Hand Gang (5 gang members) 
  Shandra Calway, 1st level female fighter [AL C, 
  MV 120’ (40’), AC 5, HD F2, HP 9, #AT 1, DG 1d6 
  (mace), SV F2, ML 8, XP 10] Equipment: padded 
  armor, shield, and mace, 5gp. 
  Elara, 2nd level female thief [AL C, MV 120’ (40’), 
  AC 6, HD T2, HP 4, #AT 1, DG 1d6 (mace), SV T2, 
  ML 8, XP 20] Equipment: leather, mace and 8gp. 
  Tomax, 1st level male fighter, [AL C, MV 90’ (30’), 
  AC 3, HD F1, HP 6, #AT 1, DG 1d6 (war hammer), 
  SV F1, ML 8, XP 10] Equipment: splint mail, 
  hand axe, and war hammer, 3gp. 
  Varina Natas, 2nd level female magic-user 
  [AL C, MV 120’ (40’), AC 9, HD M2, HP 5, #AT 
  1, DG 1d4 (dagger), Spells (Magic missile, 
  Shield), SV M2, ML 8, XP 20] Equipment: 
  dagger, 10gp 
  Gavin Boz, 2nd level male fighter [AL C, MV 
  120’ (40’), AC 5, HD F2, HP 8, #AT 1, DG 1d8 
  (heavy flail), SV F2, ML 8, XP 20] Equipment: 
  studded leather armor, shield, heavy flail, and 
  dagger, 12 gp and a silver ring (10gp value) 
   
  Encounter #2 - Work to be done 
  After the ambush, the PCs are approached by 
  a woman, Salina Solbourne, 0 lvl NPC. She 
  offers a healing potion (if needed) and tells the 
  PCs that she runs a local inn. Salina will offer 
  free accommodations in the city if the PCs do 
  some “work” for her. If the PCs question her 
  about the nature of this “work”, she will 
  elaborate: 
  • 
  Local business owners want protection 
  from the Red Hand Gang. 
  • 
  She is part of a group of citizens that want 
  to protect Heirandos from further gang 
  warfare. They know that the Warders and 
  Trade Authority can only do so much. It’s 
  bad for business if things get out of hand. 
   
  LL note: For more information on the Warders 
  and Trade Authority, please click on this link 
  to the Ebonyr Campaign Setting - http://
  www.ebonyr.com/nations/high-republic-of-
  sherran/heirandos#TOC-Law-Enforcement 
   
  Salina Solbourne, 0 level female, is 29 years 
  old, 5’3”, 125lbs, with long brown hair and 
  brown eyes. She has a tattoo of a red rose on 
  her left forearm.  
   
  NPC Background “Salina Solbourne” She is 
  the co-owner of the Brass Knight Inn. She is 
  also a member of a civic group that secretly 
  employs adventurers to keep the criminal 
  gangs in check. She was born in Heirandos 
  and loves her city. She will do whatever it 
  takes to protect it from enemies within and 
  without. 
   
  
  3 
  LL note: Meant to give this adventure a more 
  “sandbox” feel, the Brass Knight Inn and Dancing 
  Dog Tavern can help the LL give more insight and 
  local flavor of Heirandos. The LL may want use 
  the locales as a way to drop clues or just get the 
  PCs into a bar fight! 
   
  Random City Encounters 
  1. Beggar--a grizzled old man lies in the street at 
  your feet. He is in rags and looks half starved. An 
  empty alms bowl lies nearby. [If the PCs give the 
  man any coins, he will reward them with a 
  rumor.  LL note--you may use this encounter to 
  give the PCs a clue regarding the Red Hand Gang 
  or anything else you may wish the PCs to know.] 
   
  2. Important personage--Down the street comes 
  someone of importance. You can tell by the 
  retinue of guards, horses, and servants that move 
  along with him. LL note--ask the PCs if they stand 
  and watch or move out of the way. If they decide 
  to watch, guards will move toward them shouting 
  curses and pushing them out of the way. Consider 
  them as 1st level fighters with scale mail, shield, 
  and spear. If the PCs fight back, 1d12 other guards 
  will attack. One of them will be a sergeant (3rd 
  level fighter). They will attempt to subdue the PCs 
  that are fighting and throw them into the 
  dungeons. 
   
