TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new 
  DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter 
  Adkison. 
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without 
  permission of Wizards of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, 
  please visit www.wizards.com/d20 
  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can 
  sanction and run DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
  DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s 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 and the adventure author or authors. 
  Visit the LIVING GREYHAWK website at www.rpga.com 
  For questions specific to this document and your region please e-mail your triad point of contact (POC) at 
  outlaw658@yahoo.com for LIVING GREYHAWK campaign questions email rpgahq@wizards.com 
   
  Dyv5-07 
   
   
   
   
   
   
  End of the Line 
   
  A One Round D&D® LIVING GREYHAWK™ 
  Dyvers Regional Adventure 
   
  By Joseph L. Selby 
  Triad Edit: Kevin Elmore 
  Circle Edit: Tim Sech 
   
   
   
  Reward the faithful. Punish the wicked. Reciprocity in the Free Lands. An adventure for character levels 1 to 14. (APLs 
  2 to 12). It is strongly recommended that players first participate in Dyv5-01, Dyv5-02, Dyv5-03, and Dyv5-04. 
   
   
  
  Dyv5-07 End of the Line 
   
  Page 2 
  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 DM (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, 2006.  
   
  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 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.  
  Along with this adventure you’ll find a RPGA 
  Table 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.  
  3. 
  Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round up to the nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLS are given in even-numbered 
  increments. If the APL of your group falls on an odd 
  number, ask them before the adventure begins whether 
  they would like to play a harder or easier adventure. Based 
  
  Dyv5-07 End of the Line 
   
  Page 3 
  on their choice, use either the higher or the lower 
  adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. If a player 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character receives only one-half of the 
  experience points and gold for the adventure. This 
  simulates the fact that either the PC was not challenged as 
  much as normal or relied on help by higher-level 
  characters to reach the objectives. 
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may not 
  play the adventure. 
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1
  st-level characters may find the 
  challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them, and fight for them. 
   
  Time Units and Upkeep 
  This is a standard one-round Regional adventure, set in 
  Dyvers.  Characters native to Dyvers pay one Time Unit 
  per round, all others pay two Time Units per round.  
  Adventurer’s Standard Upkeep costs 12gp per Time Unit. 
  Rich Upkeep costs 50gp per Time Unit.  Luxury Upkeep 
  costs 100gp per Time Unit. 
   
  Adventurer’s Standard Upkeep costs 12gp per Time 
  Unit.  Rich Upkeep costs 50gp per Time Unit.  Luxury 
  Upkeep costs 100gp 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 scenario. 
   
  A character who 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 Survival 
  check (DC 20), 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 
   
  Larissa Hunter abandoned her post as magister of Dyvers 
  nearly a year ago. In that time, a number of tragedies have 
  befallen the city of sails, including city-wide riots, marshal 
  law, an attack at Westguard, the assassination of the 
  eastern-border gentry, the arrest of another gentryman, 
  the massacre of a large portion of the gentry council, and 
  two attempted coups that took place at the same time. It 
  seems to many that Larissa Hunter was the keystone of 
  the city’s serenity. 
   
  Now that she has returned to Dyvers and been 
  reinstated as magister, she needs to take decisive action 
  against those people who facilitated the numerous 
  tragedies of CY595, most importantly Houses Leardyn 
  and Pengallen. The difficulty with this, though, is that 
  Derreg Lord Pengallen fled the Free Lands of Dyvers after 
  failing in his attempt to take over Dyvers during the One 
  Day War. Without the ability to interrogate the noble 
  directly, the magister is calling on the “heroes of Dyvers” 
  (which currently the PCs are most certainly regarded) to 
  gather the necessary evidence to convict Pengallen of his 
  many crimes. 
   
  At the same time, the last two remaining Pengallens, 
  Derreg’s grandmother Mariana and his grand-uncle 
  Goraes Strenethal, are destroying that same evidence and 
  making plans to defend themselves against anyone that 
  might attempt to arrest the family or seize their property. 
  Background of House Pengallen 
   
  Up until the middle of CY 595, House Pengallen 
  controlled one of the six major fiefs of Dyvers, including 
  the village of Maraven. With an imperial lineage, history 
  books in both Dyvers and Furyondy list the many exploits 
  of the Pengallens. They have been, since being granted 
  lordship centuries ago, self-interested and corrupt. This 
  includes slave trafficking, information brokering, and 
  arms dealing with enemies to the crown and the enemies 
  of national allies. Those gentry who crave power without 
  the concerns of morality have long claimed allegiance to 
  House Pengallen, although circumstances occasionally 
  
  Dyv5-07 End of the Line 
   
  Page 4 
  conspire to show these people that the Pengallens only 
  have allies for as long as they are convenient. 
   
  This family tradition did not stop with the current 
  lord, Derreg. Four years ago, Markessa the Red and the 
  mysterious J discovered that Derreg was trading slaves 
  without going through the Alliance’s Slavers Guild. 
  Murdered by the Assassins Guild, he was raised from the 
  dead and taken to a secret Alliance way-station at the 
  mouth of the Nyr Dyv where the process was to be 
  repeated numerous times in a rather lengthy and 
  elaborate torture scenario. He was rescued by unknowing 
  adventurers (Dyv1-07 Corsairs!) and returned home. 
  From that time he strengthened his relationship with the 
  Alliance by betraying some of his allies in the Greyhawk 
  thieves guild. Although that weakened his relationship 
  with the foreign shadow organization, he managed to 
  strike a balance between his dealings with both, using 
  that balance to his advantage during the One Day War. 
   
  Once a group of valiant PCs discovered that 
  Pengallen was using Greyhawk Assassins during his bid 
  to conquer Dyvers during the One Day War, the Alliance 
  has placed a death sentence on Derreg and is currently 
  hunting the man abroad. 
   
  House Pengallen has only three remaining members, 
  Derreg, his elderly grandmother, Mariana, and her senile 
  brother-in-law, Goraes Strenethal. Derreg has no wife and 
  has been unable to conceive a child with any of the 
  women his grandmother has acquired for him. On a few 
  occasions, Mariana bought Derreg a son from the Nyr 
  Dyv slave lords, although all those “sons” met untimely 
  ends, mostly through childhood accidents resulting from 
  poor supervision. One was actually kidnapped by a butler 
  and the Pengallens refused to pay the ransom. The butler 
  was later found by the Maraven constabulary hanged 
  from a tree. 
   
  Derreg has no concerns about passing on his lineage. 
  Following his father’s mistake of investing heavily in 
  trade going through the Gnarley Forest (which resulted 
  in massive losses when the Gnarley Road was closed in 
  CY 591 that nearly bankrupted the family), Derreg has 
  become obsessed with the accumulation of wealth and 
  power, and the thought of giving that to someone else, 
  even a son, is intolerable. 
  Dyv5-02 Rising in the East 
   
  Before play begins, you should check the ARs for all those 
  players who participated in Dyv5-02 Rising in the East. If 
  PCs kept the journals of the Seffren children and/or the 
  ledger, then Felbon does not offer them to the PCs during 
  Encounter 4: Another Private Meeting. 
  Dyv4-08 Linchpin 
  Before play begins, you should check the ARs for all those 
  players who participated in Dyv4-08 Linchpin. Those 
  people who were identified as members of the Alliance 
  have an additional encounter in this event. 
   
  Adventure Summary 
   
  Introduction: The PCs are on the streets, attempting to 
  manage the crowds that are flooding the city now that all 
  the various trade routes are open. 
  Encounter 1 The Acolyte: An acolyte of the Cult of the 
  Earth Dragon has a premonition in the middle of the 
  street that turns her violent. The PCs hear her prophecy 
  before they subdue/kill her. 
  Encounter 2 Court: The PCs are called to a meeting with 
  Larissa Hunter in the palace. There, the restored magister 
  passes judgment on Houses Leardyn and Pengallen. If the 
  PCs participated in Dyv5-02, they might also receive an 
  invitation to the wedding of Kael Herall and Irabella 
  Seffren. 
  Encounter 3 A Private Meeting: Those PCs that were 
  identified as members of the Alliance in Dyv4-08 
  Linchpin are held aside after meeting with the magister. 
  She tells them that she was made aware of their 
  involvement in that organization, and she is offering 
  them an olive branch. They can do her bidding or they 
  can end up hanging from Thrommel’s Arch with the rest 
  of their compatriots. 
  Encounter 4 Another Private Meeting: Felbon, the 
  guildmaster of the Assassins Guild, intercepts the PCs 
  after their meeting with the Magister. He makes them 
  another proposal. 
  Encounter 5 Detectives: The PCs may investigate House 
  Pengallen at a number of locations, gathering the proof 
  they need to convict him of his crimes. 
  Encounter 6 Pengallen Manor: Lord Pengallen fled the 
  Free Lands with little concern of what he was leaving 
  behind. The PCs can search his house for illicit goods or 
  loot. 
  Encounter 7 Mariana Pengallen: Derreg Pengallen’s 
  grandmother is unwilling to submit to justice or to leave 
  
  Dyv5-07 End of the Line 
   
  Page 5 
  their house. She attempts to kill the PCs if they should 
  attempt to arrest her. 
  Encounter 8 Uncle Goraes: Mariana’s brother, Goraes 
  has gone insane. He’s attempting to become a lich by 
  sacrificing slaves to Orcus. 
  Encounter 9 Angus: The PCs can deliver the heads of 
  Mariana and Goraes to the Althing, as they agreed with 
  Felbon at the beginning of the adventure. 
  Conclusion: The PCs may attend the nuptials of Kael 
  Herall and Irabella Seffren in Maraven. 
   
  Introduction 
   
  Give Player Handout #1 to all members of the Alliance. 
  Little time has passed since the successful siege of 
  Admundfort rested the fallen capital away from the 
  Empire of the Old One and returned it to its rightful 
  rulers in the Shield Lands. 
   
  In that time, though, word has spread like 
  wildfire of Dyvers’ end to its neutrality. The city held 
  its breath like a mighty titan waiting to see what 
  reaction the rest of the Flanaess would have. The 
  answer came only a short time later as the first trade 
  ships from across the Nyr Dyv made port. Trade 
  spiked heavily and many merchants that had 
  previously chosen the Free City of Greyhawk changed 
  their preferred port to Dyvers as a gesture of good will 
  for the city’s efforts against Old Wicked. 
   
  Where only a few weeks ago the sound of battle 
  and death rang in your ears, now you hear street-side 
  vendors selling their wares at the top of their lungs. 
  Where once you had to force your way through piles 
  of corpses, now you must wade through the sea of 
  consumers that floods the Dyversian thoroughfares. 
  The players may choose to be anywhere in the city they 
  choose. The scene is the same all over. With the military 
  returned (with a significant amount of hazard pay, funded 
  mostly by treasures claimed in Admundfort), the 
  economy is experiencing a surge in spending as soldiers 
  enjoy their newfound wealth and celebrate having 
  survived the battle. 
  Encounter 1: The Acolyte 
   
  Allow the PCs to make Spot and Listen checks (DC 12). 
  Walking behind them is a cadre of acolytes. Their holy 
  symbols are uncommon though. A Knowledge (religion) 
  check (DC 20) reveals that their symbols represent the 
  Cult of the Earth Dragon. PCs that played in Dyv1-08 
  Blinded by the Darkness or succeed at a Knowledge 
  (local: Velverdyva, Tuflik, Fals Trade Route) check (DC 
  15) know that there is no law limiting the worship of any 
  particular religion in Dyvers. The Cult of the Earth 
  Dragon—although unsavory—has yet to commit any 
  crimes warranting its removal from the city. There is a 
  tacit understanding that as long as they keep the peace, 
  the city will not interfere with their religious practices. 
   
  One of the acolytes is staring at them intently. She is 
  noticeably beginning to sweat and breathe heavily. If the 
  PCs approach her or acknowledge her in any way, she 
  falls to the ground and begins convulsing and eventually 
  frothing at the mouth. PCs may attempt a Heal check (DC 
  15) to know she has gone into non-magical seizures. If 
  during that time they touch her, she begins speaking in 
  an unnatural voice. She first speaks it in draconic. If no 
  PCs speak draconic, she repeats herself in common. 
   
  The woman’s convulsions temporarily slow, and 
  she spits the foam from her mouth, allowing her to 
  speak. The voice that comes from her mouth, though, 
  is not human. A guttural sound like stone dragged 
  across stone bellows forth. “The Oerth opens its 
  mouth and spits out a cancer! Beware the night 
  stalkers that trample the underbrush. They sweep 
  across the land as a plague, ravaging those caught in 
  their way. The Dragon stirs from the pounding of 
  many feet, and the Earth brings forth a reckoning. 
  You are all going to die! The Dragon wakes!” 
   
  The acolyte rises to her feat in an unnatural manner 
  (as if something picked her up by the shoulders) and 
  attacks the nearest PC. 
   
  NOTE: Ija is pretending to have gone insane by her 
  premonition. In truth, she is one of the victims of the 
  Cult of the Earth Dragon and its “forced conversions.” 
  Players succeeding at a Sense Motive check (DC 29 + 
  APL) know she is faking. If caught, she refuses to 
  acknowledge this fact. She’s learned of what’s happening 
  at Blackthorn and wants to warn someone. She’s hoping, 
  by attacking adventurers, they’ll kill her and free her from 
  her imprisonment within the cult. 
   
  A calm emotions spell causes her to collapse into a 
  coma. 
  APL 2 (EL 2) 
  �Acolyte Ija: Female human Sor2; hp 9; see Appendix 1. 
  APL 4 (EL 4) 
  
  Dyv5-07 End of the Line 
   
  Page 6 
  �Acolyte Ija: Female human Sor4; hp 17; see Appendix 
  1. 
  APL 6 (EL 6) 
  �Acolyte Ija: Female human Sor6; hp 25; see Appendix 
  1. 
  APL 8 (EL 8) 
  �Acolyte Ija: Female human Sor6/DrgnDscpl2; hp 33; 
  see Appendix 1. 
  APL 10 (EL 10) 
  �Acolyte Ija: Female human Sor6/DrgnDscpl4; hp 41; 
  see Appendix 1. 
  APL 12 (EL 12) 
  �Acolyte Ija: Female human Sor6/DrgnDscpl6; hp 61; 
  see Appendix 1. 
  Tactics: Acolyte Ija has gone insane from her 
  premonition. She attempts to kill everyone around her, 
  beginning with the PCs. She is unconcerned with anyone 
  caught within her magical assault, not even other acolytes 
  of her order. She attempts to deal as much damage as 
  possible as quickly as possible and has little concern with 
  protecting herself. 
  Treasure: 
  All APLs – L: 0 gp, C: 0 gp, M 0 gp. 
   
  Regardless of the manner in which the PCs defeat Ija 
  (lethal damage, subdual damage, or by using a spell like 
  calm emotions), her unconscious/dead corpse utters one 
  last statement. 
   
  “Blackthorn rises.” 
   
  NOTE: Although provoked by Ija’s attack, it is illegal 
  to draw weapons in Dyvers. Any PCs that drew weapons 
  other than saps and engaged in combat (lethal or non-
  lethal) are fined according to Dyvers law (see DM’s Aid 
  #1: Dyvers Law). If characters killed her, they are guilty 
  of Manslaughter and will be arrested if they wait for the 
  constabulary to arrive. 
   
  Standing behind the PCs as they deal with the fallen 
  acolyte, a royal page announces his presence with a sharp 
  tug on the sleeve. He hands an invitation to the PCs 
  (giving it to the most respectable looking person first). 
  Give the players Player Handout #2. (If the PCs killed 
  the acolyte, the page recommends that they move quickly 
  to the Royal District.) 
   
  Encounter 2: Court 
   
  The PCs are stopped by the gate guards to the Royal 
  District and their note examined for an extended period 
  of time. PCs may attempt a Listen check (DC 15) to hear 
  the guards discussing whether or not the note is a forgery. 
  If the PCs offer them 5 gp per APL, the guards confirm 
  that the note is not a forgery and grant them access to the 
  Royal District. If they wait for 2 minutes without bribing 
  the guards, they finally allow them entry. 
   
  NOTE: Members of the Dweomercrafter’s Guild are 
  already allowed access to the Royal District and are not 
  stopped at the gates. All other PCs, regardless of whether 
  the dweomercrafter claims they are with him, are stopped 
  at the gates. 
   
  Once the PCs arrive at the palace, they are told that 
  all weapons, shields, and packs must be left with an 
  attendant (armor is still acceptable to wear). Each PC is 
  thoroughly checked before being allowed entrance into 
  the palace (this includes a Search check of 35 vs. any 
  weapons concealed by a Sleight of Hand check). Any evil 
  items (such as the Eater of the Voice Death Knife, the Pox 
  Mask, the Robes of Vecna, etc. are seized and presented to 
  the magister, the servant simply stating, “He carried this, 
  magister.” 
   
  NOTE: The servants do not search bags, so any item 
  stowed in a backpack, haversack or bag of holding is 
  simply stored with the rest of their items. 
   
  NOTE: If a PC refuses to relinquish one of his 
  weapons, he is barred from meeting with the magister 
  and cannot earn The Honorable Mention of Larissa 
  Hunter on the AR regardless of his participation in the 
  rest of the adventure. 
   
  Once in the court, PCs may make Spot checks (DC 
  10) to pick out some of the people gathered. Those 
  successful at the check may make Knowledge (nobility 
  and royalty) checks (DC 8) or Knowledge (local: 
  Velverdyva, Tuflik, Fals Trade Route) or Intelligence 
  checks (DC 10) to recognize those present. 
  In attendance are: 
  • 
  Rashaman of Safeton. He is in full dress uniform. 
  • 
  Klabert Lord Grandhearth and his second wife, 
  Maenda. 
  • 
  Robert Lord Navoy. 
  • 
  Bailen Lord Maltrus. 
  
  Dyv5-07 End of the Line 
   
  Page 7 
  • 
  Enruhl Lord Leardyn and his son Ethane. Ethane is 
  manacled at the wrists and ankles, although still 
  dressed in noble finery. 
  • 
  Lord Orin Seffren, his son Atorin and his oldest 
  daughter Irabella. 
  • 
  Lord Indrus Herall and his son Kael. 
  A butler instructs the PCs on where to stand and when to 
  bow. If a PC refuses to bow, Larissa simply waves the 
  discourtesy aside, smiling at the PC’s independence. 
   
