TEXT: SND6-03 
   
   
   
   
   
  Collateral 
   
  A One-Round Dungeons & Dragons® Living 
  Greyhawk™  
  Sunndi Regional Adventure 
  Version 0.9 
   
   
  by Pierre van Rooden 
  Circle Reviewer: Pieter Sleijpen 
  Triad Reviewer: Krishna Simonse 
   
  Playtesters: Vincent van der Bijl, Robin Gilijamse, Floris Kraak, Kjell Scholts, Ward van Oosterum, Dirkje Westerbeek 
   
   
  A monster prowls the Vast Swamp, threatening the community of Eyedrinn and frustrating their promises of much 
  needed support in the war. Since they seem unable to deal with it, it is up to you to help the Hextorites with their 
  problem…whether they like it or not.  
  A one-round Sunndi regional adventure for characters level 3-11 (APLs 4-10). 
   
  Resources for this adventure [and the authors of those works] include Fiend Folio [various], SND4-06 Bren’s Men [Pierre 
  van Rooden], and SND4-08 Saving Dolkann [Pieter Sleijpen].
  Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of Wizards of the 
  Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit www.wizards.com/d20 
  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can sanction and run DUNGEONS & 
  DRAGONS game events of all sizes, visit our website at www.rpga.com. 
  DUNGEONS & DRAGONS, D&D, GREYHAWK, Living Greyhawk, D&D Rewards, RPGA, Player’s Handbook, 
  Dungeon Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other 
  countries. This material is protected under the copyright laws of the United States of America. Any reproduction or 
  unauthorized use of the material or artwork contained herein is prohibited without the express written permission of 
  Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or 
  events is purely coincidental. © 2005 Wizards of the Coast, Inc. 
  Visit the LIVING GREYHAWK website at www.rpga.com. 
   
   
  
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a worldwide, 
  ongoing D&D® campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL™ gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the table Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have to be a 
  HERALD-LEVEL GM to run this adventure if you are not 
  the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second player and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2007.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com.  
   
  Players Read No Farther 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this adventure 
  as part of an RPGA-sanctioned event, reading beyond this 
  point makes you ineligible to do so.  
   
  Preparing for Play 
  To get the most out of this adventure, you need copies of 
  the following D&D rule books: Player’s Handbook, 
  Dungeon Master’s Guide, and the Monster Manual.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Sidebars contain important 
  information for you, including special instruction on 
  running the adventure. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Full information on NPCs 
  and monsters are given in Appendix 1. For your 
  convenience, that appendix is split by APL 
   
  Along with this adventure you’ll find a RPGA 
  Session Tracking sheet. If you’re playing this adventure 
  as part of an RPGA-sanctioned event, complete and turn 
  in this sheet to your senior GM directly after play. You’ll 
  also find a LIVING GREYHAWK Adventure Record (AR).  
   
   LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), other than 
  those brought by virtue of a class ability (such as 
  animal companions, familiars paladin’s mounts) or 
  the warhorse of a character with the Mounted 
  Combat feat, use the sidebar chart to determine the 
  number of levels you add to the sum of step one. Add 
  each character’s animals separately. A single PC may 
  only bring four or fewer animals of this type, and 
  animals with different CRs are added separately.  
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  3. 
  Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round to the nearest whole number. 
  4. If you are running a table of six PCs, add one to that 
  average. 
   
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLS are given in even-
  numbered increments. If the APL of your group falls on 
  an odd number, ask them before the adventure begins 
  whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
  SND6- 03 Collateral 
   
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  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. If a player 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character receives only one-half of the 
  experience points and gold for the adventure. This 
  simulates the fact that either the PC was not challenged 
  as much as normal or relied on help by higher-level 
  characters to reach the objectives. 
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may 
  not play the adventure. 
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1st-level characters may find 
  the challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them and fight for them. 
   
  TIME UNITS AND  
  This is a standard one-round Sunndi regional adventure. 
  Characters native to the Sunndi region pay one Time 
  Unit per round, all others pay two Time Units per round. 
   
  Adventurer’s Standard Upkeep costs 12 gp per Time 
  Unit. Rich Upkeep costs 50 gp per Time Unit. Luxury 
  Upkeep costs 100 gp per Time Unit. Characters that fail 
  to pay at least Standard Upkeep will retain temporary 
  ability damage until the next adventure, must buy new 
  spell component pouches and healer’s kits, and may 
  suffer other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this adventure. 
   
  A character that does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild. If the character possesses four or more 
  ranks in the Survival skill and succeeds at a DC 20 
  Survival check, the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, may 
  refill spell component pouches and healer’s kits, and may 
  restock up to 20 arrows or bolts if the character has at 
  least four ranks in Craft (bowmaking). The player is 
  allowed to Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 3 of the Living Greyhawk Campaign Sourcebook. 
   
   
  ADVENTURE BACKGROUND 
  The Wastri invasion in Sunndi has caused much pain and 
  suffering. They have pushed deep into the Sunndi 
  wetlands, razing the county of Corul. Many dead lie in 
  their wake, and many are to follow. 
   
  One of the frontlines of the war is Eyedrinn, a town 
  in the south of Sunndi, built on the delta  of the river 
  Pawluck. The town is ruled by a count heavilyn 
  influenced by the priesthood of Hextor, a rather unique 
  occurrence in the freedom loving kingdom.  
   
  It also has a unique position in the war: while most 
  of the Sunndi army fight the bullywugs form the north, 
  Eyedrinn lies south of the enemy forces. Since it has a 
  sizeable army, they have the potential to severely disrupt 
  the byllywug’s supply lines and , by creating another 
  front,  impeding their progress. 
   
  Unfortunately, so far requests from Sunndi’s army 
  for Eyedrinn to push north and face the Wastri forces has 
  not been honored. Eyedrinn has their own frontline to 
  the south, and have decided that it is imperious to secure 
  that line before they commit their forces elsewhere. 
  Their refusal has caused more friction with the 
  Trithereonite leaders in the army, who have always been 
  opposed to the Hextorite’s presence. 
   
  According to Eyedrinn, securing the southern front 
  has yet failed. Their problems started about a year ago. 
  When the bullywugs invaded Corul, they also ran a 
  diversion attack on Eyedrinn, moving as close as the 
  town itself before they were turned back. The bullywugs 
  were not the biggest problem – Eyedrinn has an armry 
  quite capable to fighting the raging humanoids, and 
  several defenses aimed specifically towards aquatic 
  opponents. But in the darkness of the night, one menace 
  showed itself that the Hextorites were not able to defend 
  against. At the southern fringes, a nightmarish creature 
  appeared at the wall. Towering above the men, shrouded 
  in the darkness of the night, it vented its rage on the 
  soldiers. The monster was impervious to attacks, and 
  mercilessly slew any in its path. A horn was blown, but 
  when reinforcements arrived, they were too late. The 
  monster had gone, leaving few survivors in its wake – 
  most of which died later for their wounds. 
   
  Ever since then, the creature has wandered the 
  swamp and attacked outposts. Few can give an accurate 
  description of the creature, as it attacks by night and 
  makes sure to destroy any light sources so it can use the 
  cover of darkness. The few accounts given set all kinds of 
  rumors loose of its nature: that it was summoned by the 
  Wastrians and wnet out of control, that it was a fiend, or a 
  terrible undead giant. 
   
  The priests made secure to quench as much as these 
  rumors as possible, even ‘promoting’ witnesses to the 
  eastern front so as to remove their influence on morale. 
  Despote this, rumors keep popping up and have even 
  reached the ears of officers in the Sunndi army. 
   
  Now, Count Kestor has decided that if Eyedrinn 
  cannot deal with their own front line problems, he will 
  have it done for them. With Bren’s help, he is now 
  looking for adventurers that can hunt down this so-called 
  monster and kill it. 
   
  The monster: Despite the rumors, the monster is 
  not a creature of Watsri origin. It is, in fact, a rogue blood 
  golem – a construct originally designed by Hextorites. 
  Intended to fight the bullywugs, it now attacks anyone in 
  its path. 
   
  The blood golem was commissioned by a priest 
  named Arnassos. Arnassos is an old-school fanatic, who 
  dislikes the uneasy peace that Eyedrinn has with the, in 
  his eyes, anarchist leaders of Sunndi. He has often 
  SND6- 03 Collateral 
   
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  pushed for a more confronting approach, but the church 
  has chosen to ignore him, preferring a more subtle path 
  to government reform. 
   
  When the Wastri war was looming, Arnassos’ 
  proposals for the use of advanced dark magic to gain an 
  edge over bullywug and Tritheronite alike, likewise fell 
  on deaf ears. Arnassos was furious, and cast about for 
  possibilities to get things his way. To his surprise, he 
  actually found someone willing to sponsor his quest, 
  from the most unlikely of places. Reese, a necromancer 
  with some influence in the Bleak Academy, proved 
  willing to aid him. Reese claimed that the Academy was 
  ruled by an unlawful depot, who was pushing towards 
  aiding the Wastrians – something he was vehemently 
  opposed to. Reese was willing to help Arnassos with 
  magic and funds, obtained through sponsors that though 
  alike, to set up a secret lab, out of sight, to work on the 
  construction of a blood golem, one of the most 
  devastating opponents ever created by Hextorites. 
  Arnassos, blind by his own faith, never doubted Reese’s 
  devotion, and didn’t even consider that he might have 
  ulterior motives. 
   
  Reese, truthfully worked hard, recruiting a few 
  servants he could trust, as well as the help of a armor and 
  weapon smith, a man named Meryn. Like Arnassos, 
  Meryn was told that he was working for the greater good 
  – the destruction of the bullywug invaders. But as the 
  building of the construct progressed, Meryn started to 
  doubt. When Reese started to use blood sacrifices to 
  power the golem and circumvent requirements he 
  otherwise couldn’t reach, Meryn realized he had let 
  himself in with an utterly evil man. But by then, it was to 
  late. He was too deep involved. When Reese found out 
  that the blacksmith was less than devoted, he had a mark 
  of justice cast on him that would prevent him from telling 
  what he knew. 
   
  Finally Reese, dissapointed with the golem’s 
  problems to navigate the swamp and avoid its pitfalls, 
  decided a most unusual and dangerous rite: to awaken the 
  golem, and give it sentience, so  it would become a most 
  powerful opponent. 
   
  In a bloody rite, held at the last moment on the 
  evening of the Wastri army’s push for Corul, the vilest of 
  magic was released – Reese sacrificed Meryn’s assistant, 
  Pailin, and granted the creature intellect, and its own 
  will. 
   
  The ritual backfired: the golem did awaken to 
  sentience, but the vile magic also turned it insane with 
  bloodlust. Moments after awakening, it turned upon its 
  makers. Reese teleported away – but his assistants were 
  killed, their blood to be sued as a power source for the 
  creature. 
   
  Only Meryn survived. The golem somehow was 
  incapable of harming the man that it perceived as its 
  maker. It left the blacksmith behind, and moved into the 
  swamp, seeking new blood – and found it at is traced the 
  bullywugs heading for Eyedrinn. 
   
  Meryn escaped towards Eyedrinn, where he sought 
  out Arnassos. The priest, shocked that his creation had 
  escaped his control, had the man locked up under false 
  accusations – so he would not be able to lead anyone to 
  the place where the creature was built.  
   
  When Arnassos heard that the army was to send a 
  group of adventurers to help get rid of the monster, he 
  realized his ploy might soon be found out. Thus, he 
  hastily gathered about a few remaining trustees – 
  including a few quite vile men – and ordered them to 
  find the location where the monster was created, and 
  destroy any evidence there pointing at his involvement, 
  instead planting evidence that the Wastrians created the 
  golem as a mockery of a divine justice. 
   
  Ideally, the men were also to capture the monster – 
  possibly immobilize it, so it’s ‘flaw’ could be dealt with. 
  Failing that, Arnassos hoped that  even if the adventurers 
  would slay and survive the monster, they would be 
  gullible enough to buy the evidence left behind, and 
  nothing would be left to incriminate him. 
   
  To guide the party of trustees to the actual location, 
  Arnassos arranged for the release of Meryn, so he could 
  be used as an unwilling guide. Once the man would have 
  led them there, the group were to kill him and leave him 
  behind as a scapegoat, so he would never incriminate 
  them – Arnassos didn’t put much trust in the mark of 
  justice  that should silence Meryn.   
   
  The assassin: Arnassos is not the only one who 
  would like the involvement of the Hextorites to stay 
  hidden. Someone hired an assassin – a woman named 
  Roslyn - to make sure the PCs do not uncover things that 
  need to stay buried. The true identity of this agent is, for 
  the moment, left to speculation. 
   
  ADVENTURE SUMMARY 
  Introduction: The PCs are hired by Jothwert, a 
  companion of count Bren, to investigate the problems 
  that Eyedrinn seems to have with a  wandering monster. 
  The PCs should do this on some low profile, as te 
  Hextorites do not really like interference.  
   
  Encounter 1 [Entering Eyedrinn]: The PCs arrive in 
  Eyedrinn. Due to Jothwert’s incapability to keep secrets, 
  the Hextorites already know of their arrival. The PCs are 
  met with captain Veeto, and immediately set up with two 
  Eyedrinn guards, to tag them during their investigation. 
   
  Encounter 2 [Baerrow’s Borrows]: The PCs meet 
  Jothwert’s cousin, Baerrow, who informs them on matter 
  sin town, and offers them the sue of his pet wolverine, 
  Beauty. 
   
  Encounter 3[Spot Checks]: PCs can question Orland 
  Weets, A few soldiers have some stories to tell, and it may 
  come evident that the government is eager to keep things 
  quiet. 
   
  Encounter 4 [The Vast Swamp]: The PCs enter the 
  swamp, either to search randomly for tracks, or possibly 
  following the general direction suggested by Weets or 
  some of the soldiers. 
  SND6- 03 Collateral 
   
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  Eventually, PCs should head towards the south-
  western bogs. 
   
  Encounter 5 [The Bogs]: The PCs find Meryn trapped 
  in a  tree – in a swampy area infested with zombies. He is 
  former companions are dead, slain a hours earlier by the 
  creature. Meryn attempts to fabricate a story on why he is 
  there, disguising his real mission. He admits to knowing 
  where the creature went, and can be a guide if the PCs 
  decide to follow him. 
   
  Encounter 6 [Blood]: The PCs track the creature (or 
  follow Meryn) to a undeep lake, in which an unnatural 
  hill seems to harbor the creature’s lair. To enter, they 
  have to pass through the water, and are quickly under 
  attack of swarms of blood bloaters. As they enter, they 
  risk triggering an alarm. 
   
  Encounter 7 [The Bunker]: The PCs find the creature’s 
  layer, and find out the truth – that the creature is an 
  awakened golem, created through foul magic on orders of 
  someone form Eyedrinn. They also find evidence of 
  Meryn involvement.  
   
  Encounter 8 [Roslyn Strikes]: Roslyn, recognizing 
  Meryn as a threat to her employer, attempts to kill him, 
  and to force the PCs to destroy the evidence, threatening 
  to otherwise release a poisonous gas. 
   
  Encounter 9 [The Fist of Hextor]: A tapestry on the 
  wall animates to spell doom on the PCs – moments later, 
  the blood golem returns, and vents its rage on the PCs.  
   
  Encounter 10 [Homebound]: Returning home, the PCs 
  are stopped by a force of Eyedrinn guards, ordering them 
  to attend a meeting with Lord Jarinto. 
   
  Encounter 11 [Paperwork]: Lord Jarinto desires to 
  know what is going on. His brother, Huandor, the high 
  priest of Hextor, also desires to know what the PCs found 
  out. 
   
  When the PCs explain their findings, Anassos is 
  summoned. It may come clear that Arnassos is not the 
  only priest that knew of the monster – it was Huandor 
  who hired Roslyn to cover up the Eyedrinn involvement 
  … 
   
  Huandor explains to the PCs that revealing the true 
  nature of the monster will cause a rift that may be averse 
  to the outcome of the war. 
   
  Conclusion: The PCs return to Deltrees to meet with 
  Jothwert. They have a moral dilemma: do they reveal the 
  truth, and thus threaten to ruin a strategically important 
  alliance, or do they hide the evil they witnessed? 
   
  PREPARATION FOR PLAY 
  This Scenario starts with the PCs being sent on a mission 
  to aid the Hextorites of Eyedrinn with their trouble – 
  whether the Hextorites like it or not. 
   
  Since the PCs are not going to be paid for the 
  mission, it is important to determine how they are being 
  motivated. For Sunndi regional characters, saving the 
  Kingdom may be enough motivation. Others may need 
  more reasons. 
   
  To aid in finding motivations, or to add a personal 
  touch, you can have individual members of the party 
  being recommended by different NPCs or groups. 
  Almost every major Sunndi organization (and several 
  from outside the region) has a stake in the war, and 
  recognizes – grudgingly, perhaps – that the support of 
  Eyedrinn is required: 
  • 
  Bren has been asked to organize an aiding force, Any 
  member of Bren’s Men has therefore been invited by 
  Bren himself. Given how the non-existent hierarchy 
  amonf the ‘men’ works, PCs may actually already 
  know everything about the mission (and likely from 
  Jothwert). 
  • 
  All other organisations involved in the war (The 
  Sunndi Army, the Solar Shields, the Disciples of the 
  Phoenix and the Royal Warders) have been asked to 
  recruit members or affiliates.  
  • 
  Both the Jade Mask and the Shroud have stakes at 
  anything that goes on, and may send members, if 
  only  to ‘keep informed’. 
  • 
  While the Tritherionites are not particular eager to 
  aid the Hextorites, some of them would find it 
  highly amusing if their champions would succeed 
  where the Hextorites would fail.  
  • 
  Jothwert, who does the hiring, is a distant relative of 
  Markavios, a halfling who organizes pit fights in 
  Pitchfield. Members of Markavios  Pit fighters may 
  therefor been send down to ‘help his wanna-be-a-
  hero cousin-twice-removed’ . 
  • 
  PCs who don’t fall in any category may simply know 
  people personally and been invited based on that. 
  Anyone who has ever earned the favor of count 
  Kestor or Nolin Bren has been asked to attend by 
  either a formal letter (in case of Kestor), or a personal 
  messenger (in the case of Bren).  
  • 
  Otherwise, PCs may accidentally have been 
  recruited ‘off the street’ by Jothwert while visiting 
  the village of Bren. After all, why let a capable 
  looking adventurer pass by if you can stick him with 
  a mission? It’s not like Jothwert has any truck with 
  formalities… 
   
  Captain Sandalee Glientyle, Jothwert the Methiculous, 
  and Ulendesse were met first in SND4-06 Bren’s Men. 
   
  Roslyn was also met in that scenario – though she 
  was well disguised then. Most PCs only knew her as 
  ‘Rosy the barmaid’, and it is unlikely that they recognize 
  her until it is too late.  
  SND6- 03 Collateral 
   
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  Also check if any PC received the favor or disfavor of 
  count Jarinto in SND4-04 Saving Dolkann. Take this into 
  account when the PCs encounter Jarinto – his behavior 
  towards a particular PC should reflect his opinion of the 
  character. 
   
  Also take note of anyone who played COR5-02 The 
  Voice of Reason, and especially if anyone bought the 
  Thrall Medallion. 
   
  Finally, One NPC, Meryn, is under the influence of a 
  mark of justice spell. Meryn will be hit by wracking pains 
  (his Con drops to 1), if he would ever reveal anything 
  about building the blood golem. You are advised to read 
  upon the spell on Players’s Handbook page 252. 
   
  INTRODUCTION 
  If not having been dragged in by Jothwert, or a member 
  of Bren’s Men, the PCs have been told by their various 
  contacts to go to the village of Bren in Brennathar, and 
  meet Captain Sandalee Glientyle in the Phantom Player, 
  at  morning’s glory. 
   
  PCs who met Glientyle remember her as an amiable 
  but strict blond half-elf. However when they arrive she 
  isn’t there. 
   
  The Phantom Player is the small, mediocre and, 
  typically, only inn in the village of Bren. Besides the 
  sign, which shows a ghost on a stage, it is not very 
  spectacular. This early in the morning, it is also 
  rather quiet. 
   
   
   
  l ,
   
   
   
   
   
   
   
  When you arrived last night, the place was filled 
  with people – locals, but also soldiers, likely from 
  the military camp around the ruins that you passed 
  getting here, and the small sentry posts that you had 
  to check in with as you moved south.   
  But as you gather in the common room as dawn 
  breaks, there is almost nobody.  
   
  It is warm and humid inside. There are some 
  theater props hanging on the wall and above the bar 
  hangs a shield with a big sun painted on it. 
   
  A man stands behind the bar, polishing 
  invisible spots on his glasses. On a bench near the 
  window lies a blond short-haired woman. You recall 
  her from last night, when you arrived. She was 
  drinking quite seriously and not interested in 
  conversation. The toll of the boozing seems to be 
  paid, as occasionally there is a groan from her 
  direction. 
   
  There is no captain Glientytle to greet you, 
  though there are various other people, apparently 
  also waiting for her. 
   
  The Phantom Player is an inn owned by a a man named 
  Ulqus, currently manning the bar. It is a small inn, with 
  moderate fare.  
   
  Ulqus is amiable and a gossip, but he has a talent of 
  getting things wrong and most of what he supposedly 
  ‘knows’ is utter rubbish. For instance, while half the town 
  may know the details, he is entirely unaware of the 
  mission. 
   
  � Ulqus: Male human Com1; NG. 
   
  The woman asleep on the bench is Ulendesse, a monk 
  who was kicked out of her monk order for reasons 
  nobody has ever been able to pry from her lips. She now 
  trains as a drunken master, and is quite often (like right 
  now) caught drinking herself in a stupor. Most people 
  think she has a dark past, and she is easy to upset, but she 
  has turned to be a good friend to Jothwert. Ulendesse is 
  aware of the mission, and that Jothwert is to brief the 
  PCs, but she is out cold and won’t rise for a while.  
   
  � Ulendesse: Female human (Suel) Mnk10/Drunken 
  Master4; LN; 
   
  After the PCs wait for about half an hour, Jothwert 
  bumbles in, entering with any early rising PCs he met on 
  the street, and any PC members of Bren’s Men (who quite 
  possibly lifted him from his bed): 
   
  A halfling with really short trimmed hair stumbles 
  inside. He looks only half dressed, his cloak is half 
  over his shoulders and he is still tucking his blouse 
  in his pants. 
  “Ah.. Uh… Up already eh? Ah… Sorry, sorry. Just 
  woke up. It’s just, drat, so ear y  what kind of time is
  this to meet? Argh. 
   
  Ah … well, let’s get it over with. My name is 
  Jothwert. I’m here to brief you.” 
   
  Jothwert the Meticulous is a halfling rogue, a former cat 
  burglar. Bren caught him by sheer accident when he 
  attempted to steal a valuable medallion from Bren’s 
  mansion. Bren had the burglar whipped, and afterward 
  enrolled the halfling in his group. After all, a man that 
  can get into Bren’s bedroom without invitation is an 
  asset. Jothwert is still quite mischievous, but he has 
  gained the trusted respect of the other men and women. 
   
   
  � Jothwert the Meticulous: Male halfling Rog11; 
  CG; Sleight of Hand +22. 
   
  If the PCs may ask where Glientyle is, Jotwhert replies: 
   
  “Ah. Yes. well… She got. Ah.Ill. She is a bit fragile. 
  Can’t say what got into her…”  
   
  “Probably” – the woman on the bench seems to 
  have woken and is now half raised, leaning on her 
  elbows, “the mushrooms.” 
  Jotwhert gives an emberrassed grin. 
  “Ah yes, well…. why do I have to get up then?” 
   “Probably because you put them in her food as a 
  joke.” 
  Jotwhert throws up his arms. “I didn’t know she 
  was allergic!” 
  “Yes, you did.” 
  “I didn’t know it was that SERIOUS!” 
  SND6- 03 Collateral 
   
  Page 5 
  
   
  The woman shrugs, and lowers herself on the 
  bench again. 
   
