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Volume II

Issue 19

Editor in Chief:
Rick "Duicarthan"
Miller

Art Director:
Michael Bridges

Canon /
Continuity
Editor:
Sam Weiss

Content Editors:
Brian McRae

Contributing
Editors:
Stylianos Scarlatos,
Nathan Irving, Don
Kenneth Brown

Contributing
Artists:
Anna Bernemalm,
Michael Bridges,
Brian McRae, Rick
Miller, Jerry Minor

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On the Cover
This issue Jerry Minor depicts a sweet fallen angel. Jerry is a great artist and has known me since I was still just
a fledgling DM! You can find his artwork at http://jerantino.tripod.com

Editor’s Chronicle
Wow, July already! All I can say is this
year has been flying by and while many of us
have been dealing with various hardships and
tourist/ vacation season, we endure! As I write
this I find one step of my life, bounding into the
other.
With this issue, we bring some good news
as of this issue the Oerth Journal will be offering
two versions! One which is printer-friendly and
the other “Tarrasque-edition” which is a very
colorful pdf! At some point after this issue we will
be going back and reformatting all the old issues
as well. This will take some time but be patient
and we will announce the new issues as they are
finished.
In this issue we take a look at Mortellans’
Ull Gazatteer, Core Supremo Creighton
Broadhurts’ delve into adventure with “Amid the
Deepening Dark” and we continue Steve Greer’s
“Trail of Evil” series with the “Hunt for the Cofre
Del Mar” plus a few specials here and there and
Mortellans’ comic!
I’d like to thank our playtesters for this
issue; (Dan “Gunga55” Dunn, Dave “Boglin”' Bohan, Holly Speer, Scott “Talavar” Bonney,
Stuart Denny & Randy 'Dethand' Patton). Thanks a ton guys, great job!
In closing, I’d also like to thank everyone who has contributed their time and effort to
the Oerth Journal and we look forward to more submissions and more great Greyhawk
content for all.

Cheerz,
-Rick “Duicarthan” Miller
Editor-in-Chief
“Emerald skies until I die…reciprocating after...”

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Table of Contents
Gazetteer of the Flanaess
Ull - Pages 4- 30
By Michael Bridges with Special Thanks to Rick Miller
Map by Anna Bernemalm, Mike Bridges, and Rick Miller.

Gateway to Adventure
Amid the Deepening Dark Page 31 – 41
By Creighton Broadhurst

Gateway to Adventure
Hunt for the Cofre Del Mar Page 42 – 72
Part Two of The Trail of Evil
By Stephen S. Greer

Grey-comix
Pantheon of the Stick #1 Page 73
By Mike Bridges

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Gazetteer of the Flanaess
Ull
By Michael Bridges, with Special Thanks to Rick Miller
Ull (Small Kingdom): Tribal roughly twenty family leaders. Changes in
Despotism; AL CN, CE, N; Population: rulership occur often by assassination or
277,400 (Human 90% [mixed Paynim- dueling.
Baklunish, Yorodhi], Halfling 2%, Orc 2%, Resources: slaves, copper, silver, gems (II),
Half-orc 1%, Other 5%) lumber (northern Ulsprues), road trade
Authority Figures: His Illustrious nexus through lower Ulsprues (Kester).
Ferocity, Bruzharag the Misbegotten, the Languages: Ulagha, Ancient Baklunish,
Orakhan of Ull (CE male half-ogre Ftr16), Common.
Important Figures: Abi Dalzim Allies: Unknown (assumed none).
(CE; Human male Wizard 20+), Al Drak, Enemies: Paynims, hill tribesmen
champion gladiator (male human Ftr14+) (Yorodhi), Mouqollad Consortium,
Inchak Khan, Leader of a Thousand Horses generally hostile to any outsiders.
(CN male human Rng13), Ongusk Khan
(CE male half-ogre Bar12), Jadrun Khan A History of Ull
(CN, male human Ftr10), Sheik Chagan
Vachir, Pit Master of Kester (N male Migrations and Occupation
human Aris8/Rog2), Nura bint Ramil, Pit The region known today as Ull was
Mistress (N; Human female Rog8), Jalhir settled by several Oeridian tribes from
Khan (CN male human Ftr7), Durghai Western Oerik, seeking to avoid the
Khan (CN male human Ftr6), Ahmud depredations of war, slavery and
Khan (CE male human Rog6), Khugari humanoid expansion. Their respite was
Khan (CN, male human Ftr5), Qilak Khan brief however as the onset of the
(CN male human Rog3/Ftr1), Kirghai Baklunish-Suel Wars (-485 CY) threatened
Khan (CE male human Ftr4). stability in the region. The Wars soon
Capital: Ulakand escalated with both sides recruiting
Major Towns: Kester (small city; 8,600), burgeoning hordes of humanoids for the
Ulakand (small city; 6000), Kurukand first time (-466 CY). At the same time
(large town; 5000), Okkand (large town these humanoid mercenaries battled one
3000), Semust (small town; 1500), Yorod another, they were also turned aside by
(small town; 1000) their purist employers to inevitably begin
Government and Law: The Orakhan of Ull pillaging north and east into Oeridian
is a dictatorial monarch who presides over villages. Within a decade the pressures of
the Khanate Council, a gathering of the Wars and unrestrained humanoid

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incursions finally became too great for remained nomadic yet soon the scattered
many Oerids, who left behind their Yorodhi villages were also absorbed intact,
settlements and resumed their destined driving the natives further south. Ulaghai
migration to the east beyond the Tuflick had no intention of his people leaving this
valley. Not all Oerids would leave so easily time and much to the chagrin of the
though. The stubborn Yorodhi, at the time Yorodhi the nation of Ull was born.
a rival of the mighty Aerdi tribe, were The Uli increasingly expanded
tired of flight and refused to be driven south keeping the Yorodhi between them
from their lands. and the desolation of the Dry Steppes.
The Wars came to a climatic end as Those Yorodhi who were complicit fast
the Suloise unleashed the Invoked became slaves while the majority fled into
Devastation upon the Baklunish Empire the hills as a last refuge. Old Kester the
destroying it utterly; yet not before the largest of Oeridian settlements from the
Baklunish managed to retaliate with the age before the Twin Cataclysms was
Rain of Colorless Fire reducing the entire occupied last and rebuilt from the bones of
Suel Empire to dust (-422 CY). Survivors the Oeridian foundation (-323 CY).
of the Invoked Devastation escaped Following the example of rebuilt Kester
northward where their kin still prospered and other occupied Yorodhi settlements,
despite aggression from raiders and Ulaghai’s heir, Khuzhan the Builder
opportunistic humanoid groups. With the further cemented Ull’s permanency by
empire shattered the Paynims were founding Ulakand (-315 CY), the first true
unbound and free to roam the newly Uli settlement. Built upon a low mesa
created Dry Steppes or plunder the settled bordering Paynim lands, Ulakand became
north, sometimes even warring against the seat of power and central gathering
each other as mercenaries for those ground for Ull’s semi-nomadic families.
nations. A hundred years after Ulakand’s
Similarly to the south one rather founding, on a night often regarded as an
large tribe, the Uli began to covet the ill-omen in Ull history, a burning star
herds and grazing lands east of the streaked across the sky and vanished to the
Ulsprues. These transitional lands once east within the Barrier Peaks. Called the
occupied by numerous Oeridian tribes Spear of Gruumsh by the Euroz, its divine
were now ripe for raiding since massive implications were significant for many
emigration had left little except the long dormant descendants of humanoids
determined Yorodhi to defend their employed in the Baklunish-Suloise Wars.
villages and flocks. Unexpectedly the Uli From that point forward a massive
broke from their old pattern and migrated incursion of orcs spilled into Ull’s lowland
into the Yorodhis’ northern territory (-350 while another branch drove north
CY). Led by the ambitious Paynim warlord eventually settling in the domain of Zeif
Ulaghai Ora Khan, these first occupiers on the Plain of Antal. Not long after,
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Bherek the Silent decisively put down and migrants also began appearing in the
contained the orcish movement (-210 CY). settled south. All of this certainly would
All surviving humanoid chieftains not have occurred so easily but for the fact
submitted to the Orakhan and were that Otogak Orakhan (the Drunkard) had
allowed to live primarily in the south. a love for Zeifan liquor and finery.
Bherek even adopted an orc-blooded son Forty years after this, slaving
from one of his defeated rivals as a show of expanded into a lucrative trade under the
faith. With the Yorodhi cowering in the rule of Umighun Orakhan, a fervent slaver
hills and throngs of humanoids corralled himself. Demand for laborers in the
in the south, Ull finally knew stability for caravan town of Kester and Ull’s ore mines
the first time. Even orcs began assimilating spurred a new resurgence of slaving raids
into the culture by the end of the century. upon the Yorodhi hillmen for the next few
decades. When slaving efforts in the south
Prosperity and Depravity went into a lull, Ull then turned on their
Stability wasn’t to last long, for the Paynim cousins to the north. Numerous
Uli eventually learned of a lush and ancient blood feuds were instantly
wealthy valley on the other side of the renewed and bitter clan wars were fought
Barrier Peaks. The next Orakhan, a half- throughout the northern plains for many
orog named Bhrevan the Twisted Limb years to come.
had come to power over all the Uli As the hostilities in the north
families by mysterious means and with his finally receded, to the south a new
new found influence, he began an diversion gripped much of Ull. In Kester
expedition into the mountains to exploit the sport of pit fighting was started (26
this land. Along with newly allied ogre CY) by several self-styled Pit Masters
and humanoid forces, the already battle- whose wealth from the trade town had
starved Uli pushed into the Javan Vale made them debauched and hedonistic.
leading to a series of skirmishes that would This gladiatorial sport both benefited from
not abate for over a decade (-198 to -187 the ongoing slave trade and the Uli lust for
CY). violence.
After little success and great loss in The growing culture of depravity in
the Vale, the Uli could not maintain the Ull was challenged during the one year
raids or lost interest altogether, preferring reign of young Kugask Orakhan (49 CY)
easier attacks on caravans from the north whose rule was ended abruptly when it
seeking to establish trade routes through was revealed that the illustrious ruler was
their land. Following decades of this in fact a wife of the last Orakhan in
resistance, merchants from the north disguise. Kugask (Geskari) the False,
finally managed to establish a permanent backed by foreign advisors, advocated
market hub in the city of Kester (-115 CY). allowing missionaries into Ull to bring
From this prosperity an influx of halfling civilization and stability. Her successor,
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Eruzhal was also her executioner. The During the growing chaos in Ull’s
khanates were to be forever outraged by north over raids by the Brazen Horde, free
the False Orakhan debacle and the Yorodhi from the highlands banded
influence foreign religions tried to play on together to wage a vengeful rebellion
Ull. It wasn’t long before most foreign against their Uli occupiers in the south
clerics were routed, enslaved or killed. (304 CY). The two-front war would be
Only the faiths of Geshtai and Ralishaz trying for Ull as many of their lesser
retained some small presence afterwards in settlements ended up destroyed or
the south. abandoned for years to come. Following
the slaying of their long-time ruler
Uprisings and Incursions Barateng Orakhan, Ull rallied behind the
For nearly two centuries Ull indomitable Drashan Orakhan and made a
continued its existence unchanged until decisive stand against the Brazen Horde at
the inexplicable 74-year reign of the the Battle of Ulakand (308 CY). Ull’s
Orakhan, Churzhal the Ageless ended fanatical warriors routed a significantly
with his self-imposed exile from Ull. larger force at the mesa capital and by a
Leaving behind no clear successor, civil show of unspeakable atrocities afterward,
war broke out as feuding khans and their they finally ensured the Horde would
allied warlords battled within Ull for never return.
several years until the true royal line of The remnant of the Yorodhi
the Orakhan was ultimately re-established insurgency was easily crushed following
in Ulakand (237-245 CY). the sundering of the Brazen Horde. Many
Conflict would soon find Ull again defeated Oerids made the pilgrimage north
but this time from another would-be to Ekbir along with refugee Baklunish
occupier. Sultan Melek II of Zeif needed a displaced by the Horde (315 CY). The
buffer zone between his land and raiding remaining Yorodhi still refusing to
Paynims so he invited the immigration of surrender their ancestral claim scattered
disaffected nomads from south of Komal to back to their remote territories. Refugee
settle on the plains. The Brazen Horde as camps along the Blashikmund River were
they were known eagerly moved into the created by the Caliphate of Ekbir for these
region (301 CY) and turned out to be no- displaced peoples and Ekbiri forces were
less warlike than the Paynims or Uli. With set to protect the camps and maintain
Zeif’s support initially the Horde wrested order; that is until two larger groups of
much of the plains away from the Paynim nomads arrived and refused to
Paynims. Unfortunately Zeif hadn’t submit to the caliphates rules. The so
anticipated that the Horde would then called Nomad Intrusion (316 CY) became a
turn their attentions to plunder Tusmit, riot as the nomads incited the refugees to
Ket and the fringes of Ull and Veluna. take all they could and leave the camps.
The chaos resulted in the deaths of most of
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the Ekbiri garrison followed by an elusive on Incabulos for the wickedness of Ull. It
chase of the refugees northward until their is no coincidence however, that during the
escape into the Yecha Hills and beyond. period individuals of great evil came to
With the destruction brought on stalk the land. The outlaw wizard, Abi
by the Brazen Horde still lingering for the Dalzim and his mentor known as the Sand
next few generations, Ull had to once Sha’ir were both forced from Ket after the
again rally its might this time under the theft of the Beygraf’s vaults in Lopolla (542
banner of Ulghir Orakhan. An unexpected CY). From Ket they chose to hide among
incursion of ogres and lesser giants flowed the lawlessness of Ull. It was in Kester that
down from the Ulsprues to wreak havoc Abi Dalzim rose to even greater infamy
(387 CY). The Hunt as it became called and disposed of his master to ally with a
was brief but harsh enough to chase the cultist of Incabulos.
giant interlopers back to their highland The questing wizard Alhamazad
caves rather than be enslaved. the Wise gathered dervishes and clerics
devoted to Al’Akbar to finally put down
Heroes and Villains the evil of Dalzim and his Incabulite allies
For the next century onward, life (552 CY). Many died in the effort, but the
returned to normal. In this relatively cult was purged while Abi Dalzim was
peaceful time Ull still saw the emergence forcibly taken as the prisoner of the
of new legendary figures such as Kuchakar dervishes. Held in the town of Kanak,
Orakhan who earned his nickname by Dalzim was brutally punished until a
slaying the great blue dragon Fusarkalon mysterious dao came for him to answer for
and his young within their lair in the other misdeeds against genie-kind. Against
southern Ulsprues (483 CY). Kuchakar all odds Abi Dalzim later resurfaced in Ull
made off with a hoard unlike no Uli had at a ruined tower in the Ulsprues near
ever seen and thereafter lived a life of Kester (583 CY). Now a recluse, Dalzim
leisure. Surviving the raid was the nonetheless managed to quickly rebuild
dragon’s mate Kilberenden Sand-Twister. his power using his hidden wealth and
This female dragon went mad upon connections. This time however most in
discovering the slaughter and retreated to Ull think Abi Dalzim to be a ghost or an
live reclusively in the Dry Steppes. It is imposter.
said she still has an unresolved agenda to As the people recovered from
kill the Orakhan despite who it might plague and evil depredations a new type of
presently be. flora called bliss flower, or hul zil in
Over two hundred years since the Ulagha, appeared in Ull (567 CY).
Yorodhi Uprising and flight, a long series Previously unknown in Eastern Oerik, it is
of plagues tore through Ull keeping the said bliss flower was brought across the
population low and the mood somber Dry Steppes from far southwest of the Sea
(521-551 CY). Most blamed the afflictions of Dust. Along with the importation of the
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flower came the knowledge of how to Government
produce highly desirable opiate drugs from
Ulakand is the principle meeting
its seeds. Within a few years the flower
ground for the Khanate Council. This
spread throughout Ull’s rugged mountain
rabble gathering is composed of leaders
valleys and foothills creating fields of color
from as many as twenty major clans both
in contrast with the prairie grasses of the
settled and nomadic throughout Ull. Only
north and the droughts to the south. On
distant Kester remains conspicuously
the heels of bliss flowers’ increase was
absent from these meetings since no khan
formed the Yellow Cartel, a collective
can be determined there. At the head of
gang of petty warlords, nameless sheikhs
this volatile group is the Orakhan who
and other criminals from throughout the
lords over Ull with a voracious dictatorial
West (576 CY). Out of nowhere they best
reputation. The council traditionally meets
capitalized upon the trade of opiates in Ull
each season to intensely debate matters
and later internationally.
concerning all Uli in front of their
As this new resource flourished,
glowering ruler. Despite the façade of
hostilities flared once again between
government, little actually gets done at
warbands of the Paynims and Uli across
these meetings and the Orakhan’s
their open borders (585 CY). These
decisions almost always result in violent
conflicts were largely instigated by
solutions that the khanates are all too
scheming pashas to the north who sought
willing to carry out.
to divert the attention of troublesome
Given this lust for fighting, the
Paynim raiders away from their trade
faces on the council frequently change as
routes. One of these warbands had other
dueling and assassinations happen with an
designs however. The bloody coup of
accepted irreverence. Even Draske, the
Draske Orakhan by his nephew the half-
previous Orakhan met his demise by the
ogre warlord, Bruzharag the Misbegotten
bloodied hands of his own half ogre
ushered in a new regime where ogres and
nephew Bruzharag. Known as Bruzharag
humanoids could play a greater role in
the Misbegotten, this hulking warrior of
Ull’s future (591 CY).
some infamy recently swept into Ulakand
While this struggle transpired in
and successfully seized the title of
the north, to the south of Ull a new leader
Orakhan away from his despised uncle.
emerged among the Paynim dervishes of
Now Bruzharag commands the fear and
the Dry Steppes. This enigmatic Mahdi is
apprehension of all within his reach.
closely tied with the coming Prophecy of
Fortunately for all of Ull, in spite of his
the Phoenix, a rekindling of the ancient
strength in arms the new Orakhan lacks
war between Good and Evil. His goal to
the cunning of his late uncle and seems
unite all Paynim tribes and end Ull’s slave
content bullying his royal relatives and
trade could change the political and
immediate subjects in Ulakand.
religious landscape of the West forever.
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In the south, especially in Kester, 2708-2717 Eruzhal (the Executioner)
the Pit Masters have the greatest influence 2717-2749 Boshari (the Loud)
over what law exists since they have the 2749-2789 Ghurshan (the Fearless)
most resources, the best weaponry and 2789-2823 Alaghri (the Black-Helm)
through collusion they tightly control the 2823-2896 Churzhal (the Ageless)
slave market and the single biggest source 2896-2904 Eruchan (the Merciless)
of entertainment in Ull. Their clique is 2904-2936 Nimek (the Horse-Tamer)
comprised of several independently 2936-2967 Barateng (the Shield)
wealthy sheiks, self-styled amirs and other 2967-3016 Drashan (the Elder)
tribal chieftains. The Pit Masters show 3016-3031 Drashan (the Younger)
fealty to the Orakhan only as much as 3031-3046 Tovaske (the Cunning)
necessary to keep the status quo in the 3046-3068 Ulghir (the Hunter)
south. 3068-3109 Saghuz (the Iron)
3109-3120 Geskal (the Wanderer)
Roll of Orakhans 3120-3144 Ulzhun (the Victorious)
All dates given in Baklunish Hegira, 3250 3144-3171 Kuchakar (the Dragonslayer)
BH= 591 CY 3171-3190 Durghai (the Hooded)
3190-3200 Drasusk (the Betrayer)
2310-2340 Ulaghai Ora Khan (the 3200-3224 Kanduz (the Sullen)
Conqueror) 3224-3250 Draske (the Short)
2340-2366 Khuzhan (the Builder) 3250-present Bruzharag (the Misbegotten)
2366-2387 Buhul (the Warlike)
2387-2420 Ulzhak (the Golden) In the north, Ulakand is the
2420-2447 Durske (the Unlucky) rallying point for scores of traditional
2447-2461 Bherek (the Silent) Baklunish light cavalry groups that eagerly
2461-2473 Bhrevan (the Twisted-Limb) respond to the call of their illustrious
2473-2483 Lurzud (the Quarreler) leader in times of great peril. These vicious
2483-2486 Erlun (the Fool) lancers and archers ride upon the best
2486-2531 Kadzusk (the Enduring) horses drawn from Ull. In lean times these
2531-2545 Dengai (the Forkbeard) militant bands can resort to banditry and
2545-2563 Otogak (the Drunkard) slaving against merchant caravans bound
2563-2585 Kardugai (the Bloodthirsty) for southerly Kester while others for a
2585-2590 Lhaskun (the One-Handed) price will offer to protect them on their
2590-2611 Umighun (the Slaver) journey back north through the Plains of
2611-2640 Rhazal (the Ill-Tempered) the Paynims.
2640-2655 Hengek (the Cleaver) In southern Ull every free person
2655-2685 Payak (the Long-Rider) from young boy to family elder owns a
2685-2707 Ullarsk (the Bone-Breaker) weapon. Infantry thus are more common
2707-2708 Kugask (the False) in the southern towns than cavalry. The
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deadliest of Uli warriors are known for To the south is the Kester
great bows that rely on power more than Escarpment, a sheer cliff dividing higher
accuracy. There are also a wide variety of elevation Ull from the Dry Steppes below.
exotic polearms, finding use in both war This would naturally be an impediment to
and sport. The weapon of choice among caravans if not for the Dust Road, a well-
most infantry in the southern towns worn trail that cuts into the escarpment.
however is the mace, the bigger the better. The caravan town of Kester sets on a
It is not uncommon for ogre-kin and orcs terraced area of the Ulsprue foothills and
to march among Uli warbands of the much of its construction is made of the
south. local stone, giving most buildings beige or
reddish-brown coloration. The south part
Geography of Ull contains other smaller towns and
The land of Ull is an area about villages that fall along the most commonly
90,000 square leagues in size, cradled used trails between Ulakand and Kester.
between the craggy Ulsprue Mountains, a Ull’s bordering highlands are dotted with
spur of the Crystalmists chain, and the many deep cave systems, mines and rocky
more imposing Barrier Peaks to the east. ravines that are every bit as inhabited as
This crescent of mountains provides the the lowland towns.
land with only two easy ways of entry.
Ull’s indefinable northern boundary is part Climate and Ecology
of the vastness of the Plains of the Ull’s climate is considered
Paynims. Only those who are well temperate on average. Unlike the
traveled and intimately know the area bordering Plains of the Paynims, the
would even realize when they had northern and central plains of Ull see little
ventured into the territory viciously substantial rainfall except during the
regulated by the Uli town of Ulakand. winter season. These grasslands are fertile
Ulakand is an aberration among the plains, enough for grazing but widespread
where nomads gather to build their tents agriculture is futile leading to veritable
around the base of an isolated low-lying famines. Throughout the summer high
mesa. Up several timeworn trails to the top winds funnel between the Ulsprues and
of the mesa are town’s permanent Barriers from south to north. In the south
buildings that provide a clear and conditions are worse as hot dust storms
unobstructed view over the leagues of sometimes blast across the escarpment
grassland they claim. At night, dozens of contributing to what is an increasingly
home fires burn upon the mesa providing arid climate.
a beacon to all clans of Ull seeking Southern Ull like much of the Dry
protection. Steppes is caught within a continuous
series of droughts. Desertification is set in