  3. Mama ain’t happy--The crowd will erupt in 
  laughter as a skinny little man runs down the 
  middle of the street. He is clutching a sheet and 
  trying his best to keep covered. Behind him the 
  crowd parts and a burly woman trundles after 
  him. She wields a rolling pin as deftly as any sell 
  sword the PCs have ever seen. LL note--treat her 
  as a 4th level fighter for attack rolls when wielding 
  her rolling pin. If the PCs intervene to save the 
  man, he will be very grateful and tell them that his 
  wife was still mad at him just because he attended 
  a lodge meeting last night. The PCs may receive 
  information from the man regarding the 
  adventure or they could get another plot hook the 
  LL wants to reveal. If the PCs decide to stay out of 
  it, they will see the woman lumber after the man, 
  apply the rolling pin a few times creating a large 
  bump, and then drag him by the ear back the way 
  they had come. 
   
   
  The Brass Knight Inn (map pg 9-10) 
  Owners: Adira Varik and Salina Solbourne 
  Accommodations: Single room 2gp/night, 
  Double room 1gp/night (per person), 
  Common room 5 sp/night 
   
  Menu 
  Main Courses--Duck Egg Potatoes, Duck Egg 
  Sausages, Spicy Chicken Potatoes 
  Puddings--Pear Surprise, Gooseberry 
  Surprise, Lemon Pudding 
  Drinks--Mead, Grog, Spring Grog 
   
  The Dancing Dog Tavern (map pg 11) 
  Owner: Julian Danet 
  Bartender: Coyer Graynugget, 0 level male 
  dwarf 
  Interesting clientele: Soft-spoken traveling 
  monks, a thief secretly emptying purses. 
  Rumors overheard: An ancient sword must be 
  recovered to defeat a ravaging monster. A 
  wronged half-elf needs a champion to fight for 
  her in a trial by combat. 
  Accommodations: None 
   
  Today's Menu: 
  Breakfast--Meatballs, Goose eggs, Duck eggs, 
  Blackberries, Oatmeal (cost 3sp). 
  Lunch--Rabbit stew, Goose eggs, Leeks, 
  Stewed Apples (cost 4sp). 
  Supper--Lamb chop, Yams, Spinach, Flat 
  bread, Plain cake (cost 5sp). 
  Snack--Duck eggs, Blueberries, Nut bread 
  (cost 2sp). 
  On Tap--Farm Kettle Mead, Scorch Belly Ale, 
  Harvester's Ale 
   
  Sandbox Scenarios: 
  • 
  The cleric Braken can be found in any 
  business the PCs enter and tells his tale. 
  • 
  One of the pirates is encountered in a 
  tavern and brags to the PCs about the 
  treasure aboard his ship. 
  • 
  Braken is being mugged when the PCs 
  approach. 
  • 
  Braken is running from some street thugs. 
  He begs the PCs for help. 
  • 
  Salina is trying help Braken fight off some 
  street thugs when the PCs arrive. 
   
  
  4 
  Encounter #3 - Wandering Cleric 
  At the Inn the PCs are approached by Salina and  
  Braken the cleric. Braken will tell the story (true) 
  that pirates raided a temple on the coast of his 
  country and stole the icon. He has been tracking 
  the raiders for a long time and finally found their 
  ship docked in the Quayton district under a 
  Carthan flag. He needs help to board the ship and 
  locate the icon before it is sold in the city. 
  LL Note: For the City of Heirandos’ districts - 
  http://www.ebonyr.com/nations/high-republic-of-
  sherran/heirandos#TOC-Districts 
   
  Braken, 2nd level cleric [AL L, MV 120’ (40’), AC 
  5, HD C2, HP 9, #AT 1, DG 1d6+1 (mace +1), Spells 
  (Cure light wounds, Protection from evil), SV C2, ML 
  9,] Equipment: studded leather +1, quarterstaff, 
  mace +1, 2 potions of cure light wounds. 
   