   
   
   
   
   
   
  “Just get on with it,” she mutters. 
   
  Jothwert turns to the PCs to take their names, then sits 
  himself at a table. Ulqus meanwhile gets him a large mug 
  of tea. 
   
  “Right, well, I have been asked to brief you with an 
  important and top secret mission…” 
   
  “Which means,” a voice of the bench drifts in, 
  “that by now the entire town knows about it.” 
  Jothwerth glances annoye din her direction, but 
  continues. 
   
  “Yeah, well, the thing is, we are having some 
  difficulty with the bullywugs. They are marching 
  north and getting nearer every day. Very difficult to 
  stop them, the wetlands are their terrain, nasty 
  clammy toads that they are. 
   
  We need all forces, and particularly, we need 
  some support from the south, from Eyedrinn. If we 
  can get those armor plated  dung heads…” 
  “….He means the Hextorites…” 
  “…yeah… if we can get them to mount an attack 
  from the south, that could really help us with stuff. 
  It would seriously disrupt their…eh…”s 
   
  “…supply lines...” the woman prompts with 
  some exasperation. 
   
  “Whatever. The things is the dung head 
  Hextorites have issues of their own. They say. And 
  it’s an internal affair. They say. They’d say anything, 
  mind. However you put it, they are far too busy with 
  their own stuff to lend support further up north. 
  Now, ‘cause we need them, like it or not, we got 
  to get some people out there to help them with their 
  problem. Now they sent some diplomats over but 
  those guys don’t do squat but talk. Those dung 
  beetles need a visit of some people that know about 
  action, and solve the problem. Only we can’t send 
  the army, cause, well, we need them here too. 
  So we are going to send some expendables in the 
  thick to do stuff for us. And with expendables I 
  mean you, of course.” 
  The halfling winks at you, implying that the last 
  bit was a joke. 
   
  “Questions?”  
   
  Jothwert awaits the PCs’ questions. He is not very 
  organized, so if the PCs don’t ask, they may be sent on 
  their way entirely unprepared. 
   
  About the problem: From what I heared, it’s nothing much. 
  Just a monster. Well, ok, a BIG monster. I don’t know specifics 
  but they were assaulted by it when the bullywugs first attacked, 
  and it is still wondering about. It’s some big ugly swamp thing, 
  some weird abomination. They haven’t been able to deal with it. 
  It has killed dozens of soldiers. See? Not a big thing. Easy to 
  solve.”  
   
  This is all Jothwert knows –bits of it are even made 
  up on the spot. Whiole he is right about the monster, he 
  ha no clue what the thing really is. 
   
  About pay: “We are a bit short on cash. Ok, a lot. Ok, so we 
  don’t have any. All stuff is going into the war machine. So we 
  can’t give you any coin. Or gems. Or anything of value. Look, 
  it’s patriot thing. There is a war out. Do it for your country. 
  Well. Do it for my country, then. 
   
  But, ok… look, we won’t let you go out unprepared. We’ll 
  pay for your food and lodgings, and I got these vouchers, you can 
  use them to get basic supplies and what I like to refer to as 
  ‘consumables’. Here, have some. I got plenty” 
   
  Each PC obtains a set of vouchers. The vouchers 
  represent credit, that can be used to obtain equipment in 
  any Sunndi regional, or any metaregional scenario that 
  starts in Sunndi. The value of the wavers is dependent on 
  APL: 
   
  APL 4: Coin – 300 gp 
   
  APL 6: Coin – 450 gp 
   
  APL 8: Coin – 600 gp 
   
  APL 10: Coin – 750 gp 
  Credit can be used to buy any items that are normally 
  Core Access through the LGCS, and any items to which 
  this scenario grants regional access (wand of cure light 
  wounds). 
   
  About who to contact/what to do in Eyedrinn: “Well, 
  the folks there are not too keen on us, so it’s probably best if you 
  stay low level. I have looked for a covert way to help you around 
  there, so I briefed my cousin…” 
   
  “..which likely means,” the woman cuts in, “that by now 
  everyone knows you are coming…” 
   
  “..and,” the halfling continues as if the interruption didn’t 
  happen, “he is called Baerrow. He owns a pawn shop.” 
   
  He eyes the woman warily, but she just shrugs. “I’m saying 
  nothing.” 
   
  “Right. Well, he’ll guide you through town. He knows all 
  the good spots.” 
   
  - “Especially the sleazy bars.” 
   
  “I just knew you were going to say something like that.” 
   
  About Eyedrinn: “Well, it’s a town under siege, totally 
  walled off. Don’t know too much about it except of course it’s 
  crawling with Hextorites. I did hear from my cousin though 
  that it’s peculiar as what it’s build on top of the river. You’d say 
  they’d be easy pickings for the bullywugs but I guess they have 
  defenses that defeat approach over water. But never been there 
  myself… 
   
  They are quite strict there, though. Draconic laws. Try not 
  to get into trouble.” 
   
  About getting there: “Well, we are pretty close to it, so it’s 
  easy. You just go south and… uhm… now ait, that’s the 
  fontline… so… uhm… you get north, well, you gp back, and 
  then you go eastwards, apst Deltrees, yes, and then south, if you 
  skirt the woods you likely avoid the masses of bullywug patrols, 
  and then, follow the edge of the Vast Swamp – look out for 
  prowling undead -  and you’re there. If you get past the guard 
  posts and don’t get shot. Piece of cake. 
  SND6- 03 Collateral 
   
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  Now, when you get back, you do the same thing, only… 
  uhm… reversed, and, ehm… you know what? I’ll just meet you 
  at Deltrees when you come back. 
   
  About the Hextorites: They fled down south in the past, 
  when we whooped their behinds at the end of the war. We 
  tolerate them cause they are a buffer between us and the swamp. 
   
  A bit hard to know who you should be rooting for: the 
  Hexes for keeping bullywugs off our backs, or the toads for 
  keeping the Hextorites busy. 
   
  Ok, ok… I guess we are rooting for the Hextorites…” 
   
  About the ruins/military camp: That place? Well, the 
  people form Corul had to evacuate when it was taken. Most 
  moved north, a few stuck around right here. There are several 
  people that offered shelter to refugees. Count Kestor also needed a 
  place to set up camp, so he moved his soldiers to the ruins. Has 
  been used before. I think it was an old temple ruin or something 
  centuries ago. It’s sort of an improvised headquarters for out 
  forces now. 
   
  Not a good place to meet though, I’m glad  Glientyle 
  set us up here. 
   
  Make sure that the PCs know that they can get store 
  vouchers for supplies before walking off, and that this is 
  part of their payment. If the PCs don’t ask, Ulendesse 
  reminds them. The PCs also receive a set of papers 
  identifying them as representatives of the Sunndi army, 
  allowing free passage to Eyedrinn.  
   
  Any other information is basically up to them to 
  acquire from Jothwert. 
   
  ENCOUNTER 1: ENTERING 
  EYEDRINN 
  Travelling to Eyedrinn was far less easy as getting to 
  Bren. It isn’t even having to avoid the Wastri forces 
  or swamp monster s- it is the numerous 
  checkpoints, where your papers are looked through 
  again and again. The closer you get to the south, the 
  more often you are stopped by patrols. Close to the 
  swamp, all of them are led by a man in the tell-tale 
  black armor of the Eyedrinn Hextorites, and you 
  keep answering the  same questions.  
   
  Finally then, you reach Eyedrinn. From a slight 
  rise in the landscape, you can see it lying. A large 
  wall and numerous patrols are set around the 
  village, which seems to consists of a network of 
  peers and wooden bridges, build besides and mostly 
  on top of the Pawluck river. Where it flows into the 
  swamp, it ahs gone shallow but enormously wide, at 
  least 600 feet, forming a pool dotted with little 
  islands, on which the town is build. Several dams 
  regulate the flow of water in the town, but it all 
  looks like a very wet and humid, and above all 
  uncomfortable place to live. 
   
  The only thing towering over the town houses 
  are the guard towers, and a large keep, build along 
  the river at the very eastern part of the village.  
   
  It seems you have just one more checkpoint to 
  pass. 
   
  A description of Eyedrinn can be found in Appendix 2. 
   
  Even with the papers Joreth gave them, the PCs have 
  to suffer through various rigorous checks if they want to 
  enter town.  
   
  Their arms and equipment are all checked. With the 
  possibility of Wastri spies entering town, all weapons 
  except simple weapons are normally confiscated, to be 
  retrieved when they leave. 
   
  PCs that show their papers, or any who are actual 
  member of the Sunndi army meta-organization, as well as 
  any PC that has a military rank (such as members of 
  Bren’s Men), are exempted from this. 
   
  If PCs desire to stay unknown, and do not show 
  their papers, they have to hand in their weapons just like 
  everyone else. If they refuse to hand in their weapon they 
  are not allowed in. They’ll have to stay outside. There are 
  no exceptions. 
   
  Sneaking weapons in is unwise – anyone found on 
  the streets with a weapon he is not supposed to have is 
  immediately charged with attempted assault – regardless 
  of whether he drew the weapon or not. Attempted assault 
  is punishable by ten weeks of hard labor - which means 
  digging at the defenses of the town. 
   
  Actually drawing a weapon in town is cause for 
  immediate arrest for heavy assault - regardless of rank. 
  Heavy assault is punishable by six months of hard labor. 
   
  Attacking a guard is charged as treason, and means 
  death (no appeal). 
   
  Only domesticated animals are allowed into town. 
  Wild animals are not allowed, though with a DC 15 
  Diplomacy check a PC may convince the guards that this 
  wolf is actually a big dog. Obviously wild animals (such as 
  bears) are not let in (even if they are sentient such as 
  animals with the celestial template). Familiars are 
  generally considered domesticated (though really strange 
  advanced familiars may be refused). Smuggling an animal 
  in town is likewise treated as attempted assault. 
   
  Everybody except the guards has to be inside come 
  nightfall. Being out at night means arrest and four days of 
  hard labor. 
   
  All these measures seem draconic but PCs need to 
  remember that they are entering a town at war, ruled by 
  Hextorites. This is far different than pleasant Brennathar. 
   
  It is possible PCs are cocky, but there is not point in 
  making a scene – PCs that resort to violence or are 
  abusive to the guards are arrested, stripped of gear, and 
  charged with attempted assault. In short, the PCs either 
  comply with orders, or refuse to enter town. In the last 
  case, it may be harder to find out what is going on, but 
  since there are also guards outside the city gates, they 
  could start their investigation there: continue with 
  encounter 3. 
   
  Once the PCs have entered town, continue with the 
  following: 
   
  You finally step onto the muddy square past the 
  town gates. It feels like you stepped into a hive. It is 
  SND6- 03 Collateral 
   
  Page 7 
  
  amazing how many people can live in such a small 
  town, the buzz of people going about their business 
  is amazing. Not a few inside are guards, but you 
  notice that there are quite a group of common 
  people in here too. None look too well off, but all are 
  far to busy to dwell on their meager existence. 
   
  Everything here seems to be coated in a grim. 
  The streets filled with mud, and everything of 
  wooden bears a coating of algae. 
   
  Unless the PCs tried to sneak in using a disguise (and 
  without showing their papers), they have been spotted 
  long ago. Captain Veeto is to have a word with them. 
   
  If PCs snuck in under disguise, they are not noticed, 
  and the following encounter doesn’t take place. In that 
  case, the PCs are not assigned Delin and Roslyn as 
  guards. This may make a number of encounters in town 
  (such as talking to soldiers) more difficult. 
   
  Eventually, the PCs presence is noted - when they 
  leave town, Delin and Roslyn are sent after them. Delin 
  tracks the PCs, and the two catch up on them in 
  Encounter 8, where Roslyn makes her move (see the 
  troubleshooting section in that encounter). 
   
   
  Next the gate, a door opens in the guard house, 
  and a man in breastplate, the sign of Eyedrinn – 
  Hextor’s fist over a triple wave – on his chest. He 
  stares at you with disdain. 
   
   
   
   
   
   
   
  “Are you Bren’s men?” 
   
  Whether the PCs admit or deny the question is not very 
  relevant - captain Veeto, the man in charge of the city 
  guards, is already aware of the PCs purpose here. There’s 
  no Bluff check that can get them past him.  
   
  � Captain Veeto: Male human fighter 7; LE, see 
  Appendix 1 – All APLs; 
  � Guards (5): Male human fighter 3; LN, see 
  Appendix 1 – All APLs; 
   
  Regardless of what the PCs answer he continues: 
   
  “Get in here.” He points his thumb towards the 
  guard tower. “I have a word with you.” 
   
  The PCs better follow – disrespect of the law is harshly 
  punished in Eyedrinn (generally a week of hard labor 
  teaches a lawbreaker some respect). 
   
  The guardhouse is  simple room with one table and a 
  rack for clothes and arms. There are not even any 
  chairs here. A ladder leads up to the next floor. 
   
  Two guards – a man  and a woman – in chain 
  mail are posted near the door. 
  The man walks into the room, then briskly turn 
  around. 
   
  “I am Veeto.”, he says, “Captain of the guards of 
  Eyedrinn. This is my town. This is my place. Here 
  count my rules.” 
   
  The captain poses a moment to gauche the PCs reactions, 
  but as soon as one starts talking, he interrupts and goes 
  on: 
   
  “I know why you have been sent here,” he continues. 
  “And who you are.” He takes a note out of his belt, 
  and quickly rattles your names from the piece of 
  paper. 
   
   “Right? Well. I can tell you that we don’t like 
  trouble makers here. We don’t like people nosing 
  about and disrupting command. If it were up to me, 
  I’d kick you all out of this town right now.” 
  The man eyes you menacingly. 
   
  “But apparently others have different ideas. I 
  have been told to be ‘cooperative’. Make sure you can 
  conduct your mission. Make sure you stay out of 
  trouble. 
   
  Well… they didn’t tell me how to do that, and 
  they didn’t tell me to be nice. 
   
  So. Planning to GO anywhere? Planning to DO 
  anything? If you are, you are going or doing things 
  my way.” 
   
  The captain awaits a response from the PCs.  
   
  He currently has an attitude of unfriendly, and it is 
  not likely to improve much. The best  a Diplomacy check 
  can get him – if PCs even attempt to try - is indifferent. If 
  the PCs ever manage to make him hostile (by using 
  Intimidate, attacking, or being very, very rude), he snaps 
  and has them ordered in chains for disrespecting an 
  officer (a week of hard labor). 
   
  The less cooperative they are, the more annoyed he 
  gets (though never to breaking point unless the PCs give 
  reason). If the PCs are cooperative, and explain what they 
  are planning, that improves his mood, though it is a futile 
  effort to warm him up.  
   
  If he can be made indifferent for the moment, he 
  continues: 
   
   
  “Good. So you choose to work with me. I am sure we
  can get along fine if you follow the law and stay out 
  of private business. What constitute private, I can 
  hear you think? Well, I’ll make it easy for you.” 
  He motions the two guards at the door over. 
   
  “These are privates Belin and Roslyn. They’ll be 
  guiding you through the town and beyond – Belin is 
  a decent tracker. They can get you in and out of 
  town, and they know their way around. And they’ll 
  tell you when you are getting into private matters. 
  Do we understand each other? Then I guess you 
  should be off on your way…” 
   
  If the PCs are uncooperative, the captain gets enough 
  after some arguing. 
   
  “Enough! I am tolerating you in my town and that is 
  that. You are a burden and I have no time to deal 
  with you.” 
   He motions the two guards at the door over. 
  SND6- 03 Collateral 
   
  Page 8 
  
   
  “These are privates Belin and Roslyn. They’ll be 
  your escort. They’ll be my eyes and ears, so I know 
  what you’re up to. Anything you want to do – it goes
  through them. Anywhere you want to go – they’ll 
  follow you. Got that? 
   
   
  Now… get out of my sight!” 
   
  Once outside again, the party is expanded with two 
  people. 
   
  Creatures: Belin and Roslyn appear to be typical 
  Eyedrinn guards. They follow their orders to the letter, 
  and follow the PCs everywhere, keeping note of where 
  they go and what they do. 
   
  Belin is what he seems to be – a tracker in service of 
  the Eyedrinn army. He is not a very social figure, being 
  uncomfortable around humans. He is a good tracker, and 
  can pull his weight in a fight if needed, but he is not a 
  thinker and not someone to take initiative. 
   
  Roslyn is a different story. Roslyn is not her real 
  name, and she is certainly no common guard. She is a 
  professional assassin, a master in disguises and an expert 
  liar. She has been hired to make sure the PCs do not 
  uncover things that need to stay buried. Should the PCs 
  find evidence that is detrimental to the priests, she is to 
  ‘take measures’. Until then, she should aid the PCs, as the 
  priesthood desire the ‘monster’  to be destroyed – as long 
  as their involvement stays hidden. As a professional 
  assassin, Roslyn doesn’t ask to many questions. However, 
  she has deduced that the monster is beyond her own 
  capabilities, and she expect the Hextories caused it’s 
  appearance but lot control. 
   
  Roslyn may have encountered the PCs before. In 
  “SND4-06 Bren’s Men”, she was hired to murder the 
  Ahllissan emissionary. She was disguised as a bar maid 
  then, and in the past two years she has grown and 
  changed a lot. She looks nothing like that time.  
   
  She tries to stay in the background. Only if a PC who 
  met her before (played Bren’s Men) actually pays closer 
  attention to her and engages her in conversation, he or 
  she may make a DC 18 Spot check to notice that she 
  “looks familiar”. A second, DC 24 Spot check recognizes 
  her as “Rosy the barmaid” from Bren. Even then, a player 
  or PC may not realize that she was an assassin. If they do, 
  and accuse her of it, she claims that she was pardoned, 
  and now works “for the good of the kingdom”. She 
  refuses to explain why she was pardoned.  
   
  If PCs go so far as to check her story (for which they 
  need to visit the government building), they find that she 
  is right, and that Roslyn had received a recommendation 
  from High Priest Huanador. 
   
  Captain Veeto is unaware of all Roslyn’s assignment - 
  he thinks he picked her out of his recruits himself. 
   
  � Belin: Male human Rgr5; hp 28; LN; see Appendix 
  3. 
   
  � Roslyn: Female human Mnk1/Ftr2/Rog2/Assn1; hp 
  33; LE; see Appendix 3. 
   
  Development: As implied, PCs can use the two as 
  guides. They know the town well and can tell about some 
  of the defenses, such as the colony of blood bloaters in 
  the water (see Appendix 2 and 4). While they know little 
  of the monster attacks, they can help the PCs get into 
  contact with guards that do. They also know where 
  Baerrow lives, and can escort the PCs here. 
   
  PCs may consider getting rid of the guards, but this 
  would be unwise. They would be violating an order, and 
  should they ‘loose’ their companions, the town guard are 
  on their heels within the hour, arresting them for 
  disregarding guards orders or obstruction of the law. Of 
  course, once the PCs leave town and enter the swamp, it 
  may be easier to loose them. 
   
  Troubleshooting: 
  Eyedrinn 
  is 
  not 
  a 
  friendly 
  environment. It’s brutal and strict and punishment is 
  harsh. PCs should be careful and try to roll with the 
  punches rather than go against the grain. Should they 
  push it, it is your task as a DM to remind them of the 
  danger: their PCs may get arrested – which basically 
  takes them out of the adventure. 
   
  If PCs persevere in bad behavior, they may get 
  arrested. There are hundreds of armed men in Eyedrinn 
  – some of them quite high level. Hence, unless PCs have 
  a trick so they can flee (like a teleport spell), they’ll be 
  arrested and sentenced to hard labor (costing between 1 
  and 26 TU, depending on the violation). 
   
   Note that anyone who gets into trouble like this 
  looses all favors with the Sunndi Army or the Hextorites 
  of Eyedrinn. Anyone with a rank in the army is demoted. 
   
  Note that should one PC poses problems, the 
  remainder of the party need not necessarily be arrested 
  too. 
   
  Also, PCs have the option to leave town – in that 
  case, they have to find their own ways to talk to the 
  guards (encounter 3), or look for the monster in the 
  swamp (encounter 4). 
   
  ENCOUNTER 2: BAERROW’S 
  BORROWS 
  You have happened upon a long peer that runs along 
  the rive line, to small shack on the center of a rock 
  outcropping. It looks in a disheveled state. The 
  windows are boarded up, and the roof is patched 
  with all matter of junk. 
   
  All matter of items are leaning against the 
  building walls, or stacked on a number of rafts tied 
  to poles. Nets tied between the peer and various 
  mooring poles, contain even more junk; driftwood, 
  various iron and copper implements, and a few 
  weapons so far gone you would do better to fight 
  with your bare hands. Propped up against the shop, 
  like a big doll, is even something that you recognize 
  – after a few tries – as a thoroughly rusted full plate 
  armor.  
  SND6- 03 Collateral 
   
  Page 9 
  
   
  A sign near the start of the peer reads “The 
  Borrows”. 
   
  A large ferocious crocodile is chained to the 
  door of the shack. As it senses your approach, it 
  jumps up, and, it’s jaws wide, darts at you at  an 
  amazing speed, it’s chain jostling behind it. 
   
  The creature is Beauty, Baerrow’s ‘domesticated’ crocodile 
  pet. It is one of a few creatures that are allowed inside the 
  gates. 
   
  � Beauty: female crocodile; hp 22; Monster Manual page 
  271. 
   
  Beauty runs up to the PCs, but before she can reach them, 
  the chain pulls taut. She shakes her head and snaps at the 
  PCs, but can’t get closer. 
   
  Druids or ranger PCs can try to befriend Beauty, 
  using their wild empathy ability. Beauty starts as 
  unfriendly. 
   
  Once befriended, or if befriending her fails or is not 
  attempted, Baerrow comes out. 
   
  The door to the shack opens, and a bespeckled  
  halfling peers out.  
   
  “Beauty!” he shouts, “Heel!! Let the friendly 
  people alone!” 
   
  Instantly, the croc turns, and dashes at the 
  young man, who now steps outside. 
   
  “Good girl!” he comments, as the beast twirls 
  around him, almost tripping him with her tail.  
   
  “No worries!,” he shouts your way. “She’s a real 
  softy. She won’t harm a fly! I guess you are the 
  people Jothwert sent over? I’m Baerrow! Come on 
  in! ” 
   
  Assuming the PCs confirm, he beckons them in. 
   
  � Baerrow: male halfling Exp3 (AL N). 
   
  Beauty glares at them (except any PCs that befriended 
  her), but doesn’t attack. 
   
  Inside, the shack is even more stacked with stuff. All 
  matter of items can be seen – most of it useless, 
  though here and there you see items that could be of 
  moderate use - lanterns, animal skins, rope and 
  other gear. 
   
  Baerrow works himself to the end. You can 
  hardly stand in here – but somehow it is possible to 
  find a place to sit down – if it isn’t exactly 
  comfortable. 
   
  “So,”  the halfling says, “can I get you a drink? I 
  guess you are full of questions eh? Eager to start?” 
   
  Baerrow has mint tea, cinnamon tea, blackroot tea… in 
  fact, a whole variety of tea… but nothing else. He offers a 
  cup to everyone – including to the guards, who refuse. 
   
  Once settled, he is ready to answer questions. Like 
  Jothwert, he doesn’t volunteer any unless they ask – he 
  has no clue what the PC want or need to know. 
   
  Here are thing Baerrow knows bits and pieces of: 
   
  The monster origin: “Well, the beast turned up several 
  months ago, when we were under attack of the First Wave – 
  that’s how they call the first organized attack of the toadmen. 
  Terrible slaughter, and we might have been overrun if it weren’t 
  for the fact that we were prepared, and the town defenses were 
  set up to deal with those water treaders. Otherwise my guts 
  would now be hanging from a pike!  
   