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from many factors like soil degradation, Barriers are rife with dangerous beasts and
overgrazing and the limited rainfall. unimaginable horrors. Most of these
Kester’s position at the foothills of the creatures rarely venture forth from their
Ulsprues gives it the luxury of being the rocky lairs unless provoked or captured by
best and last watering spot for most slave bands for use in Kester’s fighting pits.
travelers or their animals before they enter Commonly seen monsters include
the steppes. Earthquake tremors, a legacy manticores, minotaurs, wyverns, chimera,
of the Invoked Devastation some say, hit numerous clans of ogres, trolls, and larger
the southern escarpment every few years giant-kin. It is superstitiously believed
causing substantial damage to the southern that the mysterious Mage of the Vale is
settlements and causing rockslides in the responsible for other unexplained
Ulsprue foothills. aberrations found in the Barriers leaking
The open grasslands of Ull are into Ull’s domain.
home to scores of species of animals, from
rodents like the despised camprat to
several of the finest breeds of horses.
Resources
Nomads in both the plains and lowland Ull’s potential for mineral deposits
hills herd wool bearing sheep while is still largely underdeveloped along the
fending off carrion birds and wild dogs. ore rich Barrier Peaks whereas the Ulsprue
What little arable land exists on the Range is still relatively unexplored but for
southern escarpment and the nearby a few minor silver and copper mines in the
mountain highlands is mainly used for foothills. Pockets of gems are occasionally
flocks of goats and sheep or the discovered as well, producing mainly
increasingly lucrative cultivation of Hul citrine, bloodstone and onyx. Control of
Zil (Bliss Flower), an opiate bearing flower these mines is in the hands of just a few
recently imported from far southwest of khanates, notably in Okkand and
the Sea of Dust. Kurukand.
In the northern regions of the Bronzewood lumbering operations
Ulsprues can be found valued bronzewood in the northern Ulsprues are carried out by
trees whose reddish brown wood when slave labor and traded with Zeif. Such
properly treated is extremely strong yet exports are a mere trickle compared to
still light in weight. Woodland in the rest demand however.
of Ull is decidedly sparse, found most often Since the Oeridians first settled the
along seasonal creeks originating from the region, horses of excellent quality have
Barrier Peaks. These deciduous trees roamed in great herds. To their credit, the
include the thorny Yarpick but no fruit Uli have elevated these populations to an
bearing species. even greater level, some say to the envy of
Beyond the open plains, the their cousins to the north and far west.
Ulsprue Mountains and the Western Further south from the fertile grazing
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lands, livestock grows thinner and famine exaggeration and lies to enhance their own
from food shortages is a daily concern. self-worth among society.
Kester accounts for much of Ull’s Generosity is almost unknown here
economy as a trade nexus between the Dry unless it is through pity or ulterior motive.
Steppes and merchants of the north. The sacred custom of hospitality between
Behind the bartering and daily trading of Baklunish strangers is still adhered to
goods is a thriving black-market of illicit among Uli homes yet few ever request it
items such as poison and drugs. In for generosity soon turns sour. Desperate
particular are the derivative drugs of travelers can find themselves cowed into
opium that are highly sought from buyers indentured servitude by their fearsome
thousands of miles away. hosts for the smallest slight or overbearing
Ull’s greatest resource however is guests can become a nagging burden to less
its unabashed slave trade. For centuries the assertive families. Where Uli custom
Yorodhi have provided a steady crop of diverges the most is piety. In Ull there is
able-bodied slaves while Uli slavers are no care for the traditional adoration of the
just as apt to enslave enemy Paynims and Baklunish pantheon. Instead, religion and
humanoids as well. Most slaves are structure are replaced by a spiritual
auctioned in the town of Kester where a worship of tribal ancestors with a variety
use can be found for just about anyone. of other associated superstitions and
taboos.
Four Feet of the Dragon
In Ull the ancient custom of the Religion in Ull
Four Feet of the Dragon, honor, family, The Uli have a deep belief in the
generosity and piety is greatly diluted power of ancestor worship. Uli are
from what most urbanized Baklunish inspired by past deeds in the hope they too
would expect. Family is the most will be aided to success by their dead
important factor in Uli culture and is the ancestors. In this way the people of Ull
only one of the four aspects that hasn’t seem more practical in seeking solutions to
altered for the worst. The many khanates the everyday problems of life than their
in Ull take the notion of family a step more pious cousins to the north. This
further and have a rabid ethnic pride for overconfident attitude lends itself well to
being Uli, which manifests in their their warlike tendencies, as death in
willingness to set aside feuds to battle a combat is generally the quickest way to
common enemy. Honor is openly boasted join the ranks of one’s ancestors.
about by the venal citizens of Ull but not Organized religion here is maligned
practiced with much virtue in their and self-serving. Few temples or shrines
actions. In fact, Uli are prone to exist. Of all the Baklunish deities, only
Geshtai, the Daughter of the Oasis finds

Page 13 of 72
regular praise for her continual struggle where it eventually laid down and died
against Incabulos’ droughts and famines. rather than be controlled. The great
Ralishaz finds more homage among the stallion’s remains became the mesa on
venal folk of Kester who casually throw which Ulakand was reputedly founded.
his name to the wind to explain their
misfortunes and excuse their behaviors. Population and Language
Others pay token bribes to Ralishaz to
No true population count can be
improve their gambling stakes. Foreign
taken in Ull for dodgy highland tribes,
missionaries of Al’Akbar sometimes try to
Oeridian hill men and swelling slave pools
aid the poor of Ull and win converts, but
complicate the totals. Nominally the
all eventually outlast their welcome and
Mouqollad’s census estimate Ull’s
leave before they end up enslaved.
population at over 270,000. It is an ethnic
Despite the indifference or outright
blend of majority Baklunish with minority
abhorrence for deities in Ull, many
groups of Yorodhi (Oerid), halfling and
worshippers of demonic cults easily find
orc. Half-blood bastards of orc or ogre
influence in Ull. The most devious of these
parents are quite common in the highlands
practitioners subtly use the spiritual belief
but are now spreading into even Ulakand
in ancestors as a way to delude common
thanks to Ull’s newest Orakhan.
Uli into furthering their unholy schemes.
Most people in Ull live in relative
The clans of Ull revere horses with
poverty and under the constant strain of
more passion and celebration than
slavery or violence. Average life
anything else. Horses are considered part
expectancy here is very short, about 45
of the family so their care and respect is
years old for humans and the mortality
treated accordingly. Many customs, taboos
rate of infants is indeed grim given the
and legends typical to Baklunish culture
conditions.
are practiced in Ull. The naming of horses
The major language spoken in Ull is
is very important and many clan elders
Ulagha, the regions own debased dialect of
proudly memorize the lineages of horses
Ancient Baklunish. While Baklunish and
under their family. Taboos involving
Common is known in Ull locals almost
horses tend to be highly personal and
exclusively use Ulagha out of spite and to
become the source of many brawls
make life more difficult for visiting traders
throughout the plains.
or newly acquired slaves. The neighboring
Ulakand itself is built on a legend
Yorodhi still cling to a remnant of their
regarding a gargantuan horse. This mythic
Oeridian tongue but have found it almost
story tells of the great stallion that became
totally replaced by colloquial Ulagha as the
angered when the gods tried to tame it. In
generations go by. Humanoids of the
its fury it trampled down part of the
Ulsprues likewise have incorporated the
Barrier Peaks creating present day Ket
then rampaged wildly to the southwest
Page 14 of 72
slang-laden Ulagha into their everyday Ulsprues. Those who went north to Zeif
language. are now known for the Sultan’s Uruzary
Corp while the southern branch
Races of Ull eventually settled in the highlands and
towns of Ull. Today, orcs in Ull have
Baklunish largely been assimilated in the Baklunish
Baklunish Uli tribes comprise the culture either by acceptance or by slavery.
majority ethnic group in Ull as expected. They are essentially tribeless and as such
Their cousins the Paynims are not do not adhere to the clan totems or even
uncommon in Ull either raiding, trading deities of their forebears. Humanoids
or as slaves. Baklunish of the settled typically find their greatest potential in
nations to the north can be found here serving for various warbands where they
frequently by way of caravans. Specific Uli excel as infantry.
family, khanate or even warband
allegiances are always apparent, at least to Oeridians
locals, by either a particular style of Most native Oeridians populating
wearing clothing or in the complex the hills and desert valleys of Ull are of the
designs found on family carpets. Yorodhi tribe. Racially they are the most
Northern Uli sees themselves as pure strain of Oeridian left in eastern
pure culturally, most still adhering to Oerik but with each decade their numbers
traditional nomadic ways and shunning dwindle due to rampant slavery and
the settled life. They even try to segregate skirmishes with their Uli oppressors. Few
themselves from other races, even though Yorodhi remember what their culture was
with the reign of Bruzharag Orakhan this like before the Invoked Devastation
practice is strained. Southern semi- brought on droves of Baklunish nomads
nomadic Uli are generally considered more that raided and eventually occupied their
venal by outsiders and not only freely settlements.
associate with other races, but in the case The Oeridians have not made a
of many highland families they even have significant organized attempt to retake Ull
ogre or orc blood. since their opportunistic attack during the
incursion of the Brazen Horde. Since a
Humanoids northward exodus of many lesser Oeridian
Most humanoids in Ull are orc or tribes soon followed Ull’s repulsion of the
half-orcs descended from the same Brazen Horde, the stubborn Yorodhi are
humanoids that once served as now unorganized, instead happy to exact
mercenaries for the Baklunish Empire. The small revenges on Uli warbands and
original Euroz tribe branched after a merchant caravans.
prophetic falling star fell over the
Page 15 of 72
Whispers tell of exotic ogre-magi Ogres are frequently enslaved or bribed
moving secretly about the fringes of Ull, into being laborers and fighters for Uli
possibly loyal to a foreign figure called the slavers and warlords who use them as
Lord of the Ogre Magi. shock troops. Bruzharag Orakhan, a half-
ogre himself, includes ogre bodyguards
Halflings among his entourage.
Seven hundred years ago Full blooded mountain ogres have
merchants from the northern cities broke distinct customs, taboos and a language
into Ull, establishing routes of trade. more akin to the giants, whereas lowland
Among the first wave of prosperity and half-breed ogres start to show
brought into Ull’s towns were large assimilation into Uli culture. All ogres
families of migrant halflings encouraged regardless of background have a healthy
by merchants to settle the area. Drawn fear of the deity Vaprak and the demon-
mainly from Tusmit, these hard-working, prince Baphomet, two conflicting ogre
naive halflings fast became an overlooked religions among the shamans of the
minority to the Uli who found them Ulsprues.
curiously unthreatening and likewise not
suitable for general slavery. Settlements of Ull
Halflings in Ull resemble their kin
to the east in form and demeanor, but that Kester; small city; Conventional;
is where the similarities end. Their beliefs AL CN; 15,000-gp limit; Assets 6,450,000-
and culture has blended well with the gp; Population 8600;
common Uli over time, even to the point Authority Figures: Various family
of being corruptible. Halfling language and chiefs, warband leaders and Pit Masters.
deities are only found in old writings kept Kester sits at the crossroads between the
by elders who practice their traditions in Dry Steppes and more fertile plains to the
secret. north as a hub of trade both legal and
illegal. Kester is remarkably large for the
region where it was founded. The
Ogres population fluctuates seasonally from 6000
Scattered tribes of ogres fill the in the unbearable summer to 10,000 in the
Ulsprue and Barrier Peak highlands. winter. While technically still a khanate
Among these lands some hardy Uli under the rule of Ulakand’s royal family,
families have a rapport with the barbaric little fealty is actually shown to the
ogres, often proudly intermingling Orakhan as no one truly rules the town. A
bloodlines. In Kester ogres are bred with semblance of order is maintained by a
female orc and human slaves to produce balance of free trade, the threat of violence
the half-ogre, half-orc and orog specimens and Kester’s own brand of gladiatorial
that are highly prized by all Pit Masters.
Page 16 of 72
entertainment. If anyone truly rules Kester Okkand; large town; Conventional;
it is the wealthy Pit Masters, who run both AL CN; 2,000-gp limit; Assets 300,000-gp;
the lucrative slave markets and the Population 3000; Authority Figures:
popular fighting pits. Durghai Khan (CN male human Ftr6)
khanate leader. Okkand is a twin town to
Ulakand; small city; Conventional; Kurukand to the east. It lies upon the most
AL CN; 10,000-gp limit; Assets 3,000,000- traveled trail from Ulakand to Kester and
gp: Population 6000; thus sees much of the same trade. From
Authority Figures: Bruzharag the Okkand, Durghai Khan ruthlessly
Misbegotten (CE male half-ogre Ftr16) administers Ull’s coveted silver mines in
Orakhan. The royal family of the Orakhan the nearby Ulsprues.
traditionally holds sway over an area 20
leagues in all directions from the caravan Semust; small town; Conventional;
city. The town is the rallying point of all AL CN; 800-gp limit; Assets 60,000-gp;
Uli nomads who seek shelter and safety in Population 1500;
numbers. Merchants and slaver bands Authority Figures: Qilak Khan (CN
frequent the town to trade or replenish male human Rog3/Ftr1) khanate leader.
supplies on their way further south. Such This small Uli town is built on the ruins of
trips don’t always occur however, since an ancient Oeridian village. Semust serves
foreign caravans are often randomly seized a channel for many black market items
or turned back in the name of the going to and from the north. With an
Orakhan. Upon Ulakand’s mesa the amicable relationship with Kurukand,
Khanate Council regularly meets with Qilak Khan enjoys wealth beyond those in
Bruzharag Orakhan the Misbegotten, to his khanate which he often spends in
settle disputes and sometimes start new Kester betting on fights.
ones entirely.
Yorod; small town; Conventional;
Kurukand; large town; AL CE; 800-gp limit; Assets 40,000-gp;
Conventional; AL CN; 2000-gp limit; Population 1000;
Assets 500,000-gp; Population 5000; Authority Figures: Ahmud Khan
Authority Figures: Jalhir Khan (CN (CE male human Rog6) khanate leader.
male human Ftr7) khanate leader. The The southerly town of Yorod is a bygone
sprawling town of Kurukand is a smaller remnant of the age when Oerids claimed
version of Ulakand to the north but no less the land. Now the only Oeridians here are
successful. Kurukand enjoys trade passing the Yorodhi hillmen captured by slaver
through it on route to Kester as well as bands that use the town as a staging area.
maintaining nearby slave worked copper Cut off from Ull’s main trails, an earthen
mines belonging to Jalhir Khan. rampart is the only defense for Yorod,

Page 17 of 72
which regularly sees counter-raids by the to have Bruzharag freed from slavery. The
willful hillmen. untrusting half-ogre undermined Draske
when, without warning, he ran away to
Other Khanate families (Nomadic) the Ulsprue Mountains rather than
(Northern): Jadrun, Ulghur, become someone else’s slave. Bruzharag
Khugari, Inchak, Ulzai, Kirghai, Zhunis, quickly found succor with the ogre
Umighak, Ohkir, Lurzid, Khurut. blooded tribes of the highlands while his
(Southern): Najul, Geshtun, uncle hunted for him.
Ongusk. Bruzharag did not hide for long but
instead roused his new allies into a spate of
Major Personages of Ull banditry throughout central Ull. Those
khans and sheiks that once adored
Bruzharag “the Misbegotten”, Orakhan of
Bruzharag now condemned him. By now
Ull; CE; Half-ogre male Ftr16:
Draske was aging and lacked the resolve to
Draske Orakhan settled his
quell the banditry. He safely stayed far
gambling dues to the Pit Master Chagan
away in his hall at Ulakand, leaving others
Vachir by giving away his youngest sister
to try and control his nephew. Bruzharag
into slavery. She was soon paired with
went from bandit leader to rival warlord
Vachir's best ogre pit fighter. Bruzharag’s
in the span of a year, amassing his horde of
mother never survived childbirth and his
half-ogres and Uli cavalry to take over
father died in the pits weeks before ever
Ulakand. As they swept through the plains
seeing his son. Vachir now owned an
virtually unopposed, several khanates
orphaned half-breed combining royal Uli
began to sense an impending shift in
blood with potent ogre stock. Bruzharag
power and decided to side with Bruzharag.
was groomed for greatness from a young
The hulking warrior and his army stormed
age in all modes of fighting. Those who
the mesa of Ulakand in a bloody overnight
reviled Bruzharag nicknamed him the
coup that ended with an outmatched
Misbegotten, a derisive name that the
Draske slain in the name of his sister.
young half-ogre aptly turned to his
Afterward, in the grisly tradition of Uli
advantage in the Pits. With a flair for
succession none among the opposing
causing pain and showing off to the crowd,
khanates dared challenge his claim.
Bruzharag quickly caught the attention of
The new Orakhan rules Ull on a
all in Ull especially his uncle Draske.
whim, content for now to mainly focus on
The Orakhan feared his nephew’s
bullying his royal kin and the duplicitous
popularity as well as his blood-tie and soon
locals of Ulakand, thus allowing life
began backing others to defeat him. When
elsewhere to return to the way it was.
it finally became apparent that none could
defeat the half-ogre openly, the Orakhan
changed tactics and exerted his influence