  NPC Background “Braken”  The cleric Braken is a 
  human male of the Ovandu race. He is 25 years 
  old, 6’1”, and weighs 225lbs. He is a cautious and 
  humble priest of the Wo’Kua religion. Wo’Kua 
  simply means ‘the faith’. It is an animist religion 
  that places great importance on the veneration of 
  ancestors and the numerous gods and spirits of 
  the land, animals, and people.  
   
  Encounter #4 - Pummel the Pirates (map pg 12) 
  If the PCs take the offer to help the cleric and 
  investigate the ship: 
  1. Braken will lead the PCs to the Quayton 
  district and point out the ship tied to a pier. 
  2. Braken will offer to keep watch while the PCs 
  investigate the ship. He’s not very good in 
  combat but will offer to heal the PCs if they 
  need it.   
   
  LL Note: The ship map is a reference for the PCs 
  to infiltrate the ship and discover clues or stolen 
  treasure. You could place the pirates in any part of 
  the ship you wish. This encounter has one pirate 
  topside as a guard.  
  If the PCs fight the pirates, there is a 10% chance 
  that a Warder patrol will hear the noise and try to 
  intervene. Fights often break out on the docks 
  between drunken sailors and rowdy 
  longshoremen so this kind of disturbance is not 
  uncommon.  
   
   
  Pirate NPCs  
  There are three pirates on board to watch the 
  ship while their comrades are in the city 
  selling stolen loot and drinking their profits 
  away. One pirate will be on the top deck with 
  a pet giant rat on a chain. The other pirates 
  will be down below sleeping or playing dice. 
  The other giant rats will be chained below 
  deck in the hold with the two pirates. Any 
  combat topside will have a 60% chance of 
  being heard below prompting the two pirates 
  to come topside with their giant rats and 
  investigate. It will take 1d4 rounds for the 
  pirates to go topside. 
   
  (Topside Pirate) Su, 1st level male fighter 
  [AL C, MV 120’ (40’), AC 3, HD F1, HP 4, 
  #AT 1, DG 1d6 (light hammer), SV F1, ML 7, 
  XP 10] Equipment: banded mail and light 
  hammer, 11gp. 
  • 
  Markuuara, 1st level male fighter [AL C, 
  MV 120’ (40’), AC 7, HD F1, HP 6, #AT 1, 
  DG 1d8+1 (heavy flail +1), SV F1, ML 7, 
  XP 10] Equipment: studded leather, 
  heavy flail+1, and shield, 8gp. 
   
  • 
  Margat, 1st level male thief [AL C, MV 
  120’ (40’), AC 8, HD T1, HP 2, #AT 1, DG 
  1d8 (longbow or sword), SV T1, ML 7, XP 
  10] Equipment: leather armor, longbow, 
  and long sword, 5gp. 
   
  • 
  Giant Rats (3) [AL N, MV 120’ (40’) 
  Swim 60’ (20’), AC 7, HD 1d4 hp, HP 4, 3, 
  3, #AT 1 (bite), DG 1d3 + disease, SV F1, 
  ML 8, XP 6] 
   
  
  5 
  If the pirates are captured and interrogated they 
  will tell the following: 
  1. Several religious items were taken off the ship 
  to be sold to a gang called the Red Hand 
  (true). 
  2. An artifacts dealer came aboard and bought 
  several relics that were captured from a 
  temple (false). 
  3. Their shipmates went into the city looking for 
  some pawn shops to sell their loot (false). 
  4. They have no idea what the item is they’re 
  looking for. They captured so much treasure it 
  all looked the same (partially true). 
   
  If the ship is searched, the PCs will find treasure 
  and several documents in the captain’s quarters. 
  Document #1 - Signed contract between Captain 
  Arvis and an imprint of a red hand for the 
  purchase of unique treasure and relics. 
  Document #2 - Lease of the ship by the Sacuza 
  Trading Company on their next voyage. 
  Ship treasure: 1,100cp, 750sp, and 200gp stored in 
  stone containers. 
   