  But anyway, that’s the first time the toads used their critter. 
  It turned up on the south walls, and wreaked havoc – took out 
  almost everyone there, quite some of its own people too. When 
  reinforcements arrived it was gone, but it has been back often 
  enough since then.” 
   
  The monster’s looks: “Not sure what it looks like. It’s 
  enormous, that’s for sure. I heard it has multiple arms, and 
  moves like lightning. Ravenous appetite too, form the horror 
  stories I heard. But I don’t know too much about it, I mean I 
  never actually saw it. You should probably ask someone else.” 
   
  The monster behavior/sightings: “It attacks at night 
  mostly, at least I don’t know of any other attacks. It stays to the 
  swamp though. Good thing too, imagine it wandering the 
  country side.” 
   
  If PCs ask for specific locations where it has been 
  sighted, Baerrow doesn’t know, but says that friend of 
  him, Oland Weets, is a logistics guy and he may know 
  more. 
   
  Casualties: “Oh, I don’t keep count on the number of dead, but 
  dozens, really. We loose guards every week, though of course you 
  can’t be sure if they all fall to the monster. But some definitely 
  do. And the priests, they don’t let on how many dead there really 
  were. We have to guess. Something about army intelligence… 
  not sure how intelligent it is if you don’t know the number of 
  dead?” 
   
  The bullywugs: “Nasty buggers” *spits in a corner * “filthy 
  little racist beast. They are the most brutal creatures ever. They 
  are totally incensed, and they move through the water quicker 
  than us, so if we can’t bait them on dry land we are done with. 
  Lucky the town has it’s own means to get them out of the water.” 
   
  The town defenses: “Well, you haven’t been in the water 
  yet, have you? That’s cause of these.” 
   
  Baerrow points out a glass jar on a shell. It is filled 
  with water. Inside it buoys a strange looking blob. It 
  looks like the white of an egg, but it is flecked with red. It 
  moves about, apparently alive. 
   
  “Blood bloaters. They suck the blood out of anyone in the 
  water. The army releases a whole colony of these little monsters 
  whenever the toads attack. Swimming her isn’t very safe. Kills 
  all the fish, but the bullywugs are weakened,take sthe drive out 
  of them. Those critters can suck a man dry in minutes.” 
   
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  The swamp: “Oh, I don’t go there. It’s wet. And there’s plants, 
  and mosquitoes, and all kinds of monsters. Bullywugs. And 
  undead. And of course a whole load of creatures ready to leach 
  the blood out of you.” 
   
  If PCs ask what he means by the last one, he points 
  out the bload bloater. 
   
  Witnesses: “Well, most people who met the monster are dead. 
  I don’t really know of any guards that survived. Odd, really. 
  Like it doesn’t like witnesses? You could ask my friend, Oland. 
  Maybe he has heard of any. He knows all about how the troops 
  move.” 
   
  How he can help them: “I wish to help you, but I am not 
  going monster hunting. I can lend you some of my stuff, if you 
  like?  
   
  I got all kinds of gear useful in the swamp. Tents, torches, 
  gel that protects against mosquitoes – it smells though. I have 
  some old weapons but they are a bit rusty. 
   
  Oh, and you can take Beauty! If you need any protection, 
  she’ll help all right!” 
   
  Most of what PCs can borrow from Baerrow is simple 
  gear – most of what can be found in table 7-8 
  (Adventuring Gear only) in the PHB, as well as a small 
  collection of simple weapons. Everything he has is 
  second hand though, and none of it is masterwork.  
   
  The weapons are so rusted they have a -2 penalty to 
  hit and damage. The full plate that the PCs saw outside 
  works, once cleaned a bit, but confers an additional -2 
  armor check penalty (to a total of -10) and anyone 
  wearing it looses their Dex bonus to AC. 
   
  Beauty may, of course, be useful (especially to a low 
  level party), as she can fight and is well at home in the 
  swamp, but she is hard to handle. Like all untrained 
  animals, she needs a Handle Animal check for her to 
  perform any tasks. Unless the PCs manage to befriend 
  her, she does her work sullenly and any animal handling 
  checks are at a -4 penalty. Her tricks are Heel, Attack, 
  Follow, and Stay. 
   
  Once the PCs have their information – and possible 
  borrowed items or Beauty – they can move on to 
  investigate further (encounter 3), or get into the swamp 
  to search (encounter 4). 
   
  ENCOUNTER 3: SPOT 
  CHECKS 
  There are a number of people the PCs may try to question 
  if they desire more information. Baerrow can introduce 
  them to his friend, Oland Weets, who works in field 
  provisions. PCs may also decide to talk to the guards, or, 
  if they are daring, visit the the priests or the local 
  government.  
   
  OLAND WEETS 
  Every army has this person that knows everybody, and 
  that everybody knows. The person that can tell you 
  where everything else is, and how expensive it is, that can 
  get you what you need when you need it. In Eyedrinn, 
  this person is Oland Weets. 
   
  Weets manages the army warehouse, and is in 
  responsible for the distribution of equipment and rations. 
  Since he also sets up supply lines, he is intimately aware 
  of where troops are – and when disastrous things happen 
  to them. 
   
  Baerrow can easily bring the PCs in contact with 
  him. 
   
  You are led to a large, flat building near the town 
  gates. The storage rooms of most of the armies 
  supplies. 
   
  Horses are being saddled and shoed, ferocious 
  dogs are kept in pens, and the building itself is filled 
  with crates and barrels, containing the fair that is to 
  keep the soldiers fed. 
  Weets is a slightly obese man. He grows his 
  thinning hair long, possibly the vain hope that it 
  will concealing the balding patch on the top of his 
  head. 
  He looks at you questioningly, and you have the 
  feeling you are being measured up. 
  “You’re no soldiers,” he says finally. “so I don’t think 
  you are here to stock up on rations. You need 
  something more specific, then, I guess?” 
   
  While Weets is willing to help the PCs, he isn’t exactly 
  eager. If the PCs explain that they are here for 
  information on the monster, he seems hesitant. Only if 
  the PCs also mention that Baerrow send them, or that 
  they are his friends, he mellows.  
   
  Should the PCs have Beauty with them, Weets first 
  demands to know how they came in possession of the 
  wolverine. 
   
  “Ah, well. A friend of Baerrow is a friend of mine. 
  One of my best suppliers. I don’t know if I can help 
  you much though, but I’ll see what I can do. What do 
  you wish to know?” 
   
  Weets is willing to tell, but still uncomfortable – 
  especially with any guards present. Quite a few people 
  that were too talkative recently got moved – generally to 
  the frontlines. 
   
  The following is what Weets can tell the PCs. Since 
  he doesn’t know what the PCs need, have the PCs offer 
  some questions and select his answers from there : 
  • 
  First appearance: The monster appeared during the 
  siege of the bullywugs, almost a year ago. The 
  bullywugs attacked Eyedrinn with a small force. It 
  turned out to be a mere distraction as their actual 
  goal was Corul, miles to the east. 
  • 
  Since then: It has wandered and made casualties 
  with alarming frequency. 
  • 
  Last appearance: The last post to be attacked was –
  as far as Weets knows- the Widow Tower – a wooden 
  tower at the fringes of where the Hextorites control 
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  swamp territory. Weets can point it out on the map. 
  The last attack was only a week ago.  
  • 
  Number of attacks: At least one guard post is 
  attacked every two weeks or so. Weets deducts this 
  from the type of supplies that are needed and when 
  supply lines are sundered.  
  • 
  Number of Deaths: Weets is sure there are quite a 
  few deaths, but the army tries to cover it up. They try 
  to prevent the enemy from finding out how 
  successful they are, and demoralizing the men.  
  • 
  Where the attacks take place: Apart from the 
  siege, the monster hasn’t shown itself near the town. 
  The attacks are in a well defined area. Weets can 
  draw a crude map showing where most of the attacks 
  occur – going by the logistic info he has. Hand the 
  PCs Player Handout 3. 
  • 
  The monster itself: Very few people saw the 
  monster – and few that did talk about it, so it is 
  unknown what it looks like. All Weets knows is that 
  it’s big, and capable of killing several men on its own.  
  • 
  Evidence or tracks: All sites that were attacked 
  were investigated by the Hextorites, who don’t let 
  anyone else near. All evidence is taken to the temple, 
  where it is examined. However, three months ago, in 
  some confusion over a set of spoiled rations, a box of 
  stuff from an attacked guard post was accidentally 
  brought on site. The priests didn’t know about it, and 
  Weets kept it that way, as they scare him to bits and 
  he rather not have them on site. He had the crate 
  carted in the back of the store house, though he has 
  no idea if it still there or if it was taken away when 
  waste was collected. 
   
  PCs who desire to track the crate need to search the 
  warehouse. It’s not hard to find the place where Weets 
  stored I, but there is quite a bit of junk there. 
   
  If the PCs do not tally too much, a DC 20 Search 
  finds it – out of the storehouse, on the back of a cart 
  about to set off . The cart driver is a simpleton, who is 
  willing to part form the cart for a few silver. 
   
  Inside the cart are a broken tent, a shattered horn, 
  several shattered crossbow bolts, a few swords and a 
  broken breastplate armor. Everything is caked in dried 
  blood. 
   
  A DC 15 Search or Craft (weaponsmithing) check 
  reveals that the swords edges are dulled – as if they hit 
  something too hard for them to break. Another DC 15 
  Search or Craft (or armorsmithing) check reveals that the 
  armor was crushed by a large smashing blow. 
   
  THE SOLDIERS 
  There are all kinds of rumors going around  amongst the 
  soldiers. Some are true, based on stories form the few 
  surviving soldiers before they were moved to other 
  places, or form people who visited the sites. Others are 
  false, the product of conjecture or twisted accounts. 
   
  If the PCs are on their own, soldiers won’t talk to 
  them. Only if they have the two guards with them, or if 
  they can make themselves convincingly appear as 
  soldiers, (such as by using a change self spell), do the 
  soldiers trust them well enough. 
   
  Depending on how much time the PCs take 
  questioning, soldiers can tell them the following: 
  • 
  The monster is a big, dark skinned creature. 
  Sightings place it between nine and twelve feet tall. 
  • 
  It has killed a lot of soldiers – some say it has 
  multiple arms. 
  • 
  It’s a bloodthirsty fiend, wielding wicked weapons. 
  • 
  It doesn’t only attack soldiers – bullywugs have been 
  found that were killed by it. 
  • 
  The bullywugs may actually have summoned it. 
  Their clerics often loose control over their creatures. 
  • 
  It is most bloodthirsty – it eats its victims and drinks 
  their blood. 
  • 
  Some say it’s an undead creature, created by the 
  Bleak Academy.  
  • 
  It may be a vampire – rumors say streaming water 
  repels it.  
  • 
  It doesn’t approach town. It sticks to the swamp. 
  Swamp patrol was dangerous before, but now only 
  the truly unlucky patrol there. 
  • 
  A few men survived. Most were immediately 
  questioned by the priests, and moved to the front 
  soon after the attack. 
  • 
  There are still a few soldiers about that saw  it during 
  the siege. 
   
   
  Tracking the soldiers that actually saw the creature is 
  difficult. It requires A DC 15 Gather Information check 
  to track each of the following individuals: 
   
  • 
  Wesel: A cowardice pale soldier that isn’t too eager 
  to tell his story. A DC 15 Diplomacy check or a DC 
  15 Intimidate Check can convince him to tell his 
  story. According to Arnan, he and his squad heard it 
  approach, crashing through the undergrowth. 
  shakes and is Bloodthirsty as it is, it isn’t quiet – it 
  makes quite a sound, like grinding. They didn’t wait 
  for it and fled like the wind. Lucky enough it didn’t 
  move that fats and they got away. 
  • 
  Ren: A braggart who swears he was on the walls 
  when the creature attacked the city. He described it 
  as a multi-armed fiend -  he’s sure it wielded 
  weapons, with which it smashed it’s comrads from 
  the walls with lightning speed. If probed a bit, he 
  admits that it was pitch dark and he saw only 
  shadows.  
  • 
  Arnan: A tough soldier who arrives at one of the 
  massacre sites shortly after the attack. He followed 
  the trails of the beast – something he got a 
  reprimand for – and tracked it quite a bit, until the 
  bogs, where he turned back. He can point out the 
  direction it took (southwest). He didn’t see it, but 
  measured it’s footsteps and thinks it is about nine 
  feet tall (at APL 6 and 8 it’s 12 feet). The tracks were 
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  odd, definitely not natural. The attack was on the 
  Widow Tower, which had been attacked several 
  times. 
   
  THE PRIESTS 
  The investigation thus far has taken place by the 
  Hextorites, so PCs may desire to ask them some 
  questions. 
   
  As can be expected, the priests are not very 
  forthcoming with information.   
   
  To get them to talk, the PCS have to identify 
  themselves. If they are not yet – or no longer – 
  accompanied by Delin and Roslyn, they are first sent to 
  captain Veeto to obtain a ‘guide’. 
   
  Even then, It requires quite a bit of effort to obtain 
  information. The PCs need to make a DC 15 Diplomacy 
  check to actually get to talk to someone who is up to date 
  with facts – failing means they get to speak to a number 
  of acolytes, who cannot tell them much more than what 
  can be gleaned of the guards. PCs who have the favor of 
  count Jarinto have a +4 circumstance penalty, while PCs 
  who have a disfavor with Jarinto have a -4 circumstance 
  penalty on this roll (or a -2 if another  PC does the talking 
  – the disfavor affects Diplomacy attempts of the entire 
  party and are cumulative if more PCs have the disfavor). 
  PCs with the disfavor cannot assist on the Diplomacy 
  check. 
   
  If the PCs succeed, they are send to talk to father 
  Buccia. Buccia is a cleric who takes acre of the wounded 
  and the dead. Unlike most of Hextor’s priests, who seek 
  to punish rather than to heal, Buccia channels positive 
  energy. As a healer he is popular with the men, and as 
  such he knows a good deal of what goes on. He is not 
  ‘soft’ though – he is very determined and selective in how 
  he uses his powers, and who benefits from them. He can 
  be as ruthless and relentless as any of the other clerics. 
  His choice to ‘heal’ is a practical one: wounded men can’t 
  fight! 
   
  On the other hand, since the wounded and dead 
  burden him, he is more willing to speak of the 
  happenings than other clerics. 
   
  Depending on what they ask him, Buccia can tell the 
  PCs the following: 
  • 
  The monster is a large creature that periodically 
  attacks. It always attacks under cover of darkness and 
  attacks – as far as the priests can determine – 
  exclusively in melee. 
  • 
  The priest can globally indicate where the attacks 
  come from. This is similar to the information 
  obtained from Weets.  
  • 
  That area is crucial as it represents the southern 
  frontline. They frequently send in patrols, often with 
  engineers to seek out places where new fortifications 
  can be added. These patrols now fall to the monster. 
  • 
  The monster is quite intelligent. It only attacks at 
  night and hardly ever leaves any witnesses. 
  • 
  Normal weapons seem incapable of harming it. 
  • 
  Quite a few corpses were bloodless, as if an undead 
  creature feasted on them.  
   
  THE GOVERNMENT 
  The guards, the tax offices, the town administration, 
  almost every element in the Stalward government is 
  controlled by the Hextorites. Count Jarinto’s main 
  advisor is his brother, head cleric of Hextor, high priest 
  Huandor. 
   
  As such, questions asked to any official regarding the 
  monster are met with a wall of silence, unless the PCs 
  manage to somehow gain the Hextorite’s grace.  
   
  Even then, the government has little to add to what 
  the priests were already willing to tell the PCs. 
   
  ENCOUNTER 4: THE VAST 
  SWAMP 
  At some point, the PCS should head out to the Swamp to 
  search for the monster. 
   
  The Vast Swamp is a dismal place. Water is 
  everywhere – shallow pools of near stagnant water, 
  little streams whose muddy banks are full with 
  reeds, and even solid ground is mostly mud that 
  sucks at your boots. Occasionally, there is a trail, 
  only slightly dryer, allowing you to pass a bit 
  quicker as long as you stay single file.  
   
  Everything around you looks the same. At some 
  point, the twisted trees just start looking the same. 
   
  You could have the PCs spot some common swamp 
  threats – such as a crocodile – along the way, or perhaps 
  even a wandering zombie – they are not that uncommon. 
  None of these should be threatening or pose a real threat 
  – add them for flavor. 
   
  Far more than flavor are the blood bloaters. They 
  infest the swamp at this place. While they are an 
  excellent defence to the bullywugs, they are also 
  dangerous to others who enter the water. 
   
  Blood bloaters generally only flock in swarms in 
  certain places, but PCs may get the attention one of these 
  little pest if they spend too much in the water. While a 
  single blood bloater is a mere annoyance, it can still cause 
  damage. 
   
  After several hours in the swamp, the PCs may start 
  noticing that they have a parasite lagging along. With a 
  DC 15 Survival check, they’ll notice that they all have a 
  few tiny little oozes latched onto their skins, each 
  sucking their blood through the skin. Once noticed, they 
  are easy to get rid of – you just scratch them off – but 
  untreated they may actually cause damage.  
   
  If PCs don’t notice them or don’t treat them, after 
  some hours, they get weaker from loosing blood. They 
  loose 1 hp. If they fail a DC 10 Fort save, they also get 1 
  Strength damage. Of course by then they’ll notice that 
  they are infected, and can remove the pest. Assume that 
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  once the pest is noticed, the PCs are alert and no further 
  Survival checks are needed. 
   
  Note that Belin is a ranger knowledgeable with the 
  swamp and aware of the pests. If the PCs have treated 
  him well or are smart enough to realize the usefulness of 
  his skills and made him their guide, he can makes them 
  aware of the blood bloaters. If the PCs treat him bad or 
  ignore him, he merely keeps himself and Roslyn safe. 
   
  Resting or spending the night: The swamp is 
  obviously unsafe. PCs can determine to rest, but there is a 
  risk that the creature attacks them at night.  
   
  Delin will advise against rest – knowing the nature 
  of the swamps – using the possibility of an attack, as well 
  as the risk of loosing the trail, to encourage the PCs to 
  push onwards. 
   
  If the PCs do rest, there is a 50% chance that the 
  monster tracks them down. Note that it has skills in Hide 
  and Move Silently, and that it may use these to sneak 
  closer and attack with surprise. 
   
  If this happens and the PCs win, they have 
  completed their mission. Of course the nature of the 
  attacker is then also clear. Try to encourage the PCs to 
  continue on, to find the creature’s lair and it’s origin. If 
  needed, you can use Delin or Meryn (see encounter 6) to 
  encourage them on. 
   
  The Widow Tower: Ideally, either Weets or Arnan 
  have pointed the PCs towards the Widow Tower. If not, 
  the PCs may stumble on the track leading there – as it is 
  the deepest Eyedrinn guard post into the swamp, it is an 
  obviously place to start an investigation anyway. 
  However without clues, PCs may be wandering around 
  for quite some time before they find it. In that case, if the 
  PCs get along well with their Belin and Roslyn, you can 
  have them propose that course after a few hours. 
   
  Following a muddy track, you finally see something 
  that 
  breaks 
  the 
  monotone 
  of 
  the 
  swamp’s 
  vegetation. 
   
  At the edge of a small stream, on spot that is 
  slightly higher than the rest, stands  a wooden 
  tower, with a low palisade stretching along the 
  stream at either side of the tower for for about 
  twenty feet. 
   
  It’s a two-story wooden building, set up from 
  logs. One side is heavily damaged, like it has been  
  smashed. A half-hearted attempt seems to have been 
  made to repair it, but the broken wood is still 
  visible. 
   
  Two tents are set up below. On the top of the 
  tower is a canvas spun, providing shelter for those 
  up there. 
   
  Have the PCs make a spot check. At a DC 20 or higher, 
  they spot the tower at 100 feet (the maximum range at 
  which you can see it through the vegetation). For each 2 
  points below DC 20, they spot it at 10 feet shorter 
  distance, to a minimum of 30 feet at DC 6. 
   
  Let the PCs decide what to do. Once they approach 
  within 50 feet, they are spotted by the tower guards. 
   
  As you approach,  a man’s voice calls out from the 
  tower. 
   
  “Stand! Raise your hands and identify yourself!” 
   
  Creatures: The four guards posted at this desolate spot 
  have been here for three days. They haven’t seen 
  anything much so far, but are very on edge. They are not 
  hostile, but still ready to fire at anything that appears 
  threatening.  
   
  Tactics: If the PCs do not act rash and explain their 
  presence, there is no problem – while people coming to 
  investigate the site doesn’t help to calm their nerves 
  much, they won’t shoot them for it. 
   
  PCs that act violent or do not obey the order to halt 
  and explain, however, are fired upon. PCs may have a bit 
  of a task ahead to prevent a full-out fight. Whatever they 
  do, Belin and Roslyn won’t fight – they duck to seek 
  cover the moment a fight begins. If the PCs do not 
  manage to end the fight prematurely, they run off to 
  inform their captain that the PCs attacked. 
   
  The PCs can prevent a full-out fight as long as they  
  do not attack themselves, and explain themselves (likely 
  from cover) using a DC  20 Diplomacy check. 
   
  Should it come to serious blows, the guards stay at 
  their tower and fire crossbow bolts, while one blows the 
  horn – the latter is futile, reinforcements are not likely to 
  arrive for hours, but PCs need not know this. 
   
  Development: Once the guards are calmed down or the 
  PCs defeated them, the site can be investigated. 
   
  The tower has obviously been damaged  by 
  something heavy slamming into the side. The patchwork 
  is rudimentary. Apparently the army did not  consider it 
  worth it to properly reinforce it. 
   
  Otherwise, the area bears obvious tracks of 
  something large passing through the area. The muddy 
  tracks are mostly illegible, but it is not so hard – a DC 12 
  Search check - to find a trail leading roughly south-west. 
   
  The guards, if questioned, don’t know anything 
  beyond what can be learned from soldiers in encounter 3. 
  They can point out the tracks if the PCs manage to miss 
  them. 
   
  Following the tracks is not so hard at first. To follow 
  it accurately, a DC 12 Survival check is needed for every 
  mile tracked (a total of ten checks). If a check is failed, 
  ten minutes of backtracking and searching may find it 
  again  on a DC 14 Survival check - if it is not found, the 
  track is lost. 
   
  If none of the PCs can track, Delin can do it if the 
  PCs ask him. 
   
  The track leads roughly south-west though, so even 
  if the party has no tracker or the track is lost, there is a 
  likely direction to take, which may hopefully lead to 
  where the creature went. This course of action includes a 
  lot of backtracking and travelling through tougher 
  terrain, and is far more tiring.  
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  In that case, when the PCs arrive at the bogs, in 
  encounter 5, they all need to make a DC 10 Constitution 
  check or take 1d6 non-lethal damage and become 
  fatigued. PCs with the Endurance feat have a +4 on this 
  check. Also roll for Belin and Roslyn (note that Belin has 
  Endurance). 
   
  Note that eliminating the nonlethal damage also 
  eliminates the fatigue. Belin can use a cure light wounds to 
  remove fatigue from himself or from Roslyn. 
   
  Eventually, PCs should head towards the south-
  western bogs, and you can run encounter 5. 
   
  ENCOUNTER 5: THE BOGS 
  As the PCs enter the south western bogs, whether 
  following the tracks or simply moving in that direction 
  counting on luck, they’ll run into the bogs of 
  Aestophatus. Tracking becomes a lot more difficult here 
  – a DC 23 Survival check is needed to follow the original 
  trail – as large areas are completely flooded with muddy 
  water. 
   
  Note that some PCs may now be fatigued.  
   
  These bogs are pretty treacherous, and only certain 
  areas are safe to travel. Parts of the bogs are obviously 
  hazardous – unless the PCs fly, only a few number of 
  routes allow passage at all. 
   