  “Thank you for coming on such short notice,” the 
  magister says. Her voice is smooth and confident, but 
  slightly stern beneath. Given your involvement with 
  the well-being of the Free Lands this year, I felt it 
  appropriate to seek your aid one last time. If nothing 
  else, you deserve to be present and see the fruits of 
  your labor. Dyvers would not be here today if not for 
  you.” 
   
  If the PCs participated in Dyv5-06 Matters of the 
  Heart and successfully returned Rashaman, he takes this 
  opportunity to embrace them each, individually. 
   
  Allow the PCs to reply if they wish. If they do not (or 
  once they are finished), she asks them to give their 
  statement regarding the One Day War and those parties 
  involved, specifically Ethane Leardyn. 
  If the PCs describe Ethane’s actions as self-motivated 
   
  “Ethane Leardyn, step forward,” the magister 
  commands. Her voice echoes across the hall as if she 
  were in the army once more. “I have received many 
  accounts of your actions during the so-called One Day 
  War. These most recent accounts only confirm the 
  malicious nature I have seen festering within you all 
  these years. Treason will not be tolerated in the Free 
  Lands, regardless of the station of the traitor. For 
  attempting to seize control of the government 
  through military force of arms and facilitating the 
  death of Dyvers citizens and military personnel while 
  working in collaboration with the Knights of 
  Furyondy—an organization admittedly favoring the 
  annexation of Dyvers—you are sentenced to death by 
  the axe. Your head will be carried across the Free 
  Lands and then hung from Thrommel’s Arch as a 
  testament to your crimes. Your body will be made 
  Cube to wander the sewers till the end of time.” 
  If the PCs describe Ethane’s actions as misguided 
   
  “Ethane Leardyn step forward,” the magister 
  commands. Her voice echoes across the hall as if she 
  were in the army once more. “I have received many 
  accounts of your actions during the so-called One Day 
  War. These most recent accounts lend favor to your 
  actions when before there was little. Praise these 
  heroes who think more highly of you than I for their 
  esteem has saved your life. Ethane Leardyn, you are 
  thus banished from the Free Lands of Dyvers, never to 
  return on pain of death. I hope your misguided 
  allegiance to Furyondy has earned you a welcome 
  there, for it has cost you your home here. Let no 
  country embrace you, lest they suffer the same fate.” 
  Once sentence is passed on Ethane, continue with 
  judgment against his father. If the PCs did not already 
  address the subject, Larissa asks the PCs to describe 
  Enruhl Lord Leardyn’s part in the One Day War. 
   
  “Enruhl Lord Leardyn step forward. The sins of 
  the son are not necessarily that of the father, but you 
  have failed the Free Lands regardless. It was 
  misguided of you to allow the Knights of Furyondy to 
  populate the garrison at Westguard and more 
  erroneous of you to lead them to the city. Its 
  imminent threat by Derreg Lord Pengallen, though, 
  adds some justification to your actions. As such, you 
  and your wife may remain here in Dyvers if you so 
  choose. 
   
  “Let it be known the name Leardyn and the lands 
  accordant to it are now stripped of their patents of 
  nobility and any association with the gentry of the 
  Free Lands. Given your lineage and its relation to 
  House Grandhearth, the Westlands, the keep at 
  Westguard, and any Leardynian property is now 
  granted to Klabert Lord Grandhearth to administer as 
  he sees fit. You are dismissed form the Gentry 
  Council, Enruhl Leardyn, and this court.” 
  Once sentence is passed on Enruhl Leardyn, continue 
  with judgment against Derreg Pengallen. Larissa asks the 
  PCs to describe Derreg Lord Pengallen’s part in the One 
  Day War. 
   
  “Little need be said of the villain Pengallen,” the 
  magister says angrily, “but we hold trial this day 
  regardless. We will abide by the law he so wantonly 
  disregarded. Let it be known throughout the Free 
  Lands that all commerce with the House Pengallen is 
  forbidden while we conduct our investigation into 
  claims of treason, sedition, trafficking of slaves and 
  illegal freight, dealing with assassins, and misusing 
  the power entrusted him to protect the Free Lands. If 
  guilt is found, then the name Pengallen and all its 
  property will be stripped of its nobility. Any found 
  participating in said crimes will be executed and made 
  Cube to wander the sewers till the end of time.” 
   
  She rises and approaches the PCs. She asks them if 
  they have any interest in finding what proof is necessary 
  
  Dyv5-07 End of the Line 
   
  Page 8 
  to convict Derreg Pengallen of his crimes and whether 
  they would endeavor to bring him to justice. If the PCs 
  accept, she dubs them “Bloodhounds of the State,” 
  granting them writ of authority to conduct an 
  investigation into the dealings of Derreg and House 
  Pengallen and arrest the family if they should find the 
  proof necessary to convict them. This writ permits them 
  the authority to take up arms in any area of the Free Lands 
  if agents of House Pengallen should take up arms against 
  them. 
   
  In return for their service, she grants them claim to 
  any items not needed as evidence in Pengallen Manor 
  (but not the estate itself). NOTE: There is nothing unique 
  left in Pengallen Manor, but the sale of items within the 
  house guarantee achieving the gold cap in this adventure. 
   
  “That leaves us with one issue left: the disposition 
  of Maraven. Such an important port should not be left 
  without governance,” she says. “Lord Maltrus, I 
  believe all would agree that you are the most practical 
  choice to assume such duties.” 
   
  “It would seem so, magister, but I would decline 
  such a duty,” Bailen Lord Maltrus replies, stepping 
  before Larissa Hunter’s throne. “I believe many of the 
  errors of the past may be avoided in the future if we 
  remove the possibility of an even split among the 
  gentry. Although never before granted in the history 
  of Dyvers, I would ask that the nobility of Dyvers be 
  returned to five families.” 
   
  There is a large amount of chatter at this proposal, 
  both regarding Maltrus’ surprising denial of a valuable 
  location like Maraven and the proposal of ennobling a 
  gentry house. The closest thing to happen in the history 
  of Dyvers was the marriage of the Grandhearth and 
  Leardyn families, although no true patents of nobility 
  have been granted since the Aerdi Empire. 
   
  “Do you have a recommendation, Lord Maltrus,” 
  the magister asks, her tone hiding her own surprise. 
   
  “Given their sacrifice, I would recommend either 
  the Seffren or Herall families be granted such an 
  honor, Magister Hunter.” 
   
  “And would you pick which house, Bailen?” she 
  asks. The noble takes a step back. 
   
  “It is not for me to choose, magister,” he replies. 
   
  “If it pleases you, Magister Hunter,” a voice 
  speaks up. “I believe I have a solution.” Leaving his 
  father dumbfounded Kael Herall steps forward. “With 
  your blessing, milady, I would this day ask for the 
  hand of Irabella Seffren to be my wife.” Again the 
  court erupts into excited chatter. 
   
  Once the voices quiet, Larissa Hunter continues 
  to speak. “So be it, with the blessing of Lord Maltrus 
  and the Gentry Council, upon the conviction of 
  Derreg Pengallen and the union of the Herall and 
  Seffren families, House Herall shall be ennobled.” 
   
  After a few formalities, Larissa Hunter dismisses the 
  court. See Encounter 3: A Private Meeting for possible 
  exceptions. If there are no exceptions, continue to 
  Encounter 4: Another Private Meeting. 
   
  If the PCs participated in Dyv5-02 Rising in the East 
  As the court leaves in recess, Kael Herall and Irabella 
  Seffren approach those PCs that participated in Dyv5-02 
  Rising in the East. 
  Greetings, valiant heroes, I have discussed the events 
  of this year prior frequently with my friend Atorin. 
  He tells me I have you to thank for my rescue and the 
  justice my family is due to receive. Although I have 
  little to offer you as reward, I insist that you join my 
  bride and me in Maraven as our honored guests on the 
  day of our nuptials. I will not accept no for an answer. 
   
  Kael gives each of them a formal invitation to his 
  wedding. The invitation can fetch 250 gp on the black 
  market if sold (or forged with a successful Forgery check 
  [DC 25]). 
   
  Encounter 3: A Private Meeting 
   
  Once the PCs have been given their task, the magister 
  dismisses the court (including her husband, Rashaman). 
  Those PCs that were identified as members of the 
  Alliance in Dyv4-08 Linchpin as well as those who 
  entered the palace carrying/wearing the Eater of the 
  Voice Death Knife, the Pox Mask, the Robes of Vecna, or 
  a similar evil item are held after for a private meeting with 
  Larissa Hunter and her husband, Rashaman of Safeton. 
   
  NOTE: Before she begins speaking, she returns any 
  items that were seized during the PC’s initial search. 
   
  I have been made aware of your disposition. If I 
  were a more righteous woman, I would take this 
  opportunity of civic rebirth to purge your element 
  from the city. Stand here now and tell me why I 
  should allow you to stay. 
   
  Larissa has no real intent on exiling the PCs. She is 
  aware that the various citizens are what allow Dyvers to 
  distinguish itself among so many other cities that attempt 
  
  Dyv5-07 End of the Line 
   
  Page 9 
  to impose an insubstantial ethos on their people. Once 
  the PCs have made their case, she continues. 
   
  “For too long I have watched the wealthy and 
  empowered of this city twist the law to their own 
  whim, including many of your brethren. Well today, I 
  twist you to my whim. Today, you will prove your 
  worth to the Free Lands. There are three souls that 
  still cleave to the bloodline Pengallen: Derreg, his 
  grandmother Mariana, and his great-uncle Goraes 
  Stenethal. I will not sit by and watch this family rape 
  the laws of this land and bring tragedy to the people 
  who live here. 
   
  Understand, by your hand, that these people will 
  not leave Pengallen alive lest you have proof beyond a 
  doubt that they are guilty of their many crimes. Do 
  this, and I will look beyond your indiscretions and 
  focus instead only on your worth.” 
   
  She answers any questions the PCs have, but there is 
  little 
  she 
  expects 
  them 
  to 
  question. 
  She 
  was 
  straightforward. She guarantees that they will not be 
  arrested should they perform this task for her. 
   
  Encounter 4: Another Private 
  Meeting 
   
  As you leave the palace, another page waits for you 
  with another note. This boy, though, wears tattered 
  clothes and has a dirty face. It is a safe bet that he did 
  not enter the Royal District through the main gates. 
  He hands you the note and stands unmoving. 
   
  The boy does not leave until the PCs tip him. If they 
  have never been to the Althing before, they may attempt a 
  Knowledge (local: Velverdyva, Tuflik, Fals Trade Route) 
  check (DC 14) to know where it is. They may also pay the 
  boy 2 gp to lead them to the tavern or attempt a DC 20 
  Diplomacy check to ask (and receive correct) directions 
  from someone on the street. 
  The Althing is a sprawling inn and tavern with scenes 
  of gods and heroes carved about its wooden exterior. 
  Not twenty feet inside the entrance is a twenty-foot 
  tall statue of a god brandishing his flaming 
  greatsword. Behind the massive statue, you can see a 
  monstrous common room with a large bar taking up 
  much of the far wall. The ceiling is cut away over most 
  of the room, revealing rooms and tables around three 
  sides of the upper floor. Two massive oak trees flank 
  the doorway, nearly reaching the ceiling of the second 
  floor. A man at the bar gestures at the back room. The 
  door is ajar. Behind the man, two crossed swords hang 
  above the bar. One is a gold bastard sword with a ruby 
  in the pommel. The other is a strange-looking, slightly 
  curved blade made of platinum. 
   
  There are a number of customers sitting at various 
  tables. If a paladin should attempt to detect evil, he sees 
  that all the patrons of the tavern are evil, although the 
  bartender is not. Seated in the back room is a single 
  person. It is difficult to see whether it is a man or woman. 
  He sits behind a large table and is buried beneath 
  numerous folds of a black cloak. Similarly, if a paladin 
  should detect evil, the man in black detects as evil, but his 
  companion does not. Once he begins speaking, it is 
  obvious that he is a man. 
   
  The bartender asks the PCs if they would like 
  anything to drink and/or eat. It is of course free, and they 
  may eat until full. He also offers them a use of a purify 
  food and drink scroll if they are wary of the offering. (A 
  read magic or a Spellcraft check [DC 21] confirms that the 
  scroll is indeed purify food and drink.) Once they have 
  had their fill (or if none of them choose to drink or eat), 
  the man in black identifies himself. 
  “I am Felbon. Have you heard of me?” the man in 
  black asks. 
   
  PCs may make a Knowledge (local: Velverdyva, 
  Tuflik, Fals Trade Route) check (DC 40) or a Bardic 
  Knowledge check (DC 30) to know that Felbon is the 
  guildmaster of the League of Assassins in Dyvers., one of 
  the 14 guilds of the Alliance. Alliance members receive a 
  +10 circumstance bonus to their check. If they do not 
  know who he is, continue with all this box text. If they do 
  know who he is, skip to the following paragraph. 
   
  “Who I am is genuinely of little import,” he 
  continues. “What you should know is that I represent 
  interests in this city that could be of significant 
  import to one such as you. 
   
  “I have a job I’d like to offer you, one that already 
  coincides with your present activities. The House 
  Pengallen has crossed the wrong people and those 
  people would have restitution. I am aware of the task 
  Magister Hunter has sent you on. I am also aware of 
  the difficulty that lies before you. I would give you 
  assistance in this goal and perhaps even introduce you 
  to some influential people in exchange for the 
  slightest of tasks. 
   
  “Neither Derreg Pengallen, his grandmother 
  Mariana, nor his grand-uncle Goraes will submit to 
  arrest. You will have to kill them….which is what I 
  want. Once your task is finished, I want you to sever 
  their heads. There will be three wicker baskets placed 
  
  Dyv5-07 End of the Line 
   
  Page 10 
  discretely in the barn. A letter will be in one of them 
  Place the heads in those baskets, bring them here to 
  the Althing, and deliver the letter and the baskets to a 
  man named Angus. That is all.” 
   
  NOTE: PCs that participated in Dyv1-07 Corsairs! 
  may make a Wisdom check (DC 16) to remember that 
  they met Angus once before. He hired them in that event. 
  • 
  If the PCs question his morals/intentions, Felbon is 
  unwilling to discuss the morality of what he’s asking 
  them to do. He has little concern for what happens to 
  the bodies in life much less once they’re dead, and 
  he’s certain that they will be killed. 
  • 
  If the PCs point out that Derreg Pengallen has 
  supposedly fled the Free Lands. Felbon is willing to 
  accept the grandmother and the grand-uncle, but he 
  is unwilling to settle for just one of them. 
  o 
  Derreg Pengallen has fled to Greyhawk City. He 
  is using a number of nonmagical and magical 
  wards to keep himself hidden from the Alliance. 
  It is not possible for the PCs to locate him 
  during this adventure. 
  • 
  If the PCs ask for payment, he has no coin or items to 
  offer and is unwilling to negotiate a reward. In his 
  opinion, his good esteem should be enough. 
  o 
  He does give them contracts with the Greyhawk 
  Assassins 
  Guild 
  signed 
  by 
  Derreg 
  Lord 
  Pengallen that were procured by Alliance 
  members during the One Day War. 
  • 
  If the PCs ask what happens if they fail, he does not 
  answer, he simply raises an eyebrow at them. 
  • 
  NOTE: If the PCs did not find/keep the torn ledger 
  or the journal entries from Dyv5-02 Rising in the 
  East, he gives them to the PCs now to help them with 
  their cause. 
  o 
  He believes this is sufficient information to get 
  them started and has none further to offer. 
   
  NOTE: Not all the PCs have to agree to this task. The 
  baskets are placed in the barn for the PCs to retrieve 
  regardless of whether they agree to work for Felbon 
  directly. Those PCs that actively work to deliver the heads 
  of Mariana and Goraes may earn The Recommendation 
  of Felbon, Guildmaster of the League of Assassins (see 
  AR). 
   
   
  Encounter 5: Detectives 
   
  The PCs have not been given any specific starting point, 
  so there are a variety of places they may go. This is a free 
  form encounter for the DM to adjudicate what kind of 
  information the PCs might find. Places where PCs might 
  find actual incriminating evidence are listed below. 
   
  NOTE: Alliance members can confirm that 
  Pengallen was engaged in a number of illegal activities 
  through the Alliance; however, they are not permitted to 
  speak of the Alliance publicly. Because of this, Pengallen’s 
  association with the organization and its criminal 
  elements is not a feasible means of providing the evidence 
  necessary to convict him. 
  Dyvers 
   
  PCs may attempt to Gather Information in Dyvers to 
  learn some of Pengallen’s more shady business dealings. 
  • 
  DC 17: Just before the Kesser Massacre, members of 
  the Gentry Council accused Lord Pengallen of slave 
  trafficking. 
  • 
  DC 23: A number of ships ran aground west of 
  Maraven. The goods they were carrying and any 
  surviving sailors disappeared. 
  • 
  DC 29: Word among the city’s underbelly says that 
  Pengallen wasn’t defeated during the One Day War. 
  He received a “black spot” and fled the city, 
  abandoning the forces of Eastguard. 
  • 
  DC 35: A number of brutish thugs admit to working 
  for Pengallen here in the city. Intimidation work, 
  mostly. Although publicly it appeared as though 
  Pengallen was a powerful political force on the 
  Gentry Council, typically at least a few of his 
  supporters had been manipulated into supporting 
  him. 
  o 
  Although the thugs are willing to offer names, if 
  the PCs investigate this option, it leads to a dead 
  end. None of the remaining gentry, even the 
  lesser gentry which were so typically the focus 
  of Pengallen’s intimidation, want it known that 
  they 
  were 
  susceptible 
  to 
  that 
  type 
  of 
  manipulation. 
  Herall Manor 
   
  Lord Herall gratefully agrees to meet with the PCs if 
  they should visit his home. He has little information to 
  offer about his recent death, though. He and his family 
  were assassinated before the forces of Eastguard made 
  their accusations of treason. 
  