Page 18 of 72
Description: of the Ulghur and Inchak khanates at
Bruzharag the Misbegotten is a horse riding prowess.
half-ogre male with incredible natural Jadrun Khan is a middle aged yet
strength and uncanny stamina. He stands physically fit Baklunish male with long
7-foot tall with broad shoulders and thick braided hair which has never been cut. He
vein-corded limbs. Bruzharag’s eyes are wears dark leather armor and wears a
gray and ever squinting, set deep within decorative helmet that is reputedly
his thick forehead. His straight, coarse hair magical, an heirloom of his family dating
is blue-black and his skin is a motley back to the reign of Ulaghai the
mixture of ogre and Baklunish tones. He Conqueror. When traveling, Jadrun is
bears the scars of innumerable pit fights never far from his personal bodyguard, the
across his body, most notably the severed enormous warband Drashan’s Legion.
tip of a pinky finger on his left hand and a
sliced lip that has impaired his speech, Sheik Chagan Vachir, Pit Master of Kester;
although none will admit it to him. N; Human male Aris8/Rog2: Obese,
Bruzharag shuns flaunting his station disease-marked, and disgustingly
instead leading a simple lifestyle. hedonistic, Sheik Vachir is the foremost
Bruzharag favors wearing leather or hide pit master of Kester. His pavilion tents can
attire at all times, except in the hot months be found about the town’s slave auctions,
when he goes shirtless in public. He is markets and pit grounds. He specializes in
accompanied by several ogre and half-ogre scouting, breeding and training slaves to
bodyguards brought with him from the become gladiators. Among his prized
Ulsprues. While he is skilled at all martial fighters are the late Bruzhog the Maul,
weapons and a few exotic ones, his Abular paragon of minotaurs and
preferred weapon is a heavy mace that he Bruzharag the Misbegotten, now Orakhan
acquired during his bandit days, reputedly of all Ull. Sheik Vachir is a schemer with
made of a rare metal if not also magical. seemingly unlimited resources and
contacts. Some say he may even be a
Jadrun Khan: CN; Human male Ftr10: member of the Yellow Cartel. His current
Jadrun Khan is regarded as the rival among the Pit Masters is the upstart
most powerful single khan in Ull besides female, Nura bint Ramil who alone in Ull
the Orakhan. He is the ancestor of rejects his salacious advances.
Drashan the Elder who defeated the
Brazen Horde at the Battle of Ulakand and Abi Dalzim, “the Father of Droughts”; CE;
this lineage gives him the respect of foe Human male Wiz20+: Dalzim was born
and friend alike. When Bruzharag is not to around 510 CY in the Dry Steppes. Little is
be found it is Jadrun Khan’s opinion that known of his childhood, his real name or
most khans turn to. His khanate is one of which nomad tribe he belonged to. It was
the largest in the north and a staunch rival in his barren homeland that Abi Dalzim
Page 19 of 72
was first apprenticed under a little known the name of the Black Rider. With
elementalist that had been banished from Incabulos as inspiration, Abi Dalzim’s evil
the exclusive Zashassar College of Magic. flourished over the next decade. In that
The wizard, known only as the Sand time he brought many new magics into
Sha’ir, was also a nomad by birth and the world. Few have not heard of the
chose the impressionable teen principally moisture draining spell Horrid Wilting,
for his raw magical talent. while among the dervishes of the desert
Mentor and apprentice both moved Dalzim’s elemental conjuring Scarf of the
to the outskirts of Ket around 524 CY Dry Steppes is more infamous.
where Dalzim became indoctrinated to Around 552 CY, Dalzim and his
many aspects of Baklunish spellcraft necromancer ally came into conflict with a
including dealings with genie-kind. wizard named Alhamazad who wandered
During one of these negotiations, a the south of Ull. Alhamazad found
summoned elder dao cryptically demanded company with the dervishes of the Dry
the Sha’ir rename his pupil Abi Dalzim as Steppes and clerics of Al’Akbar to set back
part of his conditions of service. As the the evil in Ull. This effort saw the deaths
student Dalzim grew older he apparently of many good heroes, but the Incabulite
inherited his master’s prejudice against was slain while Abi Dalzim became the
“enlightened” city folk, for both prisoner of the nomads. Held in the far-
persistently plotted cruel and unprovoked flung town of Kanak, it is said Dalzim was
revenges upon them. The dao’s prophetic cruelly tortured and mutilated for his
naming of Abi Dalzim came to realization misdeeds. Broken and near death,
in 538 CY when Dalzim and a cadre of witnesses recall the day Dalzim was taken
summoned genies destroyed the wells in from his imprisonment by a noble dao
the Caliph of Ekbir’s palace. The Beygraf who claimed rights to the offending
of Ket also became affected when Dalzim wizard back in the Great Dismal Delve.
and his evil genies stole a large amount of None were brave enough to contest the
treasure from his vaults in Lopolla. This genie’s claim and assumed Dalzim would
last great scheme was discovered and the be banished from Oerth forever.
two miscreant wizards were forced from There is no account of what
their tower whereupon they retreated to transpired during his lengthy incarceration
the lawlessness of Ull in 542 CY. in the Elemental Planes, but within the
It was in the dark alleys of Kester last decade Abi Dalzim resurfaced with
that Abi Dalzim then met an Incabulite renewed power and resources to
necromancer who offered to show him a reestablish himself in a ruined ancient
new path of dark magic. Dalzim had Oeridian tower in the Ulsprues, suitably
learned all he wanted from the Sand overlooking the town of Kester. From his
Sha’ir, so to prove his desire to join the new abode Dalzim works covertly through
necromancer, he murdered his mentor in a younger agent, the ambitious Nura bint
Page 20 of 72
Ramil, who is the only female Pit Master spindle Ioun stone for his own personal
in the trade town of Kester. Today, few in sustenance. As a specialist Transmuter, Abi
the West want to believe Abi Dalzim has Dalzim is barred from evocation and
returned, most thinking him to be a ghost enchantment spells but has made up for
or an imposter hiding among the this deficiency quite well with devastating
mountains. This serves him all too well in use of necromancy as well as a clever
his future exploits. aptitude in abjuration and illusion. Dalzim
Appearance: Abi Dalzim (W20+) is shuns fighting directly, so undead and
a short Baklunish male who is definitely elementals are always employed to slow
venerable of age but somehow lives on to down his foes while he can unabashedly
practice magic despite the reported unleash a Horrid Wilting spell on both
mutilations and bone breakages delivered enemy and ally alike.
on him long ago by his captors. He is not
often seen in the flesh, instead hiding his Development: When Abi Dalzim isn’t
true appearance behind a voluminous seeking relics of great power to further his
sandy colored, hooded robe that combines own ambitions he is terrorizing the region
the properties of Blending and with created undead and summoned
Displacement. His voice is low and elementals. Caravans traveling to Kester at
whispering, much like sand blowing in a night are disrupted on occasion by
storm. He eschews opulent attire and shriveled up zombies aptly named the Dry
excessive jewelry unless it has a purpose. Ones or equally ravenous desert ghouls.
Tactics: Due to his long career, Abi Sightings of Dune Stalkers in the Dry
Dalzim has treasure caches hidden all over Steppes have raised brows among the
the Baklunish West and as such he could dervishes. So far Abi Dalzim has no
bear drastically different items on any designs for retribution on Alhamazad or
given encounter. One of his most the Beygraf of Ket, but they are by no
cherished items is a concealed Rod of means forgotten.
Withering that once belonged to his
necromantic ally. Abi Dalzim is also Adventure Hooks in Ull
known for employing magic items linked
One does not have to go far in Ull
to the elements, especially earth. He is
to find adventure, sometimes it finds you
never without a few vials containing Dust
first with dire consequences. The
of Dryness, Dust of Illusion or Dust of
following hooks can be used for both short
Disappearance. At his most sadistic he
term and long term campaigns in Ull.
will carry Dust of Sneezing and Choking
or other custom made dust items. Other
items that round out his repertoire might
The Altar of Dhawar
include Stone Salve for defense, a Stone of A thousand years ago the
Controlling Earth Elementals and a clear Baklunish-Suloise Wars was about to come
Page 21 of 72
to a cataclysmic end. Legends say that same pathway that leads to Dhawar’s
within the Yorodhi society was a deeply mountain. Unfortunately their shamans
seeded doomsday cult that revered one if found no favor in using the Altar for many
not more demon princes. The cult, were suddenly stricken with diseases and
founded by an Oeridian pariah named dementia or merely disappeared. The ogres
Dhawar, conducted their unholy rituals at had enough and decided to bar the way up
a carved stone altar in the southern the peak by destroying parts of the trail
Ulsprue Mountains atop a remote peak and making hand-made pitfalls and traps.
that faced toward the distant strife in the They are ever wary to ambush or turn
Baklunish Empire. away anyone moving through their lands.
Dhawar claimed he was led to the The peak is a flattened area about
site by visions that forewarned him of an 200 feet in diameter. The ground here is
impending doom. For a few years Dhawar uneven and excessively weatherworn. The
collected like-minded followers who could Altar is a 6-foot long slab of carved stone
help him in averting this possible that is inconsistent with the local rock. It
cataclysm. It was on the hour of the is stained with blood, a discoloration that
Invoked Devastation that all but one of the even the elements haven’t been able to
cultists was sacrificed by him. Dhawar wear away. Besides setting at the center of
himself fell, or in later accounts, was the peak, there is actually nothing else
pulled by something into a fissure that outwardly remarkable about the Altar.
opened near the Altar. While the Yorodhi There are no symbols or inscriptions that
did barely survive the cataclysm, only would indicate the Altar’s original
Istus knows what Dhawar’s cult truly religious affiliation. The entire area
accomplished that day. radiates an aura of powerful evil that
Over the centuries the tainted enhances vile rituals to whichever deity it
Altar would still see more hapless visitors. is currently attuned. Careless priests, who
Local worshippers of other evil deities like have neglected to first consecrate the
Ralishaz and Incabulos became attracted to Altar, have experienced horrible curses or
the Altar of Dhawar by the legends and dubious fates.
sought to reap rewards for their own To one side of the Altar is a fissure
sacrifices there. Other times lost pilgrims that nearly bisects the entire peak, giving
would find the peak on accident during the impression the whole area could fall
their journeys to hidden holy sites within apart. This tear in the peak is ten feet
the Ulsprues. Eventually rumors spread to across at its widest, tapering towards the
the ears of adventurers about treasure at ends. The deceptively deep crevice leads
the Altar either left by cultists or lost by down into the inky depths of the
unwary pilgrims. mountain’s heart. This is where the true
Two decades ago a tribe of ogres danger exists and possibly the greater
chose to settle in a cavern system along the reward. Whatever still sleeps below the
Page 22 of 72
Altar of Dhawar is old indeed and strong in this frontier town. Another danger to
enough to take down a fully-grown ogre. caravans, those entering the Dry Steppes
The true nature of this unseen monster are well advised to go out of their way to
from the shadows has yet to be revealed. avoid the reach of vengeful Yorodhi
The creature typically only emerges when hillmen.
the Altar invokes a curse on someone or if
some great upheaval attracts its attention. The Yellow Cartel
If there is any treasure still to be had, it is Inside the lawless region of Ull is
hid within these lightless caverns where an organization of wealth that rivals the
further secrets from a time well before the Pit Masters of Kester and has enough
Twin Cataclysms are waiting to be influence to affect the Orakhan’s
discovered. decisions. Ull’s black market has always
operated openly much to the chagrin of
Caravan Guarding established Baklunish trade groups like the
The most common way Ull is Mouqollad, but now the Yellow Cartel’s
reached by foreigners is along caravan emergence in Ull has given them new
routes braved by merchants seeking exotic cause for concern.
goods from the south. Caravans traveling The Yellow Cartel appeared out of
through Ull always will seek to find nowhere not long after the importation of
suitable guards for their wagons, bliss flowers in 567 CY. They first seized
sometimes even hiring those who may upon the manufacture and trade of opiates
have raided them before. At Ulakand made from this flower. The Cartel is an
caravans are often seized for no reason in improbable association of independent
the name of the Orakhan. Inevitably these nomad warlords, anonymous sheikhs and
same goods end up fenced by the Uli other sundry villains from the West. The
elsewhere. Yellow Cartel has no clear hierarchy of
In addition to being the main control or set base of operations and
destination for caravans to trade, the town loyalty is tenuously maintained as long as
of Kester enjoys a burgeoning black- there is work to be done and their mutual
market unlike any other in the West. In power and wealth grows. The coterie of
Kester unscrupulous traders can buy bosses when necessary, quietly exact
slaves, poisons, drugs, stolen weapons and discipline from within while brazenly
more. The Mouqollad Consortium despises defending their interests from others
Kester, for this illicit trade operates through a brutal cadre of enforcers made
without hindrance and sometimes without up of freed Kester gladiators and the worst
pretence in the common market. Their of Paynim exiles and mercenaries. The
field agents are ever on the lookout to usurping half-ogre Bruzharag Orakhan has
catch members breaking Consortium law been leery toward this organization yet

Page 23 of 72
wild rumors circulate that his bloody coup bulk of their product moves invisibly and
may have been backed by the Yellow unhindered using extraordinary magical
Cartel and now the fledgling ruler means in order to reach farther customers
stubbornly refuses to return the favor. faster. While the Mouqollad and Ekbir
Poverty threatened Uli commoners waste time searching hundreds of
provide an ample workforce by harvesting caravans, the Cartel’s agents make use of
the valuable flowers to bring to the Cartel. extra-dimensional carrying devices,
These rewards while meager are tempting teleportation items and custom flying
enough for common Uli families. Indeed carpets. Stories abound that the Cartel
inter-clan fighting over fields of poppies is even have secret locations in the
not uncommon in the highlands of Ull. surrounding mountains where they hide
What makes the Yellow Cartel dynamic is special magic gates to cities in the East.
their far-reaching ambition. They are not Allegedly nothing living can pass through
content with simple caravan raiding or these gates, instead it is said transactions
bartering in the markets of Kester. They are conducted between sites by golem
seek nothing less than the spread of their porters.
own brand of corruption to distant cities
that most Uli have never seen much less The Naajam Trials
heard of. The flood of drugs out of Ull has Every year during mid-summer,
taken off in all directions, from Ket to there is a unique event held in Ulakand
Kanak. Ekbir so far has successfully that draws folk from far and wide. The
banned their opiates as contraband, and Naajam Festival is held for two long weeks
the Mouqollad Consortium proactively while local clans and many curious
spends resources to hire agents who will foreigners gather under a tenuous truce to
ferret out the Cartel and covertly tear celebrate in drunken revelry and show off
apart this rival organization before it gets their horse-riding prowess. These
too powerful. The demand for opiates is of performances wildly vary, ranging from
course underestimated by the Mouqollad. high-speed acrobatic stunts to mounted
On the streets of far flung metropolises archery contests.
like Gradsul and Greyhawk City, cultural Above all the most important event
neighborhoods like ‘Little Ket’ are already is the deadly cross-country Naajam Trials.
showing the influence of the Yellow This highly competitive race attracts
Cartel. Furthermore, faithful of many arguably the best riders and best horse
religions are now discreetly seeking out breeds from across the Baklunish West
the drugs to enhance their own diverse and infrequently even beyond Ket. On the
needs. first day of the Naajam Festival all the
The Yellow Cartel distributes their entrants take off at once towards the
opiates insidiously swift, smuggling along southwest, blazing through Ull’s interior
regular trade routes, but by and large the
Page 24 of 72
until they reach the halfway checkpoint at is rumored Dalzim seeks relics like the
Kester. From there the riders continue Cup and Talisman of Al Akbar as well as
their trek around the Ulsprues, hugging the Chalice Everlasting to sacrifice to
the mountain range while within the Incabulos in order to gain greater powers.
inhospitable Dry Steppes until they arrive For these endeavors he covertly recruits
back at the familiar plains where only the adventurers through his agent, the only
hardiest of horsemen remain to sprint back female Pit Master of Kester, Nura bint
to Ulakand. The lethality of this race Ramil. This way more often than not
comes from many factors including the unsuspecting adventurers will not know
sweltering climate of the Steppes, horses whom they truly work for.
dying from over-exertion and several well-
timed ambushes along the foothills by The Pits of Kester
ogres or opportunistic raiders. While The Pits of Kester draw blood sport
much betting occurs between the khans enthusiasts from all around; from feuding
and other rich patrons at the festival, the Uli khans in the north to visiting
fearless competing riders do it merely for merchants from Tusmit, they all venture
the clan honor of being titled ‘Leader of a from far and wide to witness spectacles of
Thousand Horses’ and having their combat outlawed in most civilized
winning horse revered in song for societies. The haughty Pit Masters share
generations to come. opulent pavilion tents at the edge of each
Pit where attended by slaves, they sit on
The Father of Droughts silk cushions and watch their fighters
Abi Dalzim whose name means perform. Gambling rings run strong on
“Father of Droughts” is most notable for those nights with the greatest wagers put
creating the spell Horrid Wilting and the down between the Pit Masters themselves
wicked Scarf of the Dry Steppes. This or with their celebrated guests from out of
outcast nomad is both a skilled earth town.
elementalist and a powerful necromancer. All sorts of gladiatorial combat are
For almost half a century his villainous on display at the Pits, from simple knife
exploits have earned him the enmity of fights to duels with exotic weaponry. Pit
Alhamazad of the Circle of Eight, the teams are sometimes assembled for longer
Beygraf of Ket and clerics of several faiths melees while on slow nights vicious wild
including Geshtai. dogs are thrown in against each other. The
Abi Dalzim has resurfaced within sadistic Pit crowds tend to favor torturous
the last decade to use his powers and battles over quick kills and their
accumulated resources to reopen a ruined admonishment can even spell death for
ancient Oeridian tower in the Ulsprues, the winner. While trained slave fighters
grimly overlooking the town of Kester. It are most commonly used in the Pits it is

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not unheard of for free-men to risk their 1000 warriors and a Small band is 1000 to
lives in the Pits for the chance at a reward 250 or fewer warriors.
or favor from the Pit Masters. Once in a
great while special fights are organized Abd Incabul: (Small warband): 250 (Uli);
between retired champion gladiators like Raiment: Solid black turban around helm,
the feared Oeridian strongman Al Drak, dark green aba; Armament: Lt Cavalry (Lt
and exotic captured monsters such as the Warhorse, Scimitar, Lance). These
legendary Abular, paragon of minotaurs. fearsome riders are ignored by most other
warbands while their wrath is turned
The Mahdi of the Steppes south. Their main agenda is the
The dervishes of the Dry Steppes are eradication of holy men in the cause of
nomadic religious zealots that fearlessly their deity, Incabulos. Understandably
defend their lands from Ull by martial they spend a lot of time in the Dry Steppes
fanaticism and cooperative magic. Their stalking Paynim dervishes and servants of
leader is the Mahdi of the Steppes, an the new Mahdi of the Steppes.
enigmatic prophet hailed by the dervishes
as the one chosen in the Prophecy of the Ahmud’s Net: (Small slaver band): 400
Phoenix. The identity of the Mahdi is a (Uli); Raiment: Tan turbans and ochre
well kept secret among for his own sash; Armament: Footmen (Polearm,
protection. The Mahdi has raised brows in Mancatcher, Heavy mace, Whips, Net).
the West for he is successfully uniting This fearless group of slavers works
most of the tribes of the Dry Steppes, and directly for the khan of Yorod, capturing
apparently seeks to do the same with the slaves and transporting them to Kester.
contentious Paynim tribes of the northern Their secondary duty of defending their
plains. It is only a matter of time before town from counter-attacks and slave
this movement comes into open conflict breakouts has led to dwindling numbers.
with Ull. The Mahdi and his dervish
leaders are always on the lookout to Black Talons: (Medium warband): 2000
recruit willing adventurers for a variety of (Uli); Raiment: Helm with black tassel;
high risk missions within Ull. Armament: Lt. Cavalry (Lt Warhorse,
Composite Longbow, Light Mace). This
group is composed of the most skilled
Warbands of Ull mounted archers in Ull, drawn from many
Among the khanates of Ull, violent bands neighboring khanates. Kirghai Khan (Ftr4)
of Slavers and Warlords also operate, an avid archer himself, allows them to
sometimes crossing family boundaries in roam his territory much to the chagrin of
loose alliances. A large band is 5000+ to the Black Talon’s rivals the Farhunters.
3000 warriors, a Medium band is 3000 to