  Treading off the paths here quickly sends the PCs 
  into quicksand areas. Some patches have a pool of 
  brackish water on top and are easy to identify, others are 
  less obvious. In general, these areas are obviously unsafe 
  and PCs can avoid them. If for some reason they don’t 
  and enter these areas, there is a 50% chance for each f5 
  foot movement that they run into quicksand (see below 
  on how quicksand works). 
   
  Even the ‘dry’ paths are not entirely safe, but danger 
  is less prevalent here, and initially PCs sticking to the 
  tracks do not run into treacherous areas. 
   
  After traveling for about an hour, have PCs make 
  Listen check. The PC with the highest check hears the 
  following first: 
   
  A sound reaches your ears. It is as if you hear 
  someone call out. It’s a thin, frightened voice, a 
  man’s voice, and as you listen more carefully, you 
  can recognize it as a cry for aid. 
   
  It seems to come from a wise patch of dense, 
  high reeds. Over the tips of the reeds, you can only 
  just make out a gnarled tree. 
   
  The voice comes from the tree – and indeed, 
  looking closer, you can see a man-shaped form in its 
  branches. 
   
  Arnassos miscalculated the dangers of the bogs, the 
  strength of the creature, and the capability of his men. 
  Halfway through the bogs, they ran into the golem, who 
  had tracked the party down. The massacre was almost 
  complete – only Meryn survived. The golem’s connection 
  to his ‘maker’ caused it to disregard the man as a possible 
  victim – a rare show of compassion. Having gorged 
  himself on the party’s blood, he left the corpses – and 
  Meryn – behind. It is Mervyn calling for aid that the PCs 
  hear. 
   
  � Mervyn: male human (Oeridian) expert 3; AL N; hp 
  12; see Appendix 1 – All APLs 
   
  See Appendix 5 for a map of the area. 
   
  Trap: Most of the area here is actual a shallow bog. The 
  reeds are high and obstruct the view. They count as heavy 
  undergrowth and provide concealment (30%) to those 
  within 5 feet and full concealment to anyone further 
  away. 
   
  It costs 4 squares of movement to move into a square 
  of bog and reeds. The DC of Tumble and Move Silently 
  checks increases by 5. The reeds grant a +5 circumstance 
  bonus on Hide checks. Running and charging are 
  impossible.  
   
  In addition, PCs run the risk of walking into patches 
  of quicksand, as noted on the map. A character 
  approaching a patch of quicksand is entitled to a DC 8 
  Survival check to spot the danger before stepping in.  
   
  Characters in quicksand must make a DC 10 Swim 
  check every round to simply tread water in place, or a DC 
  15 Swim check to move 5 feet in whatever direction is 
  desired. If a trapped character fails this check by 5 or 
  more, he sinks below the surface and begins to drown 
  whenever he can no longer hold his breath (see the Swim 
  skill description).  
   
  Characters below the surface of a bog may swim back 
  to the surface with a successful Swim check (DC 15, +1 
  per consecutive round of being under the surface).  
   
  Pulling out a character trapped in quicksand can be 
  difficult. A rescuer needs a branch, spear haft, rope, or 
  similar tool that enables him to reach the victim with one 
  end of it. Then he must make a DC 15 Strength check to 
  successfully pull the victim, and the victim must make a 
  DC 10 Strength check to hold onto the branch, pole, or 
  rope. If the victim fails to hold on, he must make a DC 15 
  Swim check immediately to stay above the surface. If 
  both checks succeed, the victim is pulled 5 feet closer to 
  safety. 
   
  Creatures: Shortly after the golem left, a number of 
  hungry undead – cannibal zombies – turned up, drawn 
  by the massacre. Meryn climbed up in a tree to get out of 
  their reach. The undead have not reached him yet. They 
  made a few attempts, but Meryn had a number of holy 
  water vials, and splashing those at the undead made them 
  retreat. He has since ran out of the holy water, but the 
  zombies, despite being moderately smarter than their 
  normal kin, have not realized this yet. Instead of 
  attempting to get to him, they patiently wait until their 
  prey grows tired and falls into their arms.  
   
  Remnants of the war and a creation of the Bleak 
  Academy, these undead are a nasty plague. They have 
  been spreading for a while, as the necrotic disease that 
  creates them resides in their bodies for several days – 
  infecting any creature they attack. In the specimens 
  encountered here the potency of the disease has 
  SND6- 03 Collateral 
   
  Page 15 
  
  dwindled somewhat, and it’s symptoms now merely 
  resembles filth fever. 
   
  Note: The cannibal zombies know the location of 
  the quicksand (through trial and error) but this advantage 
  is offset since they can’t charge and rely on melee attacks. 
  Also, since the PCs are expected to have two guards with 
  them, there are more zombies than normal for the EL. 
   
  APL 4 (EL 6) 
  � Diseased Fast Cannibal Zombies (6): hp 21 each; 
  see Appendix 1 – APL 4 
   
  APL 6 (EL 7) 
  � Diseased Fast Hunting Cannibal Zombies (7): 
  hp 50 each; see Appendix 1 – APL 6 
   
  APL 8 (EL 9) 
  � Bloodthirsty Diseased Fast Hunting Cannibal 
  Zombies (7): hp 92 each; see Appendix 1 – APL 8 
   
  APL 10 (EL 11) 
  � Bloodthirsty Diseased Fast Hunting Cannibal 
  Zombies (8): hp 139 each; see Appendix 1 – APL 10 
   
  Tactics: Unless the PCs are exceptionally stealthy, the 
  zombies are likely aware of the approaching PCs. Rather 
  than attack, they initially wait for the PCs to approach. 
  They move towards the PCs when they get within move 
  distance (15 feet at APL 4, 45 at higher APLs). If the PCs 
  didn’t notice the zombies before, they can avoid being 
  surprised if they make a DC 15 (at APL 4) or DC 19 (at 
  higher APLs) Listen check to hear the zombies before 
  they move. 
   
  Note that due to their poor Dexterity and the terrain, 
  once the zombies move and fight their location can be 
  pinpointed automatically unless a PC is deafened . 
   
  The zombies are not particularly intelligent, but 
  know that flanking is advantageous, and recognize it 
  when their attacks are not as effective as hoped. 
   
  If possible, they use bull rush to push a tough 
  opponent in an adjacent quicksand patch. They don’t 
  have enough tactics to plan this or move into position 
  specifically for such an action – they only do this if it 
  simply happens to be possible at that moment. 
   
  If a PC is down and doesn’t move, they assume it is 
  dead. If there is another threat in their immediate 
  vicinity, they change targets. Otherwise, they continue to 
  attack the body on the ground, feasting on its flesh – 
  even if the body is long dead. 
   
  Besides this, they are headless of danger and simply 
  attack until destroyed.  
   
  Meryn stays in the tree, and does not participate in 
  the fight in any way. 
   
  Belin and Roslyn, if present, aid the PCs as much as 
  they can (i.e. by flanking or, at lower APls, holding of one 
  or two zombies). While they are not particularly trained 
  to fight undead, they should be able to give the PCs a bit 
  of an edge in this fight. Have the zombies concentrate 
  their attacks on the PCs were possible – Roslyn should 
  not die in this encounter, so be sure to not move her into 
  an impossible situation. 
   
  Treasure: The zombies don’t carry anything of value.  
   
  If the PCs take some time to look about, they find 
  five corpses that are almost entirely eaten but that look 
  relatively fresh (about a day old). Clothing and armor are 
  torn, but several weapons and backpacks are strewn 
  about. Aside from three heavy flails and heavy steel 
  shields, a shortsword, four heavy crossbows, a repeating 
  heavy crossbow, and a hand crossbow (all with 
  ammunition) can be found. In a torn open backpack the 
  PCs can find some potions, six sunrods, a smokestick, two 
  tanglefoot bags, and a bullseye lantern. 
   
  Meryn owns a golembane scarab which he took from 
  the hide out. The item does not look so much like a 
  scarab as like a cloak clasp, with the symbol of Hextor 
  embossed on it. The latter is hard to see due to mud and 
  filth, and without scrutiny it looks rather unassuming. 
  PCs are likely to only find it with a detect magic. At this 
  moment Meryn doesn’t offer it and if the PCs want the 
  clasp they have to forcefully take it from him. Note that 
  detect magic does  not detect the mark of justice, as it has 
  been rendered undetectable using Nystul’s magic aura. 
   
  If asked, Meryn said he found it in a ruin and 
  claimed it as his (which is basically true).  
   
  All APLs: Loot – 72 gp, Coin – 0 gp, Magic –
  golembane scarab (208 gp), oil of bless weapon x3  (8 gp each), 
  potion of cure light wounds x3  (4 gp each) . 
   
  Detect Magic Results: Golembane scarab (Moderate 
  Divination).   
   
  Development: Once the zombies are defeated, Meryn 
  clambers down the tree. 
   
  PCs are likely curious what he was doing there. 
  Meryn isn’t eager to tell he truth – while he feels 
  responsible, he fears punishment – not only that of 
  Eyedrinn law, but also the mark of justice that has been 
  placed on him. He has been told that, should he ever 
  reveal anything about the project or name Arnassos, his 
  health will dwindle, and he will be wracked with horrible 
  pain. 
   
  Arnassos did give Meryn a story to tell – in case the 
  group would encounter patrols. Meryn sticks to this story 
  when the PCs question him. 
   
  Not everything he says is true, of course, but a 
  simple Sense Motive check won’t reveal this: Meryn is 
  such a wreck of nerves that his fear – natural considering 
  the circumstances - is all that can be deduced. Magic such 
  as zone of truth or detect thoughts can, of course, reveal that 
  he is lying (though it won’t reveal the truth). 
    
  “My companions… they were… attacked… by … by 
  the monster.”  
   
  The man points at the eaten corpses. “All… all of 
  them dead! I… don’t know why I survived…” The 
  man looks upset, filled with dread. 
   
  “We were tracking the perimeters of the front, 
  trying to… map the area and find suitable places to 
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  build new… fortifications. I’m an engineer… we 
  got… we got off track…” 
   
   
  He points to a few backpacks that are shredded 
  and whose contents is all over the bogs. Fragments 
  of papers with notes and sketches of maps are 
  strewn about, useless through the water and 
  splattered with blood. 
  “All... all gone…” 
   
  The PCs may be curious to what the monster looked like, 
  but their witness has little to tell: 
   
  “I… fainted.” The man shakes, the sweat of fear on 
  his brow. “It was… Large. Enormous.. Dark. 
  Armed…A fiend of darkness… I don’t… I can’t tell 
  you more… I fainted… It was horrible.” 
   
  This is a lie: since Meryn fears describing the monster 
  with too much detail will set of the mark of justice, he 
  fabricates a bit of his story there.  
   
  While he does not wish to face punishment, Meryn 
  does feel guilty, and would like to repent. Once he 
  realizes that the PCs are here to hunt the monster, he 
  realizes that if he can aid them, they might set his wrongs 
  right. 
   
  If the PCs reveal to him that they hunt the monster, 
  and push him for more information, he offers his aid: 
   
  Suddenly, the man seems to realize something. He 
  looks up, to you as if he had just had a revelation. 
   
  “I… I know… I know where it goes! Oh yes! I 
  know 
  of 
  a 
  bunker… 
  not 
  far 
  from 
  here. 
  Underground! I had… a map of the area… gone 
  now… but… I can take you there!” 
   
  Meryn hopes that leading the PCs there may somehow 
  redeem him – without setting off the mark of justice. 
   
  If the PCs decide to place their trust in him, he nods 
  enthusiastically, obviously eager that he can help. Once 
  the PCs let him guide the way, he leads them to 
  encounter 6. 
   
  If the PCs do not trust Meryn, or simply do not talk 
  to him about their mission, they can always try to follow 
  the monster’s tracks. With two DC 13 Survival checks 
  they can follow the fresh tracks to the creature’s lair.  
   
  If none of the PCs can track, Delin, if present, can do 
  it if the PCs ask him. 
   
  If the PCs have no tracker or loose the track, they 
  have to make an educated guess as to what general 
  direction to go, and hope to be lucky. This means a lot of 
  stumbling through the bogs, making false turns, 
  backtracking, etc, all of which takes quite a while is quite 
  tiring. By the time the PCs find the bunker (encounter 6) 
  they all need to make a DC 12 Constitution check or take 
  1d6 non-lethal damage and become fatigued. If they are 
  already fatigued they become exhausted. PCs with the 
  Endurance feat have a +4 on this check. Also roll for 
  Belin and Roslyn (note that Belin has Endurance). 
   
  Note that eliminating the nonlethal damage also 
  eliminates the fatigue. Belin can use a cure light wounds to 
  remove fatigue from himself or from Roslyn. 
    
  Troubleshooting: It is possible that some PCs, using the 
  right amount of magic, may realize that Meryn is lying. 
  Facing him with his lies upsets him, but he refuses to 
  change his story. Diplomacy, Intimidate checks, and even 
  magic such as charm person won’t help in this regard –
  Meryn fears for his life should he tell the truth. 
   
  If the the PCs pressure him enough, he can relate 
  the following without triggering the mark of justice: 
  • 
  The creature is not natural. It was created.  
  • 
  The creature has a dark and evil nature, it loves to 
  kill. 
  • 
  Meryn was involved with the creature’s creation, but 
  he severely regrets it. 
  • 
  He would love to tell more but he “can’t”. 
  • 
  He thinks the magic clasp on his cloak may help. 
  • 
  He took the clasp when he “fled” the bunker. He 
  doesn’t know what it is, but he knows it was created 
  “for emergency cases”. 
   
  If the PCs force Meryn through magic (such as dominate 
  person), he tries to resists with all his might, then blurts 
  out: “Anassos!” and then instantly collapses in fits of pain 
  as life is leached from him, and his Constitution reduced 
  to 1. Once he drops, he become unable to answer 
  questions, entering a comatose state of pain and 
  suffering. 
   
  PCs may be able to remove the mark of justice (cast at 
  10th level) once they realize that it is present – though 
  this most likely happens only after it activated. Note that 
  detect magic does not detect the mark of justice, as it has 
  been rendered undetectable using Nystul’s magic aura (cast 
  at 10th level, it still lasts several days).  
   
  If PCs free Meryn of his curse, they can use a DC 13 
  Intimidate check or a DC 20 Diplomacy check to get the 
  truth out of him. In that case, Meryn can tell them the 
  following. He is very reluctant, so let PCs work a bit for 
  the answers (knowing all this in advance does give them 
  an edge).  Any of the following answers will otherwise 
  trigger the mark: 
  • 
  The monster is a blood golem, which was created in 
  an underground bunker. 
  • 
  A dark wizard named Reese created it, using foul 
  rituals, including vile sacrifice so as to bypass the 
  need for higher level magic. 
  • 
  Reese took instructions from a person from 
  Eyedrinn, a priest named Arnassos.* 
  • 
  Reese was from the Bleak Academy. He also took 
  instructions from a woman who he referred to as ‘M’. 
  • 
  The golem was intended to be one of an army of 
  servants, to be set loose on the bullywugs at a 
  predefined moment in time.* 
  • 
  Meryn, as engineer and blacksmith, was to create the 
  golem’s armor.  However, he never suspected the 
  SND6- 03 Collateral 
   
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  foul and evil deeds the people would go to. Once he 
  knew, he couldn’t go back. 
  • 
  The golem was a failure as it couldn’t navigate in the 
  swamp. To remedy this, Reese used a dark and foul 
  ritual, sacrificing Meryn’s assistant in order to 
  ‘awaken’ the golem. Unfortunately, the golem went 
  mad instead. It broke loose, and went on a  killing 
  spree. 
  • 
  Reese panicked and teleported out. All other people 
  present, save Meryn, died. Meryn doesn’t know why 
  he was spared – nor why the golem didn’t kill him 
  last time. 
  • 
  When he told Arnassos, the priest locked him up. 
  He later was to bring a group of mercenaries to the 
  bunker, to destroy all evidence.* 
  • 
  Meryn does not know who placed the mark of justice 
  on his head. He was blindfolded when it happened. 
   
  *) The moment Meryn is about to reveal any of the items 
  marked with an asterisk, Roslyn decides that he is 
  revealing too much on the Eyedrinn involvement, and 
  shoots him before he can, using Quick Draw and her 
  death attack. See encounter 8: Roslyn Strikes on how to run 
  this. 
   
  The PCs have never heard of Arnassos, but Belin knows a 
  few facts: 
  • 
  He is an elder Hextorite priest, who came to 
  Eyedrinn after the war. 
  • 
  He is quite bitter and haughty, and not very much 
  liked. 
  • 
  He was a low-raking cleric in commander Stoan’s 
  army (Stoan occupied Newkeep during the war). 
  • 
  His superior, a man named Veyn, is many years his 
  younger.  
  • 
  Veyn is in charge of the southern front. Arnassos is 
  responsible for the patrols that recon the frontlines, 
  so Veyn can determine where inforcements are 
  needed, 
  or 
  to 
  determine 
  likely 
  places 
  for 
  fortifications. He hates his job. 
   
  It is also possible PCs think of returning Meryn home for 
  whatever reason. In that case, Belin suggests that Roslyn 
  takes him home, while he and the party push on. If the 
  PCs agree to this, Roslyn kills Meryn once she is out of 
  sight, and then doubles back, following the party to 
  finish her mission. 
   
  ENCOUNTER 6: BLOOD 
  The env ronment seems to get wetter ass you 
  progress. Ahead of you lies a small lake, it’s surface 
  water near-stagnant and topped with a layer of algae 
  and rotting plant life. A large hill rises up in the 
  center, covered in reeds. 
  i
   
  From a distance, DC 15 Spot check reveals an entrance in 
  the hill, partly obscured by the reeds. The entrance is 
  partly underwater. 
   
  Once the PCs get to the hill-island, they can also find 
  the entrance with a DC 10 Search check. 
   
  The hill is the ‘bunker’ – and the lair of the creature.  
   
  Trap: The bunker’s entrance is warded with a silent 
  alarm spell, but the recipient of the spell, Reese, is no 
  longer present. Take note though if the PCs set the alarm. 
  Other than the alarm, there are no traps. 
   
  Creatures: The water in this area, due to the large 
  amount of blood, has attracted several colonies of blood 
  bloaters. 
   
  Anyone entering the water gains their attention. 
  Unless they dig themselves inside, the PCs have to go 
  through the water to enter, so it is likely they attracting 
  the colonies. The colonies are near impossible to see due 
  to the muddy water. 
   
  If anyone studies the water for at least a round, a DC 
  14 Search check makes them notice a few of the blood 
  bloaters. 
   
  Ad-hoc xp: If PCs manage to enter (and leave) the 
  bunker without going through the water, award them xp 
  as if they successfully encountered the blood bloater 
  swarms anyway. 
   
  APL 4 (EL 1) 
  � Blood bloater swarm: hp 22; see Appendix 4 
   
  APL 6 (EL 2) 
  � Blood bloater swarm (2): hp 22 each; see Appendix 
  4 
   
  APL 8 (EL 3) 
  � Blood bloater swarm (3): hp 22 each; see Appendix 
  4 
   
  APL 10 (EL 4) 
  � Blood bloater swarm (4): hp 22 each; see Appendix 
  4 
   
  Tactics: The blood bloaters only tactic is to overrun any 
  PCs in the water, and gorge themselves on their blood.  
  They do not follow on land. 
   
  Development: Once the PCs pass inside the hill, they 
  follow a partly submerged corridor for about sixty feet. At 
  the end, it steeply rises towards a dry patch. It then 
  suddenly slopes down again, and a stone stair case leads 
  down, to a, enormous, and surprisingly dry room. 
   
  A DC 18 Search or Survival check reveals that a large 
  (or huge) creature recently passed. 
   
  A DC 23 Search or Survival check reveals that the 
  creature apparently worse some kind of armor. 
   
  SND6- 03 Collateral 
   
  Page 18 
  
  ENCOUNTER 7: THE BUNKER 
  The room entered is pitch dark. It was originally lit by 
  magic light, but the focus of that enchantment – a bright 
  gem in the ceiling - was destroyed by the creature. 
   
  Read or paraphrase the following once the PCs have 
  means to see in the darkness. 
   
  The room you enter is dark, but the impression you 
  have is that it is enormous. It must have been dug 
  out, but it’s wands are fortified by compacted earth 
  that is smooth to the touch. No doubt. Magic has 
  been used to create this place. 
   
  There are several doorways in the walls to the 
  left and right. Rubble on the floor indicates that 
  there must have been furniture here at some time, 
  but it was smashed to pieces. Cermic pieces of 
  pottery, and various tools used in various  crafts are 
  strewn about the floor. 
   
  If the PCs turn about, they see the following: 
   
  Above the entrance to the is hall hangs a large 
  tapestry. It is of black silk, and looks almost like a 
  shroud. In shades of dark and light, the face of an 
  elven woman is painted on it, regarding you 
  impassively. 
   
   
  Treasure: The tapestry is of fine silk and can fetch a 
  nice price.  
   
  All APLs: Loot – 20 gp, Coin – 0 gp, Magic – none. 
   
  If the PCs have a means to see past 120 feet, of if they 
  move further into the room, they can spot the end: 
   
  At the end of the room is a massive, metal forge. It’s 
  fires are out, but when turned on it must have 
  generated an enormous heat. 
   
  It has been battered badly. The heavy iron doors 
  of the forge have been smashed with such force they 
  now bend inwards. Two of the hinges have broken 
  loose, but the doors are so badly bent that they are 
  wedged in the forge. 
   
  Again, the debris of work benches and 
  craftman’s tools is scattered about. 
   
  More sinister than the forge though, are the 
  large smashed ceramic jars at either end of the forge, 
  and the iron altar in front of it.  
  On 
  the 
  stained 
  altar’s surface lies a desiccated corpse, it’s skull cut 
  open. 
   
  A strong, almost nauseating smell emanates 
  from the altar and jars, and the dark red-brown 
  stains that cover everything can only be dried blood. 
   
   
  This room was used to forge the blood golem – it’s armor 
  was forged here, and its body created from the blood in 
  the jars, drawn from victims sacrificed on the altar. 
   
  The body on the altar was Paylin, Meryn’s former 
  assistant. Reese sacrificed the boy to obtain the 
  ingredient to awaken the golem. The foul and lengthy 
  ritual  enabled Reese to perform magic that would 
  otherwise have been beyond his grasp. It is Paylin’s death 
  that haunts Meryn the most. When he sees him, he 
  grasps his face and starts shaking and crying, sinking to 
  the floor in shock. 
   
  Debin takes the scene in with shock, but does not act 
  – he turns to the PCs for guidance. Roslyn, as always, 
  stays to the back, but keeps her eye on Meryn. 
   
  The central room does not contain anything except 
  the items shown. PCS can make a few deduction from 
  this though. Most checks are quite hard as almost 
  everything that could work as a clue has been destroyed : 
  • 
  A DC 20 Craft (blacksmithing) or similar check 
  reveals that the forge, and implements found, is used 
  to create armor and weapons. From the tools and 
  forge, it can be deduce that the weapons were likely 
  made for  a creature of size large or larger. 
  • 
  A DC 20 Knowledge(Religion) check points out that 
  the ‘man on the altar was likely a sacrifice. The way 
  his skull was cut open is atypical though.  
  • 
  A DC 25 Knowledge(Religion) check reveals that the 
  sacrifice was not aimed at a specific deity. (This 
  contrasts with the Hextor symbol if it was found) 
  • 
  A DC 20 Knowledge(Arcana) check reveals, from 
  runes set in the altar and the symbolic placement of 
  the jars, that the focus of this room was an elaborate 
  arcane ritual, powered by blood. Powerful magic 
  must have been used. 
  • 
  A DC 25 Knowledge(Arcana) check reveals that 
  some kind of evil force was summoned. 
  • 
  A DC 30 Knowledge(Arcana) check reveals that 
  what was summoned was not a creature. 
  • 
  A DC 35 Knowledge(Arcana) check reveals that 
  besides this ritual, someone attempted the creation 
  of a golem. 
  • 
  A DC 40 Knowledge(Arcana) check reveals that the 
  final ritual was a powerful magic spell that 
  summoned an evil spirit, awakening the golem to 
  sentience. 
   