  Dyv5-07 End of the Line 
   
  Page 11 
   
  Lord Herall can confirm that Lord Pengallen outbid 
  Lord Seffren for one of his breeding studs. Although Orin 
  Seffren is a close friend, the amount of money Pengallen 
  was offering was substantial for a single horse. 
  Maraven 
   
  PCs may attempt to Gather Information in Maraven 
  to learn some of Pengallen’s more shady business dealings 
  based on information they learn. A Knowledge (local: 
  Velverdyva, Tuflik, Fals Trade Route) check (DC 14) 
  reminds PCs that Pengallen presides over Maraven. If 
  they cannot think of where to start, this might be a 
  possible beginning. 
   
  NOTE: If the PCs played DyvINTRO5-01 Maraven 
  Inn, they already dealt with the information listed below. 
  • 
  DC 13: Once the docks in Dyvers were rebuilt, sea 
  traffic fell off in Maraven. The village had been 
  experiencing an all-time-high in its level of maritime 
  traffic, but now it has returned to normal shipping 
  volume. A number of ships heading to Dyvers ran 
  aground. Their cargo and crew disappeared 
  • 
  DC 19: Sahuagin slavers were killed by adventurers 
  earlier this year while attempting to raid a ship that 
  had ran aground. The slave raids stopped after that. 
  • 
  DC 25: The same adventurers that killed the sahuagin 
  implicated the local blacksmith, Jorgan the Black, 
  and a couple of leatherworkers, Letti and Telli, in the 
  conspiracy. Although the constabulary attempted to 
  arrest them, Lord Pengallen took control of the 
  investigation. None of them were ever seen again. 
  (The villagers offer descriptions of the three men.) 
  • 
  DC 31: A number of the village’s newest residents 
  admit to moving to Maraven for unscrupulous 
  reasons. Trade was operating at high levels and word 
  on the street was that Pengallen often needed 
  morally lax employees to handle his affairs. They 
  moved to the village hoping to catch his attention. 
  The Meadowlands/Navoy Manor 
   
  There is only one thing to learn or confirm in the 
  Meadowlands (the fief controlled by Robert Lord Navoy). 
  If the PCs examine the journals of the Seffren children 
  and the ledger found in Lord Seffren’s study, they might 
  see a discrepancy between Atorin Seffren’s journal and 
  the ledger. If they go to the Meadowlands, Lord Navoy is 
  unavailable for discussion. They are able to speak to the 
  horse master, though. He can confirm that Lord Navoy 
  struck a deal with Lord Seffren for a breeding stud after 
  Lord Seffren was outbid by Lord Pengallen for one of 
  Lord Herall’s breeding studs. 
  Seffren Manor 
   
  Both Orin and Atorin Seffren gladly meet with the 
  PCs if they go to Seffren Manor. If the PCs did not play 
  Dyv5-02 Rising in the East, Atorin recounts the general 
  events of that adventure (with other PCs acting as the 
  heroes). Lord Orin Seffren confirms that he had to buy a 
  breeding stud from Robert Lord Navoy after Lord 
  Pengallen outbid him on a similar stud being sold by their 
  neighbor, Lord Herall. 
   
  If the PCs show him the ledger, he vehemently 
  denies that it is his and is willing to offer a writing sample 
  to show the difference between the two documents (PCs 
  must succeed at a DC 20 Forgery check to be able to tell 
  the difference). 
   
  Atorin tells the PCs of his investigations into House 
  Pengallen (although does not mention his trips to 
  Greyhawk City, as his father does not know). He 
  mentions that he was close to establishing a link between 
  Derreg Pengallen and slave trade happening in Maraven, 
  but the people involved disappeared before he could 
  confront them. 
   
  NOTE: Given the events that have happened this 
  year, if the PCs don’t have Atorin’s journal, he doesn’t 
  mention Lord Herall selling his horse. He has forgotten 
  that incident. He knows Pengallen is guilty simply 
  because “he just knows.” 
   
  Encounter 6: Pengallen Manor 
   
  Similar to their positions in power, Pengallen Manor 
  is second only to Grandhearth Manor in size and 
  scope. Unlike the manor in Caltaran, Maraven’s 
  offering is far less welcoming. The architecture makes 
  excessive use of lines and corners. The shadows play 
  across the front of the estate as if the house itself had 
  made a fiendish pact. 
   
  Pengallen Manor sits just outside of Maraven and is 
  not difficult to find. Approaching the house, the PCs can 
  see there is a small attached barn (most likely for 
  carriages) on the western end of the manor and a larger 
  detached barn on the opposite side. All the shutters to the 
  windows have been closed. There are no sounds of 
  animals or people. No light can be seen coming from any 
  place on the house. 
   
  The house staff deserted the manor once they heard 
  of the royal decree. Anything of a mundane but valuable 
  nature has already been taken. The Pengallens weren’t 
  overly sensitive toward their staff, so the servants weren’t 
  
  Dyv5-07 End of the Line 
   
  Page 12 
  too gentle with those possessions that were left behind. 
  Vases, mirrors, and the like are shattered. Drapery and 
  clothing are torn, etc. Aside from Mariana and Goraes, 
  there is no one else on the premises. 
  Barn 
  As promised, immediately inside the barn, three 
  wicker baskets lay undisturbed among the clutter 
  strewn about the building. On top of the center basket 
  is a folded note. It is sealed with wax marked with an 
  elaborate F. 
   
  These are the three baskets Felbon promised. If the 
  PCs open the note, give them Player Handout #4. Unless 
  they cast a spell (such as mending or make whole), they 
  must succeed at a Forgery check (DC 30) to restore the 
  seal so that no one can tell the letter has been opened. 
  NOTE: Although the PCs were not told, neither Felbon 
  or Angus care if the PCs open the letter. 
   
  The barn is large enough to accommodate 30 horses 
  all told, although all the stalls are currently empty. There 
  is a corral behind the barn, but that is empty as well. If the 
  PCs begin searching the stalls, they find that every stall 
  except for the last one on the left have had a hole dug into 
  the center of them. 
   
  Some of these holes were dug by Derreg Pengallen 
  before fleeing the region. He took the most important 
  boxes. Mariana Pengallen had the remainder exhumed by 
  one of her servants before the household staff fled. The 
  servant intentionally left one of the boxes to be found by 
  the constabulary if they should search the barn (and he’s 
  scared of the stone horse kept in that stall). 
   
  The PCs must succeed at a Handle Animal check (DC 
  10) to convince the horse to move or think of some other 
  way to lure it out of its stall (horses do not flee during a 
  fire, so that isn’t a good option). If the PCs succeed at 
  getting the horse out of the stall and dig 2 feet down, they 
  find an old iron box. The lock has rusted and only 
  requires an Open Lock check (DC 25) or a Break check 
  (DC 21). Inside the PCs find a small stack of letters. 
  Spending at least 3 minutes reading them, they discover 
  that they are correspondence to and from a man named 
  Stalman Klim. 
   
  A Knowledge (local: Core) check or a Knowledge 
  (religion) check (DC 35) or a Bardic Knowledge check 
  (DC 25) reveals that Stalman Klim is the high priest of the 
  Cult of the Earth Dragon and is reputedly one of the Slave 
  Lords living in the Pomarj. Members of the Dyvers Anti-
  Slavery League receive a +5 competence bonus to any of 
  these checks. 
  Treasure: 
  APLs 2-8 – L: 0 gp, C: 1000 gp, M: 0 gp. 
  APLs 10-12 – L: 0 gp, C: 0 gp, M: stone horse, destrier (500 
  gp per character). 
  Carriage House 
  If the PCs search the carriage house attached to the side 
  of the house, they find a body that’s been covered by a 
  leather tarp. The body is dressed like a chauffeur. A Heal 
  check (DC 20) reveals that he’s been dead for at least 3 
  days. He was stabbed in the back by a piercing weapon 
  (like a knife or a dagger). There is a hole in his chest 
  where his heart has been removed. 
  First Floor 
  NOTE: Animal companions and familiars that have the 
  scent ability can smell the smoke from the study. If they 
  are able to communicate, they tell their master that they 
  smell something burning. If they cannot communicate, 
  they simply become anxious, wanting to flee the house. 
   
  PCs entering the first floor should make a Listen 
  check (DC 19). Those that succeed hear the faint sound of 
  a young girl crying. The sound comes from everywhere, 
  as though the house itself were crying. 
   
  There are a total of 10 rooms on the first floor. Like 
  the majority of the house, all the rooms here have been 
  looted (with the exception of the study, where Mariana 
  Pengallen is). The rooms are listed below starting from 
  the right side of the house to the left. 
  1. 
  There is nothing in the coat room. 
  2. 
  There is nothing in the parlor, although the rather 
  dusty musical instruments were smashed against one 
  another. 
  3. 
  There is nothing in the water closet (aside for a few 
  choice gifts left for the masters of the house). 
  4. 
  There is nothing in the male servants’ quarters. 
  5. 
  There is nothing in the female servants’ quarters. 
  6. 
  There is nothing in the banquet hall. 
  7. 
  There is a door leading to the basement or a wine 
  cellar in the kitchen. 
  8. 
  The door to the silver and china closet has been 
  broken open. Only a few ruined pieces of silverware 
  remain, lending any information as to what this 
  room was used for. 
  9. 
  Most of the books in the library have been thrown to 
  the floor; some even have the pages ripped out. On a 
  successful Search check (DC 24), the PCs can find 
  the personal journal of Derreg Lord Pengallen. 
  a. 
  If the PCs take 5 minutes reading the journal, 
  they get a glimpse into the mindset of the 
  
  Dyv5-07 End of the Line 
   
  Page 13 
  former 
  Lord 
  Pengallen. 
  The 
  journal 
  is 
  longwinded, 
  egocentric, 
  and 
  rambling, 
  repeatedly stating how ignorant the lord 
  perceives the rest of Dyvers, most notably other 
  gentry such as Grandhearth, Leardyn, Seffren, 
  and Herall. It discusses the risks he’s taking by 
  negotiating with the Slave Lords from the 
  Pomarj and how that risk is the only thing that 
  gives him any satisfaction. He also mentions his 
  dissatisfaction with Lord Grift for not having the 
  gumption to participate in his schemes. 
  b. 
  The final entry is from the day he receives word 
  that the magister has disappeared. It suggests 
  that Lord Pengallen was somehow connected to 
  the abduction of her husband, and that he felt it 
  important to consolidate his power before she 
  returns, as he was certain Rashaman was the 
  only thing able to cause her to desert her post. 
  10. The scent of smoke is clearly coming from the study 
  once they get closer to the door. Mariana Pengallen is 
  inside burning more incriminating evidence. If the 
  PCs open this door, continue to Encounter 7: 
  Mariana Pengallen. 
  Second Floor 
  There are a total of 15 rooms on the second floor of 
  Pengallen Manor, although only 14 of them have doors 
  leading to the main hallway. Ten of the rooms are 
  obviously guest bedrooms, even after being sacked. The 
  doors to all these rooms have been left open. The four 
  remaining rooms are all locked. They can be opened with 
  an Open Lock check (DC 40), a Break check (DC 23), or a 
  knock spell. The strong wooden doors are double-thick, 
  so they have twice as many hit points as normal (40 hp, 5 
  hardness). 
  • 
  The one door that does not lead to the main hallway 
  connects through Derreg’s room. 
  • 
  Derreg Pengallen took all his valuables before he left 
  the region. A Search check (DC 20) does not turn up 
  anything of value; however, it does bring attention to 
  the second door. It is built in such a manner that no 
  air moves in or out of the room. It appears to be 
  airtight. 
  o 
  This room is also locked and has the same stats 
  as the other doors. If the PCs open this door, air 
  rushes into the room. Anyone in Derreg’s room 
  must make a Fortitude save (DC 17) or be 
  nauseated until they leave the room. 
  o 
  Inside the room is a woman in a bridal dress 
  chained to a bed. Her body is decayed. A 
  Knowledge (nobility and royalty) check (DC 11) 
  or a Knowledge (local: Velverdyva, Tuflik, Fals 
  Trade Route) check (DC 18) reveals that the last 
  time Derreg Pengallen was married was 1½ 
  years ago. 
  � 
  There is nothing of value in this room. 
  • 
  Mariana Pengallen’s room appears untouched. The 
  bed is made, and the floor is neat. It seems that none 
  of the servants had the courage to ransack her room 
  before leaving. A Search check (DC 25) reveals a 
  number of valuable items in the room, jewelry boxes, 
  rings, and trinkets. Each container is marked with an 
  elaborate symbol. A Decipher Script check (DC 15) 
  or a Spellcraft check (DC 20) reveals that the symbols 
  are nonmagical in nature. They are folktale hexes 
  meant to curse thieves. The total value of coin and 
  materials in this room is 12,000 gp. 
  o 
  The next door in the hallway also attaches to 
  Mariana’s room. This room appears to have been 
  a nursery, although there are manacles attached 
  to the beds and even the crib inside this room. A 
  Search check (DC 20) reveals blood on the 
  manacles. 
  � 
  There is nothing of value in this room. 
  • 
  Goraes Strenethal’s room is a mess, but apparently by 
  his own doing. Myriad tomes, scrolls, and 
  parchments litter the room. A number of the more 
  ancient pieces appear to actually be crafted of flesh. 
  Black candles are propped on the tops of skulls and 
  various colors of chalk have been used to craft a 
  highly intricate magic circle. 
  o 
  A Knowledge (religion) check on the magic 
  circle (DC 30) reveals that the Goraes was 
  attempting to make himself a lich. 
  � 
  If a paladin should attempt to detect evil, 
  the aura of evil from the magic circle is 
  Overwhelming. 
  � 
  If a detect magic should be cast, the magic 
  circle radiates Strong necromantic and 
  transmutation magics. 
  o 
  A Knowledge (religion) check on the paperwork 
  (DC 30) reveals that the Goraes Strenethal was 
  attempting to assemble a copy of the Libris 
  Mortis. 
  � 
  There is nothing of value in this room. 
  If the PCs search the second floor for secret doors or 
  passages, they may make a Search check (DC 25) (the 
  walls are made of wood, so dwarves gain no bonus). Those 
  
  Dyv5-07 End of the Line 
   
  Page 14 
  that are successful find a maze of secret passages, leading 
  from Derreg and Mariana Pengallen’s bedrooms. To all 
  the other rooms on the second floor These passages don’t 
  intersect, oddly enough, and each is capable of spying on 
  the room of the other. Each of guest bedrooms has some 
  type of object or facet (a painting, a sconce, a mirror, etc.) 
  that allow a person in the secret passage to spy on the 
  occupants. 
  Treasure: 
  All APLs – L: 0 gp, C: 1000 gp, M 0 gp. 
  Basement 
  Any PCs that did not hear the crying earlier can hear it 
  once they enter the basement. It is a wine cellar but, the 
  area used is much smaller than the available space 
  beneath the house. What few wine bottles remain were 
  smashed as the servants left 
   
  A Search check (DC 18) finds a secret door in the rear 
  stone wall. A Use Magic Device check (DC 25) can 
  activate the magic wall blindly or a Strength check (DC 
  20) can slide it open. If someone casts detect magic on the 
  wall, they detect faint conjuration on the wall. (Goraes is 
  too weak to open the wall himself, so he’s trapped an 
  earth elemental in the wall to open it for him.) Once the 
  PCs enter the room, go to Encounter 8: Uncle Goraes. 
   
  Encounter 7: Mariana Pengallen 
   
  The last room on the left side of the house is the study. It 
  is a 40’ by 40’ room with a large oak desk on the far side. 
  The ceiling is 10’ high. See Map #1: Grandma Mariana 
  Read the following as soon as the PCs move through the 
  door. 
   
  NOTE: If the PCs interrupt Mariana’s monologue, 
  she is unable to drink her potion. Begin combat and she 
  drinks the potion during the first round. 
  Opening the door to reveal the study, you find a room 
  alive with shadows. A single fire burns in a small 
  metal waste can on the opposite side of the room. An 
  elderly woman, the living embodiment of the word 
  “crone,” stands behind a desk casually dropping 
  papers into the waste can. 
   
  “I know you,” she hisses. “My plans were going so 
  well. Derreg was to sit upon the Dyversian throne, as 
  was always the destiny of this family. And your 
  pathetic loyalty to that deserter ruined it all. I did not 
  expect you to return from Admundfort, but it seems I 
  will have to finish the job that Old Wicked could not.” 
  The woman quaffs a potion and draws a hammer from 
  behind the desk so large that it’s a wonder how she 
  wields it. 
  APL 2 (EL 5) 
  �Mariana Pengallen: Female human Bbn5/Ari1; hp 51; 
  see Appendix 1. 
  APL 4 (EL 7) 
  �Mariana Pengallen: Female human Bbn6/Ari1/ 
  WpnMstr1; hp 66; see Appendix 1. 
  APL 6 (EL 9) 
  �Mariana Pengallen: Female human Bbn8/Ari1/ 
  WpnMstr1; hp 92; see Appendix 1. 
  APL 8 (EL 11) 
  �Mariana Pengallen: Female human Bbn10/Ari1/ 
  WpnMstr1; hp 110; see Appendix 1. 
  APL 10 (EL 13) 
  �Mariana Pengallen: Female human Bbn12/Ari1/ 
  WpnMstr1; hp 128; see Appendix 1. 
  APL 12 (EL 15) 
  �Mariana Pengallen: Female human Bbn14/Ari1/ 
  WpnMstr1; hp 146; see Appendix 1. 
  Tactics: Mariana drinks her potion and then attacks the 
  person that gets within reach first. If the rope of 
  entanglement is available, she uses that to prevent 
  spellcasters from casting spells with somatic components. 
  She switches to anyone dealing a significant amount of 
  damage. If Mariana falls beneath the average damage 
  being dealt by any one person, she takes the waste can 
  and throws the embers onto the desk, attempting to 
  ignite the rest of the papers there. PCs must extinguish 
  the fire (by smothering the flames or with spells such as 
  crate water or quench) or lose any possible evidence they 
  could find in this room. 
  Treasure: 
  APL 2 – L: 28 gp, C: 0 gp, M potion of mage armor (4 gp 
  per character). 
  APL 4 – L: 0 gp, C: 0 gp, M: +1 Large maul (278 gp per 
  character), potion of mage armor (4 gp per character). 
  APL 6 – L: 0 gp, C: 0 gp, M: +1 Large flaming maul (694 gp 
  per character), boots of striding and springing (458 gp per 
  character), potion of enlarge person (21 gp per character). 
  APL 8 – L: 0 gp, C: 0 gp, M: +1 Large flaming, frost maul 
  (1528 gp per character), boots of striding and springing 
  (458 gp per character), potion of enlarge person (21 gp per 
  character), rope of entanglement (1750 gp per character). 
  