Page 26 of 72
Bloody Maimers: (Small warband): 900 The Far Hunters are a warband of young
(Uli); Raiment: Helms and blood stained restless horsemen who are among the
cloaks; Armament: Mixed (Lt Warhorse, worst enemies of the Plains of the
Polearm, Scimitar, Longbow). This vicious Paynims. They are legendarily known for
band is largely concerned with protecting penetrating north into the Plains of Antal
highland cultivation of poppy fields so that until they were eventually wiped out by
it reaches the hands of the Yellow Cartel. an avenging undead army from the Zeifan
Those unfortunate enough to tend their Uruzary fortress of Dar-Zaribad.
fields are apt to be missing hands or feet
for all sorts of transgressions. Fingers of Ralishaz: (Small slaver band):
250 (Uli); Raiment: Unknown; Armament:
Broken Scimitars: (Small warband): 800 Footmen (varies). Thought to be a well
(Uli), 100 (Half-orc); Raiment: Ochre coordinated street gang by most or simply
shield with broken scimitar device; thuggish beggars by others, the Fingers of
Armament: Footmen (Heavy mace and Ralishaz are so intermixed in Kester
other bludgeoning weapons). The Broken society that they are invisible. The Fingers
Scimitars are purely anarchic raiders with rarely strike outside town where they
no allegiances and many enemies notably have no power and their brand of slaving
the Wildmen. They wander across the consists mainly of high-risk kidnappings
Lurzid, Ulzai and Ohkir Khanates at their and ransoming. Understandably this band
own peril, recruiting fervent new blood as has made many enemies especially among
members are killed off. the Mouqollad Consortium, local khans
and Kester’s elitist pit masters.
Drashan’s Legion: (Large warband): 4500
(Uli); Raiment: Helm with black turban Followers of Zhabask: (Medium warband):
wrap, ochre shields; Armament: Lt. 2000 (Uli), 100 (Halfling); Raiment: White
Cavalry (Lt Warhorse, Composite & Black turbans intertwined with ends
Longbow, Lance, Light Mace). The oldest hanging loose; Armament: Footmen
warband in Ull, they serve their own (Polearm, Heavy mace, Longbow, Sling).
interests and also serve as the personal Among the largest mercenary warbands in
guard of Jadrun Khan (Ftr10), whose Kester, the Followers of Zhabask specialize
ancestor was Drashan Khan the Elder, who in protecting foreign merchant caravans.
defeated the larger Brazen Horde at the They do their job well and are zealous at
Battle of Ulakand. proving their worth to employers. Their
Halfling slingers are infamous across the
The Farhunters: (Medium warband): 1500 southern steppes.
(Uli); Raiment: Helm, ochre shields with
horse device; Armament: Lt. Cavalry (Lt The Greyhost: (Medium warband): 1000
Warhorse, Composite Longbow, Lance). (Orc, half-orc, orog, etc); Raiment: Ash
Page 27 of 72
covered hair and faces; Armament: grimmer than a slave train winding south
Footmen (Polearm, Heavy mace, led by the Drivers in their leering demonic
Greatclub, Scimitar). This warband lives masks.
on the fringes of the Ulsprues western
face, preying on any unwary travelers in Protectors of Ulakand: (Medium warband):
their territory. This warband is on good 2400 (Uli); Raiment: Pointed helm, ochre
terms with many highland ogre tribes, and shields; Armament: Mixed (L Warhorse,
the ogre-blooded Ongusk Khan (Bar12). Lance, Composite Longbow, Mace,
Naturally the Grey Host is at odds with no Polearm). These fiercely loyal Uli swear
few slaver bands who view them as choice their lives to defend Ulakand against all
stock for the fighting pits of Kester. comers and will always defer to the
councils of the sitting Orakhan. They
The Misbegotten Horde: (Large warband): claim to be the law of the caravan town
5000 (Uli), 100 (Ogre); Raiment: Blood- despite a growing rivalry with the
stained ochre, no headwear; Armament: Misbegotten Horde’s ogre-kin guard.
Mixed (Lt Warhorse, Heavy mace, Great
Club). Originally they raided from the The Scourges: (Small slaver band): 300
central Ulsprues along the caravan routes (Uli); Raiment: Black and Red turbans
headed south until Bruzharag, a former intertwined with ends tucked in;
pit-fighter rallied them into a warband to Armament: Mixed (Camel, Mancatcher,
aid in his coup of Ulakand. Now that Heavy mace, Whips, Nets).This band of
Bruzharag is Orakhan, the Misbegotten slavers based is much maligned by Yorodhi
Horde comes and goes at their leisure and southern Paynim alike. Their captures
between Ulakand and their highland find their way back to the pits of Kester
homes to the west. more often than most slaving bands.

The Skullbreakers: (Small slaver band):


250 (Uli); Raiment: Dented helms and
Nimtai’s Drivers: (Small slaver band): 300 Ochre shields; Armament: Mixed (Camel,
(Uli); Raiment: Masks, helms and ochre Clubs, Heavy mace, Nets). This band of
shields; Armament: Lt. Cavalry (Great roughnecks uses Yorod as a base to
Bows, Lasso, Lance, Nets). Feared by zealously launch raids into the southern
Paynim and foreigner alike for their speed hills and capture Yorodhi alive with their
and skill at capturing slaves, Nimtai’s bludgeoning weapons. They are quite
Drivers are generally thought to be of popular with the pit masters of Kester for
Khugari Khan’s line. Their unconventional their fine slave lots.
use of masks seems to not be for
anonymity however but rather for The Tamers: (Small slaver band): 300 (Uli),
intimidation. Few sights in Ull are 200 (Orc); Raiment: Tan turbans wrapped
Page 28 of 72
about a tall helm; Armament: Footmen Armament: Footmen (Polearm, Heavy
(Heavy mace, Whip, Polearm, Longbow). mace, Scimitar). Thevun’s Gang is
The Tamers work almost exclusively for considered the main rivals of Zhabask’s
Durgai Khan (Ftr6) to find slaves to work Followers for valuable caravan guard
in his Ulsprue silver mines. Most of these assignments. Their penchant for
laborers are drawn from the mountains as intimidation and harassment to get
well in the form of orcs, ogres and the odd merchant contracts is well known.
giant or two. It is also not uncommon to
see halflings among the slave pool in The Undefeated: (Large warband): 4000
specialized roles. (Uli); Raiment: Dark green & Black
turbans intertwined with ends tucked in;
The Taskmasters: (Medium slaver band): Armament: Footmen (Heavy mace,
1000 (Uli); Raiment: Horsetail helms and Polearm, Longbow). This arrogant
Whip shield standard; Armament: Mixed warband seemingly has free reign to
(Lt Warhorse, Longbow, Lasso, Lance, wander from Kurukand to Semust and
Whip, Net). The Taskmasters are the even farther north into Khurut khanate
premier slaving operation in the north of territory. Their fabled history of success
Ull. With the direct alliance of Inchak dating back to the Brazen Horde has
Khan (Rng13), the renowned Leader of a earned them the respect of most tribal
Thousand Horses, this slaver band leaders.
notoriously preys on neighboring Paynim
tribes for fresh slave labor. Most of these The Wildmen:(Small warband): 500 (Uli);
slaves are put to work immediately for the Raiment: Faded-red checker design,
Taskmasters manage Ull’s bronzewood piecemeal armor; Armament: Mixed (Lt
lumber trade with Zeif. This Warhorse, Polearm, Lance, Heavy mace,
comparatively hard servitude is Scimitar, more). A vocally loud band of
maintained for troublesome slaves are raiders that once was ten times its size
soon sent away to Kester’s fighting pits. during years of the Yorodhi Uprising. Now
the current Wildmen wander the plains
Thevun’s Gang looking for petty trouble, mainly resting in
(Medium warband): 2000 (Uli), 200 the Ohkir Khanate because the Broken
(Orc/ Half-orc); Raiment: White & Black Scimitars crossover into their territory.
turbans intertwined with ends tucked in;

Page 29 of 72
Page 30 of 72
Gateway to Adventure
Amid the Deepening Dark
By Creighton Broadhurst

Shrouded beneath the ancient, forbidding (particularly their motivations). Bold


boughs of the Suss squat the crumbling ruins italicized text is player information that can
of Areth-Langa. Fallen into decay and be read aloud or paraphrased when
neglect, evil still lingers where once black- appropriate.
hearted clerics worshipped their dark lord. Feel free to customize this adventure
None have dwelled here for an age, but the as you see fit; as DM you are the best judge of
temple’s guardians yet maintain their tireless what your players’ enjoy.
vigil.
Amid the Deepening Dark is a short Adventure Background
adventure for four 5th-level player characters Centuries ago an evil cult dedicated to Nerull
designed to be completed in an evening’s (the Reaper) founded the temple-complex of
play. Areth-Langa. Driven from civilized lands by
The adventure is set in, and under, a crusading followers of Pelor (the Shining
ruined temple complex perched atop a high One) here they hoped to build an
hill. Areth-Langa is located deep within the impregnable sanctuary. Establishing Areth-
trackless interior of the Suss Forest a day’s Langa they practiced their dark rites and
travel from the nearest village. occasionally crept forth to raid the small
The material presented below is easily farmsteads and logging settlements at the
adaptable to almost any area that includes a forest’s edge for slaves and sacrifices.
large, sparsely populated forest. Similarly Eventually a schism destroyed the faithful
Areth-Langa’s exact location within the Suss of Areth-Langa; the last of whom fell to the
is undefined and the adventure is not set at depredations of the Suss’ more dangerous
any specific point in the Flanaess’ history. predators. With their deaths Areth-Langa
passed from living memory.
Preparation
This adventure utilizes D&D v3.5 rules, but Adventure Synopsis
can easily be adapted for use with the 3.0 Amid the Deepening Dark begins when the
rules. You (the DM) need only the Player’s PCs enter the Suss Forest. After traveling for
Handbook, the Dungeon Master’s Guide and much of the day (and possibly encountering
the Monster Manual to run this adventure. some of the Suss’ denizens) they discover the
To get started, print out this adventure, hilltop ruins.
including the maps. Read through the After a relatively simple climb the PCs
adventure at least once to familiarize yourself discover that Areth-Langa has evidently been
with the situation, threats and major NPCs abandoned for some time. The PCs quickly

Page 31 of 72
discover several stairways leading down into • Several villages on the fringes of the
the heart of the hill. Most of these passages Suss have recently been attacked by
lead to storage and burial chambers. One such gnoll raiders. While searching for
chamber contains a cache of treasure their camp the PCs stumble across
protected by a glyph of warding. Areth-Langa.
Another stairway leads to a complex of
chambers now claimed by a small group of Beginning The Adventure
derro searching for forgotten treasures. Amid the Deepening Dark is a site-based
As night falls the PCs must either camp adventure in which the PCs explore the
amid the ruins or return to the forest floor. ruined temple of Areth-Langa and some of
PCs staying in the ruins overnight are assailed the caverns beneath.
by the temple’s guardians while those The adventure begins when the PCs
camping below may be attacked by the Suss’ enter the Suss Forest. Describe to them the
denizens. gloomy, twilight world of the forest floor and
PCs fighting the temple guardians quickly ask them to designate a marching order. As
discover a sacrificial pit; within lurk the they trek through the forest check for
remains of Areth-Langa’s last victims and random encounters as detailed in “The Suss”
some forgotten treasures. below.
Once the PCs reach Areth-Langa use
Adventure Hooks the encounter areas in the order in which
There are many ways in which the PCs can they are explored. Remember that the combat
discover Areth-Langa. Use one of the detailed in area 3 only occurs at midnight if
following adventure hooks or design your the PCs are within the ruins.
own.
• The PCs have discovered an old scroll
that shows the location of Areth- Gathering Information
Langa and details the dark practices of Prior to entering the Suss the PCs may wish
its priests. to uncover information about Areth-Langa.
• The PCs have been asked by a cleric of Consult the tables below to determine what
Pelor to investigate an abandoned they uncover.
temple of Nerull hidden deep in the
forest. He can provide a rough map Knowledge (history), bardic knowledge1
recently found in a cache of old DC
scrolls. 15 Areth-Langa was founded by followers
• The boughs of the Suss have long been of Nerull.
rumored to hide the remnants of a 20 Areth-Langa is set on a high hill
fallen civilization. The PCs are honeycombed with passages and
searching for such when they stumble chambers.
upon Areth-Langa. 1: Add 5 to the DC for bardic knowledge

checks.

Page 32 of 72
Monster Manual 20.
Knowledge (geography), Knowledge (nature) 41-55 5 Huge Monstrous Spider (1): hp
DC 52; Monster Manual 289.
10 The Suss is an ancient and dangerous 56-65 6 Dopplegangers (3): hp 22;
forest. Monster Manual 67.
15 An abandoned city is lost somewhere 66-70 6 Satyrs (2): hp 22 each; Monster
within the forest. Manual 219.
20 Many predators including ogres, 71-75 5 Spider Eater (1): hp 42;
owlbears and dangerous plant creatures Monster Manual 234.
dwell in the Suss. 76-80 6 Tendriculos: hp 94; Monster
Manual 241.
Gather Information 81- 6 Dire Wolves (3): hp 45 each;
DC 100 Monster Manual 65.
10 The Suss is said to be haunted by evil
spirits. The doppelgangers are more cunning than
15 Several woodsmen have disappeared of most of the forest’s predators. They
late in the Suss. masquerade as woodcutters hopelessly lost
The Suss and beg the party for aid. If permitted to join
The Suss is a grim, forbidding place. Many of the PCs, they wait for an opportune moment
its trees are truly old and much of the to strike. They know of Areth-Langa (but not
woodland’s interior is choked with bramble its guardians) and lead the party there if
thickets and other noisome growths. Evil asked.
things creep through the perpetual twilight Initially treat the satyrs as indifferent
below the forest’s canopy; good folk shun the toward the PCs. If this relationship improves
depths of this ancient woodland. the satyrs counsel the PCs against traveling to
Treat the Suss as medium and heavy Areth-Langa as their kind know it as an evil
forest (see the Dungeon Master’s Guide). For place. They also warn the PCs about the other
every half day spent in the Suss the PCs have common forest predators.
a 36% chance of a random encounter.
With the exception of the doppelgangers Areth-Langa
and the satyrs, creatures encountered are Areth-Langa squats atop a massive outcrop of
uniformly hostile and immediately attack the granite rock rearing up 150 feet from the
adventurers. forest floor. In most places the hill is sheer-
sided but on its eastern flank a faint,
d% CR Encounter precipitous pathway leads up to Areth-
01-20 6 Ogres (3): hp 29 each; Monster Langa’s outer defenses.
Manual 198. PCs electing to take the pathway find it
21-30 6 Owlbears (2): hp 52 each; steep but not overly difficult. Those wishing
Monster Manual 206. to scale the cliffs must make DC 15 Climb
31-40 5 Assassin Vines (2): hp 30; checks.

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The hill beneath Areth-Langa is riddled
Page 34 of 72
with natural passageways and chambers. The This area once formed Areth-Langa’s
Nerullites discovered these and expanded outer defenses. Now, like the rest of the
them, using them as storerooms and burial complex it has fallen to ruin. The second
places. Some passages connect with an storey of both buildings collapsed long ago,
extensive network of deeper caverns. choking the interior with dense rubble. There
is nothing of interest here for the PCs.
Features of Areth-Langa
Areth-Langa is now a crumbled ruin; treat 2: Ruins of Gloom
any area not detailed below as abandoned. It is quiet here; the animal life so prevalent in
Light Rubble: Unless otherwise detailed the forest below strangely absent. The roof of
the ground in the upper ruins is covered in this chamber has long since fallen in and
light rubble. Small pieces of debris litter the rubble litters the ground. Lichens, moss and
floor, increasing the DC of Balance and ivy cover much of the crumbling walls.
Tumble checks by 2. In several places trees have taken root
Dense Rubble: Areas in the upper ruins within the shattered temple complex. Several
within 5 ft. of a wall are considered to have locations hide stairways leading down into
dense rubble; entering such areas costs 2 the hill beneath Areth-Langa. These areas are
squares of movement. Such conditions left for the DM to expand upon if desired.
increase the DC of Balance and Tumble Otherwise describe these chambers as
checks by 5 and the DC of Move Silently ransacked store rooms and burial chambers
checks by 2. containing nothing of interest to the PCs.
Crumbling Unworked Stone Walls: 5 ft.
thick; hardness 8; hp 900; Break DC 65; Climb 3: Heart of Darkness (EL 6)
DC 15. This ruined chamber’s focal point is an altar
Smooth Stone Floor: 3 ft. thick hardness 8; behind which stands a large stone statue of a
hp 540; Break DC 50. cloaked and hooded skeletal man holding a
Staircases: There are four staircases in the scythe. A menacing gloom seems to hang
upper ruins. Finding a staircase requires a DC about the altar and statue.
15 Search check. Niches in the walls hold around a
dozen similar human-sized statues. Another
1: Watchtower of Areth-Langa four niches stand empty.
Ahead the faint pathway leads through a Rubble litters the floor and the walls
ruined two-storey gatehouse. Ivy and moss are partially obscured with ivy and moss.
grow thickly on its tumbled walls and the This area was once the main chapel
roof has long since collapsed. A large oak tree around which the rest of the complex was
has taken root in the centre of the gatehouse, built. No one has worshipped here in
testimony to the age of this place. centuries.
To either side of the crumbling structure
the ground drops sharply away. The Altar: The altar is rectangular, 4-ft. high
and hewn from a single black stone. Its top is

Page 35 of 72
gouged, gashed and splattered with many Tactics: Although their creator’s are long-
black stains but its sides are relatively smooth. dead the guardians carry out their orders
As described in area 4, the altar and pit mercilessly. Their tactics are simple; they
are the focal point of an area of negative smash any intruders to pieces. While tough,
energy. The negative energy generates the the statues have no intelligence; they don’t
menacing gloom hanging in the air. PCs intentionally set up flanking attacks or avoid
entering this gloom hear a soft, forlorn provoking attacks of opportunity. They
moaning but suffer no ill effects. always attack the nearest foe.
If they slay or drive-off the PCs they
Guardian Statues: PCs making a DC 5 Search scoop up any fallen foes and hurl them into
check discover that many of the statues have area 3.
scrapes and scratches, likely caused by heavy Ad-Hoc XP Award: If the PCs
blows, covering their bodies. overcome the animated statues award XP for
Four of these statues are temple guardians. this encounter as if it were an EL 7
At midnight they animate, attacking anyone encounter.
in the upper ruins. PCs strongly presenting
the brooch of the reaper (see area 4) are 4: Pit of Darkness (EL 5)
ignored by the guardians as long as they A five-foot wide, rough-walled pit pierces the
themselves do not attack the guardians. rock behind the altar, below where once the
When the statues animate read the following: large skeletal statue stood.
The quiet of the night is shattered by the When the PCs first explore Areth-Langa
sound of stone grating on stone as several of the pit is almost completely hidden by the
the temple statues animate and step down large stone statue detailed in area 3. The
from their plinths. Bent on your utter statue’s stance masks the pit beneath its feet
destruction they advance toward you! but PCs succeeding on a DC 25 Search check
It is likely that only one or two of the PCs discover the pit’s lip. Gaining access to the pit
will be awake (likely those standing watch) is difficult; PCs must either topple the statue
when the statues attack. Sleeping PCs or dig through solid rock to enlarge the hole.
succeeding at a DC 5 Listen check are awoken The pit and the altar have been the site of
by the statues animating. PCs still asleep much death and suffering. This has imbued
when combat breaks out must succeed at a them, and the area within 40 ft. of the altar,
DC 0 Listen check to awake. (Sleeping PCs with a charge of negative energy mimicking
suffer a -10 penalty on these checks).l the effects of a desecrate spell.
The Pit: This pit was the ceremonial focal
Medium-sized Animated Stone Statue (3): point of Areth-Langa. At the climax of their
hp 31 each; hardness 8; Monster Manual 13. dark ceremonies the priests hurled the
Large-sized Animated Stone Statue (1): hp broken bodies of their victims into the pit –
52; hardness 8; Space/Reach 10 ft./ 10 ft.; symbolically seen as a portal to Nerull’s
Monster Manual 14. realm.