  Encounter #5 - The Undercover Tammer 
  An NPC, Tym Therian, approaches the PCs after 
  they have left the ship. This could be while the 
  PCs are going back to the Inn. Tym will 
  introduces himself and advise them that he is an 
  undercover “Tammer” (Trade Authority Agent). 
   
  Story: He was contacted by Salina to see if the PCs 
  were legit in helping out Braken. He was 
  watching the ship when he saw Braken 
  kidnapped by several street thugs from the Red 
  Hand Gang. He didn't want to intervene for fear 
  of blowing his cover.  
  Therian has successfully infiltrated the Red Hand 
  Gang and knows the location of their hideout and 
  possibly the kidnapped cleric too. He has heard 
  that the gang has acquired several unique relics 
  and were trying to sell them. 
  Salina Solbourne will corroborate his story if 
  asked by the PCs. 
   
  NPC Background “Tym Therian” He is a low 
  level Trade Authority agent [AL L, MV 90’ (30’), 
  AC 5, HD F1, HP 5, #AT 1, DG 1d6 (light. 
  crossbow or hand axe), SV F1, ML 10] Equipment: 
  scale mail, shield+1, hand axe, lt. crossbow, 
  large hooded cloak of dark red. Tym Therian 
  is more an academic than a fighter. He is 
  cautious and intelligent. He is a recent 
  addition to the ranks of the Trade Authority 
  and was chosen for undercover work because 
  he grew up outside of Heirandos. Therefore, 
  know one knows his background. 
   
  Encounter #6 - Sewers dark and dank 
  If the PCs take Tym’s offer to find Braken and 
  the stolen artifact, he will lead the PCs  down 
  an alley to a loose sewer grate. He will 
  explain that he recently learned the hideout 
  has a back entrance that is poorly guarded. 
  The sewer leads to this entrance. 
   
  • 
  This sewer section is a mainline that is 
  over 7 feet tall and 6 feet wide. Foul 
  smelling, dark, and dank, the sewer runs 
  in every direction under Heirandos. It’s 
  possible that the PCs will encounter a 
  random goblin group searching for food 
  or loot. 
   
  Goblins (5) [AL C, MV 60’ (20’), AC 6, HD 1-
  1, HP 5, 5, 4, 3, 3, #AT 1 (weapon), DG 1d6 or 
  weapon, SV 0 lvl human, ML 7, XP 5] The 
  goblins will have a total of 23gp and a +1 
  dagger. 
   
  When the PCs arrive at the hideout the outer 
  door is unguarded but locked. (map pg 13) 
  As the PCs pass down a small hall they come 
  to a secondary door which is locked as well. 
  This door has no outside lock to place a key 
  like the first one did.   
   
  There is a small metal sliding window at the 
  top of the door for a guard to see who is  
  wants access and asks for the password. (The 
  password is “redhand”.) 
   
  LL Note: Tym will tell the PCs that he knows 
  the password, otherwise if they are without 
  Tym they will have to try and bluff their way 
  in. 
   
   
   
   
  
  6 
  Encounter #6 - The Hideout (map pg 13) 
  The Red Hand Gang mostly congregates in the 
  dining hall area to sleep off nights of heavy 
  drinking, gamble, or talk about their latest heist. 
  There will be only one guard (1st level fighter) at 
  the secondary door to ask for the password.  
   
  The novice gang members will be spread out on 
  the main floor. 25% of them will be sleeping and 
  should be considered surprised, thus losing action 
  for the first combat round.  
  The regular gang members will be in the sub 
  basement. A heavy wooden door leads to the sub 
  basement and will block much of the noise of 
  combat coming from the main floor.  
  There is only a 10% chance that the regular gang 
  members in the sub basement will hear any noise 
  and come upstairs to investigate.  
   
  Braken will be in room 2. He is tied, bloody, and 
  unconscious (1 hp). If untied and given some first 
  aid, he will awaken and tell the PCs that he was 
  kidnapped at the docks and brought here.  
   
   
  The Red Hand Gang asked him questions 
  about the religious icon and when he refused 
  to answer, he was beaten unconscious. The 
  only thing he remembers is that he saw the 
  icon when the gang was interrogating him.  
   