  Dyv5-07 End of the Line 
   
  Page 15 
  APL 10 – L: 0 gp, C: 0 gp, M: +1 Large flaming, frost maul 
  (1528 gp per character), boots of striding and springing 
  (458 gp per character), potion of enlarge person (21 gp per 
  character), rope of entanglement (1750 gp per character). 
  APL 12 – L: 0 gp, C: 0 gp, M: +1 Large flaming, frost, shock 
  maul (2694 gp per character), boots of striding and 
  springing (458 gp per character), potion of enlarge person 
  (21 gp per character), rope of entanglement (1750 gp per 
  character). 
   
  If the papers on the desk survive, there are a number 
  of legal forms the PCs can sift through (nothing from the 
  waste can is recoverable). To understand the paperwork, 
  PCs must make a Decipher Script check (DC 20), a 
  Profession (lawyer/barrister) check (DC 15), a Knowledge 
  (religion) check (DC 25) if they worship a god of money 
  or mercantilism, or cast a spell such as comprehend 
  languages. If they succeed, they can decipher the various 
  contracts made with the Greyhawk Thieves Guild, 
  contracting various smuggling jobs between Maraven and 
  the Free City of Greyhawk. 
   
  Encounter 8: Uncle Goraes 
   
  The room on the other side of the wall is 30’ by 40’ with 
  an iron door on the far side of the room. The ceiling is 10’ 
  high. See Map #2: Grand-Uncle Goraes Read the 
  following as soon as the PCs move through the door: 
  The room on the other side of the wall is a mix of a 
  laboratory and a torture chamber. A number of 
  bubbling concoctions line the walls while a number of 
  dead bodies line the floors. Each of the bodies has a 
  large cavity in the chest where the hearts have been 
  removed. Standing on the other side of the room is a 
  figure that can only be Derreg Pengallen’s great-uncle 
  Goraes. The skin on his bones is stretched taught, 
  held in place by a number of thick pins. He grins at 
  you like he were death itself and begins to laugh 
  maniacally. 
   
  “Too late, heroes,” he rasps. “My transformation is 
  complete. You cannot kill what is already dead!” 
  Combat begins here. Goraes believes that he has 
  successfully made the transformation into a lich. (He does 
  not run from a holy symbol, but targets anyone who 
  attempts to turn him.) 
  APL 2 (EL 5) 
  Goraes 
  Strenethal: Male human Wiz5/Ari1; hp 
  27+1d10+5; see Appendix 1. 
  APL 4 (EL 7) 
  Goraes 
  Strenethal: Male human Wiz7/Ari1; hp 
  35+1d10+7; see Appendix 1. 
  APL 6 (EL 9) 
  Goraes 
  Strenethal: Male human Wiz9/Ari1; hp 
  43+1d10+9; see Appendix 1. 
  APL 8 (EL 11) 
  Goraes Strenethal: Male human Wiz11/Ari1; hp 
  51+1d10+10; see Appendix 1. 
  APL 10 (EL 13) 
  Goraes Strenethal: Male human Wiz13/Ari1; hp 
  59+1d10+10; see Appendix 1. 
  APL 12 (EL 15) 
  Goraes Strenethal: Male human Wiz15/Ari1; hp 
  67+1d10+10; see Appendix 1. 
  Tactics: Goraes believes that he is undead. Because of this, 
  he has no concerns as to whether he’s flanked by a rogue 
  or wizards that use cold spells against him. He targets 
  clerics first, then either the person inflicting the most 
  damage or the entire group if he can hit them all with an 
  area of effect spell. 
  Treasure: 
  APL 2 – L: 0 gp, C: Moilian material components (50 gp 
  per character), M goggles of night (1000 gp per character). 
  APL 4 – L: 0 gp, C: Moilian material components (50 gp 
  per character), M: goggles of night (1000 gp per 
  character), hand of the mage (75 gp per character). 
  APL 6 – L: 0 gp, C: Moilian material components (50 gp 
  per character), M clear spindle ioun stone (333 gp per 
  character), goggles of night (1000 gp per character), hand 
  of the mage (75 gp per character). 
  APL 8 – L: 0 gp, C: clear spindle ioun stone (333 gp per 
  character), goggles of night (1000 gp per character), hand 
  of the mage (75 gp per character). 
  APL 10 – L: 0 gp, C: Moilian material components (50 gp 
  per character), M: clear spindle ioun stone (333 gp per 
  character), goggles of night (1000 gp per character), hand 
  of the mage (75 gp per character), iridescent spindle ioun 
  stone (1500 gp per character). 
  APL 12 – L: 0 gp, C: Moilian material components (50 gp 
  per character), M: clear spindle ioun stone (333 gp per 
  character), goggles of night (1000 gp per character), hand 
  of the mage (75 gp per character), iridescent spindle ioun 
  stone (1500 gp per character), mask of the skull (1833 gp 
  per character). 
  
  Dyv5-07 End of the Line 
   
  Page 16 
  NOTE: A detect undead spell reveals that Goraes is not 
  actually a lich. 
   
  A Search check (DC 10) reveals that there is special 
  ink and powder that may be of some value, but otherwise, 
  there is little of value in the room (other than what 
  Goraes was wearing). It also reveals that all the dead 
  bodies have had their fingers severed. At lower APLs, 
  Goraes was attempting to make the material components 
  for a Moilian spell but failing. At higher APLs, this is how 
  he was making the material components for many of his 
  spells. If the PCs Gathered Information in Maraven, they 
  find among the bodies Jorgan the Black, Letti, and Telli. 
   
  The iron door (60 hp, 10 hardness) on the other side 
  of the room is locked, requiring an Open Lock check (DC 
  30) or a Break check (DC 28). Although there are no 
  visible traps on the outside of the door, there is a rope and 
  pulley trap on the other side. Unless the PCs only crack 
  open the door and Search a second time, there is no way 
  to find it. (If they do crack open the door and look for 
  traps, the Search check is DC 15, and the Disable Device 
  check is DC 15.) 
   
  If the PCs do not find and disable the trap, there’s a 
  scythe attached to the ceiling. The trap is so old, though, 
  that a lot of its components have decayed. Rather than 
  swinging at the door, it simply falls apart and clatters to 
  the ground. In the door, there are at least a dozen dead 
  bodies, all of them with their hearts missing. There is a 
  table in the center of the room with a young girl strapped 
  to it. She is still alive. There are surgical stitches on her 
  chest above her heart. She is crying. 
   
  A Heal check (DC 15) reveals that the stitches are 
  recent. Also, there’s a deformity on her chest as though 
  something has been implanted into her chest. 
  • 
  The girl’s name is Maesha. To get her to speak, the 
  PCs must first succeed at a Diplomacy check (DC 20). 
  • 
  Goraes called this the Crying Room. 
  • 
  If they ask what was done to her, she says that some 
  type of gem was put into her chest. The old man told 
  her that he would live forever because of her. 
  o 
  A Knowledge (religion) DC 21 reveals that a 
  gem that allows someone to live forever may be a 
  lich’s phylactery. If it truly is a phylactery, 
  Goraes will come back to life in 1d10 days. The 
  only way to kill him is to destroy his phylactery. 
  • 
  The gem had been put in others first, but they kept 
  dying (including both her parents). 
  • 
  A Heal check (DC 20) reveals that there is no 
  nonmagical way to remove the gem without killing 
  the girl. Maesha doesn’t want to die. 
  o 
  It will take a considerable amount of research to 
  determine a magical way to remove the gem. 
  The PCs can spend 1 additional TU researching 
  this option or they can pay the Cathedral of 
  Pelor 500 gp to do the work for them. 
  o 
  If they do the research themselves, they must 
  make a Knowledge (arcana) check or a Heal 
  check (DC 30) to know that the only way to 
  remove the phylactery is with one of the 
  following spells: heal, limited wish, miracle, 
  regeneration, or wish. 
  � 
  The DC increases by 10 if they do not want 
  to spend the week researching this process 
  (but there is no additional TU cost). 
  • 
  The PCs have 1 of 4 choices on how to deal with 
  Maesha. 
  o 
  They can cut open her chest and destroy the 
  phylactery. 
  o 
  They can pay to have one of the spells cast at a 
  temple in Dyvers (or cast the spell themselves if 
  they are able). 
  o 
  They can adopt Maesha and keep her as a ward 
  until such time as she is capable of taking care of 
  herself (her family was killed by Goraes). 
  o 
  They can abandon her and let someone else deal 
  with the issue. 
  � 
  If they choose one of the first two options, 
  mark the AR appropriately. If they choose 
  the fourth option, cross out all the items on 
  the AR. It is possible to both cure her and 
  still take her on as a ward, if a PC so 
  chooses. 
  If the PCs choose to decapitate Mariana and Goraes, they 
  can return to the Althing, otherwise continue to the 
  appropriate conclusion. If the PCs participated in Dyv5-
  02 Rising in the East, continue to Conclusion A. If they 
  did not, continue to Conclusion B. 
   
  NOTE: If the PCs agreed to help Felbon and then 
  don’t deliver the heads to the Althing, they earn the 
  Disfavor of Felbon. 
   
  
  Dyv5-07 End of the Line 
   
  Page 17 
  Encounter 9: Angus 
   
  The PCs may return to the same room in the Althing as 
  they were before. Instead of a man clad in black, there’s a 
  man with blazing red hair and a thick red beard. 
   
  “If you have what I want,” the man says in a thick 
  accent, “then we are most certainly friends. If you do 
  not, I suggest you spare me your excuses and flee 
  these lands before Felbon discovers your duplicity.” 
   
  Angus has an elaborate dinner waiting on the table 
  and welcomes the PCs to eat and drink as much as they 
  like as long as they have the baskets. He does not care if 
  they’ve opened the letter or not. Curiosity is healthy. 
   
  Conclusion A 
   
  Although she claims justice, it takes very little for the 
  magister to convict House Pengallen of their accused 
  crimes. If the PCs manage to supply one document (or 
  present Maesha to the magister), among the various 
  options existing in the adventure, the Pengallen lands are 
  rendered forfeit and their patents of nobility are revoked. 
   
  If the PCs participated in Dyv5-02 Rising in the East 
  and accepted the invitation to Kael Herall’s and Irabella 
  Seffren’s wedding, read the following. 
   
  Assembled on one of the bluffs outside Maraven, 
  a prestigious gathering of citizens watches as Irabella 
  Seffren, clad in a flowing white gown, takes her place 
  beside her groom and long-time sweetheart, Kael 
  Herall. Dressed in full regalia of her office, Larissa 
  Hunter, accompanied with representatives from a 
  number of various faiths, presides over the union of 
  two households. Given a place of honor among the 
  guests, you stand only a few paces away from the 
  newlyweds for all to see and admire. 
   
  “It is fitting,” the magister announces to those in 
  attendance, “that we gather here on the Festival of 
  Hope. This year has seen turmoil, strife, and tragedy. 
  We have known loss in so many different forms. But 
  we have seen valor and courage and today we see 
  hope. Let the joining of these two be a sign of what’s 
  to come for Dyvers and her Free Lands. With loved 
  ones at our side and friends gathered round, we will 
  face the challenges the future together and overcome 
  them with dignity and perseverance. 
   
  “By official decree, this 7th day of Ready’reat, I 
  present this man and his wife. Turn now, Kael Lord 
  Herall and Lady; take your rightful place among the 
  Gentry of these great lands. What we have this day 
  joined, let no man tear asunder.” 
   
  As if by divine ordination, the sun emerges from 
  behind a cloud and the ceremony is bathed in light as 
  the two newlyweds kiss. Peace has come at last. 
   
  The End 
   
  Conclusion B 
   
  Although she claims justice, it takes very little for the 
  magister to convict House Pengallen of their accused 
  crimes. If the PCs manage to supply one document (or 
  present Maesha to the magister), among the various 
  options existing in the adventure, the Pengallen lands are 
  rendered forfeit and their patents of nobility are revoked. 
   
  If the PCs did not participate in Dyv5-02 Rising in 
  the East, read the following. 
   
  Returning to Dyvers proper, the city feels 
  differently than the last time you were here. There’s 
  an electric charge in the air, an aura of excitement 
  bubbling just beneath the surface. The heavy weight 
  of the atrocities of the One Day War now seem purged 
  from the city. People are warm, even friendly, 
  greeting complete strangers that pass them on the 
  street. 
   
  It seems that with justice meted out to those who 
  instigated the horrors of the past year, the people of 
  the City of Sails see the opportunity to begin anew. 
  With a new year will come new opportunities and a 
  new chance to enjoy the life they so frequently took 
  for granted before. Peace has come at last. 
   
  The End 
  
  Dyv5-07 End of the Line 
   
  Page 18 
  Experience Point Summary 
   
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award. Award the total value (objectives plus 
  role playing) to each character. 
  Encounter 1: The Acolyte 
  Defeat Ija 
   
  APL 2  
   
   
   
  60 xp. 
   
  APL 4  
   
   
   
  120 xp. 
   
  APL 6   
   
   
   
  180 xp. 
   
  APL 8  
   
   
   
  240 xp. 
   
  APL 10  
   
   
   
  300 xp. 
   
  APL 12   
   
   
   
  360 xp. 
  Encounter 6: Revealed 
  Defeat Mariana Pengallen 
   
  APL 2   
   
   
   
  150 xp. 
   
  APL 4   
   
   
   
  210 xp. 
   
  APL 6   
   
   
   
  270 xp. 
   
  APL 8   
   
   
   
  330 xp. 
   
  APL 10   
   
   
   
  390 xp. 
   
  APL 12   
   
   
   
  450 xp. 
  Encounter 8: Admundfort 
  Defeat Goraes Pengallen 
   
  APL 2   
   
   
   
  150 xp. 
   
  APL 4   
   
   
   
  210 xp. 
   
  APL 6   
   
   
   
  270 xp. 
   
  APL 8   
   
   
   
  330 xp. 
   
  APL 10   
   
   
   
  390 xp. 
   
  APL 12   
   
   
   
  450 xp. 
  Discretionary Role Playing Award 
  DM may allocate up to the following for good role-
  playing 
   
  APL 2   
   
   
   
  90 xp. 
   
  APL 4   
   
   
   
  135 xp. 
   
  APL 6   
   
   
   
  180 xp. 
   
  APL 8   
   
   
   
  225 xp. 
   
  APL 10   
   
   
   
  270 xp. 
   
  APL 12   
   
   
   
  315 xp. 
  Total Possible Experience 
   
  APL 2   
   
   
   
  450 xp 
   
  APL 4   
   
   
   
  675 xp 
   
  APL 6   
   
   
   
  900 xp 
   
  APL 8   
   
   
   
  1,125 xp 
   
  APL 10   
   
   
   
  1,350 xp 
   
  APL 12   
   
   
   
  1,575 xp 
   
  Treasure Summary 
   
  During an adventure, characters come upon 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.  In the case of potions, they may use Spellcraft to 
  identify them.  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 
  
  Dyv5-07 End of the Line 
   
  Page 19 
  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.  Because this is a Regional 
  scenario, characters may spend additional Time Units to 
  practice professions or create items immediately after the 
  adventure so this total may be modified by other 
  circumstances. 
  L:  Looted gear from enemy 
  C:  Coin, Gems, Jewelry, and other valuables 
  M:  Magic Items (sell value)  
  Encounter 6: Pengallen Manor 
  APLs 2-8 – L: 0 gp, C: 1000 gp, M: 0 gp. 
  APLs 10-12 – L: 0 gp, C: 1000 gp, M: stone horse, destrier 
  (500 gp per character). 
  Encounter 7: Mariana Pengallen 
  APL 2 – L: 28 gp, C: 0 gp, M potion of mage armor (4 gp 
  per character). 
  APL 4 – L: 0 gp, C: 0 gp, M: +1 Large maul (278 gp per 
  character), potion of mage armor (4 gp per character). 
  APL 6 – L: 0 gp, C: 0 gp, M: +1 Large flaming maul (694 gp 
  per character), boots of striding and springing (458 gp per 
  character), potion of enlarge person (21 gp per character). 
  APL 8 – L: 0 gp, C: 0 gp, M: +1 Large flaming, frost maul 
  (1528 gp per character), boots of striding and springing 
  (458 gp per character), potion of enlarge person (21 gp per 
  character), rope of entanglement (1750 gp per character). 
  APL 10 – L: 0 gp, C: 0 gp, M: +1 Large flaming, frost maul 
  (1528 gp per character), boots of striding and springing 
  (458 gp per character), potion of enlarge person (21 gp per 
  character), rope of entanglement (1750 gp per character). 
  APL 12 – L: 0 gp, C: 0 gp, M: +1 Large flaming, frost, shock 
  maul (2694 gp per character), boots of striding and 
  springing (458 gp per character), potion of enlarge person 
  (21 gp per character), rope of entanglement (1750 gp per 
  character). 
  Encounter 8: Goraes Strenethal 
  APL 2 – L: 0 gp, C: Moilian material components (50 gp 
  per character), M goggles of night (1000 gp per character). 
  APL 4 – L: 0 gp, C: Moilian material components (50 gp 
  per character), M: goggles of night (1000 gp per 
  character), hand of the mage (75 gp per character). 
  APL 6 – L: 0 gp, C: Moilian material components (50 gp 
  per character), M clear spindle ioun stone (333 gp per 
  character), goggles of night (1000 gp per character), hand 
  of the mage (75 gp per character). 
  APL 8 – L: 0 gp, C: clear spindle ioun stone (333 gp per 
  character), goggles of night (1000 gp per character), hand 
  of the mage (75 gp per character). 
  APL 10 – L: 0 gp, C: Moilian material components (50 gp 
  per character), M: clear spindle ioun stone (333 gp per 
  character), goggles of night (1000 gp per character), hand 
  of the mage (75 gp per character), iridescent spindle ioun 
  stone (1500 gp per character). 
  APL 12 – L: 0 gp, C: Moilian material components (50 gp 
  per character), M: clear spindle ioun stone (333 gp per 
  character), goggles of night (1000 gp per character), hand 
  of the mage (75 gp per character), iridescent spindle ioun 
  stone (1500 gp per character), mask of the skull (1833 gp 
  per character). 
   