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The pit is filled to a depth of four feet they fight the PCs. The ghasts may hear the
with fetid, stagnant water, which the ghasts PCs searching around the statue above some
use to their advantage if fighting within the time before combat begins. Thus, the ghasts
pit. (Pages 92-93 of the Dungeon Master’s could have plenty of time to prepare and even
Guide present information about combat in, climb to the top of the shaft to better
and under water). Note the water’s surface eavesdrop on the PCs.
does not disrupt the line of effect of a turning
attempt, but does break line of sight (so spells Out of the Pit: If the ghasts become aware of
such as magic missile will be ineffective the PCs when the guardian statues animate
against ghasts hiding underwater). they climb out of the pit to investigate. They
take 10 on these Climb checks, reaching the
Creatures: Two ghasts lurk in the pit; the top of the pit in 3 rounds.
remnants of Areth-Langa’s last victims. They The ghasts don’t attack the PCs while
are more powerful than normal ghasts, as they are fighting the temple guardians. They
they were created within a desecrate affect. are clever and study their prey before
Ghasts (2): hp 37, 38; Monster Manual attacking.
118. If the PCs win, the ghasts wait until most
Tactics: The ghasts’ tactics depend on where of the party has returned to bed before
ambushing any guards. In combat they
paralyze as many opponents as quickly as
possible. Once opposition has been
eliminated they toss paralyzed opponents
into the pit to drown.
Turned ghasts do not return to the pit;
instead they flee into the ruins.

In the Pit: If the PCs investigate the pit


before the temple’s guardians animate the
ghasts hide in the water waiting for a PC
to get close enough to attack. Paralyzed
PCs are dragged under water to drown.
Turned ghasts cower beneath the water
gaining the benefits of improved cover.

Treasure: Over the years the Nerullites


tossed many offerings into the pit. Most
have been corroded by their long exposure
to water but a few gems and such survive.
Half-way down the pit, caught on a
small ledge, is a small, scythe-shaped black
brooch. PCs climbing passed the ledge

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making a DC 15 Search check find the several inches long. Placing the brooch of the
brooch. This is a brooch of the reaper (see the reaper (possibly found in area 4) in this
appendix). indentation opens the door and disables the
PCs searching the bottom of the pit and trap glyph.
making a DC 20 Search check find a dirt- Opening the door without using the
encrusted pearl (actually a pearl of power brooch of the reaper or without otherwise
[1st-level spell]), a small violet gem (an disabling the trap triggers a glyph of warding.
amethyst worth 100 gp) and a small battered, Glyph of Warding (Blast): CR 6; spell;
and grimy ivory statue of an elven maiden spell trigger; no reset; spell effect (glyph of
(worth 150 gp). warding [blast], 16th-level cleric, 8d8 sonic,
DC 14 Reflex save half damage); multiple
5: Sepulcher of Shadow (EL 6) targets (all targets within 5 ft.); Search DC 28;
This small dank chamber was obviously once Disable Device DC 28.
a tomb. An overturned sarcophagus lies in
roughly the chamber’s centre. The crushed Treasure: Behind the secret door lie personal
remains of a skeleton are pinned beneath it. items of the priest buried here long ago.
Water has pooled at the bottom of the Among the dust is a phylactery of faithfulness
steps and wind-blown leaves are scattered and three golden yellow gems (topazes each
about the floor. worth 500 gp).
Originally a tomb, this area has been
pretty thoroughly looted; nothing of obvious
6: Tomb of Madness (EL 6)
value remains. Previous explorers have A dozen stone sarcophagi stand within this
however failed to discover a small cache of large natural cavern. A roughly hewn
treasures hidden behind a trapped secret passageway pierces the wall opposite you.
door. This chamber was one of those used to
inter lesser followers of the Reaper. Each of
the sarcophagi contains the moldering
remains of such an individual.
Three derro searching for treasure are
in the tomb.
Derro (3): hp 16 each; crossbow bolts
coated in medium monstrous spider venom
(DC 14 Fortitude save resists, 1d4 Str/1d4 Str);
Monster Manual 49.
Tactics: Although insane, derro are deadly
opponents skilled at devastating ambushes.
They use darkness to mask the PCs’ light
Trapped Secret Door: A DC 25 Search check sources and ghost sound to create the illusion
reveals the presence of the secret door. In its of more derro either coming up the
approximate centre is a curved indentation passageway or down the stairs.

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They use the sarcophagi as cover from complex. Only Krinki, the leader of the derro
which to snipe (Player’s Handbook 76) and encountered in area 6, is currently here.
are well-versed in cooperative tactics. In
combat they employ sound burst against
bunched groups of PCs. PCs stunned by this
attack are immediately targeted with sneak
attacks by other derro.
In melee, opponents are targeted with
daze by the most distant derro before being
flanked by his comrades.
If two of the derro are slain, the survivor
retreats to warn Krinki.

Treasure: While much interred here has


rusted or rotted away a few grave goods have
withstood the passage of time. PCs searching
the sarcophagus’ find old silver and gold coins
worth a total of 337 gp, a mithral ring chased
with gold and silver worth 1,200 gp, and
platinum bracers inlaid with small red gems
(bloodstones) worth 900 gp.
In addition the derros’ possessions are
worth 900 gp.

Development: Combat here may alert the


derro sorcerer Krinki in area 6. When combat
begins he is 50 ft. away and therefore suffers a
–5 penalty to Listen checks made to detect
fighting in this area. Krinki’s tactics are Krinki CR 6
detailed in area 7. Male derro sorcerer 5
CE Small monstrous humanoid
7: Lair of the Mad Ones (EL 6) Init +6; Senses darkvision 60 ft., Listen +3,
This narrow, twisting passageway eventually Spot -1
opens into a small chamber. Signs of Languages Undercommon
occupation here are evident. Four small AC 15, touch 14, flat-footed 13
bedrolls and assorted camping gear are hp 49 (8 HD)
scattered about the floor in a chaotic mess. Immune confusion and insanity effects
The derro use this chamber as their Resist SR 15
lair while they explore the rest of the Fort +5, Ref +6, Will +13
Speed 20 ft.

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Melee short sword +5 (1d4-1/19-20) tactics depend on whether he is aware or
Ranged mwk repeating light crossbow +9 unaware of the PCs.
(1d6/19-20 plus poison [DC 14 Fortitude Aware: Krinki begins by casting mage
save resists, 1d4 Str/1d4 Str]) armor, prestidigitation, and resistance. In
Base Atk +5; Grp +0 combat he catches as many foes as possible
Atk Options Blind-Fight, +1d6 sneak attack with color spray and glitterdust.
Combat Gear potion of cure moderate He targets spellcasters resisting these
wounds, scroll of expeditious retreat attacks with envenomed bolts from his
Spells Known (CL 5th): repeating light crossbow. He uses invisibility
2nd (6/day) — glitterdust (DC 18), to get within 30 ft. of his target for these
invisibility attacks (so he deals sneak attack damage).
1st (8/day) — mage armor, color spray (DC Unaware: Krinki’s main goal is escape. He
18), shield, silent image (DC 18). uses glitterdust to blind pursuers and once
0 (6/day) — daze (DC 16), detect magic, away from the PCs, silent image to create the
message, prestidigitation, resistance, touch illusion of a caved-in corridor.
of fatigue (DC 16) Treasure: As well as Krinki’s possessions
Spell-Like Abilities (CL 3rd): the PCs can take the derros’ camping
At will — darkness, ghost sound equipment (worth 75 gp).
1/day — daze (DC 16), sound burst (DC Development: If forced to flee, Krinki
17) retreats into the deeper caverns from where
Abilities Str 8, Dex 14, Con 16, Int 13, Wis, 6, he returns to his brethren in the Underdark.
Cha 23 Two weeks later he returns to the caverns
SQ Madness, vulnerability to sunlight below Areth-Langa. He is accompanied by 8
Feats Blind-Fight, Improved Initiative, Spell other derro and continues searching the
Focus (illusion) undergrounds chambers for treasure.
Skills Bluff +9, Concentration +11, Hide +15,
Listen +3, Move Silently +11, Spellcraft +6, Further Adventures
Spot -1 This adventure describes only a small
Possessions combat gear, short sword, proportion of Areth-Langa. Additional
masterwork repeating light crossbow with chambers, under-crypts and galleries riddle
20 bolts, amulet of natural armor +1, ring the hill. Further explorations could easily
of protection +1, spell component pouch, uncover these deeper caverns.
medium monstrous spider venom (2). Alternatively once the PCs return to
Power-Up Suite AC 19, touch 15, flat-footed civilization, relate their exploits and attempt
17 (mage armor); Fort +6, Ref +7, Will +14 to sell the proceeds of their adventures
(resistance) followers of the Reaper could seek them out
Tactics: Krinki is likely forewarned of the to avenge Areth-Langa’s desecration and to
PCs’ approach either by their approaching recover the brooch of the reaper.
lights or because of fighting in area 6. His Finally it is possible that the PCs were
captured by the derro. Such PCs are not slain

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immediately but instead are kept as slaves for
a short while before being tortured to death.
The derro linger beneath Areth-Langa for
another two weeks and during this time the
PCs are forced to aid them in their
explorations. They are used to open doors
suspected of being trapped, to clear cave-ins
and so on. Such activities will present the PCs
with many opportunities to escape. If they
fail, the derros’ base, bloodthirsty madness
reasserts itself.

Appendix: New Magic Item


Brooch of the Reaper
This small, black, scythe-shaped
brooch is sacred to followers of Nerull. Worn
by high priests of that fell power it is used
during the last moments of sacrificial rituals
of great significance. The brooch is also often
used as a key to open secret doors in Nerull’s
temples.
The brooch of the reaper allows its owner
to cast death knell once a day. Additionally
the brooch constantly radiates a bane affect.
Brooches of the reaper are cursed.
Individuals wearing such a brooch who are
not lawful evil followers of Nerull must make
a DC 15 Will save every day the brooch is in
their possession or loose 1 point of
Constitution. A remove curse allows a
character to get rid of this item.
Faint necromancy; CL 3rd; Craft
Wondrous Item, death knell; Price 3,240 gp.

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Gateway to Adventure
Hunt for the Cofre Del Mar
Part Two of The Trail of Evil
By Stephen S. Greer
The sea lanes of Dunhead Bay gnomes to work the mine and soon
are haunted by the spectre of a black began reaping the rewards they had
sailed ship called the Cofre Del Mar. envisioned. However, when the
Fearful whispers among dock side gnomes broke through into a fissure
taverns and shipping yards speak of a full of poisonous gas, the entire work
tireless undead crew and an evil priest force was killed and the mines became
that attacks not for silver or gold, but polluted with the deadly vapors. A
for living crews. The Cofre Del Mar loathsome cleric of Nerull named
always attacks suddenly in the night. Gravewind, suggested using an undead
Just as quickly she slips away into the work force. They are tireless,
dark leaving abandoned or burning unaffected by poison, and would
ships floating in her wake, pilfered of increase their productivity a hundred
their living cargos. fold, though they would need to
“Hunt for the Cofre Del Mar” is carefully monitor them. His fellows all
a seagoing adventure intended for a agreed and they set about
group of four 4th-level characters. By implementing this new plan starting by
completing the adventure, the PCs abducting men and women from
should amass enough experience points nearby settlements.
to advance to 5th-level. This adventure As the months went by it was
is the second installment in the 3-part clear that the undead workers were
series The Trail of Evil. If you don’t more susceptible to mishaps and
intend to run the entire series, this needed frequent replacing. Also, more
adventure is just as easy to run by were needed to work the ever-
itself. expanding mines.
Gravewind and company found
Adventure Background that their hunt for likely “workers”
was drawing unwanted attention so
A group of evil adventurers has
they set their sights further away from
taken over an isolated mine in the
their operation. Some of the evil band
northern Iron Hills. They found that it
had backgrounds as sailors and knew of
contained many untapped veins of
an old ship in Northanchor called
precious metal and great potential for
Swordfish that had sat at dock for
making vast fortunes for themselves.
many years. It was ripe for the taking
They enslaved a group of captured

Page 42 of 72
and could be used to capture entire citizens it killed. After several
crews of merchant and fishing vessels. encounters with groups of these lesser
Journeying to Northanchor, they snuck crawling claws, the party eventually
onto Swordfish during the night and faced the master of this macabre
absconded with it. Its disappearance army—the Hand of Aargrosh, the
did not pass without notice, but a animated hand of a bone devil—and
search for the stolen ship was short- were forced to battle it and the rest of
lived and fruitless. its minions in a climactic encounter.
After a few modifications to the Several clues in the thorp
ship, it was renamed Cofre Del Mar. pointed to strange things happening
Gravewind and his evil allies then deeper in the Iron Hills—a
began a campaign of slave-taking in foreshadowing of events later in this
Dunhead Bay. Caring nothing for the series. The party also came into
ships that carry their prey, they swoop possession of the deed to Artemus
in, destroy the ships, and leave with Hamm’s caravel Swordfish, which is
the dead—or sometimes still living— supposedly docked in Northanchor. If
bodies that they need, to be animated you are running this adventure as the
as undead servants later and put to sequel to “The Hands of Aargrosh,” the
work with pick and shovel until they adventurers should be arriving in
can dig no more. Northanchor at some point to cash in
The merchants of Northanchor on the deed.
have had enough of these mysterious
attacks. They have gathered as many Adventure Synopsis
brave warriors as would answer their
The PCs enter Northanchor and
call and offered a huge reward for
learn that the Swordfish was stolen
anyone that can capture or destroy the
from the docks recently and a ship
Cofre Del Mar and her crew. Privateers
called Cofre Del Mar is terrorizing
have assembled crews brave enough to
Dunhead Bay. The PCs may also learn
hunt the notorious ship, but so far
from the local Thieves’ Guild that
none of them have been successful.
several ship builders were kidnapped
And its reputation grows…
around the same time as the theft of
Swordfish and one of them escaped.
The Adventure So Far The Guild has been hiding him at his
In Part 1 of the Trail of Evil, the request ever since he returned. If the
adventurers entered a thorp called PCs successfully talk their way into a
Cobb’s Steps and found it eerily vacant meeting with the old shipbuilder, they
of its citizens. A crawling claw learn that Swordfish and the Cofre Del
animated from the hand of a bone Mar are one and the same. To lay claim
devil had decimated Cobb’s Steps and to the deed to Swordfish the PCs must
animated all of the left hands of the set out on a privateer named Golden

Page 43 of 72
Wave to hunt for the notorious Cofre been sent out to all nearby towns and
Del Mar and capture it. villages in the vicinity of Northanchor
After investigating a sinking and has even been carried across the
cog, a harpy’s aerie, and surviving a Sea of Gearnat and Relmor Bay on the
harrowing attack by a sea hydra, the tongues of traders and marines. A huge
PCs come face to face with the Cofre reward in gold as well as the prestige of
Del Mar and her crew in a ship-to-ship capturing or sinking the Cofre Del Mar
battle. Should the PCs be defeated they makes such an endeavor attractive to
are sure to suffer the same fate as the most adventurers and mercenaries. The
crews of all the other ships attacked. If town of Northanchor and even coastal
victorious, Dunhead Bay is safe once towns in far away ports have attracted
again from these attacks and the PCs privateers seeking brave men and
can assert their claim to the Swordfish. women to venture out into Dunhead
The PCs also find clues aboard the Bay to hunt the ill-reputed ship.
Cofre Del Mar that lead them into the • If you are running a seagoing
Iron Hills to put a stop to the evil campaign, the encounters leading up to
mining operation and defeat the rest of and including the Cofre Del Mar can
the diabolical adventurers behind make for a very exciting and deadly
recent events. side trek on the open seas that your
players will not soon forget. As set up
Adventure Hooks for this adventure, you may pass gossip
and rumors along about the Cofre Del
“The Hunt for the Cofre Del Mar”
Mar at each port the PCs stop at along
assumes that the PCs arrive in
the way.
Northanchor with the deed to
Swordfish hoping to lay claim to it or
sell it. The deed is not described in Chapter One: Northanchor
much detail in “The Hands of The adventure begins as the
Aargrosh,” but mentions that the characters arrive at the large coastal
wizard’s caravel is docked in town of Northanchor to collect on the
Northanchor, the largest coastal town deed for Swordfish. The town straddles
in the vicinity of Cobb’s stairs. an inlet engineered by the dwarves of
If you are running this as a stand- Irongate, which allows vessels portage
alone adventure, the following to the inland capital city many miles to
adventure hooks may help you get the the south. Stone bridges arch across the
characters involved. inlet allowing traffic back and forth
• The Cofre Del Mar has made between the east and west portions of
quite a reputation for itself as a Northanchoar along the rocky hills it
mysterious terror along the shipping climbs. This area is called the Hillside
lanes of Dunhead Bay. A call for District. Most of the aristocratic and
adventurers and other brave souls has more well-to-do citizens live in homes

Page 44 of 72
built here along with numerous crossbows, axes, and swords maintain
upscale inns, restaurants, shops, music law and order in the city on behalf of
halls, and temples & road-side shrines the Mayor. Theft is the most common
to Heironeous, Zilchus, Procan, Xerbo, crime in Northanchor, though brawls
Fortubo, Jascar, and Lendor. in some of the seedier tap rooms in
At the bottom of the rocky hills Port District sometimes turn fatal.
a huge community called the Port Murder is punished zealously and
District stretches out into Dunhead quickly by public hanging, often
Bay built atop floating platforms and without hearing all of the facts in the
piers. The district is peopled with case. The punishment of the crime
sailors, merchants, fishmongers, seems to be more important than
beggars, and unsavory lawless types. punishing the right person. Thus,
Gambling halls, tap rooms, brothels, citizens of Northanchor are quick to
low class inns, warehouses, and shrines steer clear of trouble as quick as they
to Norebo and Osprem may be found can.
here as well as the homes of the Northanchor: (Large town):
common folk of Northanchor. Conventional; AL LN; GP Limit 3,000
Fortified towers extend out into gp; Assets 727,500 gp; Population
the water along a high curtain wall 4,850; Mixed (Human 83% [Os], Dwarf
built out into the sea that protects 15% [hill], Halfling 1%, Other 1%)
Northanchor from the ravages of the Important Characters: Stendl Darghon,
sea and their enemies. The wall climbs Mayor Elect (LN male dwarf fighter 8/dwarven
the hills around the town all the way defender 3), Defenders of the Wall (LN male
and female dwarf fighter 7/dwarven defender
up to a small keep at the top of the 1), Dingle Rasputen, Harbor Master (LN male
highest rocky hill commanding a bird’s human expert 5), Gratchet the Fence (NE male
eye view of the rest of the town, the half-orc rogue 5), House of Merchants (10
bay, and the surrounding hills. racially diverse male and female aristocrats
Within the keep dwells the levels 4-10), Spirfumar, Captain of the Guard
(LN male human fighter 8), Sister Odessa (LN
Mayor Elect of Northanchor, Stendl female half-elf cleric of Osprem 10), Zercon
Darghon. Numerous dwarven Stormwarden (CN gnome cleric of Procan 8),
defenders are stationed in the keep as Father Yvert Greenscale (NG Human male
well as some of the town’s more crucial fighter 2/cleric of Xerbo 8)
fortifications. Mayor Darghon is
directed by his liege Cobb Darg in A. Offices of the Harbor Master
Irongate in most particulars, but also Near the edge of one Port District’s
receives counsel from the House of many wooden plank roads, stands a
Merchants made up of various two-story building extending out over
merchants in Northanchor elected to the water. A large sign hanging over
their positions by their peers. the front door reads Offices of the
Patrols of men and dwarves in Harbor Master.
chainmail (LN Warrior 2) armed with