  Red Hand Gang (in main hall) 
  Genovin Parat, 1st level male halfling [AL C, 
  MV 90’ (30’), AC 7, HD H1, HP 4, #AT 1, DG 
  1d8 (scimitar), SV H1, ML 8, XP 10] 
  Equipment: padded armor, shield, scimitar, 
  and 23gp. 
  Dran Avun, 1st level male halfling [AL C, MV 
  90’ (30’), AC 7, HD H1, HP 3, #AT 1, DG 1d4 
  (dart) or 1d6 (mace), SV H1, ML 8, XP 10] 
  Equipment: padded armor, shield, darts (3), 
  mace, and 15gp. 
   
  Hamdyr, 1st level male fighter [AL C, MV 
  120’ (40’), AC 5, HD F1, HP 3, #AT 1, DG 1d8 
  (battle axe), SV F1, ML 8, XP 10] Equipment: 
  chain mail, battle axe, and 29gp. 
   
  Kruk, 1st level male thief [AL C, MV 
  120’ (40’), AC 8, HD T1, HP 5, #AT 1, DG 1d4 
  (sling) or 1d6 (trident), SV T1, ML 8, XP 10] 
  Equipment: leather armor, sling, trident, and 
  19gp. 
  
  7 
  Una Kahn, 2nd level female thief [AL C, MV 
  120’ (40’), AC 8, HD T2, HP 7, #AT 1, DG 1d4+1 
  (+1 dagger), SV T2, ML 8, XP 20] Equipment: 
  leather armor, +1 dagger, 53gp, and a gold ring 
  (worth 35gp). 
   
  Red Hand Gang (in sub basement) 
  Jalib Shan, 2nd level male fighter [AL C, MV 
  90’ (30’), AC 5, HD F2, HP 11, #AT 1, DG 1d8 (long 
  sword), SV F2, ML 8, XP 20] Equipment: scale 
  mail, shield, long sword, 12pp, 39gp, and a gold 
  chain (worth 50gp). 
   
  Vinjera Has, 1st level female magic user [AL C, 
  MV 120’ (40’), AC 9, HD M1, HP 2, #AT 1, DG 1d4 
  (dagger), SV MU1, ML 8, XP 10] Equipment: 
  dagger and spell book (w/ Charm person, Enlarge), 
  and 27gp. 
   
  Zun Wynver, 1st level male thief [AL C, MV 
  120’ (40’), AC 8, HD T1, HP 3, #AT 1, DG 1d4+1 
  (+1 club), SV T1, ML 8, XP 10] Equipment: leather 
  armor, +1 club, 12gp, silver ring (worth 10gp). 
   
  Lenwe Arnatali, 1st level male elf [AL C, MV 
  120’ (40’), AC 7, HD E1, HP 2, #AT 1, DG 1d6 (lt 
  crossbow), Spells (Unseen servant, Identify), SV E1, 
  ML 8, XP 10] Equipment: leather armor, shield, lt 
  crossbow, 23gp, and gold earring (worth 30gp). 
   
  Kordath, 3rd level male thief [AL C, MV 120’ (40’), 
  AC 8, HD T3, HP 10, #AT 1, DG 1d4+2 (+2 dagger), 
  SV T3, ML 8, XP 50] Equipment: leather armor, +2 
  dagger, 13pp, and 23gp. 
   
  Who knows what? 
  Genovin Parat - helped kidnap Braken. He 
  doesn't know anything about the religious artifact. 
   
  Dran Avun - same as Genovin. 
   
  Hamdyr - has heard about some special loot that 
  he was tasked to guard in the sub basement. He 
  doesn't know what the treasure is.  
  Kruk - knows that the leader of the Red Hand 
  Gang has been searching for some unique 
  treasures. He doesn’t know where it’s at or what it 
  is. 
  Una Kahn - she is a sub-leader of sorts. She 
  was the liaison between the gang and the 
  pirates who sold the artifact. She brought the 
  artifact to the hideout and knows that special 
  visitors have been negotiating a price with the 
  leader of the Red Hand Gang. 
   