  Total Possible Treasure 
   
  APL 2 
  450 gp 
   
  APL 4 
  650 gp 
   
  APL 6 
  900 gp 
   
  APL 8 
  1,300 gp 
   
  APL 10 
  2,300 gp 
   
  APL 12 
  3,300 gp 
   
   
   
  
  Dyv5-07 End of the Line 
   
  Page 20 
  Appendix 1: NPC Stats 
   
  APL 2 
  ENCOUNTER 1: THE ACOLYTE 
  Acolyte Ija: Human Sor2; CR 2; Medium humanoid 
  (mixed human); HD 2d4+2; hp 9; Init +3; Spd 30 ft.; AC 
  13, touch 13, flat-footed 10 (+3 Dex); Base Atk +1; Grp 
  +1; Atk/Full Atk +1 melee (1d6, club); AL N; SV Fort 
  +1, Ref +3, Will +3; Str 10, Dex 14, Con 12, Int 12, Wis 
  10, Cha 16. 
   
  Skills and Feats: Bluff +11, Concentration +9, 
  Knowledge (arcana) +6, Spellcraft +6; Skill Focus: Bluff, 
  Skill Focus: Concentration. 
   
  Spells Known (6/5; save DC = 13 + spell level): 0 –
  daze, detect magic, flare, prestidigitation, touch of 
  fatigue; 1
  st – chill touch, color spray. 
   
  Possessions: club, holy symbol of the Earth 
  Dragon. 
   
  ENCOUNTER 7: MARIANA PENGALLEN 
  Mariana Pengallen: Human Bbn5/Ari1; CR 5; 
  Medium humanoid (Oeridian); HD 5d12+5+1d8+1; hp 
  51; Init • 1; Spd 40 ft.; AC 13, touch 9, flat-footed 13 (• 1 
  Dex, +4 mage armor); Base Atk +5; Grp +9; Atk/Full 
  Atk +9 melee (2d8+6, Large maul*/x3); SA Rage 2/day; 
  SQ Improved uncanny dodge, trap sense +1, uncanny 
  dodge; AL NE; SV Fort +5, Ref +0, Will +3; Str 19, Dex 
  8, Con 13, Int 10, Wis 10, Cha 14. 
   
  Skills and Feats: Bluff +6, Craft (weaponsmithing) 
  +3, Intimidate +10, Knowledge (local: Velverdyva, 
  Tuflik, Fals Trade Route) +2, Knowledge (nobility) +2, 
  Listen +4, Sense Motive +5; Exotic Weapon Proficiency 
  (maul), Monkey Grip*, Reckless Rage*, Weapon Focus 
  (maul). 
   
  Possessions: dagger, masterwork Large maul*, 
  potion of mage armor. 
   
  Raging: Atk +12 melee (2d8+10, masterwork Large 
  maul*x3); +18 hp; • 4 to AC 
  *See Appendix 2: New Rules Items 
   
  ENCOUNTER 8: UNCLE GORAES 
  Goraes Strenethal: Human Wiz5/Ari1; CR 5; Medium 
  humanoid (Oeridian); HD 5d4+5+1d8+1; hp 27 
  (1d10+5; false life); Init +3; Spd 20 ft.; AC 15, touch 9, 
  flat-footed 15 (−1 Dex, +6 greater mage armor); Base 
  Atk +2; Grp +0; Atk/Full Atk +0 melee (1d4−2, dagger); SQ 
  weasel familiar; AL CE; SV Fort +1, Ref +1, Will +8; Str 6, 
  Dex 8, Con 10, Int 22, Wis 15, Cha 14. 
   
  Skills and Feats: Appraise +5, Concentration +9, Craft 
  (bookbinding) +13, Decipher Script +14, Forgery +5, Gather 
  Information +6, Intimidate +4, Knowledge (arcana) +14, 
  Knowledge (local: Core) +14, Knowledge (local: Velverdyva, 
  Tuflik, Fals Trade Route) +14, Knowledge (religion) +14, 
  Spellcraft +16; Improved Toughness*, Scribe Scroll, Spell 
  Focus (necromancy), Sudden Extend*, Sudden Silent*, 
  Sudden Still*. 
   
  Spells prepared (4/5/4/2; save DC = 16 [17 necromancy] 
  + spell level): 0—acid splash, daze, detect magic, ray of frost; 
  1st—backbiter*, burning hands, magic missile, ray of 
  enfeeblement, true strike; 2nd—false life, glitterdust, 
  scorching ray, wracking touch*; 3rd—greater mage armor*, 
  vampiric touch. 
   
  Possessions: dagger, goggles of night. 
  *See Appendix 2: New Rules Items 
   
   
  
  Dyv5-07 End of the Line 
   
  Page 21 
  APL 4 
  ENCOUNTER 1: THE ACOLYTE 
  Acolyte Ija: Human Sor4; CR 4; Medium humanoid 
  (mixed human); HD 4d4+4; hp 17; Init +3; Spd 30 ft.; 
  AC 13, touch 13, flat-footed 10 (+3 Dex); Base Atk +2; 
  Grp +2; Atk/Full Atk +2 melee (1d6, club); AL N; SV 
  Fort +2, Ref +4, Will +4; Str 10, Dex 14, Con 12, Int 12, 
  Wis 10, Cha 17. 
   
  Skills and Feats: Bluff +13, Concentration +11, 
  Knowledge (arcana) +8, Spellcraft +8; Draconic 
  Heritage*, 
  Skill 
  Focus: 
  Bluff, 
  Skill 
  Focus 
  (Concentration). 
   
  Spells Known (6/7/4; save DC = 13 + spell level): 0 
  –daze, detect magic, flare, prestidigitation, read magic, 
  touch of fatigue; 1
  st – chill touch, color spray, magic 
  missile; 2
  nd – pyrotechnics. 
   
  Possessions: club, holy symbol of the Earth 
  Dragon. 
  *See Appendix 2: New Rules Items 
   
  ENCOUNTER 7: MARIANA PENGALLEN 
  Mariana Pengallen: Human Bbn6/Ari1/WpnMstr1*; 
  CR 
  7; 
  Medium 
  humanoid 
  (Oeridian); 
  HD 
  6d12+1d8+1d10+8; hp 66; Init • 1; Spd 50 ft.; AC 13, 
  touch 9, flat-footed 13 (• 1 Dex, +4 mage armor); Base 
  Atk +7; Grp +12; Atk +12 melee (2d8+11, +1 Large 
  maul*/x3); Full Atk +12/+7 melee (2d8+11, +1 Large 
  maul*/x3); SA Rage 2/day, uncanny blow; SQ 
  Improved uncanny dodge, trap sense +2, uncanny 
  dodge; AL NE; SV Fort +8, Ref +1, Will +4; Str 20, Dex 
  8, Con 13, Int 10, Wis 10, Cha 14. 
   
  Skills and Feats: Bluff +7, Craft (weaponsmithing) 
  +3, Intimidate +14, Jump +8 Knowledge (local: 
  Velverdyva, Tuflik, Fals Trade Route) +2, Knowledge 
  (nobility) +2, Listen +4, Sense Motive +5; Exotic 
  Weapon Proficiency (maul), Monkey Grip*, Reckless 
  Rage*, Weapon Focus (maul). 
   
  Possessions: dagger, +1 Large maul*, boots of 
  striding and springing, potion of mage armor. 
   
  Raging: Atk +13/+8 melee (2d8+17, +1 Large 
  maul*/x3); +24 hp; • 4 to AC 
  *See Appendix 2: New Rules Items 
   
  ENCOUNTER 8: UNCLE GORAES 
  Goraes Strenethal: Human Wiz7/Ari1; CR 7; Medium 
  humanoid (Oeridian); HD 7d4+1d8+8; hp 35 (1d10+7; 
  false life); Init +3; Spd 20 ft.; AC 15, touch 9, flat-footed 15 
  (−1 Dex, +6 greater mage armor); Base Atk +3; Grp +1; 
  Atk/Full Atk +1 melee (1d4−2, dagger); SQ weasel familiar; 
  AL CE; SV Fort +2, Ref +2, Will +9; Str 6, Dex 8, Con 10, Int 
  23, Wis 15, Cha 14. 
   
  Skills and Feats: Appraise +5, Concentration +11, Craft 
  (bookbinding) +13, Decipher Script +16, Forgery +5, Gather 
  Information +6, Intimidate +4, Knowledge (arcana) +16, 
  Knowledge (local: Core) +16, Knowledge (local: Velverdyva, 
  Tuflik, Fals Trade Route) +16, Knowledge (religion) +16, 
  Spellcraft +18, Use Mage Device +3; Improved Toughness*, 
  Scribe Scroll, Spell Focus (necromancy), Sudden Extend*, 
  Sudden Silent*, Sudden Still*. 
   
  Spells prepared (4/6/5/3/2; save DC = 16 [17 
  necromancy] + spell level): 0—acid splash, daze, detect 
  magic, ray of frost; 1st—backbiter*, burning hands, grease, 
  magic missile, ray of enfeeblement, true strike; 2nd—false 
  life, glitterdust, scorching ray, wall of gloom*, wracking 
  touch*; 3rd—dispel magic, greater mage armor*, vampiric 
  touch; 4th—burning blood*, lesser globe of invulnerability. 
   
  Possessions: dagger, goggles of night, hand of the mage. 
  *See Appendix 2: New Rules Items 
   
   
  
  Dyv5-07 End of the Line 
   
  Page 22 
  APL 6 
  ENCOUNTER 1: THE ACOLYTE 
  Acolyte Ija: Human Sor6; CR 6; Medium humanoid 
  (mixed human); HD 6d4+6; hp 25; Init +3; Spd 30 ft.; 
  AC 13, touch 13, flat-footed 10 (+3 Dex); Base Atk +3; 
  Grp +3; Atk/Full Atk +3 melee (1d6/x2, club); AL N; 
  SV Fort +3, Ref +5, Will +5; Str 10, Dex 14, Con 12, Int 
  12, Wis 10, Cha 17. 
   
  Skills and Feats: Bluff +15, Concentration +13, 
  Knowledge (arcana) +10, Spellcraft +10; Draconic 
  Breath*, Draconic Heritage*, Skill Focus (Bluff), Skill 
  Focus (Concentration). 
   
  Spells Known (6/7/4; save DC = 13 + spell level): 0 
  –daze, detect magic, flare, prestidigitation, read magic, 
  touch of fatigue; 1
  st – chill touch, color spray, magic 
  missile; 2
  nd – pyrotechnics, Tasha’s hideous laughter; 3
  rd 
  – vampiric touch. 
   
  Possessions: club, holy symbol of the Earth 
  Dragon. 
  *See Appendix 2: New Rules Items 
   
  ENCOUNTER 7: MARIANA PENGALLEN 
  Mariana Pengallen: Human Bbn8/Ari1/WpnMstr1*; 
  CR 
  9; 
  Medium 
  humanoid 
  (Oeridian); 
  HD 
  8d12+1d8+1d10+20; hp 92; Init • 1; Spd 50 ft.; AC 9, 
  touch 9, flat-footed 9 (• 1 Dex); Base Atk +9; Grp +14; 
  Atk +14 melee (2d8+11+1d6, +1 Large flaming 
  maul*/x3); Full Atk +14/+9 melee (2d8+11+1d6, +1 
  Large flaming maul*/x3); SA Rage 3/day, uncanny 
  blow; SQ Damage reduction 1/• , improved uncanny 
  dodge, trap sense +2, uncanny dodge; AL NE; SV Fort 
  +9, Ref +1, Will +4; Str 20, Dex 8, Con 13, Int 10, Wis 
  10, Cha 14. 
   
  Skills and Feats: Bluff +7, Craft (weaponsmithing) 
  +3, Intimidate +15, Jump +9 Knowledge (local: 
  Velverdyva, Tuflik, Fals Trade Route) +2, Knowledge 
  (nobility) +2, Listen +4, Sense Motive +5, Tumble +4; 
  Exotic 
  Weapon 
  Proficiency 
  (maul), 
  Improved 
  Toughness*, Monkey Grip*, Reckless Rage*, Weapon 
  Focus (maul). 
   
  Possessions: dagger, +1 Large flaming maul*, boots 
  of striding and springing, potion of enlarge person 
  (3d8+13+1d6/x3). 
   
  Raging: Atk +17/+12 melee (2d8+17+1d6, +1 
  1flaming Large maul*/x3); +30 hp; • 4 to AC 
  *See Appendix 2: New Rules Items 
   
  ENCOUNTER 8: UNCLE GORAES 
  Goraes Strenethal: Human Wiz9/Ari1; CR 9; Medium 
  humanoid (Oeridian); HD 9d4+9+1d8+1; hp 43 (1d10+9; 
  false life);  Init +3; Spd 20 ft.; AC 15, touch 9, flat-footed 15 
  (−1 Dex, +6 greater mage armor); Base Atk +4; Grp +2; 
  Atk/Full Atk +2 melee (1d4−2, dagger); SQ weasel familiar; 
  AL CE; SV Fort +3, Ref +3, Will +10; Str 6, Dex 8, Con 10, Int 
  23, Wis 15, Cha 14. 
   
  Skills and Feats: Appraise +5, Concentration +13, Craft 
  (bookbinding) +13, Decipher Script +18, Forgery +5, Gather 
  Information +6, Intimidate +4, Knowledge (arcana) +18, 
  Knowledge (local: Core) +18, Knowledge (local: Velverdyva, 
  Tuflik, Fals Trade Route) +18, Knowledge (religion) +18, 
  Spellcraft +20, Use Mage Device +5; Black Lore of Moil*, 
  Improved 
  Toughness*, 
  Scribe 
  Scroll, 
  Spell 
  Focus 
  (necromancy), Sudden Extend*, Sudden Silent*, Sudden 
  Still*. 
   
  Spells prepared (4/6/6/4/3/2; save DC = 16 [17 
  necromancy] + spell level): 0—acid splash, daze, detect 
  magic, ray of frost; 1st—Moilian backbiter*, burning hands, 
  grease, magic missile, Moilian ray of enfeeblement, true 
  strike; 2nd—false life, fireburst*, glitterdust, scorching ray, 
  wall of gloom*, Moilian wracking touch*; 3rd—dispel 
  magic, greater mage armor*, Moilian ray of exhaustion, 
  Moilian vampiric touch; 4th—dimension door, Moilian 
  burning blood*, lesser globe of invulnerability; 5th—greater 
  blink*, vitriolic sphere*. 
   
  Possessions: dagger, clear spindle ioun stone, goggles of 
  night, hand of the mage. 
  *See Appendix 2: New Rules Items 
   
   
  
  Dyv5-07 End of the Line 
   
  Page 23 
  APL 8 
  ENCOUNTER 1: THE ACOLYTE 
  Acolyte Ija: Human Sor6/Red DragDiscp2; CR 6; 
  Medium humanoid (mixed human); HD 6d4+2d4+8; 
  hp 33; Init +3; Spd 30 ft.; AC 14, touch 13, flat-footed 11 
  (+3 Dex, +1 Nat); Base Atk +4; Grp +5; Atk +5 melee 
  (1d6+1, bite); Full Atk +5 melee (1d6+1, bite) and +0 
  melee (1d4+1, 2 claws); AL N; SV Fort +6, Ref +5, Will 
  +8; Str 12, Dex 14, Con 12, Int 12, Wis 10, Cha 18. 
   
  Skills and Feats: Bluff +18, Concentration +15, 
  Knowledge (arcana) +10, Spellcraft +12; Draconic 
  Breath*, Draconic Heritage*, Skill Focus (Bluff), Skill 
  Focus (Concentration). 
   
  Spells Known (6/7/6/6; save DC = 14 + spell level): 
  0 –daze, detect magic, flare, prestidigitation, read 
  magic, touch of fatigue; 1
  st – chill touch, color spray, 
  magic missile; 2
  nd – pyrotechnics, Tasha’s hideous 
  laughter; 3
  rd – vampiric touch. 
   
  Possessions: club, holy symbol of the Earth 
  Dragon. 
  *See Appendix 2: New Rules Items 
   
  ENCOUNTER 7: MARIANA PENGALLEN 
  Mariana Pengallen: Human Bbn10/Ari1/WpnMstr1*; 
  CR 
  11; 
  Medium 
  humanoid 
  (Oeridian); 
  HD 
  10d12+1d8+1d10+24; hp 110; Init • 1; Spd 50 ft.; AC 9, 
  touch 9, flat-footed 9 (• 1 Dex); Base Atk +11; Grp +16; 
  Atk +16 melee (2d8+11+2d6, +1 Large flaming, frost 
  maul*/x3); Full Atk +16/+11/+6 melee (2d8+11+2d6, +1 
  Large flaming, frost maul*/x3); SA Rage 3/day, 
  uncanny blow; SQ Damage reduction 2/• , improved 
  uncanny dodge, trap sense +3, uncanny dodge; AL NE; 
  SV Fort +10, Ref +4, Will +5; Str 21, Dex 8, Con 13, Int 
  10, Wis 10, Cha 14. 
   
  Skills and Feats: Bluff +7, Craft (weaponsmithing) 
  +3, Intimidate +17, Jump +9 Knowledge (local: 
  Velverdyva, Tuflik, Fals Trade Route) +2, Knowledge 
  (nobility) +2, Listen +4, Sense Motive +5, Tumble +8; 
  Exotic 
  Weapon 
  Proficiency 
  (maul), 
  Improved 
  Toughness*, Lightning Reflexes, Monkey Grip*, 
  Reckless Rage*, Weapon Focus (maul). 
   
  Possessions: dagger, +1 Large flaming, frost maul*, 
  boots of striding and springing, potion of enlarge 
  person (3d8+13+2d6), rope of entanglement. 
   