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All inquiries made regarding qualifies as news he thinks worth
the Swordfish lead the PCs to the 2- sharing with them.
story offices of the Harbor Master When the PCs leave the Harbor
located at the northern end of the Port Master’s office have them make Spot
District. The Harbor Master, Dingle checks (DC 10) to notice the young
Rasputen, is a retired sailor in his mid- scribe scurrying out of the office a
50’s with short gray hair, golden hoop moment later and skulking down a
ear rings, and a tattoo of a mermaid on nearby alley. He is clearly sneaking
his right arm. He and his staff of and looking around suspiciously to see
scribes keep a close record of the if he is being watched. The noise of
comings and goings of all the vessels in people on the street make it nearly
Northanchor and their manifests. impossible for Ornulf to hear the PCs if
With a successful Diplomacy they call out to him. If pursued, Ornulf
skill check (DC 15) and an examination leads the PCs to a tavern the next
of the deed, he is happy to tell the PCs street over called the Lucky Clam.
that the Swordfish was docked here in Once the PCs enter the tavern Ornulf
Northanchor for many years at the is already out of sight (see area B
request of the late Artemus Hamm, the below).
wizard. Earlier this year, thieves stole If the PCs somehow manage to
it, leaving several dead dockhands in stop him before he reaches the tavern,
their wake. An investigation and he may be interrogated using
search for Swordfish turned up nothing Intimidation (he only gets a +1 on his
and as the old wizard was on his opposed roll) or a Diplomacy check
deathbed at the time, the investigation (DC 25). Success results in his
was pretty much abandoned. admission that he has dealings with
Dingle Rasputen, LN Male “the Fence” and his reason for going to
Human Expert 5: hp 24; Knowledge visit him (see area B). He cannot be
(geography) +5, Knowledge (local) +5, made to admit any more of his
Professions (sailor) +10 unlawful practices in the Harbor
Scribe, N Male & Female Master’s office short of using magical
Human Expert 1 (5): hp 4; Profession means for fear of losing his job and
(scribe) +4 possible jail time.
Development: One of the
scribes, a gangly young man named B. The Lucky Clam (EL 5 or 8)
Ornulf, is on the payroll of The sign swinging in the breeze
Northanchor’s Guild of Thieves. He is blowing off of Dunhead Bay over the
paid to look the other way or “lose” swinging doors of this ramshackle
certain manifests from time to time. He tavern depicts a large clam with a black
also keeps the Guild informed of any pearl nestled inside. Raucous voices
interesting news he hears about. The from within blend with the sounds of
adventurers’ inquiry about Swordfish

Page 46 of 72
sailors’ shouts from the nearby docks Black Pearl on behalf of the actual
and passersby wending their way up Guild Master. He has one tusk jutting
and down the road. up from his lower jaw, numerous scars,
This is the Lucky Clam, a tavern and a single shock of black hair
that caters to rough sailors and thugs. growing atop his head. If the PCs
A PC that succeeds on a Knowledge visited the Harbor Master’s office first
(local) or Bardic Knowledge check (DC and tailed Dingle here, the young
15) is aware that this tavern is scribe is in the office with Gratchet
frequented by thieves and is a front for and his boys telling them about the
Northanchor’s lucrative black market. PCs and the nature of their visit to the
Anything from stolen goods, poisons, Harbor Master’s office.
to drugs may be bought here at If the PCs have come here
whatever price the Guild of Thieves looking for Ornulf they may make
can con out of its clientele. Diplomacy skill checks (DC 15) with
Ornulf is well-known in the the tavern occupants or the bar keeper
Lucky Clam. As soon as he enters the to learn that the scribe did indeed just
common room he is allowed into the enter and is busy talking to Gratchet. If
back office to report to the Guild the PCs state their desire to talk to
representative that handles business at Ornulf, they are simply told that they
the Lucky Clam. will have to wait to talk to Gratchet
The common room is fairly about it. After a few minutes they are
simple. It measures approximately 40- allowed to go into the back office and
ft.-wide-by-50-ft.-long with the front meet with the half-orc. However, by
entrance on the west, the bar and this time, Gratchet has already been
kitchen opposite the entrance to the informed about the PCs and Ornulf has
east, and a door inside the kitchen exited through the back door headed
leading to a 20-ft-by-20-ft. office. back to the Harbor Master’s offices.
There is also a backdoor from the Failure to improve these people’s
kitchen that leads to an alley where attitudes results in indifferent shrugs or
trash is heaped in a pile along the wall. noncommittal replies. Their initial
The Lucky Clam is frequented attitudes are Indifferent.
by an average of 60 customers made up Should any of the PCs fail
of scoundrels, out-of-work sailors, miserably on their Diplomacy checks
thugs, desperate prostitutes, and (a result of less than 1) or become
members of the Thieves’ Guild. aggressive with the bar keeper or any
Creatures: A skinny, half-orc of the tavern customers, these folk
named Grachet “the Fence” and a pair draw their daggers or short swords,
of human thugs occupy the back office clubs or makeshift weapons, and the
off of the kitchen. Grachet runs the common room becomes uncomfortably
illicit business that is conducted in the quiet and hostile. Attacking any of
these people or not leaving the Lucky

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Clam quick enough results in an angry crossbow and 20 bolts, gloves of
mob forming and attacking the PCs dexterity +2, mwk thieves’ tools
until they leave. Because murder is Thug, 1st-Level Human Rogue
punished so severely in Northanchor, (2): hp 7; mwk dagger +2 (1d4+1/19-
the mob is hesitant to actually kill the 20); use statistics on pg. 123 of the
PCs, instead dealing non-lethal Dungeon Master’s Guide
damage.
Mob of Angry Tavern Folk CR 8
Gratchet “The Fence” CR 4 Male and Female commoners 1
Male half-orc rogue 4 N Gargantuan humanoid (mob of
NE Medium humanoid (half-orc) Medium humans)
Init +3; Senses darkvision 60 ft.; Listen Dungeon Master’s Guide II 60
+3, Spot +3 Init +4; Senses Listen +4, Spot +4
Languages Common, Orc Languages Common
AC 16, touch 13, flat-footed 13; AC 6, touch 6, flat-footed 6
uncanny dodge
hp 135 (30 HD)
hp 21 (4 HD)
Fort +11, Ref +9, Will +17
Fort +4, Ref +12, Will +4; evasion
Spd 20 ft.
Spd 30 ft. Melee mob (5d6)
Melee mwk short sword +7 (1d6/19- Space 20 ft.; Reach 0 ft
20)
Base Atk +22; Grp +34
Ranged mwk light crossbow +7 Atk Options expert grappler, trample
(1d8/19-20)
2d6
Base Atk +3; Grp +3
Abilities Str 11, Dex 11, Con 11, Int 10,
Atk Options sneak attack +2d6
Wis 10, Cha 10
Combat Gear potion of invisibility,
SQ mob anatomy
potion of cure moderate wounds
Feats Improved Initiative, Great
Abilities Str 10, Dex 17, Con 12, Int 14,
Fortitude, Improved Bull Rush,
Wis 10, Cha 12
Improved Overrun
SQ orc traits, trapfinding, trap sense +1
Skills Listen +4, Spot +4
Feats Persuasive, Weapon Finesse
Expert Grappler (Ex): A mob can
Skills Appraise +6, Bluff +8, Diplomacy
maintain a grapple without penalty
+9, Disable Device +6, Gather
and still make attacks against other
Information +8, Hide +5, Intimidate
targets (normally, attacking other
+10, Jump +5, Knowledge (local) +7,
targets while grappling imposes a –20
Listen +3, Open Lock +6, Profession
penalty on grapple checks). A mob is
(fence) +4, Search +5, Sense Motive +5,
never considered flat-footed while
Sleight of Hand +5, Spot +3, Tumble
grappling.
+6, Swim +3, Use Magic Device +5
Mob Anatomy (Ex): A mob has no
Possessions combat gear, mwk studded
clear front or back and no discernible
leather, mwk short sword, mwk light

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anatomy, so it is not subject to critical Development: Gratchet will
hits or sneak attacks. A mob cannot be need to be made Friendly to the PCs
flanked, tripped, grappled, or bull with a Diplomacy skill check (DC 15)
rushed. or through Intimidation. In the latter
Unlike standard swarms, mobs are case, Gratchet gets a +4 circumstance
made up of relatively small numbers of bonus due to the large number of allies
individual creatures, so spells or effects he has out in the common room (8 of
that target specific numbers of them are actual Guild members; each
creatures can have an effect on a mob. 2nd-level rogues). If they are willing to
Each specific creature that is slain, pay for the information, he tells them
disabled, or otherwise incapacitated by that Ornulf’s meddling in their
spells or effects that target specific business is small fish. He can take them
creatures bestows two negative levels to someone who knows quite a bit
on the mob. A mob that gains negative about the stolen ship. His price is fairly
levels equal to it Hit Dice breaks up as steep, though the exact amount is left
if reduced to 0 hit points. Negative up to the DM.
levels gained in this manner are not Should the PCs pay Gratchet’s
the result of negative energy (and thus fee, he takes them to a lively music hall
cannot be blocked by death ward or called The Shining Dulcimer (see area
removed by restoration), but never C). Otherwise, he can sell them any
result in permanent level loss. A mob stolen goods you as the DM wish to
takes half again as much damage offer starting at ¾ the normal cost and
(+50%) from spells or effects that affect as low as half price if the PCs can beat
an area, such as splash weapons and Gratchet at opposed Diplomacy skill
evocation spells. checks. Or he simply bids them good
Although mobs are treated as one day and expects them to leave. He can
creature, it sometimes becomes always call for help from the common
necessary to determine the fate of a room if the adventurers decide to make
specific individual caught up in the trouble.
mob. If a mob is dispersed by nonlethal Killing Gratchet and his cronies
attacks, there are no casualties. If the does not go without repercussions,
mob dispersed by lethal attacks, though those exact repercussions are
assume that 30% of its number are beyond the scope of this adventure
slain and 30% reduced to 0 hit points. beyond the immediate threat of an
To determine a specific individual’s angry mob attacking the PCs. Such an
fate, simply roll d%: a result of 01-30 act arouses the anger of the Guild
indicates death, 31-60 indicates the Master Gratchet worked for. The Guild
victim is reduced to 0 hit points, and a Master’s stats and how he/she deals
roll of 61-100 indicates the victim with the PCs is left up to the DM.
escapes relatively unscathed.

Page 49 of 72
C. The Shinning Dulcimer (EL PCs have their blindfolds removed to
Variable) meet with an old dwarven shipwright
named Kogglin.
The doors to this music hall in the
Creatures: Once introductions
Hillside District are painted with the
are made and the young girl whose
laughing/frowning mask of Olidimarra,
name is Kaitlyn explains to the dwarf
god of bards and rogues. From within
why the PCs are here, Kogglin tells
come the strains of flute music, drums,
them how he was kidnapped by a
and other instruments and men and
group of armed thugs—a drow elf, and
women singing along merrily.
2 humans—and taken aboard
This hall is approximately 30-
Swordfish. Several days later, he and
ft.-wide-by-60-ft.-long with a raised
others of his trade found themselves in
stage at the back with curtained off
a hidden cove once used by pirates and
archways flanking it, which lead to
forced to make alterations to the ship.
dressing rooms for performers. To the
They installed rowing banks in the
side is a well-stocked bar busily filling
cargo hold large enough to seat 16
and refilling the mugs of its patrons.
oarsmen and were in the process of
Food is not sold here, but nearly any
building a fortified forecastle and stern
kind of alcoholic drink is available,
castle when he managed to escape.
starting at 1 sp for the house ale to as
He says that his kidnappers
much as 1 pp for a glass of elven
appeared well-funded and often spoke
summer wine imported from Celene.
of someone named Gravewind. The
Gratchet whispers to one of the
last thing he overheard before he
barmaids that he has visitors for “the
escaped was his kidnappers arguing
dwarf” when he and the PCs enter.
over a new name for their stolen ship
They then take a seat and wait while
and talking about making zombies out
the minstrels finish their performance.
of him and the others when
In between entertainers, a young girl
Gravewind arrived.
comes and escorts Gratchet and the
Should the PCs get any ideas of
PCs through the curtains near the
sight-seeing in these caves or slipping
stage. The PCs are then blindfolded in
past Gratchet and Kaitlyn, there are 6
the long hall there. Numerous doors
other men hanging back in the
along the hall lead to dressing rooms.
shadows keeping an eye on them. Each
In one of the empty dressing rooms, a
of them is a 5th-level rogue armed with
secret door leads to several more and
a sap and short sword with studded
eventually into a warren of caves in
leather under their dark clothing. This
the hillside. These caves are used as a
is an EL 10 encounter if the PCs try to
safe house for wanted criminals or
fight them. The rogues use their saps to
other people that need some place to
knock the PCs unconscious rather than
lay low for a while. It is in one of the
kill them. They are then dumped in a
well appointed dorms here that the

Page 50 of 72
nearby alley and left to their own Show or give the players Player
devices. Handout 1 and Player Handout 2.
The remainder of the adventure
Kaitlyn, Human 2nd-Level
assumes that the PCs decide to
Rogue: hp 8; AC 14 (leather); sap or
volunteer in joining the hunt for this
shortsword +3 melee; sneak attack
ship of ill repute. Should you need help
+1d6
in motivating the players, you might
Kogglin, Male Dwarf Expert 5:
remind them that somewhere out on
hp 30; dagger +4 melee (1d4+1/19-20);
Dunhead Bay, thieves are sailing their
Craft (carpentry) +10
ship; their property. The reward is also
Safehouse Guard, Human 5th-
considerable for the group that
Level Rogue (6): hp 21; AC 15; sap or
captures the Cofre Del Mar plus they
shortsword +5 melee; sneak attack
will be getting their ship back in the
+3d6
bargain.
Development: Once the PCs are
Making their way to Golden
finished talking to Kogglin, Gratchet
once again blindfolds them and leads
Wave, the party meets Captain
Morrow and his First Mate Mister
them out into an alley near The
Hoggert. Both of them are what sailors
Shining Dulcimer. He then slips away
quietly while they are standing there refer to as “salty dogs.” Captain
Morrow is a privateer with numerous
blindfolded. If the PCs Search the alley
engagements under his belt, many of
(DC 30) they may find a secret door at
which were against Scarlet
the back of the alley. However, it can
Brotherhood and pirate ships. He
only be opened from the other side.
supplements his income by performing
Ad Hoc XP Award: If the PCs
mercantile shipping. His ship Golden
manage to reach Kogglin and learn
what he knows, reward them
Wave and several others have received
a commission from Mayor Darghon to
experience as if they had defeated
sink, burn, or take as prize the Cofre
Kogglin (CR 4), Kaitlyn, and Gratchet
(if applicable) in combat. Del Mar. The reward is 15,000 gp and
any loot taken as spoils.
Captain Morrow is tall and
D. Brave Sailors Wanted!
sinewy with thin waxed moustaches
Posted all over Northanchor are and long dark hair tied in a braid at the
parchment signs seeking marines, back of his head. He wears leather
mercenaries, and adventurers to join armor with golden studs, his only
the hunt for the Cofre Del Mar and obvious weapon a decorative cutlass
others posted by Mayor Darghan worn through a red sash he claims he
offering a 15,000 gp reward for her took from a Scarlet Brotherhood ship
capture or destruction. The captain. Around his neck he wears a
adventurers will no doubt see one of silver heart charm on a leather cord. It
these as they move about the town. is actually a periapt of health +2 he

Page 51 of 72
began wearing after he was poisoned The Crew of Golden Wave
by an assassin. The poisoning caused When Captain Morrow is ready
permanent Constitution loss. to set sail 2 days after the PCs enlist on
Mister Hoggert is a stout dwarf his ship, Golden Wave boasts 10
with no hair on his head, but a marines, 20 sailors (the normal crew),
luxuriant red beard flowing down his and of course the PCs. What role, if
chest. It is decorated with numerous any, you would like the PCs to take on
red, blue, and yellow ribbons. His ears aboard the ship aside from added
are hung with a multitude of golden muscle is up to you. Though, if any of
hoop ear rings and studs. Under his them have ranks in Use Rope, Craft
fancy cream silk tunic he wears a (carpentry) or Knowledge (nature),
mithral shirt. His weapon of choice Captain Morrow can find work to keep
always hanging from his belt is a them busy. Otherwise, they are to stay
studded darkwood club. He is the out of the way of the crew so they can
Captain’s quiet disciplinarian who do their work, but are free to move
brooks no nonsense from the crew and about the ship as they wish with the
is quick to clout someone on the head understanding that they are to help out
when they step out of line. with anything him or Mister Hoggert
The Deal: As able-bodied asks of them.
adventurers and not simply marines or At any given time only half of
sailors, Captain Morrow offers the PCs the normal crew and half of the
a full share of the reward and spoils marines are on duty. The other half are
from Cofre Del Mar split between him belowdecks either sleeping, eating, or
and Mister Hoggart after a half share is passing the time gambling, telling
split up among the marines and a stories, or whatever else you think
quarter to his crew. With just the they might be doing.
15,000 gp reward, and assuming every Captain Morrow CR 7
able-bodied sailor makes it back alive, Male human (Oeridian) expert
the PCs each stand to make 2/fighter 4/rogue 1
approximately 940 gp. NG Medium humanoid (human)
If the PCs show Captain Init +6; Senses Listen +6, Spot +6
Morrow the deed to Swordfish and
Languages Common, Dwarven
explain that it and the Cofre Del Mar
AC 18, touch 14, flat-footed 16
are the same and intend to collect, he
hp 32 (7 HD)
is not too happy about giving up the
Fort +4, Ref +5, Will +4
ship as prize if he captures it, but will
honor their claim assuming they can Spd 30 ft.
find proof that the ships are the same. Melee +1 cutlass +8 (1d6+3/18-20) or
mwk dagger +8 (1d4+2/19-20)
Ranged mwk dagger +8 (1d4+2/19-20)
Base Atk +5; Grp +7