  The body on the altar is inanimate. If it is moved, below it 
  is a blood-smeared etch in the surface of the altar of a fist 
  clasping barbed arrows. It is easily recognizable as the 
  symbol of Hextor. 
   
  Layout of the bunker: See the map in appendix 5. 
   
  To each sides of the hall are three rooms. The three 
  rooms to the right were separated from the hall by 
  curtains, which are still in place. The three rooms to the 
  right originally had iron doors. Two of these doors have 
  been smashed in, on is still intact.  
   
  ROOM I 
  This room contains two beds, each with a wooden 
  chest at the foot end. On the floor of this room are 
  the bodies of two men – emancipated and 
  dehydrated. 
  SND6- 03 Collateral 
   
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  The room is faintly lit by an oil lamp on a small 
  wooden table, which is still, miraculously, burning. 
   
  The room was the sleeping quarters of Reese’s 
  assistants. These two low-level wizards perished when 
  the blood golem went mad, and their bodies were 
  disposed in this room. 
   
  Treasure: Each chest holds scholar and traveler’s 
  clothes and a purse containing coin. One of the scholars 
  still carries a wand of knock (charges vary per APL) used to 
  enter Room VI. 
   
  The oil lamp is magical, and functions similar to an 
  continual flame. 
   
  APL 4: Loot – 1 gp, Coin – 10 gp, Magic – continual 
  flame lamp (4 gp), wand of knock, 5 charges (38 gp). 
   
  APL 6: Loot – 1 gp, Coin – 10 gp, Magic – continual 
  flame lamp (4 gp), wand of knock, 10 charges (75 gp). 
   
  APL 8: Loot – 1 gp, Coin – 10 gp, Magic – continual 
  flame lamp (4 gp), wand of knock, 20 charges (150 gp). 
   
  APL 10: Loot – 1 gp, Coin – 10 gp, Magic – continual 
  flame lamp (4 gp), wand of knock (375 gp). 
   
  Detect Magic Results: Continual flame lamp (faint 
  evocation), wand of knock (faint transmutation). 
   
  ROOM II  
  This room contains two beds, each with a wooden 
  chest at the foot end. 
   
  On a small wooden table stands an oil lamp, 
  now out. 
   
  This was the room of Pailin and Meryn. It is featureless. 
  Unlike the others, the two did not have any magical light 
  to their disposal.  
   
  Treasure: If the PCs check the chests, they find a 
  few flasks of lamp oil, and some commoner’s clothes. 
   
  One chest also holds a toolbox. These contain 
  masterwork artisan’s tools, for use in blacksmithing. Each 
  tool has a small symbol on it – a stylized “M”. At the 
  bottom of the toolbox is inscribed “Property of Meryn 
  Arvynsson”. 
   
  All APLs: Loot – 5 gp, Coin – 0 gp, Magic – none. 
   
  Obviously, finding the toolbox clues the PCS that Meryn 
  is far more involved in this, and is not man innocent 
  victim of the creature. See Encounter 5 on how to handle 
  it if PCs decide to question Meryn. Take note of encounter 
  8: Roslyn Strikes. 
   
  ROOM III 
  This room is bare. There was a cot here, but 
  something smashed it. A wardrobe and a table are 
  likewise in barrels  
   
  This was Reese’s room. The golem totally smashed it.  
   
  ROOM IV 
  The door to this room is entirely gone.  
   
  This was obviously some type of laboratory  - event 
  though the entire place is in ruins, the remains of 
  glass vials, powders, dried liquids and various odd 
  ingredients that cover the floor indicate it as a 
  workplace. 
   
   
  To the far end of the room stands something 
  that looks like a large marble sink.  
   
  This was the laboratory, where special ingredients were 
  mixed to add to the blood to create the golem. The sink at 
  the end was used to work with aggressive and volatile 
  ingredients such as acids. 
   
  Entering this room requires some care, as the floor is 
  covered in glass shards – the effect is as if the entire room 
  is covered in caltrops (See PHB page 126).  
   
  Treasure: A DC 15 Search check reveals some items 
  between the debris that survived the onslaught. Among 
  items found are expensive material components (such as 
  diamond dust and onyx gems), laboratory equipment, 
  some simple alchemical items (including a box of twenty 
  tindertwigs, five sunrods, a smokestick, a flask of 
  antitoxin and two flasks of acid), and some potions.  
   
  APL 4: Loot – 16 gp, Coin – 10 gp, Magic – none. 
   
  APL 6: Loot – 16 gp, Coin – 20 gp, Magic – none. 
   
  APL 8: Loot – 16 gp, Coin – 30 gp, Magic – oil of 
  greater magic weapon (62 gp). 
   
  APL 10: Loot – 16 gp, Coin – 40 gp, Magic – oil of 
  greater magic weapon (62 gp), oil of greater magic weapon +2 
  (100 gp). 
   
  Detect Magic Results: oil of greater magic weapon 
  (faint transmutation), oil of greater magic weapon +2 
  (moderate transmutation). 
   
  ROOM V 
  The door to this room has been badly damaged. It 
  remains but has been partly forced open.  
   
  A PC can maneuver himself through the opening 
  with a DC 10 Escape Artist check as a standard action. 
  The door is stuck in this position, but can be pushed 
  further open with enough force. 
   
   
  Stuck Iron Door: 2 in. thick; hardness 10; hp 35 (60 
  when mended); AC 5; Break DC 28 (stuck). 
   
  This room looks like a workshop. It contains a work 
  bench with a rack containing various craft tools, an 
  moveable anvil a crane, a smaller forge with bellows, 
  and a sizeable oven.  
   
  This was the workroom where Meryn worked. The 
  bloodgolem crushed the door but did not actually enter 
  it. The anvil and bellows were generally moved to the 
  main hall when actual work had to be done, so it was 
  close to the forge. The oven was used to make pottery 
  material (including the large jars in the hall).  
   
  Treasure: PCs can loot the place for the artisan tools 
  and items. Among the items is a portable crane and a 
  masterwork hacksaw (see Appendix 5) 
   
  All APLs: Loot – 15 gp, Coin – 0 gp, Magic – none. 
  SND6- 03 Collateral 
   
  Page 20 
  
   
  ROOM VI 
  This door to this room is the only one the golem didn’t 
  try to break open. It is still closed and arcane locked (at 
  caster level 12). 
   
   
  � Arcane Locked Iron Door: 2 in. thick; hardness 10; 
  hp 60; AC 5; Break DC 38 (arcane lock). 
   
  This room looks like a study – though it is as spartan 
  as the other rooms. At one end of the room is a 
  writing desk with a chair. A large bookcase is against 
  one wall, though there not many books or scrolls on 
  it.  
   
  Everything is lit by two large lamps, each 
  shedding it slight from an iron peg in opposing 
  walls. 
   
  Here is where Reese studied his notes and designed the 
  rituals to craft the blood golem. It is also where he read 
  and wrote his correspondence – and the one place where 
  the PCS may find evidence of his crimes and Eyedrinn’s 
  involvement. 
   
  Treasure: The bookcase is mostly empty. A few 
  scrolls and books remain – most are reference material on 
   dark rites and blood sacrifice. One deals with the calling 
  of evil spirits, and a last book is a basic work on 
  constructs and animate objects. 
   
  Actual interesting work is not to be found. Reese was 
  not able to acquire much work to store here - the 
  Academy was quite reluctant to lend him any books. The 
  few works he did have he kept close to him, and when he 
  fled, he took them with him. The few remaining books 
  still fetch a fair price on the market. 
   
  APL 4: Loot – 23 gp, Coin – 0 gp, Magic – none. 
   
  APL 6: Loot – 26 gp, Coin – 0 gp, Magic – none. 
   
  APL 8: Loot – 163 gp, Coin – 0 gp, Magic – none. 
   
  APL 10: Loot – 378 gp, Coin – 0 gp, Magic – none. 
   
  Development: The desk contains various notes and 
  other work material.  Using these notes, a DC 15 
  Knowledge(arcana) reveals that the person responsible 
  was working on a golem. A DC 20  Knowledge(arcana) 
  check reveals it to be a golem created from the blood of 
  sacrificial victims. The latter check also reveals that the 
  author was working on a high level spell, awaken construct, 
  magic that the author would normally not be able to use, 
  but which apparently would be in reach if the right vile 
  ritual and sacrifice were used. 
   
  The desk doesn’t seem to contain any more than this. 
  However, a DC 20 Search check reveals a hidden 
  compartment in the desk’s lower right side.  
   
   
  Trap: The compartment is trapped with a small trap 
  which activates when opened. If the trap activates, it 
  breaks a vial containing acid, which instantly dissolves 
  the letters in the compartment, destroying the evidence. 
    
  � Trap: CR 1/2; mechanical; touch trigger; repair 
  reset; lock bypass (Open Lock DC 30); Acid vial: destroys 
  the compartment’s contents; Search DC 16+APL; Disable 
  Device DC 13+APL. 
   
  Inside the compartments are two letters.  One (player 
  handout #1) is written in common. The other (player 
  handout #2) is written in infernal (only hand it out once 
  PCs manage to read the language). 
   
  The last letter is unsigned and unaddressed. It is 
  written in a particular type of vellum though. If it is held 
  against the light, a watermark can be seen: the face of a 
  gaping demon. 
   
  A DC 15 Knowledge(arcana) or Bardic Lore 
  recognizes it as the sign of the Bleak Academy. 
   
  ENCOUNTER 8 : ROSLYN 
  STRIKES 
  At some point during the investigation, Roslyn decides it 
  is time to act. This is either when the PCs start 
  interrogating Meryn and force him to speak, or when 
  they find the documents incriminating the Eyedrinn 
  cleric Arnassos. 
   
  Once this happens, Roslyn decides to first take out 
  the prime witness – Meryn. She has been studying him 
  for quite some time, and already has a light crossbow in 
  hand. She plans to use either her sneak attack or death 
  attack on him in a  surprise attack. 
   
  Preferably, she attacks with as few people present as 
  possible – but if circumstances dictate otherwise (i.e. 
  when Meryn is to tell the truth about Arnassos) – she 
  doesn’t delay. 
   
  Everyone present may make a Sense Motive check 
  opposed by Roslyn’s Bluff check to notice a subtle shift in 
  attitude from the woman, a fraction before she attacks. 
  Those who make it may act in the surprise round. 
   
  Creatures: Roslyn is a professional assassin. She has 
  worked for several groups in the past. After her last 
  assignment, in which she attempted to assassinate 
  Ahlissan emissionary, she fell into  the hands of the 
  Sunndi government. Normally, she would have been 
  executed, but Roslyn has powerful friends. In exchange 
  for information regarding the Wastrian forces that had 
  previously hired her, she was pardoned. She was given a 
  second chance, and drafted in the Eyedrinn army – who 
  have no problems with harboring a dark-hearted 
  murderess. 
   
  For while, Roslyn’s behavior was exceptional. But 
  the past has a tendency to resurface. When the PCs were 
  hired to investigate the monster, she was assigned as 
  their aid – with the express order to make sure than any 
  involvement of Eyedrinn in the scene was to be silenced 
  – using any means possible. 
   
  Note: Roslyn’s attack is a one-time shot. As a melee 
  combatant she is not likely to make much chance, as her 
  powers are useless after the initial surprise round. 
  SND6- 03 Collateral 
   
  Page 21 
  
  Therefor the EL of this encounter is treated as half that of 
  a normal combat. 
   
  APL 4 (EL 3) 
  � Roslyn: female human fighter 2/monk 1 /rogue 
  2/assassin 1; hp 33; see Appendix 1 – APL 4 
   
  APL 6 (EL 4) 
  � Roslyn: female human fighter 2/monk 1 /rogue 
  2/assassin 3; hp 48; see Appendix 1 – APL 6 
   
  APL 8 (EL 5) 
  � Roslyn: female human fighter 2/monk 1 /rogue 
  2/assassin 5; hp 58; see Appendix 1 – APL 8 
   
  APL 10 (EL 6) 
  � Roslyn: female human fighter 2/monk 1 /rogue 
  2/assassin 7; hp 68; see Appendix 1 – APL 10 
   
  Tactics: Roslyn uses her death attack on Meryn if 
  possible. If she is not able to step into melee range, she 
  uses her crossbow and fires a bolt, counting on her sneak 
  attack to kill him. Otherwise, she quick draws her dagger 
  and stabs him. 
   
  Once she has attacked, the PCs are likely all over her. 
  To get the upper hand, she attempts to use the vial of 
  inhaling poison on her as a threat. Provided she survives 
  to her next action, she quickdraws the vial, and readies an 
  action to smash it the moment anyone attacks her or 
  moves closer: 
   
   
  Roslyn suddenly holds up her hand, showing a 
  fragile vial, containing a strange ashen liquid. 
   
  “Don’t let me use this!” she shouts. “This will 
  kill us all! And I’ll use it!” 
   
  The vial contains an inhaling poison (the strength of 
  which varies by APL - see Roslyn’s stat block for effects). 
  While PCs may gamble that it is not potent enough to 
  kill or incapacitate them, they are still in the lair of a 
  powerful creature – if the poison doesn’t kill them, it may 
  weaken them considerably. Roslyn is quite aware that the 
  PCs may not stand up to the creature if she uses the vial 
  (and makes the PCs aware of it if they seem too 
  boisterous). 
   
  Since Roslyn expects the PCs to kill her anyway, she 
  is not averse to use the poison. If the PCs do not listen to 
  her, she smashes the vial. Only a swift action that 
  manages to incapacitate or disarm her can prevent this. 
   
  Roslyn tries to catch as many people as possible in a 
  10-by-10 foot area. By preference, she does not include 
  herself, but if cornered she may decide to do so. After 
  that, she tries to run – if needed using light foot to allow 
  herself to get away without provoking attacks of 
  opportunity. 
   
  If the PCs listen, she demands the PCs show her the 
  letters (if they found them in room VI) – and then orders 
  them to burn them. 
   
  It is not likely that PCs desire to do so, but she 
  demands they destroy them or she uses the vial. PCs can 
  try to talk her out of this action. Intimidate doesn’t work 
  – she is too much a professional – but Diplomacy may 
  work if the PCs promise to either let her go free, or a fair 
  trial at Eyedrinn. A DC 35 Diplomacy check then 
  convinces her to surrender.  
   
  If the PCs actually destroy the letters as asked, she 
  willingly surrenders once she is guaranteed a fair trial at 
  Eyedrinn (no Diplomacy check is needed, as her ‘work’ is 
  done). 
   
  Any other outcome prompts her to use the vial, and 
  try to make good her escape. 
   
  Throughout this encounter, Debin does nothing – 
  he is unsure who he should support: his former 
  companion that has apparently gone mad, or the 
  strangers who he has little reason to trust. 
   
  If the PCs manage to overcome Roslyn, he suggests 
  she be taken to Eyedrinn to face trial there. 
   
  Treasure: Roslyn has mostly only common gear on her, 
  and most of it is recognizable as belonging to the 
  Eyedrinn guards. 
   
  Only the poison is of value. It is useless to the PCs, 
  but if they can obtain it, it can be sold – PCs with ethics 
  can turn it in to a local temple, and gain a similar 
  monetary reward for their efforts. 
   
  APL 4: Loot – 42 gp, Coin – 0 gp, Magic – none. 
   
  APL 6: Loot – 167 gp, Coin – 0 gp, Magic – none. 
   
  APL 8: Loot – 208 gp, Coin – 0 gp, Magic – none. 
   
  APL 10: Loot – 583 gp, Coin – 0 gp, Magic – none. 
   
  Development:  If the PCs capture Roslyn alive, she is 
  silent about her employer. Alls she says is that she 
  attempted  to “protect the faith.” 
   
  Troubleshooting: It is possible some PCs have got ‘rid’ 
  of Debin and Roslyn earlier in the scenario. In that case, 
  Roslyn convinces Debin to tracked the PCs through the 
  swamp. They arrive at the bunker shortly after the PCs 
  do. 
   
  Roslyn is, in that case, less aware of what has gone 
  on. Instead, she orders the PCs under arrest, and 
  demands they explain themselves. As soon as they do, she 
  continues her action as planned above. 
   
  Note that if PCs attack before Roslyn does (to 
  prevent their arrest), Debin joins the fight against the 
  PCs.  
   
  ENCOUNTER 9 : THE FIST OF 
  HEXTOR 
  Shortly after the PCs dealt with Roslyn, the blood golem 
  returns to it’s lair. It’s dramatic return is heralded to the 
  PCs if they set of the silent alarm when they entered the 
  lair, and did not (yet) remove the silk tapestry. 
   
  Detect scrying: If those conditions are met, anyone 
  who has detect scrying up, realizes they are being scried. If 
  the person protected succeeds at an opposed caster level 
  SND6- 03 Collateral 
   
  Page 22 
  
  (18) check, he gets a flash of a young elven woman’s face. 
  The distance or location of the scrier is hundreds of miles 
  to the south east. 
   
  While this information is accurate enough at this 
  moment to use as a focus for a teleport spell, anyone 
  foolish enough to try this is lost and does not return.  
   
  What happens to those PCs is unknown. No amount 
  of scrying can further discern their locations, and they 
  are effectively out of the scenario. It takes several weeks 
  before they surface again, at the edge of the Vast Swamp, 
  dazed and unable to recall what happened. Their backs 
  are covered in scars, and the two previous weeks are only 
  a blur of darkness, pain, and fear.  
   
  PCs who have gone through this pay 2 more TUs for 
  spending their days in the swamp (but they need not pay 
  upkeep over those TU). Note on the PC’s AR that the 
  character has been ‘Marked’.  
   
  A PC that teleported away otherwise gets all the 
  favors and disfavors as the other PCs. 
   
  The tapestry: The tapestry on the wall now 
  animates: 
   
  You catch a movement out of the corner of your eye. 
  Up on the wall, the tapestry seems to ripple, to 
  move. It is as if the face on the cloth becomes alive. 
   
  It eyes you, then it’s lips move, and a whisper 
  can be heard. 
   
   
   
  “Trespassers. Burglars. Thieves.” 
   
  Anyone who has played COR5-02 The Voice of Reason 
  may realize, on a DC 15 Wis check, that they saw a cloth 
  quite similar to this in that module – though it didn’t 
  animate then. 
   
  If anyone has the Thrall Medallion from that 
  module, they must make a DC 26 Will save or be 
  dominated. Regardless of the outcome, that person hears a 
  voice in his head. 
   
  “My thrall. It is not time for the truth yet. Destroy 
  what you found, and you will be safe.” 
   
  Take note that the command involves the destruction of 
  the letters – the PC is not asked to fight his companions. 
   
  Give the PCs a round to react. Casting spells at the 
  cloth is a bit futile – it’s a simple item that can be easily 
  destroyed, but is not actually a threat. Instead, they better 
  think how to face the creature coming their way. 
   
  The creature comes: The creature is by now on its 
  way, pasing through the tunnel to the bunker. If Meryn 
  is still alive, run the following: 
   
  Meryn suddenly pales. “It comes!” he shouts, 
  fiddling his cloak, “I can sense it! It comes our way!” 
   
  One round after this statement, a bashing sound comes 
  from the entrance.  
   
  If the PCs did not encounter the cloth and did not 
  have Meryn to warn them, they are possibly surprised. 
  Anyone who makes a Listen check opposed by the 
  golem’s Move Silently check can take one standard action 
  – the rest are surprised as the golem descends from the 
  stairs. If the PCs were warned, skip the surprise round. 
   
  What comes down into the hall is a nightmarish 
  contraption. A gigantic creature forged of steel, with 
  spiked heavy flails instead of arms that whirl 
  around threateningly.  
   
  It’s abstract face has red dots of light, which 
  seem to burn with hatred. 
  It’s armor is splattered with blood.  
  It thunders at you in a strange tongue. 
   
  The language is infernal. What the golem shouts is 
  “Mortals! Face the wrath of Hextor!”. 
   
  Creatures: the blood golem of Hextor is an 
  awakened golem, created from the blood of sacrificed 
  victims. While, unlike other golems, it is sentient, the 
  process of making it turned it insane. It is a bloodthirsty 
  killing machine, who recognizes no authority except 
  Hextor itself – or a perverted image thereof. 
   
  It’s goal is to fee on blood, and, once it sees the PCs, 
  it attacks with relish. 
   
  Note: the blood golem is quite powerful, but it has 
  little moving space in the bunker, and has no ranged 
  attacks. As such it’s EL is calculated a bit lower.  
   
  APL 4 (EL 7) 
  � Weakened Awakened Blood Golem: hp 85; see 
  Appendix 1 – APL 4 
   
  APL 6 (EL 9) 
  � Advanced Awakened Blood Golem: hp 170; see 
  Appendix 1 – APL 6 
   
  APL 8 (EL 11) 
  � Advanced Awakened Blood Golem: hp 210; see 
  Appendix 1 – APL 8 
   
  APL 10 (EL 13) 
  � Advanced Awakened Blood Golem: hp 250; see 
  Appendix 1 – APL 10 
   
  Tactics: The blood golem fights solely in melee, using 
  his whiling attack where possible. It focuses it’s attack on 
  any spellcasters – wizards are a preference, as it hates 
  them with a passion. 
   
  The cloth, meanwhile, does nothing but look on. 
   
  PCs that have been dominated by the cloth may 
  defend themselves as long as they keep their goal – to 
  destroy the letters – in mind. The battle may give them 
  an excellent opportunity to do so. Once the letters are 
  destroyed, they can turn their full attention to the battle 
  – the cloth doesn’t hamper them in this fight. 
   
  Debin helps as much as possible, providing flanking 
  and using aid other on people more capable to deal 
  damage to the creature than he. 
   
  Roslyn, if still alive, also joins the fight. If the PCs 
  bound her she shouts to be released so she can aid. 
  SND6- 03 Collateral 
   
  Page 23 
  
   
  Meryn, if alive, does nothing but fiddle his cloak. 
  The blood golem, seeing him as his creator, does not 
  attack him. 
   
  This battle is ment to be quite hard, especially at 
  lower levels (even with the help of Delin and Roslyn). It 
  can be made a lot easier if the PCs have realized the 
  properties of the clasp on Meryn’s cloak – but it is up to 
  the PCs inquisitiveness to find that out.  
   
  Development: Once the creature is destroyed, it 
  can be examined more closely. There is not much left of 
  the creature itself – the being inside the armor: all that is 
  found is that the insides are caked with blood.  
   
  The armor and weapons are not salvageable, but can 
  be disassembled – allowing the party take some pieces as 
  evidence. 
   
  When the PCs look back at the cloth, they see that it 
  hangs limp – whoever was watching them is gone. 
   
  ENCOUNTER 10 : 
  HOMEBOUND 
  Having defeated the creature, and likely gathered 
  evidence of Arnassos’ involvement, the PCs return home. 
   
  The journey is mostly uneventful, but as they 
  approach the Hextorite’s outpost (likely the Widows 
  Tower), a group of guards approaches them. If the PCs 
  somehow teleport or fly to Eyedrinn, you can have this 
  occur as they enter town. 
   
  Half a dozen men in the armor of the Hextorite 
  guards approach as you appear from the swamp. 
   
  Some of them look at you with some curiosity, 
  but the front man seems unimpressed with your 
  appearance. It is Veeto, the captain of the guards 
  that spoke to you when you arrived. He looks 
  annoyed. 
   