  Raging: Atk +19/+15/+10 melee (2d8+17+2d6, +1 
  flaming, frost Large maul*/x3); +36 hp; • 4 to AC 
  *See Appendix 2: New Rules Items 
   
  ENCOUNTER 8: UNCLE GORAES 
  Goraes Strenethal: Human Wiz11/Ari1; CR 11; Medium 
  humanoid (Ordn); HD 11d4+11+1d8+1; hp 51 (1d10+10; 
  false life); Init +3; Spd 20 ft.; AC 15, touch 9, flat-footed 15 
  (−1 Dex, +6 greater mage armor); Base Atk +5; Grp +3; 
  Atk/Full Atk +3 melee (1d4−2, dagger); SQ weasel familiar; 
  AL CE; SV Fort +3, Ref +3, Will +11; Str 6, Dex 8, Con 10, Int 
  24, Wis 15, Cha 14. 
   
  Skills and Feats: Appraise +5, Concentration +13, Craft 
  (bookbinding) +13, Decipher Script +18, Forgery +5, Gather 
  Information +6, Intimidate +4, Knowledge (arcana) +18, 
  Knowledge (local: Core) +18, Knowledge (local: Velverdyva, 
  Tuflik, Fals Trade Route) +18, Knowledge (religion) +18, 
  Spellcraft +20, Use Mage Device +7; Black Lore of Moil*, 
  Improved Toughness*, Quicken Spell, Scribe Scroll, Spell 
  Focus (necromancy), Sudden Empower*, Sudden Extend*, 
  Sudden Silent*, Sudden Still*. 
   
  Spells prepared (4/6/6/6/4/3/2; save DC = 17 [18 
  necromancy] + spell level): 0—acid splash, daze, detect 
  magic, ray of frost; 1st—Moilian backbiter*, burning hands, 
  grease, magic missile, Moilian ray of enfeeblement, true 
  strike; 2nd—false life, fireburst*, glitterdust, scorching ray, 
  wall of gloom*, Moilian wracking touch*; 3rd—dispel 
  magic, greater mage armor*, lightning bolt, Moilian ray of 
  exhaustion (x2), Moilian vampiric touch; 4th—dimension 
  door, Moilian burning blood*, Moilian wrack*, Otiluke’s 
  resilient sphere; 5th—greater blink*, quickened true strike, 
  vitriolic sphere*; 6th—globe of invulnerability, greater 
  dispel magic. 
   
  Possessions: dagger, clear spindle ioun stone, goggles of 
  night, hand of the mage. 
  *See Appendix 2: New Rules Items 
   
   
  
  Dyv5-07 End of the Line 
   
  Page 24 
  APL 10 
  ENCOUNTER 1: THE ACOLYTE 
  Acolyte Ija: Human Sor6/Red Dragon Disciple 4; CR 
  10; 
  Medium 
  humanoid 
  (mixed 
  human); 
  HD 
  6d4+4d4+10; hp 41; Init +3; Spd 30 ft.; AC 15, touch 13, 
  flat-footed 12 (+3 Dex, +2 Nat); Base Atk +5; Grp +7; 
  Atk +7 melee (1d6+1, bite); Full Atk +7 melee (1d6+3, 
  bite) and +2 melee (1d4+2, 2 claws); SA Breath weapon 
  (2d8 30’ cone of fire, DC 15); AL N; SV Fort +7, Ref +6, 
  Will +9; Str 14, Dex 14, Con 12, Int 12, Wis 10, Cha 18. 
   
  Skills and Feats: Bluff +20, Concentration +17, 
  Knowledge (arcana) +10, Spellcraft +14; Draconic 
  Breath*, Draconic Heritage*, Extra Spell*, Skill Focus 
  (Bluff), Skill Focus (Concentration). 
   
  Spells Known (6/8/6/6; save DC = 14 + spell level): 
  0 –daze, detect magic, flare, prestidigitation, read 
  magic, touch of fatigue; 1
  st – chill touch, color spray, 
  magic missile; 2
  nd – pyrotechnics, scorching ray, Tasha’s 
  hideous laughter; 3
  rd – vampiric touch. 
   
  Possessions: club, holy symbol of the Earth 
  Dragon. 
  *See Appendix 2: New Rules Items 
   
  ENCOUNTER 7: MARIANA PENGALLEN 
  Mariana 
  Pengallen: 
  Human 
  Bbn12/Ari1/ 
  ExWpnMstr1*; CR 13; Medium humanoid (Oeridian); 
  HD 12d12+1d8+1d10+28; hp 128; Init • 1; Spd 50 ft.; 
  AC 9, touch 9, flat-footed 9 (• 1 Dex); Base Atk +13; Grp 
  +18; Atk +18 melee (2d8+11+2d6, +1 Large flaming, 
  frost 
  maul*/x3); 
  Full 
  Atk 
  +18/+13/+8 
  melee 
  (2d8+11+2d6, +1 Large flaming, frost maul*/x3); SA 
  Greater rage, rage 4/day, uncanny blow; SQ Damage 
  reduction 2/• , improved uncanny dodge, trap sense +4, 
  uncanny dodge; AL NE; SV Fort +11, Ref +5, Will +6; 
  Str 21, Dex 8, Con 13, Int 10, Wis 10, Cha 14. 
   
  Skills and Feats: Bluff +7, Craft (weaponsmithing) 
  +3, Intimidate +17, Jump +9 Knowledge (local: 
  Velverdyva, Tuflik, Fals Trade Route) +2, Knowledge 
  (nobility) +2, Listen +14, Sense Motive +5, Tumble +8; 
  Exotic 
  Weapon 
  Proficiency 
  (maul), 
  Improved 
  Toughness*, Lightning Reflexes, Monkey Grip*, 
  Reckless Rage*, Weapon Focus (maul). 
   
  Possessions: dagger, +1 Large flaming, frost maul*, 
  boots of striding and springing, potion of enlarge 
  person (3d8+13+2d6), rope of entanglement. 
   
  Raging: Atk +22/+17/+12 melee (2d8+19+2d6, +1 
  flaming, frost Large maul*/x3); +56 hp; • 4 to AC 
  *See Appendix 2: New Rules Items 
   
  ENCOUNTER 8: UNCLE GORAES 
  Goraes Strenethal: Human Wiz13/Ari1; CR 13; Medium 
  humanoid (Ordn); HD 13d4+13+1d8+1; hp 59 (1d10+10; 
  false life); Init +3; Spd 20 ft.; AC 15, touch 9, flat-footed 15 
  (−1 Dex, +6 greater mage armor); Base Atk +6; Grp +4; 
  Atk/Full Atk +4/−1 melee (1d4−2, dagger); SQ weasel 
  familiar; AL CE; SV Fort +4, Ref +4, Will +12; Str 6, Dex 8, 
  Con 10, Int 24, Wis 15, Cha 14. 
   
  Skills and Feats: Appraise +5, Concentration +15, Craft 
  (bookbinding) +13, Decipher Script +20, Forgery +5, Gather 
  Information +6, Intimidate +4, Knowledge (arcana) +20, 
  Knowledge (local: Core) +20, Knowledge (local: Velverdyva, 
  Tuflik, Fals Trade Route) +20, Knowledge (religion) +20, 
  Spellcraft +22, Use Mage Device +9; Black Lore of Moil*, 
  Improved Toughness*, Quicken Spell, Scribe Scroll, Spell 
  Focus (necromancy), Sudden Empower*, Sudden Extend*, 
  Sudden Silent*, Sudden Still*. 
   
  Spells prepared (4/6/6/6/5/4/3/2; save DC = 17 [18 
  necromancy] + spell level): 0—acid splash, daze, detect 
  magic, ray of frost; 1st—Moilian backbiter*, burning hands, 
  grease, magic missile, Moilian ray of enfeeblement, true 
  strike; 2nd—false life, fireburst*, glitterdust, scorching ray, 
  wall of gloom*, Moilian wracking touch*; 3rd—dispel 
  magic, greater mage armor*, lightning bolt, Moilian ray of 
  exhaustion, Moilian vampiric touch, shadow binding*; 
  4th—dimension door, Moilian burning blood*, Moilian 
  wrack*, Otiluke’s resilient sphere, phantasmal killer; 5th—
  arc of lightning*, greater blink*, quickened true strike, 
  vitriolic sphere*; 6th—globe of invulnerability, greater 
  dispel magic, true seeing; 7th—Moilian waves of exhaustion, 
  quickened dispel magic. 
   
  Possessions: dagger, clear spindle ioun stone, goggles of 
  night, hand of the mage, iridescent spindle ioun stone. 
  *See Appendix 2: New Rules Items 
   
  
  Dyv5-07 End of the Line 
   
  Page 25 
  APL 12 
  ENCOUNTER 1: THE ACOLYTE 
  Acolyte Ija: Human Sor6/Red Dragon Disciple 6; CR 
  12; 
  Medium 
  humanoid 
  (mixed 
  human); 
  HD 
  6d4+6d4+24; hp 61; Init +3; Spd 30 ft.; AC 15, touch 13, 
  flat-footed 12 (+3 Dex, +2 Nat); Base Atk +6; Grp +8; 
  Atk +8 melee (1d6+1, bite); Full Atk +8 melee (1d6+3, 
  bite) and +3 melee (1d4+2, 2 claws); SA Breath weapon 
  (2d8 30’ cone of fire, DC 15); SQ Blindsense 30 ft.; AL 
  N; SV Fort +9, Ref +7, Will +10; Str 14, Dex 14, Con 14, 
  Int 12, Wis 10, Cha 19. 
   
  Skills and Feats: Bluff +22, Concentration +20, 
  Knowledge (arcana) +10, Spellcraft +16; Draconic 
  Breath*, Draconic Heritage*, Extra Spell*, Extra Spell*, 
  Skill Focus (Bluff), Skill Focus (Concentration). 
   
  Spells Known (6/8/7/7; save DC = 14 + spell level): 
  0 –daze, detect magic, flare, prestidigitation, read 
  magic, touch of fatigue; 1
  st – chill touch, color spray, 
  magic missile; 2
  nd – hypnotic pattern, pyrotechnics, 
  scorching ray, Tasha’s hideous laughter; 3
  rd – vampiric 
  touch. 
   
  Possessions: club, holy symbol of the Earth 
  Dragon. 
  *See Appendix 2: New Rules Items 
   
  ENCOUNTER 7: MARIANA PENGALLEN 
  Mariana 
  Pengallen: 
  Human 
  Bbn14/Ari1/ 
  WpnMstr1*; CR 15; Medium humanoid (Oeridian); 
  HD 14d12+1d8+1d10+32; hp 146; Init • 1; Spd 50 ft.; 
  AC 9, touch 9, flat-footed 9 (• 1 Dex); Base Atk +15; Grp 
  +21; Atk +21 melee (2d8+13+3d6, +1 Large flaming, 
  frost, shock maul*/x3); Full Atk +21/+16/+11 melee 
  (2d8+13+3d6, +1 Large flaming, frost, shock maul*/x3); 
  SA Greater rage, rage 4/day, uncanny blow; SQ 
  Damage reduction 3/• , improved uncanny dodge, 
  indomitable will, trap sense +4, uncanny dodge; AL 
  NE; SV Fort +11, Ref +5, Will +6; Str 22, Dex 8, Con 13, 
  Int 10, Wis 10, Cha 14. 
   
  Skills and Feats: Bluff +7, Craft (weaponsmithing) 
  +3, Intimidate +17, Jump +9 Knowledge (local: 
  Velverdyva, Tuflik, Fals Trade Route) +2, Knowledge 
  (nobility) +2, Listen +14, Sense Motive +5, Tumble +8; 
  Exotic 
  Weapon 
  Proficiency 
  (maul), 
  Improved 
  Toughness*, Lightning Reflexes, Monkey Grip*, Power 
  Attack, Reckless Rage*, Weapon Focus (maul). 
   
  Possessions: dagger, +1 Large flaming, frost, shock 
  maul*, boots of striding and springing, potion of 
  enlarge person (3d8+15+3d6), rope of entanglement. 
   
  Raging: Atk +25/+20/+15 melee (2d8+21+3d6, +1 
  flaming, frost, shock Large maul*/x3); +64 hp; • 4 to AC 
  *See Appendix 2: New Rules Items 
   
  ENCOUNTER 8: UNCLE GORAES 
  Goraes Strenethal: Human Wiz15/Ari1; CR 13; Medium 
  humanoid (Oredian); HD 15d4+1d8+16; hp 67 (1d10+10; 
  false life); Init +3; Spd 20 ft.; AC 15, touch 9, flat-footed 15 
  (• 1 Dex, +6 greater mage armor); Base Atk +7; Grp +5; 
  Atk/Full Atk +5/+0 melee (1d4• 2/19-20x2, dagger); 
  Space/Reach 5 ft./5 ft.; SQ weasel familiar; AL CE; SV Fort 
  +5, Ref +5, Will +13; Str 6, Dex 8, Con 10, Int 25, Wis 15, 
  Cha 14. 
   
  Skills and Feats: Appraise +5, Concentration +17, Craft 
  (bookbinding) +13, Decipher Script +22, Forgery +8, Gather 
  Information +6, Intimidate +4, Knowledge (arcana) +22, 
  Knowledge (local: Core) +20, Knowledge (local: Velverdyva, 
  Tuflik, Fals Trade Route) +20, Knowledge (religion) +22, 
  Spellcraft +23, Use Mage Device +12; Black Lore of Moil*, 
  Improved Toughness*, Quicken Spell, Scribe Scroll, Spell 
  Focus (necromancy), Sudden Empower*, Sudden Extend*, 
  Sudden Maximize*, Sudden Quicken*, Sudden Silent*, 
  Sudden Still*. 
   
  Spells prepared (4/6/6/6/5/4/3/2; save DC 17 [18 
  necromancy] + spell level): 0—acid splash, daze, detect 
  magic, ray of frost; 1st—Moilian backbiter*, burning hands, 
  grease, magic missile, Moilian ray of enfeeblement, true 
  strike; 2nd—false life, fireburst*, glitterdust, scorching ray, 
  wall of gloom*, Moilian wracking touch*; 3rd—dispel 
  magic, greater mage armor*, lightning bolt, Moilian ray of 
  exhaustion, Moilian vampiric touch, shadow binding*; 
  4th—dimension door, Moilian burning blood*, Moilian 
  wrack*, Otiluke’s resilient sphere, phantasmal killer; 5th—
  arc of lightning*, greater blink*, quickened true strike (x2), 
  vitriolic 
  sphere*; 
  6th—flesh 
  to 
  stone, 
  globe 
  of 
  invulnerability, greater dispel magic, true seeing; 7th—
  Moilian waves of exhaustion, power word blind, quickened 
  dispel magic; 8th—Moilian blackfire*. 
   
  Possessions: dagger, clear spindle ioun stone, goggles of 
  night, hand of the mage, iridescent spindle ioun stone, mask 
  of the skull. 
  *See Appendix 2: New Rules Items 
  
  Dyv5-07 End of the Line 
   
  Page 26 
  Appendix 2: New Rules Items 
   
  Feats, as presented in Complete Arcane 
  Black Lore of Moil [Metamagic]: Your study of the 
  sinister knowledge and spellcasting techniques of the 
  long-dead nightlords of Moil makes your necromancy 
  spells especially potent. 
   
  Prerequisite: Spell Focus (necromancy), caster level 
  7th. 
   
  Benefit: Any necromancy spell you cast can be cast 
  instead as a Moilian spell, dealing an extra 1d6 points of 
  negative energy damage +1d6 per two spell levels (+1d6 
  for 1st-level spells, +2d6 for 2nd- or 3rd-level spells, and so 
  on). If the spell normally allows a saving throw, the target 
  takes half the negative energy damage on a successful 
  save, regardless of the outcome of the save on the spell’s 
  normal effect. 
   
  In addition to its normal spell components, a Moilian 
  spell requires the creation and expenditure of a Moilian 
  runebone—a small human bone (often a finger bone) 
  scribed with carefully prepared arcane markings. Only a 
  character trained in the Black Lore of Moil knows the 
  secrets of creating a runebone, which takes 1 hour to craft 
  and requires special inks and powders costing 25 gp per 
  die of negative energy damage to be generated. For 
  example, a runebone capable of adding 3d6 points of 
  negative energy damage to a spell costs 75 gp to craft. 
   
  While the maximum negative energy damage dealt 
  by a Moilian spell is based on the spell’s level, the actual 
  damage is limited by the runebone. For example, if a 
  sorcerer casts finger of death (a 7th-level spell so normally 
  +4d6) with a 75-gp (3d6) runebone, the spell deals only 3d 
  points of additional negative energy damage. 
   
  A Moilian spell uses a spell slot of the spell’s normal 
  level. 
   
  Draconic Breath [General]: You are considered 
  extreme even among other barbaric warriors, and you 
  enter a deeper state of rage than others. Goliath barbarians 
  favor this feat. 
   
  Prerequisite: Con 13, rage ability. 
   
  Benefit: Whenever you activate your rage ability, 
  you take an additional -2 penalty to your Armor Class, but 
  you gain an additional +2 bonus to Strength and 
  Constitution. These bonuses and penalties stack with the 
  effects of rage, greater rage, and mighty rage. 
   
  Draconic Heritage [General]: You are considered 
  extreme even among other barbaric warriors, and you 
  enter a deeper state of rage than others. Goliath barbarians 
  favor this feat. 
   
  Prerequisite: Con 13, rage ability. 
   
  Benefit: Whenever you activate your rage ability, 
  you take an additional -2 penalty to your Armor Class, but 
  you gain an additional +2 bonus to Strength and 
  Constitution. These bonuses and penalties stack with the 
  effects of rage, greater rage, and mighty rage. 
   
  Extra Spell [General]: You learn an extra spell. 
   
  Prerequisite: Caster Level 3rd. 
   
  Benefit: You learn one additional spell at any level 
  up to one lower than the highest level of spell you can 
  currently cast. Thus, a 4th-level sorcerer (maximum spell 
  level 2nd) gains a new 0-level or 1st-level spell known 
  with which to expand her repertoire. For classes such as 
  wizard that have more options for learning spells, Extra 
  Spell is generally used to learn a specific spell that the 
  character lacks access to and would be unable to research. 
   
  Special: You can gain this feat multiple times. Each 
  time, you learn a new spell at any level up to one lower 
  than the highest level of spell you can cast. 
   
  Sudden Empower [Metamagic]: You can cast one 
  spell per day to greater effect without special preparation. 
   