Page 52 of 72
Atk Options Cleave, Combat Reflexes, Combat Gear potion of bull’s strength,
Power Attack, sneak attack +1d6 potion of cure moderate wounds
Combat Gear 2 potions of cure light Abilities Str 16, Dex 14, Con 12, Int 12,
wounds, potion of haste, potion of Wis 13, Cha 6
neutralize poison SQ dwarven traits
Abilities Str 14, Dex 15, Con 11, Int 12, Feats Improved InitiativeB, Power
Wis 10, Cha 13 Attack, Skill Focus (Profession: Sailor),
SQ trapfinding Quick Draw
Feats AlertnessB, CleaveB, Combat Skills Balance +6, Climb +12, Craft
Reflexes, Improved Initiative, Power (carpentry) +5, Jump +7, Listen +5,
Attack, Skill Focus (Profession: Sailor), Profession (sailor) +9, Spot +4, Swim
Weapon FinesseB +15, Tumble +5, Use Rope +5
Skills Balance +9, Climb +9, Jump +11, Possessions combat gear, +1 mithral
Knowledge (geography) +6, Knowledge shirt, mwk darkwood club, gloves of
(nature) +6, Listen +6, Profession swimming and climbing
(sailor) +9, Sense Motive +3, Spot +6, Marine (10) CR 2
Survival +2 (+4 to avoid getting lost), Male and Female expert (sailor) 3
Swim +9, Use Rope +6, Tumble +9 N Medium humanoid (human)
Possessions: combat gear, +1 studded Init +1; Senses Listen +7, Spot +7
leather (with golden studs worth 100 Languages Common
gp), +1 cutlass, mwk dagger, periapt of
AC 14, touch 11, flat-footed 13
health +2, sash of protection +2 (same
hp 24 (3 HD)
as ring of protection)
Fort +1, Ref +2, Will +3
Mister Hoggert, First Mate CR 4 Spd 30 ft.
Male expert 2/fighter 2 Melee mwk handaxe +4 (1d6+2/x3) or
LN Medium humanoid (dwarf) dagger +3 (1d4+2/19-20)
Init +6; Senses darkvision 60 ft.; Listen Ranged mwk light crossbow +5
+5, Spot +4 (1d8/19-20) or dagger +3 (1d4+2/19-20)
Languages Common, Dwarven Base Atk +2; Grp +3
AC 17, touch 12, flat-footed 15 Abilities Str 13, Dex 12, Con 11, Int 9,
hp 23 (4 HD) Wis 10, Cha 8
Fort +5 (+7 vs. poison), Ref +3, Will +4 Feats AlertnessB, Skill Focus
(+6 against spells and spell-like effects) (Profession: Sailor), Weapon Focus
Spd 20 ft. (light crossbow)
Melee mwk darkwood club used two- Skills Balance +4, Climb +4, Jump +4,
handed +7 (1d6+4) Knowledge (nature) +2, Listen +7,
Base Atk +3; Grp +6 Profession (sailor) +6, Spot +7, Swim
Atk Options Power Attack +6, Tumble +4, Use Rope +4

Page 53 of 72
Possessions mwk studded leather, captain’s cabin. The lower decks
dagger, mwk handaxe, mwk light contain the cargo hold, general
crossbow and 20 bolts quarters (simple hammocks), a supply
room with rope, sails & other odds and
Sailor, Human Expert 1 (20): hp
ends, a weapon locker with enough
4; AC 13 (leather armor); Balance +3,
short swords and daggers to equip the
Climb +3, Swim +3, Use Rope +3
crew (locked at all times; Open Lock
Golden Wave, Sailing Ship: DC 30), a small kitchen (mess), the
Colossal vehicle; Profession (sailor) +4; anchorage, and a smugglers hold
Spd 20 ft.; Overall AC -3; Section hp 50 (Search DC 30).
(hardness 5); Section AC 3; Rigging 80
hp (hardness 0); AC 1; Ram 12d6; 85- Awarding XP for Large Groups
ft.-long-by-25-ft.-wide; Height 10 ft.
Once the PCs are out to sea,
(draft 10 ft.); Crew 20; Cargo 150 tons
there will be encounters that involve
some or all of the crew of Golden
Wave. Awarding experience
points can be a bit complicated
because of this. For simplicity,
count regular crew members on
duty during an encounter as ¼
and marines as ½. Captain
Morrow and Mister Hoggert
receive a full share of XP just as
the PCs do.

Chapter Two: Dunhead Bay


This shallow arm of
Relmor Bay once saw many
conflicts between rival navies
during the War of the Golden
League and the Greyhawk Wars.
It has been many years since those
conflicts. Dunhead Bay is now a
fairly peaceful waterway where
merchant vessels and fishermen ply
Only the upper deck plans of
their trade in relative safely. However,
Golden Wave are provided. She’s a the arrival of the mysterious Cofre Del
standard sailing ship with a single
Mar has changed all of that.
launch affixed behind the raised
From Northanchor, the voyage
afterdeck. Beneath the afterdeck is the
out into Dunhead Bay is uneventful

Page 54 of 72
until the third day, in which the PCs Though they escaped from Gravewind,
have their first dangerous encounter. If they soon tired and drowned before
you wish to run other encounters at they could make it to land.
sea, use the aquatic encounter table The fishing boat has been badly
below. damaged and is slowly sinking. By the
end of the day, it will be completely
Random Encounters At Sea submerged. Sinking vessels are always
If you choose to run additional risky. The captain of Golden Wave
encounters in Dunhead Bay, there is a won’t risking tying hawsers to the cog,
15% chance each day and night that but is willing to send the ship’s launch
Golden Wave has one of the over to the sinking boat for a look
encounters from the table below. around and to secure any salvageable
d20 Encounter EL goods. The launch holds up to 8
Source medium passengers and otherwise
1-4 Huge Sea Snake 3 conforms to the statistics of a standard
Monster Manual 280 rowboat found in Chapter 7 of the
5-6 5-8 Stirges 4 Player’s Handbook.
Monster Manual 236 Creatures: Unfortunately, the
7-10 2-4 Lacedons 4 waters around Mermaid’s Kiss are filled
Monster Manual 118 with a school of hungry sharks
11-15 Sea Hag 4 attracted by the smell of blood in the
Monster Manual 144 ocean. As the rowboat approaches
16-18 Large Water Elemental 5 Mermaid’s Kiss, the sharks begin
Monster Manual 100 ramming the boat and trying to bite off
19-20 3-4 Sea Merrows 6 chunks of it (hardness 5, hp 30). Each
Monster Manual 199 character in the rowboat must succeed
on a Balance check (DC 10). Failure by
Abandoned Fishing Cog (EL 4) 5 or more results in falling into the
In the distance a large fishing boat water at which point the hungry
floats listlessly on the water, leaning to sharks focus their attention on
one side. Its deck appears empty of life, swimming PCs. Swim checks (DC 10)
ripped and scorched sails fluttering must be made each round to avoid
uselessly in the wind. sinking.
This boat is called the Medium Shark (3): hp 16;
Mermaid’s Kiss. It was attacked just Monster Manual 279
yesterday by the Cofre Del Mar. Development: Swimming PCs
Gravewind and his crew took in about will no doubt try to climb back into
4 of the seven fishermen they found on the launch for safety when they realize
the cog. The other 3 jumped ship and the water is full of sharks. Unless
tried to escape by swimming to shore. helped up by another PC in the boat,

Page 55 of 72
this will rock the little vessel existence of this spire. There is good
precariously forcing any other money paid by cartographers for such
passengers aboard to make Balance information. He brings Golden Wave
checks as above. Climbing back up into in closer to get accurate map
the boat requires a Climb check (DC coordinates and a better description of
5). A PC helping a swimming ally back it.
onto the boat is considered to be using Creature: The little cave at the
the Aid Another action. Succeeding on top of the spire is 50 ft. above the
a Strength check (DC 10) gives the surface of the water. A harpy has
climbing PC a +2 on their check result. dwelled there for many years,
The cog is empty of anything of surrounded by the bones of past
value other than fish floating in the victims she has brought there to
flooded cargo hold. However, a Search devour. Until Golden Wave is within
(DC 20) reveals little chunks of rotting 100 ft. of her lair she remains hidden
flesh about the ship’s deck that in her cave.
dropped from the zombies that
Harpy (1): hp 31; Monster
pummeled the crew of this vessel. A Manual 150
successful Knowledge (religion) or
Heal check (DC 20) is enough to Tactics: When the ship is at the
recognize these bits of flesh as necrotic specified distance from the spire (and
tissue from zombiefied humanoids. shows no sign of coming closer), the
harpy begins using her captivating
Spire of the Harpy (EL 4) song to mesmerize the crew. A swim to
the spire may not seem readily life
This encounter occurs on the 4th day.
threatening to these sailors, you should
A tall spire of rock rises from the
make individual Wisdom checks (DC
ocean, pockmarked with jagged
10) to determine if any of the crew and
depressions and tiny niches. Waves
possibly even the PCs decides to take a
crash against it, spraying white foam
short swim over to the spire and climb
high into the air. There appears to be a
to where the seductive singing
small cave at the top nearly 60 feet
originates. This is rough water that
above the ocean swells.
requires a Swim check (DC 15) to
This rocky protrusion is
avoid drowning in the process. Those
approximately 20 ft. in diameter,
that succeed on their Wisdom checks
tapering to 10 ft. at the top. It widens
may decide to take the ship’s launch to
beneath the surface of the water and
reach the spire instead.
joins a large reef further down. How it
Once any of the mesmerized
came into existence defies natural
PCs or crewmen reaches the spire it is
logic.
a 50 ft. climb up the wet rocky surface
Captain Morrow knows of no
requiring Climb checks (DC 20) to
nautical maps that indicate the
reach the cave.

Page 56 of 72
The harpy simply waits until The Sea Monster (EL 5)
her prey is 10 ft. below her cave before The fifth day out to sea, a dense fog
revealing herself. She continues to sing bank moves in and envelopes Golden
as she flies out of the cave and begins Wave. Her crew mutters of bad omens
attacking climbers with her club, and supernatural weather as the day
which may knock her targets off of the wears on and the ship’s captain tries
spire if they fail a second Climb check unsuccessfully to steer her out of the
(see the rules for the Climb skill in the fog. It seems as though it is alive and
Player’s Handbook). Since falling following Golden Wave. Suddenly the
climbers have the ocean to fall in to, ship lurches as it strikes something
they take no damage for up to a 20 ft. solid!
fall. Every 10 ft. of falling distance The fog is just a normal weather
beyond that up to 40 ft. a falling phenomenon, though with the crews
climber takes 1d3 points of non-lethal heightened fear of the Cofre Del Mar,
damage. At 50 ft., a fall deals 1d6 point they presume it is dark magic or other
of lethal damage (see Falling on pg. 303 fell powers at work.
of the Dungeon Master’s Guide). Creature: An aquatic five-
When she has downed enough headed hydra has recently entered
potential prey, she selects one to carry Dunhead Bay. It has been gorging itself
aloft into her cave where she attempts on the large amounts of fish it has
to devour the poor soul. found in the bay. Unfortunately,
Treasure: Among the bones of Golden Wave has run into the magical
past victims littering the small cave is a beast and aroused its anger. Its heads
scattering of coins in rotting leather emerge from the water and attacks the
purses totaling 504 gp and 960 sp. PCs and the ship’s crew.
There are also 8 hoop ear rings of Five-Headed Aquatic Hydra (1):
silver, gold, and even coral that are hp 55; aquatic subtype; Monster
worth a combined 250 gp. And last of Manual 156
all, among the dirty bags and packs are Tactics: The hydra climbs up
a ring of protection +2 and a grey bag onto one side of the ship (the deck)
of tricks. and attacks as many different
Development: If the harpy takes opponents as it can reach. Its immense
more than half her hit points in weight causes the ship to tilt that way
damage, she flies away to a tiny cluster imposing a DC 12 Balance check on
of rocks that are part of a reef not too anyone fighting the hydra on the deck
far from here. She returns to her lair or moving across it. Failure by 5 or
the following day. more results in falling overboard;
failure by 4 or less simply results in not
being able to move that round. It is a
DC 15 Swim check to stay above the

Page 57 of 72
surface of the water for anyone falling zombie skirmishers of the Cofre Del
overboard. Mar (3 separate initiative groups).
The hydra attacks easy prey Before you run this encounter,
swimming in the water over others. carefully read the layout of the Cofre
Because Golden Wave continues Del Mar and Gravewind’s ship-to-ship
moving at a rate of 20 ft. per round, combat tactics below. He has had
any poor souls that fell overboard are success using these tactics in the past
at risk of being left behind to the and has no reason to deviate from
mercies of the hydra, which the them even if things don’t go exactly as
captain has no intention of sticking planned.
around to fight. Cofre Del Mar, Sailing Ship:
Colossal vehicle; Profession (sailor) +4;
Chapter Three: The Cofre Del Spd 20 ft., oars 25 ft.; Overall AC -3;
Mar Section hp 50 (hardness 5); Section AC
3; Rigging 80 hp (hardness 0); AC 1;
By this time, the PCs have been
Ram 12d6; 90-ft.-long-by-20-ft.-wide;
out to sea for nearly a week, perhaps
Height 15 ft. (draft 10 ft.); Crew 20;
more if you wish, and have yet to see
Cargo 150 tons.
the object of their search. That is about
to change. During this very night
Gravewind’s Tactics
when the winds are calm the Cofre Del
1) When the Cofre Del Mar is
Mar, sailing with her own lights
within 500 ft. of Golden Wave volleys
extinguished, has spotted the distant
of flaming arrows dipped in pitch are
lights of Golden Wave and approaches.
fired by the orc archers on the deck.
This battle can become very
The Cofre Del Mar is moving under
complicated since it involves so many
sail and rowers—Speed 25 ft.—which
people. The easiest way to run it is to
means that she will be within boarding
take a single turn each round for
distance in exactly 20 rounds. The orc
Golden Wave’s marines, the Captain
archers have enough time to fire every
and his First Mate, and the PCs. The
last one of their arrows during that
regular crew spends each round
time. On average, they can each hit AC
rushing about the ship and climbing
13 without factoring in range
the rigging attempting to extinguish
increments. Even so, it’s enough to
fires that have sprung up from the
strike Golden Wave’s rigging and other
barrage of flaming arrows from Cofre
sections of the ship. It would be
Del Mar (see tactics below). Likewise,
tedious to say the least to track each
take a single turn each round for
individual arrow’s damage and the fire
Gravewind, Captain Burligan, and First
damage caused to the sails and lines.
Mate Crezhpan, the lobotomized orcs
Assume that about half of the arrows
& goblin slaves, and the ghouls &
hit their marks. The ensuing fires are

Page 58 of 72
more ghouls shackled.
He attempts to
command them and
unshackles any that it
works on, returning to
the deck in company
with them to continue
the assault.
5) In the worst
case scenario,
Gravewind shouts for
his acolyte, Ramises, to
bring the skeletal
rowers he has been
given command of up
to join the attack.
If it is possible
to take any of the crew
alive, Gravewind does.
If not, he is just as
happy to claim their
being barely held in check by the cold, dead corpses for
regular crew. reanimation later.
2) The Cofre Del Mar pulls
along beside Golden Wave and the Read or paraphrase the
goblins toss grapnels to secure the ships following when you are ready to start
together and gangplanks are dropped the encounter:
across the short intervening distance. A cry is heard from the crow’s nest of
Gravewind sends his ghouls aboard Golden Wave. In the distance, a black
Golden Wave (see their individual sailed ship approaches in the
tactics below) and summons monsters moonlight. Soon the splash of her oars
to aid them while his allies in the slapping the water can be heard, a
sterncastle make ranged attacks. monotonous drone that grows louder
3) Gravewind, Captain and louder.
Burligan, and First Mate Crezhpan The captain of Golden Wave
board Golden Wave in company with peers out into the night with his spy
10 zombie sailors held in reserve for glass and shouts, “All hands on deck!
the main assault. It’s the Cofre Del Mar!” Flaming
4) If necessary, Gravewind goes arrows suddenly arc high in to the sky
belowdecks where he has a group of 4 and then descend towards the Golden

Page 59 of 72
Wave. Though many of the arrows Special Actions spontaneous inflict
drop into the ocean harmlessly, a few spells
strike the rigging and sails starting Combat Gear 2 potions of cure light
small fires where they struck. wounds, wand of hold person (CL 3rd,
30 charges, DC 13)
Map Key to the Cofre Del Mar Spells Prepared (Caster Level 8th):
4th—freedom of movement,
1. Forecastle (EL 8)
summon monster IV, unholy blightDE
This fortified area at the front of the
3rd—animate deadDE,
ship stands nearly 10 feet above the
blindness/deafness (DC 16),
deck. It is ringed with arrow slits and
cure serious wounds, summon
commands an excellent view of the
monster III (2)
areas all around it.
2nd—death knellDE, hold
These fortifications provide person (DC 15), owl’s wisdom,
improved cover (+8 cover bonus to AC, resist energy, summon monster
+4 to Reflex saves). The only II
unprotected area is the opening leading 1st—bane (DC 14), cause fear
to the ladder down to the deck. (DC 14), command (DC 14),
Creatures: This is the usual area death watchE, protection from
Gravewind, the true master of this goodDE, summon monster I
vessel, may be found. He commands 0—create water, cure minor
his near mindless minions from here. wounds (2), detect magic, light,
He is accompanied by 4 commanded resistance
ghouls. D=Domain spells (Death, Evil); E=Evil
spell
Gravewind CR 8 Death: death touch 1/day; if a roll of
Male human cleric of Nerull 8 8d6 equals or exceeds a creature’s
NE Medium humanoid (human) current hit points it dies.; Evil: cast evil
Init +6; Senses Listen +5, Spot +5 spells at +1 caster level
Languages Common, Dwarven, Orc
Abilities Str 14, Dex 10, Con 12, Int 14,
AC 16, touch 10, flatfooted 16 Wis 16, Cha 12
hp 65 (8 HD) SQ aura of evil, command or rebuke
Fort +7, Ref +2, Will +9 undead (+3), domain powers
Spd 30 ft. Feats Augment Summoning, Improved
Melee scythe of wracking +8/+3 InitiativeB, Martial Weapon
(2d4+4/x4) or mwk silver longsword Proficiency, Spell Focus (Conjuration)
+9/+4 (1d8+1/19-20) Skills Concentration +10, Diplomacy
Ranged mwk heavy crossbow +9 +6, Heal +10, Knowledge (arcana) +9,
(1d10/19-20) Knowledge (religion) +10, Spellcraft
Base Atk +6; Grp +8 +9, Spot +7, Swim +4

Page 60 of 72
Possessions combat gear, +1 mithral and blindness spell if necessary as well
shirt, darkwood buckler, scythe of as bringing his ghouls (if they are still
wracking (see Appendix), mwk silver up) to heel (see Gravewind’s Tactics
longsword, mwk heavy crossbow and above for other contingencies).
10 bolts, cleric’s vestments, silver key If forced into melee combat,
(to the shackles in area 8), silver Gravewind uses his scythe of wracking
unholy symbol of Nerull, spell to soften up his foes and then attempts
component pouch (including 10 onyx a death touch. He prefers to save the
gems each worth 25 gp for animate spell-like ability of the scythe on an
dead spell), spyglass enemy that is more likely to fail its
Ghoul (4): hp 13; AC 17 save (such as a bard, wizard or rogue).
(studded leather); Monster Manual 119
Tactics: Gravewind prepares for 2. Sterncastle (EL 6)
combat by casting owl’s wisdom. This raised portion of the ship is
Thereafter, he commands the ghouls surrounded by a wooden fortification
under his control to board the enemy with arrow slits. The ship’s rudder is
vessel, killing everyone on board, but operated from here.
leaving them in one piece. He then This area is identical to area 2.
casts his summon monster IV spell, The sterncastle is where the ship is
summoning 1d3 dretches to the deck of navigated from by manning the rudder
the enemy ship (remember that at the stern.
creatures he summons each have +4 Creatures: The Captain of the
Strength and +4 Constitution due to his Cofre Del Mar, Burligan, and his First
Augment Summoning feat) with Mate, Crezhpan, are usually here. One
similar instructions. The ghouls or the other always mans the rudder.
attempt to paralyze as many of the During an attack, they use their
enemy crew as they can, returning to crossbows to target problematic
coup de grace downed foes when enemies such as spellcasters, leaders, or
possible and to feast if Gravewind tougher combatants. Crezhpan is the
allows it. Gravewind casts unholy only one on the ship that can speak
blight followed by protection from Goblin, so he handles the command of
good. In later rounds he goes through the goblin slaves.
the rest of his summon monster spells
to conjure up 2 more dretches and Captain Burligan CR 4
poisonous vermin. He leaves the Male human fighter 4
forecastle when the enemy crew has CN Medium humanoid (human)
been sufficiently thinned out in Init +2; Senses Listen +4, Spot +4
company with the 10 zombies in the Languages Common, Orc
sail room and the Captain and First AC 18, touch 13, flat-footed 15 (AC 17
Mate to deal with any remaining without shield)
opposition using his scythe of wracking