  “You survived, then?” – it doesn’t sound very 
  pleased – “Well, I would personally prefer to whip 
  you for dragging my men in there, but apparently 
  someone higher up has some issues with you first. 
  You are ordered to appear before His Exaltedness 
  Lord Jarinto. I hope he leaves something for me 
  once he is done.” 
   
   
  Creatures: These are Hextorite guards. They are merely 
  orderd to find the PCS and escort them to Eyedrinn. 
   
  This is not intended as a fighting encounter – and 
  you may discourage PCS by pointing out that fighting 
  Eyedrinn guards is going to put them in disfavor with the 
  army – if not in jail. However, if PCs resist, they will face 
  a fight. Note that in this case Debin fights the PCs too. 
   
  If PCs have Roslyn with them, and she is bound, 
  Veeto demands an explanation. If Debin is still present, 
  he can confirm the story if the PCs tell the truth. In that 
  case, Roslyn is slammed in irons and dragged off to face 
  questioning. 
   
  Without Debin (i.e. if he died), the PCs face a 
  situation where it is their word against Roslyn’s. It is not 
  likely that Veeto believes the PCs,  especially when 
  Debin died, but he follows protocol and has Roslyn taken 
  away for questioning – but it is apparent that she is going 
  to get off easy. 
   
  Resisting to hand over any prisoners is certain to 
  lead to conflict. 
   
  All APLs (EL 9) 
  � Captain Veeto: Male human fighter 7; LE, see 
  Appendix 1 – All APLs 
  � Guards (5): Male human fighter 3; LN, see 
  Appendix 1 – All APLs 
   
  Tactics: These are hardened but simple soldiers, used to 
  fight bullywugs face to face. Half of them enter melee. 
  The other half takes out bows and readies to fire at any 
  spellcaster the moment he starts casting. 
   
  Veeto leads his men in melee. 
   
  Development: The most likely outcome is for the PCs to 
  surrender Roslyn to the authorities, and to follow their 
  escort to meet with count Jarinto. 
   
  In that case, go to encounter 11. 
   
  Should PCs or totally void the encounter (i.e. when 
  they travel directly to meet with Joreth in Deltrees) skip 
  encounter 11, and go to the conclusion. 
   
  Treasure: There is no treasure to be obtained even if the 
  PCs fight and win – all the soldiers have is common gear, 
  and most of it is recognizable as belonging to the 
  Eyedrinn guards. 
   
  Troubleshooting: the one thing that can go wrong here 
  is PCs not respecting the authorities, and ending up with 
  a fight with the guards. 
   
  In that case, the army will eventually hear from it. If 
  there were only some wounded, the authorities smooth 
  things out, and the PCs merely get a reprimand. They 
  don’t earn any military recognition points for this 
  scenario. 
   
  If any soldiers died, PCs earn a disfavor with the 
  army, loose all army recognition points (those in the past 
  and those earned in this scenario), and face trial. This 
  sentences them to jail for 26 TU, and fines them 500 gp 
  per soldier that died. 
   
  ENCOUNTER 11 : PAPERWORK 
  The office of count Jarinto is a luxury room, with 
  plush 
  carpet, 
  beautiful 
  tapesties, 
  a 
  crystal 
  chandelier, lazy chairs, and finely crafted hardwood 
  furniture. A stark contrast with the squalor you saw 
  elsewhere in the town. 
   
  Count Jarinto is a man who turned grey at a 
  young age. His face is tired and heavy lined, his look 
  grim. He is in the chair behind his desk, his arms 
  leaning on his desk, as you enter. He looks old and 
  frail compared to the man next to him, who stops 
  talking softly as you enter, to turn and look at you. 
  He is a tall man, with long dark hair in several 
  SND6- 03 Collateral 
   
  Page 24 
  
  braids. His grey eyes sparkle like cold diamonds. He 
  is dressed in black armor, wrapped in a large black 
  coat. The symbol of a fist holding barbed daggers is 
  embossed on his breastplate. It gives a red metal 
  gleam as it is hit by the light of the fire nearby.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  He gives you a strange grin – it is not sure if he 
  is smiling at you or growling. 
   
  The man at the desk looks up and nods at you, 
  sternly. 
  “You are the investigators sent by Kestor?”  
   
  Jarinto, the man behind the desk, waits for the PCs to 
  confirm, then continues. The man beside him is his 
  brother, High priest of Hextor, Huanador. 
   
  � Lord Jarinto Male human Ari6; LN 
  � Huanador Male human Clr11; LE 
   
  There are also two guards near the door. 
   
  � Guards (2: Male human fighter 3; LN, see Appendix 
  1 – All APLs 
   
  “Good. My name is Jarinto, appointed vassal of this 
  place. This here is High Priest Huandor of the faith 
  of Hextor. 
   
  My sources told me you were successful in 
  finding the creature that plagues us. I need a full 
  report. 
  What did you find?” 
   
  “Excuse me, brother,” Huanador suddenly 
  interrupts. ”While I would not dare to imply that 
  the count of Corul would send us people of a 
  mischievous bend” – gives a smile that is all but a 
  threat – “I would think that it may be appropriate to 
  take precautions that all that is told here is… the 
  truth?” 
   
  Jarinto looks annoyed at the interruption but 
  sighs. 
   
  “Yes, yes. I guess so.” He looks up at you. ”I am 
  sure you have no objection to subject to magic that 
  will assure us that you will speak truthfully?” 
   
  Jarinto asks the PCs if they will subject to a zone of truth 
  spell being cast. It hardly matters if PCs object or not – 
  Huanador casts the spell anyway. If PCs submit freely, 
  the questioning that follows is amiable – if they save 
  against the spell, the questioning is held in far colder 
  tone, and more insistent for answers. 
   
  Once the spell has been cast, the PCs can do their 
  story. Jarinto listens to what they say. He demands to see 
  any evidence the PCS have, and pushes for the following 
  information depending on what the PCs tell him: 
  • 
  The nature of the creature 
  • 
  Who was behind it. 
  • 
  If the PCs found any lead to a sponsor. 
   
  If the PCs reveal the involvement of a Hextorite priest, 
  Jarinto looks shocked.  
   
  Jarinto stares at Huanador, unbelieving. 
  “Your people are involved?”  
  Huanador raises an eyebrow. 
   
  “I think you know quite well, brother, that I 
  would have informed you if we would ever grant 
  permission to delve in matters of such nature.” 
  He turns his glare at you. 
   
  “You have proof? A name? Who is this priest 
  supposed to be?” 
   
  If the PCs give the name of Arnassos, Huanador calls 
  forth a guard and orders to bring the named man. 
   
  About ten minutes later, the guard returns. 
   
  A thin, man enters. He is old, and walks with a limp. 
  Unlike most priests you saw in town, he doesn’t 
  wear armor. Instead, he wears simple robes, though 
  there is the familiar Hextorite flail hanging at his 
  side. 
   
  His face is wrinkled, but his eyes sparkle. He 
  doesn’t seem very worried to be summoned.In fact, 
  he looks hautain, almost arrogant. 
  “I was called?”  
   
  Jarinto nods. 
  “You are Arnassos?” 
  The man nods.”As you well know, yes.” 
  “There have been allegations against you.” 
  The lord motions towards you. 
  “By these people.” 
  The man eyes you hatefully. 
  “There are? And what, prey, are they, then?” 
   
  Creature: Arnassos is indeed the man behind the 
  scheme. He is arrogant and believes himself superior, the 
  only true believer in his god. He is, however, frail, and 
  not hardly as great a cleric as he feels he deserves to be  - 
  he blaims the church for holding him back. 
   
  Arnassos: Male human cleric 3; LE, see Appendix 1 – All 
  APLs; 
   
  The PCs have a chance to lay forth their accusations. As 
  they speak, the man doesn’t say a word. He doesn’t sweat, 
  does not even blink – he calmly listens. 
   
  Once they are done, he answers: 
   
  “So, that is it, then?” He scowls. ”Fine. Well, can I 
  continue with my work then?” 
   
  Jarinto pales. 
  “You don’t deny this?” 
  The man’s eyes glitter. 
  “Deny? Why would I deny? I did the work of the 
  Scourge of the Heavens! I called forth the wrath of 
  the Tyrant! Deny?”  
  He laughs maniacally as he eyes those present. 
   
  The PCs may desire to ask questions or throw 
  accusations, but Arnassos hardly listens. Below are a 
  SND6- 03 Collateral 
   
  Page 25 
  
  number of responses Arnassos may give (they need not 
  necessarily fit the question). 
   
  “Proud! This rotten core, this land ruled by anarchy! 
  Falling sway to those monsters of the mud! A sign 
  from the gods! The trial for their commitment to 
  chaos! 
   
   
   
   
   
   
   
  Ah, I knew…only true loyalty could have us – only 
  devotion – a not mere prayer alone, no! An 
  instrument I created, an avatar of the Scourge of 
  Battle, who would sweep aside the threat of the 
  swamp, and bring order!.” 
   
   
  “And once the prototype is done…an army! An army 
  of righteousness!” 
   
  Two questions prompt an actual response. If the PCs 
  mention him working with the Bleak Academy, or ask 
  whether the other priests knew: 
   
  “Ptah! The men of this dump call themselves 
  faithful! But they would not desire me to finish my 
  dream! They would not listen to my ideas or 
  requests! Nay! Nut I found allies, Allies in the 
  swamp, sick of the chaos of their heathen brethren 
  and willing to aid in the bringing of justice… in 
  exchange for power, of course,… but  the Scourge 
  rewards those who aid him!” 
   
  If the PCs mention the assassin, he answers: 
   
  “I don’t know anything about that. I don’t work with 
  women. They are weak.” 
   
  At some point, Jarinto cuts in: 
   
  “Your game is over, Arnassos.” Jarinto says, eyeing 
  him. 
  “Over?” the man stares at him “Over?!” 
  At that moment, he grabs the flail at his hip and, 
  frothing, storms forward. 
   
  “Unbeliever!”  
  Let PCs roll initiative, and allow them to interfere. If a PC 
  steps forth to interfere, Arnassos instead turns his anger 
  to the PCs. Jarinto and Huanador do not interfere,and at 
  Jarinto’s gesture the guards also stay back. 
   
  If no PCs steps forth, Anassos manages to get a hit in 
  on Jarinto. The count is hardy enough to survive a blow, 
  but he is dazed. The next moment, Huanador furiously 
  loosens a searing light spell, killing the old man instantly. 
   
  Once Anassos is dead, or restrained (and carried of 
  by the guards), continue: 
   
  “Well,” Jarinto looks at you in shock. “It seems you 
  were right. I don’t… I don’t believe it. What can I 
  say?” 
   
  “Nothing, my dear brother”, the high priest 
  interrupts. ”In fact, it would likely be best if… 
  everyone… is silent about this… unfortunate 
  accident.” 
  “Accident?” Jarinto croaks. “People died!” 
  “The unfortunate side effects of war,” the priest 
  continues. ”What is important is the great picture. 
  See,” he looks at you, “the north counts on us. They 
  need our support. That’s why they sent you. But 
  would they dare ask us if they knew that there was a 
  bad apple amidst us? If they hear of these atrocities? 
  I know the Trithereon rabble too well. Their pride 
  won’t allow them to fight with us for the greater 
  goal. 
   
  No, for the good of the land, it is best if we 
  all…keep quiet about it. Don’t you agree?” 
   
  If the PCs disagree, Huanador adds “That…is a pity.” He 
  doesn’t enter in any further discussion.  
   
   
  Jarinto looks uncertain. 
   
  “Well. I cannot forbid you to speak. But my 
  brother has a point. I fear though, that I will have to 
  leave this in your hands. 
  You are dismissed.” 
   
  One final thing the PCs may ask. If anyone thinks to ask 
  Huanador directly if he sent the assassin, he answers: 
   
  “Is it a crime to protect the faith? There are many 
  who would say that devotion is a great good, but it is 
  wrong to confuse your quest for glory for true faith. 
   
  True faith means seeing everything, making 
  sacrifices. Sometimes, the truth brings the greatest 
  suffering. You have to strike it down without mercy. 
   
  In the end… does it matter who gave the 
  orders? She sought to protect the faith. She was on a 
  mission of the Scourge of Battle. She was the true 
  believer.” 
    
  And that is all Huanador has to say about it. 
   
  CONCLUSION 
  The PCs can return to Deltrees, where they meet up with 
  Jothwert, who asks there report. 
   
  It is up to the PCs to determine if they speak the 
  truth and reveal the Hextorites’ involvement. If the PCs 
  managed to destroy the monster, they gain the favor of 
  Bren. This also includes 10 Army Recognition points., 
   
  They also obtain the vouchers as pay for their 
  involvement. 
   
  If the PCs reveal the involvement from the 
  Hextorites, they gain the favor of the church of 
  Trithereon, who see their suspicions on  the evil of 
  Eyedrinn  confirmed. 
   
  If they instead keep the truth to themselves, they 
  gain the favor of count Jarinto.  
   
  No PC can have both the favor of Jarinto or the favor 
  of Tritheron. 
  SND6- 03 Collateral 
   
  Page 26 
  
   
  Their choice may also affect the course of the war… 
  but the repercussions may become apparent much later. 
   
  Note the choice of the PCs in the campaign 
  consequences! 
   
  A PC that owned the thrall medallion and 
  succumbed to the dominate of the cloth gains the “My 
  Thrall” entry. 
   
  CAMPAIGN  
  CONSEQUENCES 
  This module has "Campaign Consequences"; that is the 
  outcome of this module will directly affect future events 
  in the course of the campaign. The answers to some of 
  the questions below may seem trivial or pointless, but 
  because of the complex nature of the back story and 
  campaign all information requested is vital. 
   
  Please send your answers to poc@sunndi.org as soon as 
  possible. General comments about the module are also 
  welcomed at this address. 
   
  1. 
  What happened to Meryn? 
  2. 
  What happened to Roslyn? 
  3. 
  Was the golem destroyed? 
  4. 
  What happened to Arnassos? 
  5. 
  Did the PCs tell Jothwert that the Hextorites 
  were involved? 
   
   
   
  SND6- 03 Collateral 
   
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  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award.  Award the total value (objectives plus 
  roleplaying) to each character. 
   
  Encounter 5: The Bogs 
  Defeating the zombies 
  APL 4  
  150 XP 
  APL 6  
  210 XP 
  APL 8  
  270 XP 
  APL 10  
  330 XP 
   
  Encounter 6: Blood 
  Entering the bunker 
  APL 4  
  30 XP 
  APL 6  
  60 XP 
  APL 8  
  90 XP 
  APL 10  
  120 XP 
   
  Encounter 8: Roslyn Attacks 
  Defeating Roslyn 
  APL 4  
  90 XP 
  APL 6  
  120 XP 
  APL 8 
  150 XP 
  APL 10  
  180 XP 
   
  Encounter 9: The Fist of Hextor 
  Defeating the blood golem 
  APL 4  
  210 XP 
  APL 6  
  270 XP 
  APL 8 
  330 XP 
  APL 10  
  390 XP 
   
  Encounter 11: Paperwork 
  Stopping Arnassos attack on Jarinto 
  APL 4  
  30 XP 
  APL 6  
  45 XP 
  APL 8 
  60 XP 
  APL 10  
  75 XP 
   
  Story Award 
  Recovering all evidence (without destroying it) 
  APL 4  
  30 XP 
  APL 6  
  45 XP 
  APL 8  
  60 XP 
  APL 10  
  75 XP 
   
  Discretionary roleplaying award 
  APL 4  
  135 XP 
  APL 6  
  150 XP 
  APL 8  
  165 XP 
  APL 10  
  180 XP 
   
  Total possible experience: 
  APL 4  
  675 XP 
  APL 6  
  900 XP 
  APL 8  
  1125 XP 
  APL 10  
  1350 XP 
   
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions.  Looting the bodies takes at least 10 
  minutes per every 5 enemies, and if the characters cannot 
  take the time to loot the bodies, they do not gain this 
  gold.  If you feel it is reasonable that characters can go 
  back to loot the bodies, and those bodies are there (i.e., 
  not carted off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters may 
  return to retrieve loot.  If the characters do not loot the 
  body, the gold piece value for the loot is subtracted from 
  the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A normal 
  adventuring party can usually gather this wealth in a 
  round or so.  If for some reason, they pass up this 
  treasure, the coin total is subtracted from the encounter 
  totals given below. 
   
  Next, the magic items are listed.  Magic item 
  treasure is the hardest to adjudicate, because they are 
  varied and because characters may want to use them 
  during the adventure.  Many times characters must cast 
  identify, analyze dweomer or similar spell to determine 
  what the item does and how to activate it.  Other times 
  they may attempt to use the item blindly.  If the magic 
  item is consumable (a potion, scroll, magic bolts, etc.) and 
  the item is used before the end of the adventure, its total 
  is subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure.  Write the total in 
  the GP Gained field of the adventure certificate.   
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items. 
   
  Encounter 5:  The Bogs 
   
  All APLs: Loot – 72 gp, Coin – 0 gp, Magic –
  golembane scarab (208 gp), oil of bless weapon x3  (8 gp each), 
  potion of cure light wounds x3  (4 gp each) . 
   
  Encounter 7: The Bunker   
   
  All APLs: Loot – 20 gp, Coin – 0 gp, Magic – none. 
   
  Encounter 7: The Bunker – Room I: 
   
  APL 4: Loot – 1 gp, Coin – 10 gp, Magic – continual 
  flame lamp (4 gp), wand of knock, 5 charges (38 gp). 
  SND6- 03 Collateral 
   
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  APL 6: Loot – 1 gp, Coin – 10 gp, Magic – continual 
  flame lamp (4 gp), wand of knock, 10 charges (75 gp). 
   
  APL 8: Loot – 1 gp, Coin – 10 gp, Magic – continual 
  flame lamp (4 gp), wand of knock, 20 charges (150 gp). 
   
  APL 10: Loot – 1 gp, Coin – 10 gp, Magic – continual 
  flame lamp (4 gp), wand of knock (375 gp). 
   
  Encounter 7: The Bunker – Room -II: 
   
  All APLs: Loot – 5 gp, Coin – 0 gp, Magic – none. 
   
  Encounter 7: The Bunker – Room -IV: 
   
  APL 4: Loot – 16 gp, Coin – 10 gp, Magic –none. 
   
  APL 6: Loot – 16 gp, Coin – 20 gp, Magic – none. 
   
  APL 8: Loot – 16 gp, Coin – 30 gp, Magic – oil of 
  greater magic weapon (62 gp). 
   
  APL 10: Loot – 16 gp, Coin – 40 gp, Magic – oil of 
  greater magic weapon (62 gp), oil of greater magic weapon +2 
  (100 gp). 
   
  Encounter 7: The Bunker – Room -V: 
   
  All APLs: Loot – 15 gp, Coin – 0 gp, Magic – none. 
   
  Encounter : The Bunker – Room 7-VI: 
   
  APL 4: Loot – 23 gp, Coin – 0 gp, Magic – none. 
   
  APL 6: Loot – 26 gp, Coin – 0 gp, Magic – none. 
   
  APL 8: Loot – 163 gp, Coin – 0 gp, Magic – none. 
   
  APL 10: Loot – 378 gp, Coin – 0 gp, Magic – none. 
   
  Encounter 8: Roslyn Attacks 
   
  APL 4: Loot – 42 gp, Coin – 0 gp, Magic – none. 
   
  APL 6: Loot – 167 gp, Coin – 0 gp, Magic – none.  
   
  APL 8: Loot – 208 gp, Coin – 0 gp, Magic – none. 
   
  APL 10: Loot – 583 gp, Coin – 0 gp, Magic – none. 
   
  Total Possible Treasure 
   
  APL 4: Loot: 194 gp; Coin: 20 gp; Magic: 286 gp; 
  Total: 525 gp 
   
  APL 6: Loot: 322 gp; Coin: 30 gp; Magic: 323 gp; 
  Total: 675 gp 
   
  APL 8: Loot: 500 gp; Coin: 40 gp; Magic: 460 gp; 
  Total: 1,000 gp 
   
  APL 10: Loot: 1,090 gp; Coin: 50 gp; Magic: 785 gp; 
  Total: 1,925 gp 
   
  ITEMS FOR THE ADVENTURE 
  RECORD 
   
  Voucher: You have obtained a set of vouchers. These 
  represent credit, that can be used to obtain equipment in 
  any Sunndi regional, or any metaregional scenario that 
  starts in Sunndi. The value of the wavers is dependent on 
  APL: 
   
  APL 4: Coin – 300 gp 
   
  APL 6: Coin – 450 gp 
   
  APL 8: Coin – 600 gp 
   
  APL 10: Coin – 750 gp 
  Credit can be used to buy any items that are normally 
  Core Access through the LGCS, and any items to which 
  this scenario grants regional access (wand of cure light 
  wounds). 
   
  The favor of Bren: ??? 
   
  This favor allows you to join Bren’s Men.  
   
  You also obtain 10 Military Recognition points. 
   
  The favor of the church of Trithereon: ??? 
   
  The favor of count Jarinto: ??? 
   
  This favor can be spend to erase one disfavor with 
  count Jarinto. 
   
  “My Thrall”: You have been enthralled by the medallion 
  you bought, and are now unable to part with it. You 
  cannot sell the thrall medallion. 
   
  Item Access 
  APL 4-8: 
  • 
  Crane, portable (Adventure, AEG) 
  • 
  Hacksaw (Adventure, AEG) 
  • 
  Golembane scarab (Adventure; DMG) 
  • 
  Wand of cure light wounds (Regional; DMG) 
  • 
  Wand of knock (5 charges) (Adventure; PHB) 
   
  APL 10 (all of APLs 4-8 plus the following): 
  • 
  Potion of greater magic weapon +2 (Adventure; DMG; 
  1,200 gp) 
   
  SND6- 03 Collateral 
   
  Page 29 
  
  APPENDIX 1: STATBLOCKS 
  ALL APLS 
  EYEDRINN GUARDS 
   
   
   
  Captain Veeto: Male human Ftr7; CR7; Medium-sized 
  humanoid (human - Oeridian); HD 7d10+14; hp 30 
  (58); Init +5; Spd 20 ft.; AC 18 (touch 11, flat-footed 17); 
  Base Atk +7/+2; Grp +9; Atk +11 melee (1d8+5, flail +1); 
  Full Atk +11/+6 melee (1d8+5, flail +1); AL LN; SV Fort 
  +7, Ref +3, Will +3; Str 15, Dex 12, Con 14, Int 11, Wis 
  12, Cha 14. 
      Skills and Feats: Intimidate +12, Listen +4, Sense 
  Motive +5, Spot +4; Blind Fight, Cleave, Combat 
  Reflexes, Improved Initiative, Power Attack, Weapon 
  Focus (heavy flail), Weapon Focus (spiked gauntlet), 
  Weapon Specialisation (heavy flail) 
   
  Possessions: masterwork spiked breastplate, heavy 
  steel shield, spiked gauntlet, dagger, cloak of resistance 
  +1, longsword +1; 
   
  Eyedrinn Guards: Male human Ftr1; CR1; Medium-
  sized humanoid (human - Oeridian); HD 1d10+2; hp 
  14; Init +7; Spd 20 ft.; AC 16 (touch 12, flat-footed 14); 
  Base Atk +1; Grp +3; Atk +4 melee (1d8+2, heavy flail) 
  or +3 ranged (1d8/19-20, light crossbow); Full Atk +4 
  melee (1d8+2, heavy flail) or +4 ranged (1d8/19-20, 
  light crossbow); AL LN; SV Fort +4, Ref +2, Will +0; Str 
  15, Dex 14, Con 14, Int 9, Wis 10, Cha 9.  
      Skills and Feats: Intimidate +2, Listen +3, Ride +3, 
  Spot +3; Alertness, Improved Initiative, Weapon Focus 
  (heavy flail). 
      Possessions: Spiked scalemail, heavy shield, light 
  crossbow, 10 bolts, heavy flail, dagger. 
   