  Prerequisite: Any metamagic feat. 
   
  Benefit: Once per day, you may apply the Empower 
  Spell feat to any spell you cast, without increasing the 
  level of the spell or specially preparing it ahead of time. 
  You may still use the Empower Spell feat normally, if you 
  have it. 
   
  Sudden Extend [Metamagic]: You can make a spell 
  last longer than normal without special preparation. 
   
  Benefit: Once per day, you can apply the effect of the 
  Extend Spell feat to any spell you cast without increasing 
  the level of the spell or specially preparing it ahead of 
  time. You can still use Extend Spell normally if you have 
  it. 
   
  Sudden Maximize [Metamagic]: You can cast a spell 
  to maximum effect without special preparation. 
   
  Prerequisites: Any metamagic feat. 
   
  Benefit: Once per day, you can apply the effect of the 
  Maximize Spell feat to any spell you cast without 
  increasing the level of the spell or specially preparing it 
  ahead of time. You can still use Maximize Spell normally 
  if you have it. 
   
  
  Dyv5-07 End of the Line 
   
  Page 27 
  Sudden Quicken [Metamagic]: You can cast a spell 
  with a moment’s thought without special preparation. 
   
  Prerequisites: Quicken Spell, Sudden Empower, 
  Sudden Extend, Sudden Maximize, Sudden Silent, 
  Sudden Still. 
   
  Benefit: Once per day, you can apply the effect of the 
  Quicken Spell feat to any spell you cast without 
  increasing the level of the spell or specially preparing it 
  ahead of time. You can still use Quicken Spell normally. 
   
  Sudden Silent [Metamagic]: Once per day you may 
  cast a spell silently without special preparation. 
   
  Benefit:  Once per day, you may apply the Silent 
  Spell feat to any spell you cast, without increasing the 
  level of the spell or specially preparing it ahead of time. 
  You may still use the Silent Spell feat normally, if you 
  have it. 
   
  Sudden Still [Metamagic]: Once per day you may cast 
  a spell stilled without special preparation. 
   
  Benefit:  Once per day, you may apply the Still Spell 
  feat to any spell you cast, without increasing the level of 
  the spell or specially preparing it ahead of time. You may 
  still use the Still Spell feat normally, if you have it. 
   
  Feats, as presented in Complete Warrior 
  Improved 
  Toughness 
  [General]: 
  You 
  are 
  significantly tougher than normal. 
   
  Prerequisite: Base Fortitude Save bonus +2 
   
  Benefit: You gain a number of hit points equal to 
  your current Hit Dice. Each time you gain a HD (such as 
  by gaining a level), you gain 1 additional hit point. If you 
  lose a HD (such as by losing a level), you lose 1 hit point 
  permanently. 
   
  Special: A fighter may select Improved Toughness as 
  one of his fighter bonus feats. 
   
  Monkey Grip [General]: You are able to use a larger 
  weapon than other people your size. 
   
  Prerequisite: Base attack bonus +1 
   
  Benefit: You can use melee weapons one size 
  category larger than you are with a • 2 penalty on the 
  attack roll, but the amount of effort it takes you to use the 
  weapon does not change. For instance, a Large longsword 
  (a one-handed weapon for a Large creature) is considered 
  a two-handed weapon for a Medium creature that does 
  not have this feat. For a Medium creature that has this 
  feat, it is still considered a one-handed weapon. You can 
  wield a larger light weapon as a light weapon, or a larger 
  two-handed weapon in two hands. You cannot wield a 
  larger weapon in your off hand, and you cannot use this 
  feat with a double weapon. 
   
  Normal: You can use a melee weapon one size 
  category larger than you are with a • 2 penalty on the 
  attack roll, and the amount of effort it takes to use the 
  weapon increases. A larger light weapon is considered a 
  one-handed weapon, a larger one-handed weapon is 
  considered a two-handed weapon, and you cannot use a 
  larger two-handed weapon at all. 
   
  Feats, as presented in Races of Stone 
  Reckless Rage [General]: You are considered extreme 
  even among other barbaric warriors, and you enter a 
  deeper state of rage than others. Goliath barbarians favor 
  this feat. 
   
  Prerequisite: Con 13, rage ability. 
   
  Benefit: Whenever you activate your rage ability, 
  you take an additional -2 penalty to your Armor Class, but 
  you gain an additional +2 bonus to Strength and 
  Constitution. These bonuses and penalties stack with the 
  effects of rage, greater rage, and mighty rage. 
   
  Spells, as presented in Complete Adventurer 
  Wracking Touch 
  Necromancy 
  Level: Druid 2, sorcerer/wizard 2 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Creature touched 
  Duration: Instantaneous 
  Saving Throw: Fortitude half 
  Spell Resistance: Yes 
  Your touch causes horrible agony in a creature’s vital area. 
  You lay your hand upon a creature and deal 1d6 points of 
  damage +1 point per caster level (maximum +10). In 
  addition, if you have the sneak attack ability, you also deal 
  sneak attack damage to the affected creature unless the 
  creature is immune to extra damage from critical hits. The 
  creature still takes the spell damage even if it does not 
  take the sneak attack damage. Unlike a normal use of 
  sneak attack, your target need not be flanked or denied its 
  Dexterity bonus to take sneak attack damage from this 
  spell. 
  Reference: Complete Adventurer, page 158. 
   
  Spells, as presented in Complete Arcane 
  Arc of Lightning 
  Conjuration (Creation) [Electricity] 
  Level: Druid 4, sorcerer/wizard 5, warmage 5, wu jen 5 
  Components: V, S, M/DF 
  Casting Time: 1 standard action 
  
  Dyv5-07 End of the Line 
   
  Page 28 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Area: A line between two creatures 
  Duration: Instantaneous 
  Saving Throw: Reflex half 
  Spell Resistance: No 
  You create natural conductivity between two creatures, 
  and a bolt of electricity arcs between them. This bolt deals 
  1d6 points of electricity damage per caster level 
  (maximum 15d6) to both creatures and to anything in the 
  line between them. 
   
  Both creatures must be in range, and you must be 
  able to target them (as if this spell had them as its targets). 
  Draw the line from any corner in one creature’s space to 
  any corner in the other’s space. 
   
  Arcane Material Component: Two small iron rods. 
  Reference: Complete Adventurer, page 97. 
   
  Backbiter 
  Necromancy 
  Level: Sorcerer/wizard 1, wu jen 1 (wood) 
  Components: V, S, F 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One weapon 
  Duration: 1 round/level or until discharged 
  Saving Throw: Will negates; see text 
  Spell Resistance: Yes (object) 
  You cast this spell on any wooden-hafted two-handed 
  weapon (such as a greataxe or heavy flail) or any wooden-
  hafted reach weapon (such as a longspear or glaive). The 
  next time that weapon is used to make a melee attack, its 
  shaft twists around so that the weapon strikes the wielder 
  instead, with the attack roll applied against the attacker’s 
  own AC. 
   
  The wielder gets no warning or knowledge of the 
  spell’s effect on his weapon, and though he makes the 
  attack, the self-dealt damage can’t be consciously reduced 
  (though damage reduction applies) or changed to 
  nonlethal damage. Once the weapon attacks its wielder 
  (whether successfully or not), the spell is discharged. 
   
  The spell can target a weapon of any size as long as its 
  wielder normally uses it as a two-handed weapon or a 
  reach weapon. For example, a Small longspear wielded by 
  a halfling could be the target of the spell, but not the same 
  Small longspear wielded by a human, in the human’s 
  hands, the weapon is too small to twist around and strike 
  its wielder. 
   
  Magic weapons targeted by this spell receive a Will 
  save. An item in a creature’s possession uses its own Will 
  save bonus or its wielder’s bonus, whichever is higher. 
   
  Focus: A dagger. 
  Reference: Complete Arcane, page 99. 
   
  Blackfire 
  Necromancy [Evil] 
  Level: Sorcerer/wizard 8 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Effect: Ray 
  Duration: 1 round/level 
  Saving Throw: Fortitude negates and Reflex negates; see 
  text 
  Spell Resistance: Yes 
  A ray of necromantic black energy springs from your 
  hand, and on a successful ranged touch attack, a living 
  target is engulfed in chill black flames that feed on the 
  fuel of their victim’s life force. A creature engulfed in 
  blackfire must make a successful Fortitude save each 
  round that the spell is in effect or take 1d4 points of 
  Constitution damage and become nauseated. A creature 
  that makes its save takes no damage for that round and is 
  sickened instead. In addition to its effects on the target, 
  blackfire can spread rapidly, and any living creature 
  adjacent to a creature engulfed in blackfire must succeed 
  on a Reflex save or become engulfed itself. 
   
  Any creature whose Constitution is reduced to 0 or 
  lower by the spell is reduced to a pile of black ash, and can 
  be returned to life only by true resurrection or wish, the 
  caster of which must succeed on a DC 30 caster level 
  check to restore the victim to life. If a creature succeeds 
  on its Fortitude save in 3 consecutive rounds, the 
  blackfire affecting it gutters out. The black flames cannot 
  otherwise be extinguished by normal means (such as 
  immersion in water or smothering), but an antimagic 
  field, a successful dispel magic, a remove curse, or a break 
  enchantment spell snuffs it out. As well, a creature 
  protected by death ward has immunity to blackfire’s 
  effects. 
   
  Material Component: A pinch of dust from a vampire 
  destroyed by sunlight. 
  Reference: Complete Arcane, page 99. 
   
  Blink, Greater 
  Transmutation 
  Level: Bard 5, sorcerer/wizard 5 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Personal 
  Target: You 
  Duration: 1 round/level (D) 
  This spell functions like blink, except you have control 
  over the timing of your “blinking” back and forth between 
  the Ethereal Plane and the Material Plane. You can also 
  ready an action to blink away from any physical or 
  magical attack, with the attack missing automatically 
  
  Dyv5-07 End of the Line 
   
  Page 29 
  unless it also affects ethereal targets (as a force effect 
  does). While blinking, you have no chance of interfering 
  with your own attacks of your own spells. When moving 
  through solid objects, you do not risk materializing inside 
  one unless you actually end your movement there, in 
  which case you materialize and are shunted off to the 
  nearest open space, taking 1d6 points of damage per 5 feet 
  traveled in this manner. 
  Reference: Complete Arcane, page 99. 
   
  Burning Blood 
  Necromancy 
  Level: Sorcerer/wizard 4 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Target: One living creature; see text 
  Duration: 1 round/level (D) 
  Saving Throw: Fortitude partial; see text 
  Spell Resistance: Yes 
  You taint a living creature’s blood with a hot, corrosive 
  infusion, dealing 1d8 points of acid damage and 1d8 
  points of fire damage per round. The subject can attempt a 
  Fortitude save each round to negate the damage, but a 
  successful save does not prevent damage in future rounds. 
  Searing pain limits the subject to a single move action in 
  any round when it fails its Fortitude save. 
   
  Burning blood does not affect creatures of the 
  construct, elemental, ooze, plant, or undead types. 
   
  Material Component: A drop of blood and a pinch of 
  saltpeter. 
  Reference: Complete Arcane, page 100. 
   
  Fireburst 
  Evocation [Fire] 
  Level: Sorcerer/wizard 2, warmage 2 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: 5 ft. 
  Effect: Burst of fire extending 5 ft. from you 
  Duration: Instantaneous 
  Saving Throw: Reflex half 
  Spell Resistance: Yes 
  Fireburst causes a powerful explosion of flame to burst 
  from you, damaging anyone within 5 feet of you. All 
  creatures and objects within that area, except for you and 
  any creatures or objects that share your space, take 1d8 
  points of fire damage per caster level (maximum 5d8). 
   
  Material Component: A bit of sulfur. 
  Reference: Complete Arcane, page 107. 
   
  Mage Armor, Greater 
  Conjuration (Creation) [Force] 
  Level: Sorcerer/wizard 3 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Creature touched 
  Duration: 1 hour/level (D) 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: No 
  This spell functions like mage armor, except that its 
  tangible field of force provides a +6 armor bonus to Armor 
  Class. 
   
  Material Component: A tiny platinum shield worth 
  25 gp. 
  Reference: Complete Arcane, page 114. 
   
  Shadow Binding 
  Illusion (Shadow) 
  Level: Sorcerer/wizard 3 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Area: 10-ft.radius burst 
  Duration: 1 round/level 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
  You cause a multitude of ribbonlike shadows to 
  instantaneously explode outward from the target point. 
  Creatures in the area that fail a Will save are dazed for 1 
  round and are subsequently entangled. Breaking free of 
  the shadow binding requires a DC 20 Strength check or 
  Escape Artist check, taken as a full-round action. 
   
  Material Component: A few links of iron chain. 
  Reference: Complete Arcane, page 122. 
   
  Vitriolic Sphere 
  Conjuration (Creation) [Acid] 
  Level: Sorcerer/wizard 5, wu jen 5 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Long (400 ft. + 40 ft./level) 
  Area: 10-ft.-radius burst 
  Duration: Instantaneous, see text 
  Saving Throw: Reflex negates and Reflex half; see text 
  Spell Resistance: No 
  You conjure a sizzling emerald sphere that drenches all 
  within the area with a potent acid. Affected creatures take 
  1d4 points of acid damage per caster level (maximum 
  15d4) and must succeed on a Reflex save or risk taking 
  damage in the following 2 rounds (6d4 points of damage 
  in the second round and 3d4 points of damage in the 
  third round). Both rounds of continuing damage are 
  subject to Reflex saves for half damage; if an affected 
  
  Dyv5-07 End of the Line 
   
  Page 30 
  creature succeeds on its second Reflex save, it takes no 
  acid damage in the third round. 
   
  Material Component: A tiny glass vial filled with 
  aqua regia. 
  Reference: Complete Arcane, page 128. 
   
  Wall of Gloom 
  Illusion (Shadow) [Darkness, Fear, Mind-Affecting] 
  Level: Sorcerer/wizard 2, wu jen 2 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Effect: Semi opaque sheet of darkness up to 40 ft. long, or 
  a ring of darkness with a radius of up to 15 ft.; either form 
  20 ft. high 
  Duration: Concentration + 1 round/level 
  Saving Throw: Will negates; see text 
  Spell Resistance: Yes 
  You create a barrier of ominous shadow that obscures 
  vision and deters passage. Creatures in squares adjacent to 
  the wall have concealment against attacks from the other 
  side, while creatures more than 1 square away have total 
  concealment. Although the wall is not substantial, a 
  creature with 6 or fewer Hit Dice must succeed on a Will 
  save or be halted at its edge, ending its move action 
  (though a creature can move away from the wall or 
  attempt to move through again if it has a second move 
  action available). A creature can attempt to pass the wall 
  any number of times, but each previous failure imposes a 
  cumulative −1 penalty on its Will save. 
   
  Wall of gloom counters or dispels any light spell of 
  equal or lower level. 
   
  Material Component: A bit of fleece from a black 
  sheep. 
  Reference: Complete Arcane, page 129. 
   
  Spells, as presented in Complete Divine 
  Wrack 
  Necromancy [Evil] 
  Level: Cleric 3, sorcerer/wizard 4 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Area: One humanoid 
  Duration: 1 round/level 
  Saving Throw: Fortitude negates 
  Spell Resistance: Yes 
  A humanoid subject of the spellcaster’s choosing is 
  wracked with such pain that he doubles over and 
  collapses. His face and hands blister and drip fluid, and 
  the eyes cloud with blood, rendering him blind. For the 
  duration of the spell, the subject is considered helpless 
  and cannot take actions. 
   
  Even when the spell ends, the subject is still visibly 
  shaken and suffers a −2 penalty on attack rolls, saves, and 
  checks for 3d10 minutes. The subject’s sight returns at the 
  end of the spell’s duration. 
  Reference: Complete Divine, page 190-191. 
   
  Exotic Weapon Master as presented in Complete 
  Warrior 
  Characters of any race or background can become exotic 
  weapon 
  masters; 
  the 
  only 
  real 
  requirement 
  is 
  commitment and perseverance.  Nevertheless, most 
  exotic weapon masters are human, because members of 
  that race have the most exposure to new cultures and thus 
  the most opportunity to take up exotic weapons. 
  NPC exotic weapon masters often open training arenas or 
  schools for those interested in learning to fight with 
  unusual weapons or tactics.  They often take levels in 
  other prestige classes and can be found as champions or 
  leaders among bands of warriors. 
  Hit Die: d10 
   
  Requirements 
  To qualify to become a member of the Darkhagard, a 
  character must fulfill all the following criteria. 
   
  Base Attack Bonus:  +6. 
  Skills:  Craft (weaponsmithing) 3 ranks. 
  Feats:  Exotic Weapon Proficiency (any exotic weapon), 
  Weapon Focus (any exotic weapon). 
  Special:  Races that have familiarity with an exotic 
  weapon (such as the dwarf’s familiarity with the dwarven 
  waraxe and the dwarven urgosh) are considered to have 
  the Exotic Weapon Proficiency feat for the purpose of 
  meeting the requirements of this class. 
   
  Class Skills 
  The exotic weapon master’s class skills (and the key ability 
  for each skill) are Craft (Int), Intimidate (Cha), and 
  Profession (Wis), Spot (Wis), Survival (Wis), Swim (Str), 
  and Use Rope (Dex). 
  Skill Points at Each Level:  2 + Int Modifier. 
   
  Class Features 
  All of the following are class features of the exotic weapon 
  master prestige class. 
   
  Weapon and Armor Proficiency:  Exotic weapon 
  masters gain no proficiency with any weapon or armor. 
   
  Exotic Weapon Stunt (Ex):  At each level, an exotic 
  weapon master learns a special trick that he can use with 
  
  Dyv5-07 End of the Line 
   
  Page 31 
  any exotic weapon for which he has the Weapon Focus 
  feat.  He must select the trick learned when he gains the 
  level, and once selected, the choice cannot later be 
  changed.  He can’t select the same stunt more than once. 
   
  Close-Quarters Ranged Combat:  A character who 
  knows this stunt doesn’t provoke an attack of opportunity 
  when using an exotic ranged weapon. 
   
  Double Weapon Defense:  When wielding an exotic 
  double weapon with both hands, the character gains a +1 
  shield bonus to AC. 
   