  Jalib Shan - He has only joined the gang 
  recently. He helped guard the special loot and 
  kidnapped Braken. Their leader thought that 
  Braken could tell them about the religious 
  artifact and operate it for them. Braken 
  refused and was beaten. 
   
  Vinjera Has - She knows that there is some 
  special treasure in the hideout. She doesn't 
  know what it is. 
   
  Zun Wynver - He helped guard and beat 
  Braken. He has seen the religious artifact. He 
  knows that a secret group has come and 
  purchased the artifact. He doesn't know who 
  they are. 
   
  Lenwe Arnatali - He helped guard the 
  artifact. He knows the same information as 
  Zun Wynver. 
   
  Kordath - He is the leader of this branch of the 
  Red Hand Gang. He helped broker the 
  purchase of the treasure from the pirates 
  including the religious artifact. He heard on 
  the streets that a cleric was looking for the 
  stolen items. So, he setup the kidnapping, 
  interrogation, and beating of Braken.  
   
  He knows that the secret visitors were from 
  the Sacuza Trading Company. He has an idea 
  they were part of the secret organization 
  known as the Foundation, though he has no 
  evidence to prove that. He sold the artifact to 
  the Sacuza Trading Company for a treasure 
  (see below) and several swords. 
   
   
   
   
  
  8 
  Treasure found in the hideout: Large leather bag 
  with 313gp, 1,560sp, 3,110cp, 4 diamond 
  gemstones (50gp value each), a gold goblet (100gp 
  value), +1 Ebony Blade sword (see description below), 
  Scroll of Darkness (see description below), Mug of 
  Neverending (see description below).  
   
  Ebony Blade - A short sword made up of the 
  dark-metal Mythinen, this magical blade turns 
  completely black at night.  
  • 
  A normal blade in any light equal to a 
  continual light or stronger (i.e. full daylight), 
  the Ebony Blade is +2 in any lesser light (i.e. 
  pitch black, torch light, dusk or twilight, etc.) 
  • 
  In low light levels, the Ebony Blade grants its 
  wielder infravision (60’). 
  • 
  It can create darkness, 15' radius three times 
  per day at any time. (Note that the Ebony 
  Blade functions at full strength within the 
  darkness.) 
  Scroll of Darkness - Upon opening this scroll, a 
  vast blanket of darkness issues forth. The 
  darkness engulfs everything within a 60-foot 
  radius of the scroll of darkness. Sight, 
  infravision,  and even true seeing cannot penetrate 
  the black veil. However, the person grasping the 
  scroll when opened retains normal vision, 
  provided that he remains holding the scroll. The 
  darkness lasts until the scroll is closed, upon 
  which it disappears the round afterward. The 
  scroll may be used 1d4 times before becoming 
  useless. 
   
  Mug of Thirstquench - This large metal mug  
  with a dragons head for the handle. When a 
  command word is spoken, it immediately fills 
  with light or dark ale or thick mead, as the user 
  wishes. When drained, the command word will 
  cause it to fill again. The command word is 
  written on the bottom of the mug.  
   
   
  Clue - If the PCs search the rooms carefully 
  they will find a coin that has the symbol of 
  the Sacuza Trading Company and the 
  Foundation intertwined on its face.  
   
  That’s a Wrap 
  Tym will also suggest that the PCs 
  investigate the Sacuza Trading Company 
  while he takes the stolen merchandise to the 
  Trade Authority HQ and returns it to the 
  owners. 
  Braken will thank Tym and the PCs for his 
  rescue. He will ask the PCs to keep following 
  leads to find his religion’s precious 
  artifact.  He will offer to help in any way he 
  can. 
  
  9 
  Maps 
  The Brass Knight Inn 
  
  10 
  The Brass Knight Inn (continued) 
  
  11 
  Dancing Dog Tavern 
  
  12 
  Pirate Ship Map 
  
  13 
  Red Hand Gang Hideout Map 
  
  14 
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  System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, 
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SOURCE: textdata/thevault/Labyrinth Lord (osr)/Adventures & Settings/LL - HH1 Heroes of Heirandos.pdf