  Eyedrinn Elite Guards: Male human Ftr3; CR3; 
  Medium-sized humanoid (human - Oeridian); HD 
  3d10+6; hp 30; Init +7; Spd 20 ft.; AC 17 (touch 12, flat-
  footed 15); Base Atk +3; Grp +5; Atk +7 melee (1d8+2, 
  heavy flail) or +6 ranged (1d8/19-20, light crossbow); 
  Full Atk +7 melee (1d8+2, heavy flail) or +6 ranged 
  (1d8/19-20, light crossbow); AL LN; SV Fort +5, Ref +3, 
  Will +1; Str 15, Dex 14, Con 14, Int 9, Wis 10, Cha 9.  
      Skills and Feats: Intimidate +4, Listen +3, Ride +5, 
  Spot +3; Alertness, Cleave, Improved Initiative, Power 
  Attack, Weapon Focus (heavy flail). 
      Possessions: masterwork spiked breastplate, spiked 
  heavy shield, masterwork light crossbow, 10 bolts, 
  masterwork heavy flail, dagger. 
   
  ENCOUNTER 5: THE BOGS 
   
   
  M E R Y N 
  CR 2 
  Male human (Oeridian) expert 3 
  N Medium humanoid (human) 
  Init +0; Senses Listen +0, Spot +0 
  Languages Common 
  AC 10, touch 10, flat-footed 10 
   (+0 Dex) 
  hp 12 (3 HD) 
  Fort +0, Ref +1, Will +3 
  Speed 30 ft. (6 squares) 
  Melee none 
  Base Atk +1; Grp +1  
  Abilities Str 11, Dex 10, Con 9, Int 12, Wis 11, Cha 9  
  Feats 
  Skill 
  Focus 
  (armorsmithing), 
  Skill 
  Focus 
  (weaponsmithing), Nimble Fingers 
  Skills Appraise +7 , Craft (armorsmithing) +10 , Craft 
  (weaponsmithing) +10 , Disable Device +8 , Knowledge 
  (architecture 
  and 
  engineering) 
  +7, 
  Knowledge 
  (dungeoneering) +5, Knowledge (religion) +3, Open Lock 
  +8 , Search +7 
  Possessions craftman’s clothes, golembane scarab 
  Mark of Justice (Ex): Meryn is under the influence of a 
  mark of justice spell. The spell is cast at 10th level. 
   
  ENCOUNTER 11: PAPERWORK 
   
   
   
  A R N A S S O S 
  CR 2 
  Male human (Oeridian) cleric 3 
  LE Medium humanoid (human) 
  Init -1; Senses Listen +7, Spot +8 
  Languages Common,Old Oeridian 
  AC 9, touch 9, flat-footed 9 
   (-1 Dex) 
  hp 14 (3 HD) 
  Fort +1, Ref +0, Will +8 
  Speed 30 ft. (6 squares) 
  Melee heavy flail +0 (1d10-1/x3)  
  Base Atk +1; Grp +0 
  Special Actions spontaneous casting, rebuke undead 4/day 
  (+0, 2d6+4, 3rd) 
  Cleric Spells Prepared (CL 3rd): 
   2nd—darkness, shatter (DC 15), spiritual weaponD (melee +4, 
  damage 1d8+1) 
   1st—bane, command (DC 14), magic weapon, protection from 
  goodD
   0—cure minor wounds (2), detect magic, guidance 
  D: Domain spell. Deity: Hextor. Domains: Evil, War  
  Abilities Str 8, Dex 9, Con 7, Int 11, Wis 16, Cha 12  
  SQ spontaneous casting, rebuke undead 4/day (+0, 2d6+4, 
  3rd) 
  Feats Combat Casting, Iron Will, Weapon Focus (heavy 
  flail)B, Weapon proficiency (heavy flail)B
  Skills Concentration +4 (+8 when casting defensively) , 
  Knowledge (religion) +6, Spellcraft +6 
  Possessions scholar robes, heavy flail 
   
   
   
   
   
  SND6- 03 Collateral 
   
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  APL 4 
  ENCOUNTER 5: THE BOGS 
   
   
   
  C A N N I BA L Z O M BI E 
  CR 2 
  NE medium undead 
  Init +0; Senses darkvision 60 ft., Listen +2, Spot +3 
  AC 12, touch 10, flat-footed 12 
   (+0 Dex, +2 natural); 
  hp 21 (2 HD); DR 5/slashing, fast healing 5 
  Immune undead immunities 
  Resist Turn resistance +4 
  Fort +0, Ref +0, Will +3 
  Speed 60 ft. (6 squares) 
  Melee bite +2 (1d6+1+disease); 
  Special attack option Disease, fast 
  Base Atk +1; Grp +2 
  Abilities Str 12, Dex 10, Con -, Int 3, Wis 10, Cha 1  
  Feats Improved Turn Resistance  
  Skills Listen +2, Spot +3 
  SQ Fast, undead traits, fast healing 5 
  Disease (Ex): Filth fever; Infection: injury; DC: 12; Incubation 
  period: 1d3 days; Damage 1d3 Con + 1d3 Cha. 
  Fast (Ex): A cannibal zombie is not restricted to taking single 
  actions only. However, it still cannot attack more than 
  once in a round. A fast zombie can run normally. 
   
  ENCOUNTER 8: ROSLYN STRIKES 
   
   
  R O S LY N 
  CR 6 
  Male human (Suel) fighter 2/rogue3/assassin1 
  LE Medium humanoid (human) 
  Init +7; Senses Listen +7, Spot +7 
  Languages: Common, Ferral 
  AC 18, touch 13, flat-footed 15 
   (+3 Dex, +5 armor) 
  hp 32 (6 HD)  
  Fort +4, Ref +8, Will +3 
  Speed 30 ft. (6 squares) 
  Melee longsword +4 (1d8); 
  Melee masterwork dagger +10 (1d4); 
  Ranged light crossbow +9 (1d8); 
  Special attack option Sneak attack +3d6, death attack (DC 
  12) , poison use 
  Base Atk +4; Grp +4 
  Atk Options Combat Expertise, Quick Draw 
  Assassin Spells Known (CL 1st): 
   1st (1/day)—obscuring mist, lightfoot 
  Abilities Str 10, Dex 16, Con 11, Int 13, Wis 14, Cha 10  
  SA Sneak attack +3d6, death attack (DC 12) 
  SQ Evasion, uncanny dodge 
  Feats Combat Expertise, Dodge, Improved Initiative, 
  Mobility, Quick Draw, Weapon Finesse 
  Skills Bluff +9, Climb -1, Disguise +9, Hide +9, Listen +7, 
  Move Silently +9, Spot +7, Swim +0, Tumble 
  +7Possessions: 
  masterwork 
  breastplate 
  armor, 
  longsword, light crossbow, 10 bolts, masterwork daggers 
  (2), smokestick, silk rope, vial of Ishentav.Poison 
  (Ishentav): Inhaled DC 13, 1d6 Str / 1d6 Str; 
   
  ENCOUNTER 9: THE FIST OF HEXTOR  
   
  A W A K E N E D  
  W E A K E N E D  
  B LO O D  
  G O LE M  
  O F  
  H E X T O R 
  CR 8 
  LE Large construct 
  Init -1; Senses darkvision 60 ft., low-light vision, Listen +6, 
  Spot +7 
  Languages Infernal 
  AC 20, touch 8, flat-footed 20 
   (-1 size, -1 Dex, +3 armor (rust-damaged +1 fullplate), +9 
  natural); 
   Without armor 17, touch 8, flat-footed 8 
   (-1 size, -1 Dex, +9 natural) 
  hp 65 (10 HD); blood reservoir (empty); DR 10/adamantine 
  Immune magic immunity, construct immunities 
  Fort +3, Ref +2, Will +4 
  Weakness rust vulnerability 
  Speed 20 ft. in fullplate (4 squares can’t run), base movement 
  30 ft. 
  Melee 2x masterwork heavy flail +13 (1d10+6); or  
  Melee 2 x slam +12 (1d8+6) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +7; Grp +17 
  Atk Options whirlwind of death 
  Special Actions blood siphon 
  Combat Gear +1 fullplate, 2 masterwork heavy flails 
  Abilities Str 22, Dex 8, Con -, Int 13, Wis 12, Cha 3  
  Feats Alertness, Blind-Fight, Stealthy, Track 
  Skills Hide +3, Listen +6, Move Silently +7, Spot +7, Survival 
  +8  
  SQ blood dependency, construct traits 
  See Appendix 2 for a descripton of the golem’s special abilities 
   
   
   
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  APL 6 
  ENCOUNTER 5: THE BOGS 
   
   
   
  C A N N I BA L Z O M BI E 
  CR 3 
  NE medium undead 
  Init +4; Senses darkvision 60 ft., scent, Listen +6, Spot +6 
  AC 12, touch 10, flat-footed 12 
   (+0 Dex, +2 natural); 
  hp 50 (5 HD); DR 5/slashing, fast healing 5 
  Immune undead immunities 
  Fort +1, Ref +1, Will +6 
  Speed 60 ft. (6 squares) 
  Melee bite +5 (1d6+3+disease); 
  Special attack option Disease 
  Base Atk +2; Grp +5 
  Abilities Str 16, Dex 10, Con -, Int 3, Wis 14, Cha 1  
  Feats Improved Initiative, Improved Turn Resistance, TrackB
  Skills Listen +6, Spot +6 
  SQ Fast, scent, undead traits, fast healing 5 
  Disease (Ex): Filth fever; Infection: injury; DC: 12; Incubation 
  period: 1d3 days; Damage 1d3 Con + 1d3 Cha. 
  Fast (Ex): A cannibal zombie is not restricted to taking single 
  actions only. However, it still cannot attack more than 
  once in a round. A fast zombie can run normally. 
  Scent (Ex): A cannibal zombie has the scent ability. 
   
  ENCOUNTER 8: ROSLYN STRIKES 
   
   
  R O S LY N 
  CR 8 
  Male human (Suel) fighter 2/rogue3/assassin3 
  LE Medium humanoid (human) 
  Init +7; Senses Listen +7, Spot +7 
  Languages: Common, Ferral 
  AC 18, touch 13, flat-footed 15 
   (+3 Dex, +5 armor) 
  hp 48 (8 HD)  
  Fort +6 (+7 vs. poison), Ref +9, Will +4 
  Speed 30 ft. (6 squares) 
  Melee longsword +6/+1 (1d8); 
  Melee masterwork dagger +12/+7 (1d4); 
  Ranged light crossbow +9 (1d8); 
  Special attack option Sneak attack +4d6, death attack (DC 
  14) , poison use 
  Base Atk +6/+1; Grp +6 
  Atk Options Combat Expertise, Quick Draw 
  Assassin Spells Known (CL 3rd): 
   2nd(1/day)— invisibility, pass without trace 
   1st (3/day)— lightfoot, obscuring mist, true strike 
  Abilities Str 10, Dex 16, Con 12, Int 13, Wis 14, Cha 10  
  SA Sneak attack +4d6, death attack (DC 14), poison use 
  SQ Evasion, improved uncanny dodge, +1 save against poison 
  Feats Combat Expertise, Dodge, Improved Initiative, 
  Mobility, Quick Draw, Weapon Finesse 
  Skills Bluff +9, Climb -1, Concentration +8 , Disguise +9, 
  Hide +11, Listen +7, Move Silently +11, Spot +7, Swim +0, 
  Tumble +7Possessions: masterwork breastplate armor, 
  longsword, light crossbow, 10 bolts, masterwork daggers 
  (2), smokestick, silk rope, vial of Urthyank.Poison 
  (Urtyank): Inhaled DC 19, 1d6 Str / 1d6 Str; 
   
  ENCOUNTER 9: THE FIST OF HEXTOR 
   
  A W A K E N E D  
  A D V A N C E D  
  B LO O D  
  G O LE M  
  O F  
  H E X T O R 
  CR 10 
  LE Large construct 
  Init -1; Senses darkvision 60 ft., low-light vision, Listen +8, 
  Spot +9 
  Languages Infernal 
  AC 24, touch 8, flat-footed 26 
   (-1 size, -1 Dex, +7 armor (rust-damaged +1 fullplate), +9 
  natural); 
   Without armor 17, touch 8, flat-footed 8 
   (-1 size, -1 Dex, +9 natural) 
  hp 120 (14 HD); blood reservoir (empty); DR 10/adamantine 
  Immune magic immunity, construct immunities 
  Fort +4, Ref +3, Will +5 
  Weakness rust vulnerability 
  Speed 20 ft. in fullplate (4 squares can’t run), base movement 
  30 ft. 
  Melee 2x masterwork heavy flail +16 (1d10+6); or  
  Melee 2 x slam +15 (1d8+6) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +10; Grp +20 
  Atk Options whirlwind of death 
  Special Actions blood siphon 
  Combat Gear +1 fullplate, 2 masterwork heavy flails 
  Abilities Str 23, Dex 8, Con -, Int 13, Wis 12, Cha 3  
  Feats Alertness, Blind-Fight, Power Attack, Stealthy, Track 
  Skills Hide +7, Listen +8, Move Silently +11, Spot +9, 
  Survival +8  
  SQ blood dependency, construct traits 
  See Appendix 2 for a descripton of the golem’s special abilities 
   
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  APL 8 
   
  ENCOUNTER 5: THE BOGS 
   
   
   
  C A N N I BA L Z O M BI E 
  CR 5 
  NE medium undead 
  Init +4; Senses darkvision 60 ft., scent, Listen +8, Spot +9 
  AC 12, touch 10, flat-footed 12 
   (+0 Dex, +2 natural); 
  hp 92 (10 HD); DR 5/slashing, fast healing 5 
  Immune undead immunities 
  Resist Turn resistance +4 
  Fort +3, Ref +3, Will +9 
  Speed 60 ft. (6 squares) 
  Melee bite +8 (1d8+3+disease/19-20); 
  Special attack option Bloodthirsty, disease 
  Base Atk +5; Grp +8 
  Abilities Str 17, Dex 10, Con -, Int 3, Wis 14, Cha 1  
  Feats 
  Improved 
  Critical(bite)B, 
  Improved 
  Initiative, 
  Improved Natural Attack, Improved Turn Resistance, 
  TrackB
  Skills Listen +8, Spot +9 
  SQ Fast, scent, undead traits, fast healing 5 
  Bloodthirsty (Ex): If a cannibal zombie scores a critical hit 
  against a living target, that creature takes 1 point of 
  Constitution damage. 
  Disease (Ex): Filth fever; Infection: injury; DC: 12; Incubation 
  period: 1d3 days; Damage 1d3 Con + 1d3 Cha. 
  Fast (Ex): A cannibal zombie is not restricted to taking single 
  actions only. However, it still cannot attack more than 
  once in a round. A fast zombie can run normally. 
  Scent (Ex): A cannibal zombie has the scent ability. 
   
  ENCOUNTER 8: ROSLYN STRIKES 
   
   
  R O S LY N 
  CR  10 
  Male human (Suel) fighter 2/rogue3/assassin5 
  LE Medium humanoid (human) 
  Init +7; Senses Listen +7, Spot +7 
  Languages: Common, Ferral 
  AC 18, touch 13, flat-footed 15 
   (+3 Dex, +5 armor) 
  hp 58 (10 HD)  
  Fort +6 (+8 vs. poison), Ref +10, Will +4 
  Speed 30 ft. (6 squares) 
  Melee longsword +7/+2 (1d8); 
  Melee masterwork dagger +13/+8 (1d4); 
  Ranged light crossbow +10 (1d8); 
  Special attack option Sneak attack +5d6, death attack (DC 
  16) , poison use 
  Base Atk +7/+2; Grp +7 
  Atk Options Combat Expertise, Improved Feint, Quick 
  Draw 
  Assassin Spells Known (CL 5th): 
   2nd(3/day)— invisibility, pass without trace, spider climb 
   1st (4/day)— jump, lightfoot, obscuring mist, true strike 
  Abilities Str 10, Dex 16, Con 12, Int 13, Wis 14, Cha 10  
  SA Sneak attack +5d6, death attack (DC 16), poison use 
  SQ Evasion, improved uncanny dodge, +2 save against poison 
  Feats Combat Expertise, Dodge, Improved Feint, Improved 
  Initiative, Mobility, Quick Draw, Weapon Finesse 
  Skills Bluff +11, Climb -1, Concentration +14 , Disguise +9, 
  Hide +13, Listen +7, Move Silently +13, Spot +7, Swim +0, 
  Tumble +7Possessions: masterwork breastplate armor, 
  longsword, light crossbow, 10 bolts, masterwork daggers 
  (2), smokestick, silk rope, vial of basilisk breath.Poison 
  (Basilisk breath): Inhaled DC 17, 1d6 Con/ 1d6 Con; 
   
  ENCOUNTER 9: THE FIST OF HEXTOR 
   
  A W A K E N E D  
  A D V A N C E D  
  B LO O D  
  G O LE M  
  O F  
  H E X T O R 
  CR 12 
  LE Large construct 
  Init +0; Senses darkvision 60 ft., low-light vision, Listen +11, 
  Spot +12 
  Languages Infernal 
  AC 27, touch 9, flat-footed 27 
   (-1 size, +0 Dex, +9 armor (+1 fullplate), +9 natural); 
   Without armor 18, touch 8, flat-footed 18 
   (-1 size, +0 Dex, +9 natural) 
  hp 210 (18 HD); blood reservoir (20 hp); DR 10/adamantine 
  Immune magic immunity, construct immunities 
  Fort +6, Ref +6, Will +8 
  Weakness rust vulnerability 
  Speed 20 ft. in fullplate (4 squares can’t run), base movement 
  30 ft. 
  Melee 2x masterwork heavy flail +21 (1d10+7); or  
  Melee 2 x slam +20 (1d8+7) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +13; Grp +25 
  Atk Options whirlwind of death 
  Special Actions blood siphon 
  Combat Gear +1 fullplate, 2 masterwork heavy flails 
  Abilities Str 26, Dex 10, Con -, Int 13, Wis 14, Cha 4  
  Feats Alertness, Blind-Fight, Improved Bullrush, Improved 
  Overrun, Power Attack, Stealthy, Track 
  Skills Hide +12, Listen +11, Move Silently +12, Spot +12, 
  Survival +12  
  SQ blood dependency, construct traits 
  See Appendix 2 for a descripton of the golem’s special abilities 
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  APL 10 
   
  ENCOUNTER 5: THE BOGS 
   
   
   
  C A N N I BA L Z O M BI E 
  CR 6 
  NE medium undead 
  Init +4; Senses darkvision 60 ft., scent, Listen +10, Spot +11 
  AC 12, touch 10, flat-footed 12 
   (+0 Dex, +2 natural); 
  hp 139 (14 HD); DR 5/slashing, fast healing 5 
  Immune undead immunities 
  Resist Turn resistance +4 
  Fort +4, Ref +4, Will +11 
  Speed 60 ft. (6 squares) 
  Melee bite +11 (1d8+4+disease/19-20); 
  Special attack option Bloodthirsty, disease 
  Base Atk +7; Grp +10 
  Abilities Str 18, Dex 10, Con -, Int 3, Wis 14, Cha 1  
  Feats 
  Improved 
  Critical(bite)B, 
  Improved 
  Initiative, 
  Improved Natural Attack, Improved Toughness, Turn 
  Resistance, TrackB
  Skills Listen +10, Spot +11 
  SQ Fast, scent, undead traits, fast healing 5 
  Bloodthirsty (Ex): If a cannibal zombie scores a critical hit 
  against a living target, that creature takes 1 point of 
  Constitution damage. 
  Disease (Ex): Filth fever; Infection: injury; DC: 12; Incubation 
  period: 1d3 days; Damage 1d3 Con + 1d3 Cha. 
  Fast (Ex): A cannibal zombie is not restricted to taking single 
  actions only. However, it still cannot attack more than 
  once in a round. A fast zombie can run normally. 
  Scent (Ex): A cannibal zombie has the scent ability. 
   
  ENCOUNTER 8: ROSLYN STRIKES 
   
   
  R O S LY N 
  CR 12 
  Male human (Suel) fighter 2/rogue3/assassin7 
  LE Medium humanoid (human) 
  Init +7; Senses Listen +7, Spot +7 
  Languages: Common, Ferral 
  AC 19, touch 14, flat-footed 15 
   (+4 Dex, +5 armor) 
  hp 68 (12 HD)  
  Fort +7 (+10 vs. poison), Ref +12, Will +5 
  Speed 30 ft. (6 squares) 
  Melee longsword +9/+4 (1d8); 
  Melee masterwork dagger +15/+10 (1d4); 
  Ranged light crossbow +12 (1d8) 
  Special attack option Sneak attack +6d6, death attack (DC 
  18) , poison use 
  Base Atk +9/+4; Grp +9 
  Atk Options Combat Expertise, Improved Feint, Quick 
  Draw, Spring Attack 
  Assassin Spells Known (CL 7th): 
   3rd(2/day)— deeper darkness, false life, nondetection 
   2nd(4/day)— alter self, invisibility, pass without trace, spider 
  climb 
   1st (4/day)— jump, lightfoot, obscuring mist, true strike 
  Abilities Str 10, Dex 16, Con 12, Int 13, Wis 14, Cha 10  
  SA Sneak attack +6d6, death attack (DC 18), poison use 
  SQ Evasion, improved uncanny dodge, +3 save against poison 
  Feats Combat Expertise, Dodge, Improved Feint, Improved 
  Initiative, Mobility, Quick Draw, Spring Attack, Weapon 
  Finesse 
  Skills Bluff +15, Climb -1, Concentration +16 , Disguise +11, 
  Hide +15, Listen +7, Move Silently +15, Spot +7, Swim +0, 
  Tumble +7Possessions: masterwork breastplate armor, 
  longsword, light crossbow, 10 bolts, masterwork daggers 
  (2), smokestick, silk rope, vial of Mist of Nourn.Poison 
  (Mist of Nourn): Inhaled DC 25, 1d8 Con/ 1d8 Con; 
   
  ENCOUNTER 9: THE FIST OF HEXTOR 
   
  A W A K E N E D  
  A D V A N C E D  
  B LO O D  
  G O LE M  
  O F  
  H E X T O R 
  CR 14 
  LE Huge construct 
  Init -1; Senses darkvision 60 ft., low-light vision, Listen +14, 
  Spot +14 
  Languages Infernal 
  AC 28, touch 8, flat-footed 28 
   (-2 size, -1 Dex, +9 armor (+1 fullplate), +12 natural); 
   Without armor 19, touch 8, flat-footed 19 
   (-2 size, -1 Dex, +12 natural) 
  hp 250 (22 HD); blood reservoir (20 hp); DR 10/adamantine 
  Immune magic immunity, construct immunities 
  Fort +7, Ref +6, Will +9 
  Weakness rust vulnerability 
  Speed 20 ft. in fullplate (4 squares can’t run), base movement 
  30 ft. 
  Melee 2x masterwork heavy flail +27 (1d10+11); or  
  Melee 2 x slam +26 (1d8+11) 
  Space 15 ft.; Reach 15 ft. 
  Base Atk +16; Grp +36 
  Atk Options whirlwind of death 
  Special Actions blood siphon 
  Combat Gear +1 fullplate, 2 masterwork heavy flails 
  Abilities Str 34, Dex 9, Con -, Int 13, Wis 14, Cha 4  
  Feats Alertness, Blind-Fight, Cleave, Improved Bullrush, 
  Improved Overrun, Power Attack, Stealthy, Track 
  Skills Hide +14, Listen +14, Move Silently +14, Spot +14, 
  Survival +15  
  SQ blood dependency, construct traits 
  See Appendix 2 for a descripton of the golem’s special abilities 
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  APPENDIX 2: EYEDRINN 
  Eyedrinn (town): Conventional; AL LN; 200 gp limit 
  (due to the war); Assets 12,000 gp; Population 724; 
  Mixed (human 660, half-orc 35, half-elf 20, halfling 7, 
  gnome 2). 
  Authority Figures: Lord Jarinto, male halfling human 
  Ari 6. Lord Jarinto wields power as a count, but is in 
  fact a regent, appointed by a ‘democratic’ process – at 
  least, democratic according to the teachings of Hextor. 
  Important Characters: Great Scourge Huanador, male 
  Clr11 of Hextor, high priest of Hextor;  Captain Veeto, 
  male human Ftr7, Captain of the guards and town 
  sherrif; Cletis, male human Clr2/Ftr5, officer of 
  communications; Eiric Hadwather, male half-elf Exp8, 
  merchant; 
   
  Eyedrinn is a squalid town in the far south of Sunndi, 
  where the Pawluck river flows into the Vast Swamp. 
  The town acts as a buffer against the incursions of the 
  bullywugs in the east, and quite a few raids have been 
  stopped by the militia of the town. The worship of 
  Hextor is still practiced in Eyedrinn, and Hazendel has 
  allowed the settlement to grow. 
   