  Exotic Reach:  When wielding an exotic weapon with 
  reach, the character may make an attack of opportunity 
  against a foe that provokes such an attack even if the foe 
  has cover (but not total cover). 
   
  Exotic Sunder:  When wielding a one-handed or two-
  handed exotic weapon, the character deals an extra 1d6 
  points of damage on any successful sunder. 
   
  Flurry of Strikes:  When wielding an exotic double 
  weapon or a spiked chain with both hands, the character 
  can elect to use a full attack action to make a flurry of 
  strikes.  When doing so, he may make one extra attack 
  in the round at his full base attack bonus, but this attack 
  takes a –2 penalty, as does each other attack made in that 
  round and until the exotic weapon master’s next turn.  
  The extra attack may be with either end of the double 
  weapon. 
   
  Ranged Disarm:  The character can make a disarm 
  attempt even on a ranged attack.  Such an attack provokes 
  no attack of opportunity (except as normal for using a 
  ranged weapon).  For the purpose of this disarm attempt, 
  treat the character’s ranged weapon as a light weapon.  If 
  the character fails this disarm attempt, the defender can’t 
  attempt to disarm him. 
   
  Show Off:  As a standard action, the character can 
  display his mastery with an exotic weapon and confound 
  his opponent.  The character may make an Intimidate 
  check against a single opponent within 30 feet that can 
  see him, adding his base attack bonus to the result.  If the 
  result exceeds the opponent’s modified level check (see 
  the skill description on page 76 of the Player’s 
  Handbook), the opponent becomes shaken (-2 penalty on 
  attack rolls, ability checks, and saving throws) for 1 round 
  per class level of the exotic weapon master. 
   
  Stunning Blow:  If the character has the Stunning 
  Fist feat, he can utilize the feat while wielding an exotic 
  melee weapon. 
   
  Throw Exotic Weapon: The character can throw an 
  exotic weapon with no penalty on the attack roll, even if it 
  isn’t designed to be thrown (such as an orc double axe or a 
  spiked chain).  When he throws a double weapon, only 
  one end of the weapon (character’s choice) can strike the 
  target.  Exotic weapons thrown in this way have a range 
  increment of 10 feet. 
   
  Twin Exotic Weapon Fighting:  When wielding the 
  same light exotic weapon in each hand, the character is 
  treated as having the Two-Weapon Fighting feat.  If he 
  already has the feat, the penalties on attack rolls are 
  lessened to –1 for both the primary hand and the off hand 
  when fighting in this manner. 
   
  Trip Attack:  The character can use a one-handed or 
  two-handed exotic weapon to make a trip attack.  If he is 
  tripped during his own trip attempt, he can drop the 
  weapon to avoid being tripped.  If the exotic weapon 
  already allows its wielder to make trip attacks, the 
  character instead adds a +2 bonus on any trip attempt. 
   
  Uncanny Blow:  When wielding a one-handed exotic 
  melee weapon in two hands, the character can focus the 
  power of his attack so that he deals extra damage equal to 
  this Strength bonus x2 instead of his Strength bonus x1-
  1/2.  If he has the Power Attack feat, he treats the weapon 
  as two-handed for purposes of determining his bonus 
  damage on rolls. 
   
  Level 
  Base 
  Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  1
  st 
  +1 
  +2 
  +0 
  +0 
  Exotic weapon stunt 
  2
  nd 
  +2 
  +3 
  +0 
  +0 
  Exotic weapon stunt 
  3
  rd 
  +3 
  +3 
  +1 
  +1 
  Exotic weapon stunt 
  
  Dyv5-07 End of the Line 
   
  Page 32 
  Player Handout #1 
   
  This handout should be given to members of the Alliance only. 
   
  � As a member of the Alliance, you have learned certain innuendos and challenge/response 
  scenarios. If you wanted to determine whether or not someone is a member of the 
  Alliance, you might include something like the following in your conversation. Likewise, 
  he or she may include this in his conversation to establish whether or not you are a 
  member of the Alliance. 
   
  Prompt: You’re just in time! I recently received a shipment of Baklunish silk that I could let 
  you have at such a discount. I suggest crimson; it’s all the rage this season. 
  Reply: A sash of crimson would do me well, but not so much as I would it. 
   
  
  Dyv5-07 End of the Line 
   
  Page 33 
  Player Handout #2 
   
   
  Glorious Heroes of Dyvers, 
   Your presence is requested at your earliest 
  convenience at the royal palace. Present this 
  note at the gates to the Royal District to receive 
  escort to the court. 
   Her Majesty Larissa Hunter, Magister of 
  Dyvers, is in attendance. 
   
   
  
  Dyv5-07 End of the Line 
   
  Page 34 
  Player Handout #3 
   
  This sealed note is given to the PCs by an urchin before they enter Pengallen Manor. 
   
  Meet at the Althing. There is much to discuss. 
  Food provided. 
   
  Felbon 
  
  Dyv5-07 End of the Line 
   
  Page 35 
  Player Handout #4 
   
  This sealed note is given to the PCs. They are instructed to take the note along with the heads of Mariana Pengallen and 
  her brother to a man named Angus at the Althing in Dyvers. 
   
  A, 
  The package is ready to be sent. 
   
  F. 
  
  Dyv5-07 End of the Line 
   
  Page 36 
  DM’s Aid #1: Dyvers Law 
   
  Below is a list of laws and punishments a DM is mostly to deal with during a regional adventure. These laws are applied 
  differently for Alliance members. The standard Dyvers law is listed first with the Alliance version following in italics. 
  This change applies to all Alliance guilds unless specifically noted in the law’s text. 
   
  Assault: The fine is 5 GP. Also, if weapons were used, the 
  weapons are confiscated. The fine is 4 GP for Initiates, 2 
  GP for Journeymen, and 1 GP for Masters. Weapons are 
  not confiscated if used. 
   
  Breaking and Entering: The fine is 250 GP and 2 TUs in 
  jail. If the member is part of the Enforcers Guild, 
  Footpads Guild, or Infiltrators Guild, the fine is 100 GP 
  and 1 TU in jail for Initiates, 50 GP for Journeymen, and 
  25 GP for Masters. There is no jail time for the top two 
  tiers. 
   
  Destruction of Private Property: The fine is 150% of the 
  cost of the property. Optionally, the PC may spend 1 TU 
  in jail per 50 GP of the fine. If the member is part of the 
  Cutpurses Guild, Enforcers Guild, Footpads Guild, or 
  Smugglers Guild, the fine is 100% of the cost of the 
  property for Initiates, 50% of the cost of the property for 
  Journeymen, and 25% of the cost of the property for 
  Masters. Optionally, the PC may spend 1 TU in jail per 
  100 GP of the fine. 
   
  Destruction of Public Property: The fine is 200% of the 
  cost of the property. Optionally, the PC may spend 1 TU 
  in jail per 50 GP of the fine. The fine is 150% of the cost of 
  the property for Initiates, 75% of the cost of the property 
  for Journeymen, and 35% of the cost of the property for 
  Masters. Optionally, the PC may spend 1 TU in jail per 
  100 GP of the fine. 
   
  Drawing Weapons: The fine is 2 GP, plus 1 TU doing 
  civic duties. If you can prove that it was self-defense, then 
  the fine is 1 GP. The fine is 4 GP but no time in jail for 
  Initiates, 2 GP for Journeymen, and 1 GP for Masters. 
   
  Endangering Innocents: The fine is 4 GP per innocent 
  endangered. The fine is 4 GP (total, not per innocent 
  endangered) for Initiates, 2 GP for Journeymen, and 1 GP 
  for Masters. Weapons are not confiscated if used. 
   
  Manslaughter (Accidental Death): Adjudicated by the 
  Triad acting as an in-character “court.” Outcomes could 
  lead to as many as 208 TUs in prison. Adjudicated by the 
  Triad acting as an in-character “court.” Outcomes could 
  lead to as many as 104 TUs in prison for Initiates, 52 TUs 
  in prison for Journeymen, and 26 TUs in prison for 
  Masters. 
   
  Murder (Intentional Death): This is an evil act. The 
  character should be taken into custody by the judge, and 
  then turned over to the Triad. This is an evil act, even for 
  Alliance members. The character should be taken into 
  custody by the judge, and then turned over to the Triad. 
  The only difference is that the character won’t be 
  executed. It may show up later in a module as an evil 
  member of the Alliance 
   
  Poaching: The fine is 100 GP and 1 TU in jail. If the 
  member is part of the Fences Guild or Smugglers Guild, 
  the fine is 100 GP (but no TUs in jail) for Initiates, 50 GP 
  for Journeymen, and 25 GP for Masters. 
   
  Theft-Petty (Up to 100 GP of value): The fine is 200% of 
  the total value, as well as 1 TU doing civic duties. The fine 
  is 10% of the total value stolen for Initiates, 5% of the total 
  value stolen for Journeymen, and 1 GP for Masters. 
   
  Theft-Grand (Over 100 GP of value): The fine is 200% of 
  the total value, as well as 1 TU in jail per 100 GP of the 
  total value. The fine is 20% of the total value stolen for 
  Initiates, 10% of the total value stolen for Journeymen, 
  and 5% for Masters, but no time in jail. 
   
  Unlawful Imprisonment: The fine is 300 GP and 2 TUs 
  in jail. If the member is part of the Enforcers Guild, 
  Footpads Guild, or Infiltrators Guild, the fine is 300 GP 
  for Initiates, 150 GP for Journeymen, and 75 GP for 
  Masters, but no time in jail. 
   
   
  
  Dyv5-07 End of the Line 
   
  Page 37 
  Archive Handout #1 
   
  This handout was found if the PCs successfully searched Atorin Seffren’s bedroom. It is marked on the AR. 
   
  Journal Entry Dated 18
  th of Coldeven. 
  It is my opinion that Derreg Lord Pengallen represents 
  the basest nature of a nobleman. It is well known 
  throughout Maraven and Oster County, if not all of the 
  Free Lands of Dyvers, how corrupt House Pengallen is. I 
  doubt they are even real nobles. They probably stole their 
  patents from the Aerdi or paid someone to forge the 
  documents. No more throughout history have they been 
  so corrupt than now. Pengallen trades with impunity, 
  whether it be with the City of Dyvers, the City of 
  Greyhawk, or even the slave lords of the Nyr Dyv. It 
  would not surprise me if he has struck a deal with 
  Turrosh Mak. He is black to the bone. 
   I do not know how, but I will expose him to the Gentry 
  Council. Whatever it takes, Pengallen will be revealed 
  for the lowly slug of a human being he is. Kael says we 
  should go to Greyhawk and investigate. Maybe 
  Pengallen is not as careful hiding his business 
  dealings there as he is here. It is a thought, but I wonder 
  what kind of deal I would have to make to get any real 
  information from Greyhawk. Would it be a price worth 
  paying? 
  
  Dyv5-07 End of the Line 
   
  Page 38 
   …any price would be worth paying if it meant 
  removing the title of lord from that dog. Perhaps 
  Greyhawk is a good place to start. 
   My father is leaving for Dyvers shortly. He says he 
  has a deal with Lord Navoy for a new breeding stud. I 
  cannot fathom why Kael’s father sold their stud to 
  Pengallen of all people. I know 400 is more than a fair 
  price, but it speaks poorly of a man’s morals if he is 
  willing to accept money acquired in less than honorable 
  dealings. I consider it a moral imperative to prevent 
  such people from getting what they want. I would have 
  paid Lord Herall 1000 wheatsheafs if it had meant that 
  villain would have been denied what he wanted. 
   Once father has left for Dyvers, Kael and I will go to 
  Greyhawk City. Lord Navoy refuses to let anyone visit 
  without going out to their country estate. It will be 
  impossible for father to escape that windbag without 
  touring the Constabulary Academy and hearing a 
  dozen lectures on civic responsibility. That should give 
  us ample time to conduct our investigation. 
   When we return, we will see justice done! 
   
  
  Dyv5-07 End of the Line 
   
  Page 39 
  Archive Handout #2 
   
  This handout was found if the PCs successfully searched Irabella Seffren’s bedroom. It is marked on the AR. 
   
  Journal Entry Dated 2
  nd of Flocktime. 
  Kael brought me flowers today. He’s been to the manor 
  frequently lately. I thought it was simply his 
  burgeoning relationship with Atorin (there are not 
  many young gentlemen in Oster County to befriend, 
  so it is good that their relationship has become so 
  steadfast). I was surprised, then, when he professed his 
  affection for me, and asked if he could call again 
  shortly. 
   I must confess that I hoped he and Atorin would form 
  a bond so that I might see more of him. I am glad to 
  know that my hopes are equally shared and returned. 
  Father will be most happy. He and Lord Herall have been 
  long-time friends. Their defense of the eastern border 
  has only strengthened their commitment to one 
  another. A marriage between the two houses would be a 
  subject of conversations across the Free Lands. I am sure 
  I would be the envy of all the eligible ladies among the 
  counties. 
   I would like to have a traditional summer wedding. I 
  will wear flowers in my hair and we will have five 
  children, three boys and two girls. 
  
  Dyv5-07 End of the Line 
   
  Page 40 
  Archive Handout #3 
   
  This handout was found if the PCs successfully searched Mae Seffren’s bedroom. It is marked on the AR. 
   
  Journal Entry Dated the 3
  rd of Flocktime. 
  Kael Herall was here today! I know he came to see me. 
  He’s been coming to the manor a lot lately. He and 
  Atorin pretend to have secret meetings about something, 
  but I know he is truly coming to see me. They went to 
  Greyhawk City while Daddy was away last month. I 
  think they were looking for engagement rings. 
   He’s so handsome! And I’m pretty. We’ll have the 
  prettiest children. We’ll have eight, four boys and four 
  girls. And he’ll be too busy admiring his children to 
  sneak off to Maraven with Atorin or to take walks in 
  the garden with Irabella. We’ll play pirate like we do 
  here. Daddy will buy me a ship as a wedding present 
  and we’ll call it the Yellow Sail. 
   I love him so much. I know he’s the man for me. 
  Mother will make me the most amazing wedding dress, 
  that mean ol’ Pengallen will fall off his horse and we 
  can move into his manor. And we’ll live happily ever 
  after. 
  
  Dyv5-07 End of the Line 
   
  Page 41 
  Archive Handout #4 
  This handout was found if the PCs successfully searched the body of Lord Orin Seffren. It is marked on the AR. 
   
  Date 
  Account 
  Amount Paid 
  Amount Rec’d Notes 
  Ce 9 ‘94 
  Terrel Yarne, 
  House Yarne 
  1250 
  wheatsheaves 
   
  10 bottles of “Private 
  Reserve” wine 
  Ce 15 594 Sahuagin 
   
  1200 ws 
  Slaves 
  Ce 19 594 Acquired Goods  
  437 ws 
  Resale profit 
  Ce 25 594 Lord Herall 
  400 ws 
   
  Breeding stud 
  Ce 28 594 A 
  100 ws 
   
  Taxes 
  Ce 28 594 GC—A.G. 
  1000 ws 
   
  Trade arbitration 
  Pl 1 594 
  Sahuagin 
   
  1800 ws 
  Slaves 
  Pl 5 594 
  Acquired Goods  
  391 ws 
  Resale profit 
  Pl 10 594 Constabulary 
  150 ws 
   
  Bribes 
  Pl 10 594 Spiced Boar 
  75 ws 
   
  Catering 
  Pl 13 594 Veluna 
   
  750 ws 
  Arms/Armament 
  Pl 14 594 Farmers 
   
  110 ws 
  Tax revenue 
  Pl 15 594 Sahuagin 
   
  1360 ws 
  Slaves 
  Pl 19 594 Acquired Goods  
  219 ws 
  Resale profit 
  Pl 25 594 Maraven 
   
  636 ws 
  Nyr Dyv 
  Shipping 
  Pl 28 594 GC—T.G. 
  500 ws 
   
  Personal collection 
  Pl 28 594 A 
  100 ws 
   
  Taxes 
   
  This folded piece of paper was torn out of a book. You found it sticking half-in and half-out of the vest pocket of Lord 
  Orin Seffren. It is clearly taken from a ledger, but there is nothing unique about the paper itself (watermark or type of 
  materials used to manufacture it) that could distinguish it as belonging to any one craftsman. 
   
  Ce = Coldeven, the 3rd month of the year; Pl = Planting, the 4th month of the year. 
  
  Dyv5-07 End of the Line 
   
  Page 42 
  Map #1: Grandma Mariana 
   
   
  
  Dyv5-07 End of the Line 
   
  Page 43 
  Map #2: Grand-Uncle Goraes 
   
   
  
  Dyv5-07 End of the Line 
   
  Page 44 
  Critical Events Summary 
   
  • 
  Did the PCs recognize the holy symbol of the Cult of the Earth Dragon? 
  YES 
  NO 
   
  • 
  Did the PCs warn anyone about the Acolyte’s premonition? 
  YES 
  NO 
   
  • 
  Did the PCs denounce Ethane Leardyn, leading to his execution? 
  YES 
  NO 
   
  • 
  Did the PCs grant lenience to Ethane, leading to his exile? 
  YES 
  NO 
   
  • 
  Did any Alliance members strike a deal with Larissa? 
  YES 
  NO 
   
  • 
  Did the PCs meet with Felbon? 
  YES 
  NO 
   
  • 
  Did the PCs still have the documentation proving Pengallen’s guilt? 
  YES 
  NO 
   
  • 
  Did they do any additional investigation? 
  YES 
  NO 
   
  • 
  If so, did they accept his terms? 
  YES 
  NO 
   
  • 
  Did the PCs kill the Pengallens? 
  YES 
  NO 
   
  • 
  Did the PCs subdue the Pengallens? 
  YES 
  NO 
   
  • 
  Did the PCs deliver the Pegnallens’ heads to the Althing? 
  YES 
  NO 
   
  • 
  Did a PC adopt Maesha? 
  YES 
  NO 
   
  • 
  Did the PCs cure Maesha? 
  YES 
  NO 
   
  • 
  Did the PCs kill Maesha? 
  YES 
  NO 
   
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Dyvers/595/Normal Scenarios/DYV5-07 - End of the Line (APL 2-12)/DYV5-07 - End of the Line.pdf