  Still, the Hextorites are not ever popular 
  elsewhere in Sunndi. Only the desperate and the 
  unscrupulous move to the town. For the defense of 
  Sunndi, the support of the  Hextorites is important. 
  Hazendel hopes to get the Hextorites accept aid from 
  the Trithereon knights and the Warders, to better 
  defend Stalward. Until now, the Hextorites have 
  defended their part of the border on their own. 
   
  Eyedrinn is built not so much on the shore of the 
  Pawluck as on the river delta itself. It is a mass of small 
  islands, with interconnecting bridges and peers. The 
  wooden houses are set on poles driven deep into the 
  soggy ground, giving the only means for stability to 
  build on. 
   
  Only the South Gate and the Scourged Fortress 
  are stone. The gate is only mockingly called this way – 
  it consists of two stone pillars with accompanying 
  watch towers, set on each side of the river where it 
  leaves the town and flows into the swamp. Between the 
  two towers, a net of barbed chains can be raised to 
  block access to anyone who would try to enter town 
  through the river. 
   
  The fortress is built on one of the few solid 
  patches of ground, a little bit from the river shore. 
  Here, the massive building rises from the soil like a 
  clenched fist. It serves as lord Jarinto’s keep, as the 
  Eyedrinn standing army headquarters, and, most 
  importantly, as the temple of Hextor. 
   
  The remainder of the town are wooden houses – 
  some hold no more than one room for families to live 
  in. The largest buildings are reserved for the army – 
  the long barracks, the stables, and the warehouses.  
   
  The town is surrounded by a wooden palisade set 
  with sharp glass and shrapnel to discourage climbing. 
  The many streams that flow out from the river are 
  framed with watchtowers that can lower hard wooden 
  gates – often these gates are down already, as the river 
  ways are used only infrequently. 
   
  The water is notoriously unsafe. Whenever the 
  bullywugs attack, the cleric release aquatic oozes into 
  the water, tiny blood-sucking monsters that attack in 
  swarms. These take the advantage of the bullwugs in 
  the watery environment away by weakening them, but 
  even though the oozes are recalled by the clerics once 
  the battle is fight, it is impossible to get all of the out, 
  and a swimmer could get a nasty surprise in these 
  waters. 
   
  The water is also unfit for consumption in it 
  normal state. A special unit of clerics is in charge of 
  filtering the water as to make it palatable, though it still 
  smells bad and has a strange coppery after taste. 
   
  Overall, due to the war, this town is a town of 
  soldiers. Very few merchants stay here. The ones that 
  remain are either providers for the war, or remnants of 
  the original family (the Hadwathers), who came here 
  centuries ago to harvest the plants of the swamp, most 
  of which are useful as rare potion ingredients, as 
  medical herbs, as odd spice, or, in the case of the  bog 
  sprout, as a more common but tasty vegetable. 
   
   
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  APPENDIX 3: THE VAST SWAMP 
  As the name suggests, the Vast Swamp is huge and as 
  such a single page cannot contain enough information 
  to describe it completely. It should contain enough 
  information though to run this adventure, which takes 
  place in the eastern fringes of the Vast Swamp. If a 
  scenario requires more specific information, then this 
  will either be given at the proper scene or in another 
  appendix. 
   
  Description 
  The Vast Swamp as a whole is not unlike the 
  Everglades in Florida in real life Earth. It is hot, humid, 
  wet and teeming with life. Large parts of the swamp are 
  unsurpassable for humans without a boat. Here 
  humans and elves do not reign supreme, but lizardfolk 
  and bullywugs are the most dominant sentient live. 
  The northern fringes in which this adventure takes 
  place though contain bigger patches of dry ground 
  either due to vegetation or low hills that rise above the 
  mud and water. In open areas and waterways sight can 
  extend several hundred yards before being blocked by 
  reeds and bushes; within the reeds it is limited to a few 
  feet at best. Mosquitoes and leeches are a constant pest, 
  leaving bleeding wounds (no damage, but distressing) 
  when removed. Large, hairy (harmless) spiders scuttle 
  through the reeds, and small crocodiles swim about 
  (and flee when the PCs pay them any attention). Other 
  swamp life includes otters, muskrats, silver white 
  herons, king fishers, ducks, geese and countless other 
  birds. Alders or other swamp trees cling on to life on 
  the numerous dry spots, covered in Spanish moss and 
  similar, long tendrilled lichen and surrounded by 
  patches of tall reed and reed-like plants. A constant 
  warm wind makes the temperature bearable, but causes 
  the reeds to rustle, giving a –2 circumstance penalty to 
  any listening checks. 
  There are many reasonably dry points within the 
  northern fringes, though these are covered with dense 
  plant growth and relatively difficult to traverse 
  through. Even these dry grounds in general are muddy 
  even outside the rain season. Though there are always 
  exceptions to the rule on top of exceptional tall hills 
  that arise out of the surrounding muck on several 
  places. These dry areas are islands within huge patches 
  of shallow water that become more rare the farther 
  south one goes. These patches are overgrown with reed 
  and trees especially adapted to having wet feet. In these 
  watery areas there is about 3 inches of mud covered by 
  one foot of water, though occasionally this may change 
  to 1’ of mud under 2’ water for a total depth of 3 foot. 
  Also, if any traveler through this does not take steps to 
  test the ground (prodding with sticks), they might be 
  surprised by a sudden dip into a mud-filled hole. 
  Deeper channels of slowly flowing water and small 
  lakes overgrown with water lilies cut through these 
  shallow areas like veins. These channels and lakes can 
  be quite deep, forcing travelers to swim through murky 
  water. 
  A traveller in this region in general will only get wet 
  feet and if you know the way, a boat will not be needed. 
  Though even an experienced wanderer will have to 
  wade through the muddy water frequently, which may 
  cause occasional trouble for halflings and dwarves, as 
  well as spell books and miscellaneous equipment. It 
  pays to have watertight bags with you, though the high 
  humidity and many rains during the rain season 
  prevents anything from ever becoming truly dry 
  during this season. So everything will be slimy, smelly 
  and filthy in no time whatsoever. 
   
  Sentient Life and Unlife 
  Even though the Vast Swamp is inhospitable to human 
  or olven inhabitation, it is still considered the home by 
  several different groups of sentient creatures. Three 
  groups of creatures are the true masters of the region 
  and they are either feared or respected by those who 
  travel through the Swamp. 
   
  The Vast Swamp is most infamous for the 
  bullywugs that have made this area their home and 
  who continually raid Sunndi to the north. The 
  bullywugs of the Vast Swamp are more intelligent and 
  organized then their more wild cousins described in 
  the Forgotten Realms Monster Manual. They worship 
  the lawful deity Wastri who promotes the destruction 
  of dwarves, elves, gnomes and halflings, and who 
  considers humans and amphibians far superior. Unlike 
  regular bullywug clerics, clerics of Wastri are treated as 
  normal clerics and they can chose from the domains 
  Animal, Law and War. They can only rebuke undead 
  and cast spontaneous inflict spells. Rumours tell of a 
  monastery deep in the Vast Swamp where Wastri 
  himself resides, ruling over his minions like a mad 
  tyrant surrounded by both amphibious and human 
  servants as well as more unnatural things. 
   
  Most feared by all are the undead, the origins of 
  which are a mystery for most. They are particular 
  common in a specific part of the Vast Swamp as if they 
  are drawn to it like moths to a light. Still, they can be 
  encountered everywhere. Most of commons of all are 
  corporeal undead: hungry ghouls and fearsome bog-
  mummies – all that remain of unwary travellers who 
  drowned far from home and civilisation. With the 
  undead come those who study them and the energy 
  that empowers these vile creatures: necromancers and 
  clerics of deities of death, decay and magic. Sometime 
  ago the undead in the form of a pack of adventurers 
  had become a real threat to the safety of Sunndi, but 
  adventurers on the pay-role of Sunndi had put an end 
  to this threat. Now the undead and their masters tend 
  to remain within the borders of the Swamp. 
   
  Least known, but most friendly to the average 
  traveller are the lizardfolk of the Cthaan tribe. By 
  human standards these savage hunters are cruel and 
  SND6- 03 Collateral 
   
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  unforgiving, willing to do anything for the survival of 
  their tribe. Still, unlike the bullywugs and undead, they 
  can be reasoned with and once a traveller manage to 
  gain their trust and becomes part of their tribe, they are 
  staunch unwavering allies whose friendship can be a 
  great boon to any traveller in their homeland. The 
  Cthaan are divided in different clans who live in 
  separate villages spread over the northern parts of the 
  swamp forming a buffer of some sort between Sunndi 
  to the north and the bullywugs and undead to the 
  south. While relations between the different clans as 
  well as the Sunndians to the north are cordial at best, 
  they seldom come to violent clashes. The constant 
  threat of dangerous natural predators, human outlaws, 
  bullywugs and undead unite them into a single group. 
   
  Game Mechanics 
  When running a scenario within the Vast Swamp it is 
  advisable to be familiar with the swimming rules as 
  well as the effects of the environment on combat. 
  Swimming rules can be found on page 84 of the PHB 
  (all water in the Vast Swamp is considered calm unless 
  specifically mentioned otherwise). Also remember that 
  most the area is at the very least lightly obstructed and 
  lightly slippery, giving a +4 modifier of the DC of any 
  tumbling and balance checks (and that tumbling is 
  impossible in water deeper then one knee). Hence, 
  running or charging requires a balance check DC 14. 
  More rules on running encounters in swamps and in 
  deeper water can be found in the DMG at page 88 and 
  92. Drowning rules can be found at the end of the 
  DMG at page 304. 
   
  Special Rules: The Bogs of Aestophatus 
  The area this scenario plays near to is known as the 
  bogs of Aestophatus, for the treacherous sinkholes that 
  can be found in abundance in this area. 
   
  This area of the swamp seems to be imbued with a 
  dark, almost sentient aura. The unseelie court, a group 
  of evil fey, controls it, which are in turn governed by a 
  being called Aestophatus. The Royal Warders, who 
  look after the swamp, are aware of the court and avoid 
  the area. The court seems to dislike the Wastrians and 
  is confined to the swamp. So far it has never been a 
  threat to Sunndi. Since the fey hate the bullywugs, up 
  till recently their presence here has been low. 
   
  Whether it is the court’s presence or some other 
  presence is unknown, but the bogs have some specific 
  conditions that are unique to it – it’s area seems to be 
  distorted in some way. It is especially easy to get lost 
  here. Moreover, magic that deals with divination and 
  distance is far less accurate. The changes affect all 
  creatures except the native fey. 
   
  Divination spells, or spelllike or supernatural 
  abilities, are unreliable beyond short range (25ft + 5ft/2 
  levels), indicating wrong directions, scrying wrong 
  locations, or simply failing all together. Anything 
  within short range can safely be divined. 
   
  The spell commune with nature is dangerous to cast: 
  whoever casts it needs to make a Will save or be 
  stunned for 1d4 rounds while being overwhelmed by 
  the bogs sentience. Even if a creature makes the save, 
  the spell does not reveal locations of creatures or 
  structures. 
   
  Spells or spelllike or supernatural abilities that 
  move creatures or items work unreliably over distances 
  greater than medium range. A creature attempting 
  such a spell never ends up on target. The deviation is 
  1d10x1d10% of the intended moving distance. (see ‘Off 
  Target’ in the description of the teleport spell, PHB pg 
  293). 
   
  Spells that change a PCs way of movement – such 
  as fly or expeditious retreat – are unaffected and work 
  normally. 
   
   
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  APPENDIX 4: NEW RULES ITEMS 
  NEW CREATURES 
  B L O O D BLO A T E R 
  CR 1 
  N Medium Ooze (aquatic, swarm of diminutive creatures) 
  Init +1; Senses blindsight 60 ft.;  Listen -5, Spot -5 
  Languages none 
  AC 11, touch 11, flat-footed 10 
   (+1 Dex) 
  hp 22 (2 HD) 
  Immune ooze immunities, swarm immunities, damage from 
  all weapons, single target spells 
  Fort +6, Ref +1, Will -5 
  Weakness fire vulnerability 
  Speed 5; swim 30 ft. 
  Space 5 ft.; Reach 0 ft. 
  Base Atk +1; Grp +1 
  Atk Options Swarm (1d6+1 Strength damage) 
  Special Actions blood drain, distraction 
  Abilities Str 10, Dex 13, Con 22, Int -, Wis 1, Cha 1 
  Skills Swim +8 
  SQ amphibious, ooze traits, swarm traits 
  Blood Drain (Su): On each turn that a bloodbloater swarm 
  deals at least 1 point of damage to a victim, it also drains 
  blood and causes 1 point of Strength damage 
  Distraction (Ex):  Any nonmindless creature vulnerable to 
  the swarm’s damage that begins it’s turn with a swarm in 
  its square is nauseated for 1 round; a DC 10 Fortitude save 
  negates the effect. Spellcasting or concentrating on spells 
  withing the area of a bloadbloater swarm requires a DC 20 
  + spellevel Concentration check. Using skills requiring 
  patiemce 
  and 
  concentration 
  requires 
  a 
  DC 
  20 
  Concentration check. 
  Swarm Traits (Ex):  Not subject to critical hits or flamking. 
  Immune to mind-affecting spells. Immune to single-target 
  spells. Vulnerable to area effects. Does not threaten nearby 
  squares. 
   
  B L O O D  G O LE M  O F  H E X T O R 
  CR 8 
  LE Large construct 
  Init -1; Senses darkvision 60 ft., low-light vision, Listen +0, 
  Spot +0 
  Languages understands creator's orders 
  AC 26, touch 8, flat-footed 26 
   (-1 size, -1 Dex, +9 armor (+1 fullplate), +9 natural); 
   Without armor 17, touch 8, flat-footed 8 
   (-1 size, -1 Dex, +9 natural) 
  hp 130 (10 HD); blood reservoir; DR 10/adamantine 
  Immune magic immunity, construct immunities 
  Fort +3, Ref +2, Will +3 
  Weakness rust vulnerability 
  Speed 20 ft. (can’t run) in fullplate (4 squares), base 
  movement 30 ft.; 
  Melee 2x masterwork heavy flail +13 (1d10+6); or  
  Melee 2 x slam +12 (1d8+6) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +7; Grp +13 
  Atk Options whirlwind of death 
  Special Actions blood siphon 
  Combat Gear +1 fullplate, 2 masterwork heavy flails 
  Abilities Str 22, Dex 8, Con -, Int -, Wis 10, Cha 1  
  SQ blood dependency, construct traits 
  Advancement 11-20 HD (Large); 21-30 HD (Huge) 
  Blood Siphon (Su): A blood golem can suck the blood out of 
  a helpless creature or a body that has  died within the past 
  hour, dealing Consititution damage at the rate of 1 point 
  per full round. Every Constitution point lost in this 
  fashion heals the golem 5 hit points. (The golem usually 
  restores his hit points to maximum before filling its 
  reservoirs so that it can remain at full strength). Both the 
  golem and the victim must remain motionless. 
  Whirlwind of Death (Ex):  A blood golem can spin its upper 
  body abd cause its flails to rotate at high speed. This ability 
  allows it to attack all creatures within its reach as if it has 
  the Whirlwind Attack feat. In the round after the golem 
  performs this maneuver, it can take only a single attack or 
  move action. 
  Blood Dependency (Ex): Because a blood golem constantly 
  leaks its own fluid, it must absorb blood from other 
  creatures to continue functioning. The golem loses 5 
  hitpoints per day. Regardless whether it is engaged in 
  physical activity or merely stands motionless for the entire 
  day. If the golem’s armor is remove dor destroyed, this loss 
  increases to 10 hit points per day. If the golem reaches 0 
  hit points from blood leakage, it is destroyed, leaving only 
  its armor.  
  Blood Reservoir (Ex):  The reservoirs in the golem’s armor 
  hold blood equivalent to 20 points of Constitution, which 
  is about as much as the capacity of two average human 
  bodies. The golem normally draws 1 point of Constitution 
  from the reservoir every day to sate its blood dependency. 
  It can draw blood from its reservoir as a free action, and it 
  often does so during combat. 
  Magic Armor (Ex):  A blood golem is encased in a suit of full 
  plate armor with an enhancement bonus of at least +1. If 
  thegolem is destroyed, the armor can be reused for 
  another blood golem, but it does not resize to fit other 
  creatures. 
  Magic Immunity (Ex):  A blood golem is immune to all 
  spells, spell-like abilities, and supernatural effects, except 
  as follows. A gentle repose spell acts as a slow spell for 3 
  rounds with no saving throw. Regenerate restores 1 hit 
  point of damage per caster level.  Horrid wilting does half 
  or one-quarter damage of the golem fails or succeeds on its 
  saving hrow, respectively. 
  Rust Vulnerability (Ex):  A blood golem’s armor is 
  vulnerable to rust attacks, such as from a rust monster or 
  the rusting grasp spell. If its armor is destroyed in this 
  manner, the golem’s AC drops and it makes slam attacks 
  instead of flail attacks. Once its armor is gone, the golem 
  loses its blood reservoir, and it loses hit points to blood 
  leakage at the rate of 10 hit points per day instead of 5 per 
  day. 
   
  NEW FEATS 
  Improved Toughness [general] 
  You are significantly tougher than normal 
  Prerequisite: Base Fortitude bonus +2 
  Benefit: You gain a number of hit points equal to your 
  current hit dice. Each time you gain a Hit Die (such as 
  by gaining a level), you gain 1 additional hit point . If 
  you lose a Hit Die (such as by losing a level), you lose 1 
  hit point permanently. 
  Source: Libris Mortis pg 25 
   
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  Improved Turn Resistance [monstrous] 
  You have a better than normal chance to resist turning. 
  Prerequisite: Undead type 
  Benefits: You are less easily affected by clerics or 
  paladins than you normally would be (see Turn or 
  Rebuke Undead, page 159 of the Player's Handbook). 
  When resolving a turn, rebuke, command, or bolster 
  attempt, add +4 to your character level (monster Hit 
  Dice plus clas levels) to determine your Hit Dice for 
  turn, rebuke, command, and bolster attempts. 
   
  For example, a 4 HD wight with his feat is treated 
  as an 8 HD undead for the purpose of turn, rebuke, 
  command, and bolster attempts, even though it is a 4 
  HD creature for any other purpose. A vampire that 
  already has a +4 turn resistance adds an additional +4 
  with this feat, for a total of 8. 
  Source: Libris Mortis pg 25 
   
  NEW SPELLS 
  Lightfoot 
  Transmutation 
  Level: Assassin1, ranger 1 
  Components: V 
  Casting Time: 1 swift action 
  Range: personal 
  Target: You 
  Duration: 1 round 
  You mutter the words of the short spell and dive down the 
  hallway, dancing between the armed guards and out the gate. 
  You provoke no attacks of opportunity when moving. 
  Source: Spell Compendium pg 132 
   
  NEW ITEMS 
  Crane, Portable 
  This small crane can be broken down into several parts 
  for easy transportation. It must be assembled and 
  bolted into place to be used effectively. There are 
  different “strengths” available for purchase – the 
  equivalent of a person with Str 22 (lift/drag 1,040 lb.), 
  24 (lift/drag 1,400 lb.) or 28 (lift/drag 2,400 lb).  
  Source: Arms and Equipment Guide pg 21 
   
  Hacksaw 
  This blade is designed to cut through thin metal. It 
  ignores the hardness of any normal metal objects 
  (excluding exotic materials like mithral or adamantine) 
  that it is cutting, but deals only 1 point of damage per 2 
  rounds of sawing. A common blade lasts for 20 rounds, 
  while a superior blade for 40 rounds. 
  Source: Arms and Equipment Guide pg 23 
   
  New Inhaled Poisons 
  Poison 
  Type 
  Damage 
  Price 
  Ishentav 
  Inhaled DC 
  13 
  1d6 Str / 
  1d6 Str 
  500 gp 
  Urthyank 
  Inhaled DC 
  19 
  1d6 Str / 
  1d6 Str 
  2,000 gp 
  Basilisk 
  Inhaled DC 
  1d6 
  Con/ 
  2,500 gp 
  Breath 
  17 
  1d6 Con 
  Mist 
  of 
  Nourn 
  Inhaled DC 
  25 
  1d8 
  Con/ 
  1d8 Con 
  7,000 gp 
   
  Source: Book of Ultimate Darkness, pg 4 
   
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  APPENDIX 5: DM MAPS 
  ENCOUNTER 5: THE BOGS 
   
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  ENCOUNTER 7: THE BUNKER 
   
   
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  PLAYER HANDOUT I 
   
   
   
   
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  PLAYER HANDOUT II 
   
  My friend, 
   
  I am sending you the funds through these men. You can trust them – they are faithful that 
  are fully behind us. It was hard to obtain it, so be careful. I do nor desire to draw attention 
  until we have proven this project right!  
   
  I voice my concerns here that I heard stories that you are using foul magics, and this worries 
  me. Sacrifices need be made, I am aware of that. Success may call for unorthodox 
  approaches.. 
  But I hope you can keep me and others ignorant of the means of how you achieve perfection! I 
  need not know – I do not wish to know – and I surely do not desire to have my underlings 
  doubt our motives! If doubt arises, they might inform my superiors, and they would surely 
  shut us down. 
   
  As to the ‘little problems’ our fiend runs into, I am sure you can work that out. These funds 
  should be enough. Finish it with haste. Then, we can step forward and destroy the Wastri 
  invaders, and claim the credit for its defeat in the name of the Great Tyrant. No longer shall 
  the Sunndi folk bow to anarchy, but it shall learn the true rule! And, of course, your aid 
  shall not be left unrewarded – once we have crushed the enemy, we will bring order to the 
  chaos! 
   
  Your faithful guide, 
   
  Arnassos.
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  PLAYER HANDOUT II 
   
  Here are the documents you asked for. This is the last batch I sent. A usual, destroy anything I sent 
  you once used – I have no need for things getting public. You fool around too much already. 
   
  Let me be clear: I do not enjoy to be bothered over and over about your needs for more assistance. I have 
  better things to do than support you with the darkest of rites in our library. The head master demands more of 
  my attention, and if he finds out what I plot due to your dumb demands, I have to shut this down. 
   
  I cannot spend more time on this. If you fail to build what is required, maybe I have to set someone else 
  on the task? She is getting impatient with me, and I am getting fed up with you. 
   
  I also don’t care what Arnassos says. That dumb priest is merely a cog in the works. Let him think that we 
  are working for his tyrant god’s glory. Soon it won’t matter. 
   
  And get rid of that pesky blacksmith when he is done. He is a liability. 
   
   
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SOURCE: textdata/thevault/Living Greyhawk/Modules/Sunndi/596/Normal Scenarios/SND6-03 - Collateral (APL 4-10)/SND6-03 - Collateral.pdf