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hp 26 (4 HD) (AC 19 w/o shield)
Fort +5, Ref +3, Will +3 hp 22 (4 HD)
Spd 30 ft. Immune sleep; SR 15
Melee mwk spiked chain +8 (2d4+5) or Resist +2 on saves against
dagger +6 (1d4+2/19-20) Enchantments
Ranged mwk heavy crossbow +7 Fort +4, Ref +5, Will +1 (+3 against
(1d10/19-20) or dagger +6 (1d4+2/19- spells and spell-like abilities)
20) Weakness light blindness
Space 5 ft.; Reach 10 ft. with spiked Spd 30 ft.
chain Melee +1 rapier +9 (1d6+5/18-20)
Base Atk +4; Grp +6 Ranged mwk light crossbow +9
Atk Options Combat Reflexes (1d8/19-20)
Combat Gear potion of cat’s grace, 3 Base Atk +4; Grp +6
potions of cure light wounds, Combat Gear poisoned crossbow bolts
tanglefoot bag, 3 thunderstones Spell-Like Abilities (CL 4th):
Abilities Str 15, Dex 14, Con 12, Int 10, 1/day—dancing lights,
Wis 14, Cha 8 darkness, faerie fire
Feats AlertnessB, Combat Reflexes, Abilities Str 14, Dex 18, Con 10, Int 15,
Exotic Weapon Proficiency (spiked Wis 10, Cha 10
chain)B, Skill Focus (Profession: sailor), SQ drow traits
Weapon Focus (spiked chain)B, Feats Dodge, Mobility, Weapon
Weapon Specialization (spiked chain)B FinesseB, Weapon Focus (rapier)B,
Skills Climb +7, Craft (carpentry) +2, Weapon Specialization (rapier)B
Jump +7, Listen +4, Profession (sailor) Skills Climb +8, Jump +8, Knowledge
+4, Spot +4, Swim +7 (local) +5, Listen +3, Ride +7, Search
Possessions combat gear, +1 studded +4, Spot +4, Swim +7
leather, mwk spiked chain, dagger, Possessions +1 rapier, +1 chain shirt,
mwk heavy crossbow and 20 bolts, key mwk light wooden shield, mwk light
to trunk in Captain’s Cabin, 15 pp, 10 crossbow with 20 poisoned bolts,
gp. spyglass, 20 gp
Drow Poison (Ex): Injury, Fort DC 13,
Crezhpan the First Mate CR 5 initial unconsciousness for 1 minute,
Male drow elf fighter 4 secondary unconsciousness for 2d4
NE Medium humanoid (elf) hours.
Init +4; Senses Darkvision 120 ft.;
Listen +3, Spot +4 3. Deck (EL 5)
Languages Common, Drow Sign The deck is dominated by the
Language, Elven, Goblin, Cofre Del Mar’s thick single mast. A
Undercommon pair of hatches 10 feet to fore and aft of
AC 20, touch 14, flat-footed 16 the mast leads down to the cargo hold

Page 62 of 72
and cabins via rope ladders (Climb DC Monster Manual 203
5 at half movement). A door under the Init +2; Senses darkvision 60 ft.; Listen
forecastle leads to the sail room while a +2, Spot +2
door in the stern leads to the captain’s Languages Orc
quarters. Wooden ladders attached to AC 15, touch 12, flat-footed 13
both fore and stern castles lead up to hp 5 (1 HD)
those respective locations. Fort +2, Ref +0, Will +0
Creatures: The deck is occupied Spd 30 ft.
by a team of orc archers and goblin Melee club +5 (1d6+4)
slaves whose job it is to shoot flaming Ranged longbow +3 (1d8/x3 plus 1 fire)
arrows into the rigging of enemy ships. Base Atk +1; Grp +5
The orcs are exceptional physical
Abilities Str 19, Dex 14, Con 13, Int 3,
specimens. However, they have been
Wis 3, Cha 6
subjected to Gravewind’s vile
SQ orc traits
experiments. He found that by simply
Skills Listen +2, Spot +2
removing part of their brains, they
Feats Alertness
became what he calls “a poor man’s
Possessions studded leather, club,
zombie.” Each of them bears horrible
longbow and 20 arrows
scars at the front of their heads where
Goblin Slave (10): hp 5; AC 14
the priest opened their skulls during
(leather); short sword +2 melee
the procedure. They are only capable
(1d4/19-20)
of performing a few simple tasks,
Tactics: Several clay urns placed
having the intellects of little children,
near the orcs are filled with pitch and
but for what Gravewind uses them for
hold twenty arrows each. The orcs
they perform excellently. They fight to
draw from the urns. The goblin slaves
defend themselves if attacked, but
scurry up as they do and light the
their main purpose is to shoot flaming
arrows with torches. This process is
arrows into the rigging of enemy ships,
repeated until the arrows are spent.
doing so like automatons until given
The orcs only attack to defend
other instructions.
themselves. The goblins, however, will
The goblins are the sole
attack any PCs that board the Cofre
survivors of a small tribe that
Del Mar. They use team work to try to
Gravewind and his allies decimated.
Bull Rush enemies overboard if
They were easily molded into willing
possible. Using the Aid Another action,
slaves. They only desire to please
2 goblins can aid a single ally that
Gravewind and help him in his evil
performs the Bull Rush to provide a +4
schemes.
bonus to its attempt.

Lobotomized Orc (10) CR ½


Male orc warrior 1
CE Medium humanoid (orc)

Page 63 of 72
The current ship’s Captain and
4. Sail Room (EL Variable) his First Mate share this cabin. All of
This area appears to be where spare the original furnishings they found
sails, coils of hemp rope, buckets, here when the Swordfish was stolen
mops, scrub brushes, carpentry tools, have been kept exactly the way they
salt, and nautical maps in shelves on were found. A character with ranks in
the walls are stored. Knowledge (nature) or Profession
Creatures: Gravewind keeps a (sailor) may make a DC 10 check to
pack of 10 zombies animated from the recognize the fish painted on the
crews of other ships he has successfully wooden curtain in the corner as
plundered here. He uses them in his swordfish. Behind the wooden curtain
final attack on enemy ships after their a spiral staircase descends to the ship’s
crews have been sufficiently softened kitchen (or “mess”).
up. A Search (DC 15) of the cabin
Human Commoner Zombie turns up the original plaque that was
(10): hp 16; AC 14 (studded leather); attached to the ship’s stern shoved
Monster Manual 266 under the bed. It bears the name
Tactics: When Gravewind Swordfish superimposed on a masterful
summons them forth, the zombies painting of a swordfish. The chest at
shamble aboard Golden Wave and the foot of the bed is locked (Open
pummel its crew until they no longer Lock DC 25). It contains Captain
move. Burligan’s and First Mate Crezhpan’s
personal belongings: 2 backpacks with
5. Captain’s Cabin (EL 2) mundane gear such as bedrolls, trail
This large cabin is luxuriously rations, waterskins, silk ropes, etc. In
furnished with tall candelabrum, addition to the mundane gear is a total
curtained French windows at the stern, of 380 gp, 60 sp, 98 cp, a silver holy
brass-ringed portholes at port and symbol of Procan (a crashing wave), a
starboard, polished wooden beams and bronze masterwork sextant, a spyglass
paneling, a dark oak table with 4 with a cracked lens (worth only ¼ of
matching chairs with a chandelier its normal value until the lens is
suspended over it, a large bed with a repaired), and several books on ships
wooden trunk in front of it, and a and sea travel worth 100 gp if sold as a
folding wooden curtain in the corner set. All of these valuables have been
painted with scenes of fantastical fish looted from other ships.
with long rapier-like beaks. Shelves There are 4 nautical
along the walls hold polished nautical instruments in total on the shelves.
instruments and exotic animals in glass Each is masterwork and worth 50 gp.
display cases. The exotic animals in glass display
cases include a rare poisonous frog
from the Amedio Jungle, a baby

Page 64 of 72
ixixatchitl, a tiny shark, a small fire next question. Asking the last 2
beetle, a two-headed spider monkey questions ends the binding spell
from Hepmonaland, and an empty holding it. It immediately breaks out of
glass case. If sold, each of these exotic the glass case once it has answered the
pieces may fetch as much as 100 gp. final question and attacks its
Upon examination of the empty glass questioner savagely until it or its target
case (Search DC 20), the PCs may is destroyed.
notice tiny silver symbols engraved in
the round wooden base just within the 6. Cargo Hold
ring formed by the cylindrical glass lid. This large open space is filled with
A successful Knowledge (arcana) (DC crates, barrels, and several dead bodies
20) allows the PCs to recognize the of sailors that have begun to fill the air
symbols as those used in various planar with their ripe stench.
binding spells. The glass case radiates The crates contain food supplies
moderate Conjuration if detect magic is and a few items necessary for the
used on it. upkeep of the ship. The barrels are full
Creature: An imp by the name of drinking water. The 4 corpses are
of Kerdlethip is trapped within the the remains of the crewmen of
glass case, held there by a lesser planar Mermaid’s Kiss taken in just a couple
binding spell until he has truthfully days ago. Gravewind is waiting to
answered 5 questions posed to him. reach the mines before animating
The wizard Artemus Hamm thought them.
the imp might be useful in his research
of the Nine Hells during his younger 7. Mess
years. Kerdlethip has answered 3 of the This appears to be a large kitchen. All
questions already, but Artemus never of the cooking supplies and foodstuffs
asked the final two. are kept secure in shelves or hanging
The imp stays invisible within from the ceiling by thin ropes. A
the glass case, but every once in a narrow spiral staircase ascends to the
while appears as a big hairy spider with next deck.
sickly orange stripes before once again Only mundane food and
turning invisible. The creature is cooking implements are kept here.
unable to assume a larger shape with
its alternate form ability due to the 8. Passenger Cabins (EL 3)
constraints of the tiny summoning
This small cabin is sized to
circle holding it there.
accommodate a single occupant. A bed
Kerdlethip, Imp (1): hp 20;
that can be folded up into the wall and
Monster Manual 57
a small table and chair fastened to the
Development: If the imp is ever
floor are the only furnishings. A small
discovered, it grudgingly professes why
it has been bound there and asks for its

Page 65 of 72
glass covered porthole in the wall can Ad Hoc XP Award: These
be opened to allow fresh air inside. ghouls are effectively helpless if found
Each of these 4 cabins is shackled here. Destroying them poses
identical except for the one on the no challenge. Reward the PCs only
starboard bow side. The cabin across 10% the normal experience these
from it is being used by Gravewind. It creatures are worth.
contains his backpack filled with
mundane gear one would carry when 9. Anchor Room
traveling in the wilds. Other than This area is dominated by a thick chain
rumpled sheets and blankets on the on a winch that runs through a hole in
bed there is nothing of interest there. the port bow to a heavy iron anchor.
Creatures: The above Releasing this ship’s anchor is
mentioned cabin contains 4 ghouls done easily enough. However,
shackled to a ring in the floor. operating the winch to draw the
Gravewind means to command them anchor back up requires a DC 10
if/when his other ghouls are destroyed. Strength check.
He has the key to the locks on the
shackles. There is also a journal, bottle 10. Smuggler’s Hold (EL 6)
of ink, and a quill pen on the table A red lantern dangles from a low
behind them. ceiling illuminating a sort of sailor’s
Ghoul (4): hp 13; AC 17 grave. Nearly two dozen skeletons
(studded leather); Monster Manual 119 dressed in rusty chain armor sit on
Treasure: The journal on the benches in two rows separated by a
table belongs to Gravewind. He often long aisle down the middle of this
comes here to observe the shackled cramped space. Red pinpricks of light
ghouls and check their bonds. He was within their empty eye sockets reflect
about to update his journal when off the water pooling around their
Golden Wave was sighted. He left it ankles. Each of them grips the handle
here in his haste to get to the deck. The of a long oar extending through slots in
journal is written in Common. If the the hull and out into the water.
PCs obtain it, read or provide them Before alterations were made to
with Player Handout 3. Swordfish this area was a secret cargo
A careful Search (DC 20) of the hold. It now holds 12 benches in rows
journal reveals a map hidden in the of six along each side of the ship’s hull
binding that shows exactly how to get and narrow openings with oarlocks
to the mines referred to in the entries. through which long oars extend to row
Gravewind needed it the first few the ship. The openings for the oars are
times his party made the trip back and approximately 2 feet above the surface
forth and keeps it hidden there. of the water outside. Consequently the
smuggler’s hold is about ankle deep in

Page 66 of 72
water, which is baled out regularly Death: death touch 1/day; if a roll of
with the numerous buckets stored 1d6 equals or exceeds a creature’s
here. current hit points it dies.; Evil: cast evil
The oars may be drawn inside spells at +1 caster level
the ship and the openings covered to Abilities Str 14, Dex 13, Con 10, Int 8,
keep out water when there is no need Wis 15, Cha 12
for rowing. SQ aura of evil, command or rebuke
Creatures: There are a total of undead (+1), domain powers
16 human warrior skeletons here Feats AlertnessB, Scribe Scroll
sitting 2 to a bench. They follow the Skills Concentration +4, Heal +6,
instructions of Gravewind’s acolyte, Knowledge (religion) +3, Listen +4,
Ramises. Once the Cofre Del Mar is Spellcraft +3, Spot +4, Swim -2
near the PCs’ vessel, Ramises instructs Possessions combat gear, buckler,
them to pull their oars inside the ship chain shirt, dagger, mwk sickle,
and await further commands. everburning skull (hanging from belt),
Ramises CR 1 bone scroll case, cleric’s vestments,
Male human cleric of Nerull 1 spell component pouch, wooden
NE Medium humanoid (human) unholy symbol of Nerull, 25 sp
Init +1; Senses Listen +4, Spot +4 Human Warrior Skeleton (16):
Languages Common, Dwarven, Orc hp 6; unarmed; Monster Manual 226
AC 16, touch 11, flat-footed 16 Development: The skeletons
hp 8 (1 HD) may be used as a final assault if
Fort +2, Ref +1, Will +2 Gravewind’s usual attack plans fail. If
Spd 30 ft. Ramises hears the order, he commands
Melee mwk sickle +3 (1d6+2/x3) or the skeletons to follow him up onto the
dagger +2 (1d4+2/19-20) deck to attack the survivors of Golden
Ranged dagger +1 (1d4+2/19-20) Wave. If combat ensues within this
Base Atk +0; Grp +2 cramped space, all combatants suffer a
Special Actions spontaneous inflict -4 to their attack rolls and -4 to their
spells AC due to the close quarters and low
Combat Gear scroll of cure light ceiling. Only light and one-handed
wounds, scroll of doom weapons may be used effectively here.
Spells Prepared (Caster Level 1st):
1st—cause fear (DC 13), cure Concluding the Adventure
light wounds, protection from goodDE If the PCs have successfully
0—cure minor wounds, detect defeated Gravewind and captured or
magic, guidance destroyed the Cofre Del Mar, Dunhead
D=Domain spells (Death, Evil); E=Evil Bay is once again safe from its
spell depredations and the PCs are entitled
to their share of the reward money in

Page 67 of 72
Northanchor. Reward each of the in the adjacent caves (detailed in The
characters a 500 XP story award. Mines of the Dead, the 3rd and final
If they captured the Cofre Del installment of The Trail of Evil). To
Mar/Swordfish, it is now rightfully permanently end the threat that the
theirs as owners of the deed, though it evil men behind this operation pose to
may need some repairs. They may find this area of the Flanaess, the PCs will
the plaque bearing the name Swordfish need to journey to the mine in the Iron
that was once mounted at the back of Hills and expunge the evil festering
the ship stashed inside the Captain’s there.
Cabin. It is easy to see where it was
removed and painted over with the Scaling the Adventure
ship’s new name. What the PCs do
“Hunt for the Cofre Del Mar” is
with this ship is up to them. It may
designed for a group of four 4th-level
serve as a vehicle to high adventure on
characters, but is easily adaptable for
the open sea, to other strange lands, or
use by 2nd-3rd—level characters or 5th-
simply be sold for the going rate to
6th—level characters. Simply adjust all
purchase other gear on their wish lists.
NPC character levels up or down
Most of the zombiefied crew of
(including the crew of Golden Wave)
Cofre Del Mar was taken from
as appropriate by a number equal to
Northanchor ships in the past few
that which the average party level
months. Should the PCs bring any of
deviates from 4. Specific changes to the
the corpses back to Northanchor to be
adventure are as follows:
claimed by their kin or friends in the
2nd and 3rd-level characters: Remove
town, this deed is greatly appreciated
3 of the Safehouse Guards in the
and earns the characters the respect of
Shining Dulcimer encounter. Change
the local temples and possibly a few
the sharks around Mermaid’s Kiss to a
free clerical services up to the DM’s
single large shark. Use the Aging
discretion. Award the PCs 150 xp for
Affects rules on pg. 109 of the Player’s
each body returned to Northanchor.
Handbook to alter the harpy’s ability
If the PCs have gotten on bad
scores to that of middle aged. This
terms with the Thieves’ Guild, they
makes her captivating song DC higher,
may have some nasty surprises waiting
but decreases her combat effectiveness,
for them when they return to collect
thus lowering her CR by 1. Leave the
their share of the reward money and
hydra encounter as written, but
officially assume ownership of the
consider drastically lowering its hit
former Swordfish.
points. Decrease the number of goblins
Finally, Gravewind’s journal
and lobotomized orcs by 2-3 each.
reveals the location of the mine that all
Decrease the number of ghouls in each
of the captured sailors (alive and dead)
encounter by 1 or 2. And finally, do
have been taken to and describes a
not use the skeletal rowers in combat
Temple of Nerull recently constructed

Page 68 of 72
at all unless they are attacked in the upon command the scythe of wracking
Smuggler’s Hold. can duplicate the effects of a wrack
5th and 6th–level characters: Change spell (Book of Vile Darkness). The next
the 3 medium sharks to 2 large sharks. living creature struck by it must
Add a second harpy. Use a 6-headed succeed on a DC 16 Fortitude save or
aquatic hydra in place of the original. be wracked with such intense pain that
Replace Gravewind’s escort of ghouls it doubles over and collapses. Its face
on the Forecastle with 2 wights or add and hands blister and drip fluid, and its
another ghoul. Replace the zombies in eyes cloud with blood, rendering it
the Sail Room with 3 troll skeletons blind (if applicable). The effect lasts for
and two or three human commoner 7 rounds. During that time the effected
zombies. And finally, if the PCs are creature is considered helpless and
having an easy go of it, bring the cannot take any actions. Sight returns
skeletons up out of the Smuggler’s when the spell’s duration expires.
Hold earlier in the fight. Even after the spell effect ends,
the affected creature is still visibly
Appendix shaken and takes a –2 penalty on attack
rolls, saves, and checks for 3d10
Scythe of Wracking
minutes.
This +1 scythe is fashioned from
Moderate necromancy; CL 7th;
dark—almost black—wood with a long
Craft Magic Arms and Armor, wrack;
cutting blade etched with screaming
Price 12,400 gp
faces and fell symbols. Once per day

Page 69 of 72
Player Handout 1

Page 70 of 72
Player Handout 2

Page 71 of 72
Player Handout 3
5 Fireseek
We found an old dungeon near Zelradton and entered to claim its riches. Curse our luck. Instead we
found rival treasure hunters with a foul priest of Pelor with them. He destroyed my skeletons, the
cursed one. 2 of our warriors fell and the rest of us were forced to flee. I had to leave my pack and old
journal. The bastards attacked us as we rested.

18 Fireseek
Jhango found an old mine entrance today. We discovered a small gnome enclave within. They were no
match for us and now 5 of them serve me in undeath. glory to the Reaper.
One of the squirmy little gnomes we let live has shown us many unworked sections of the mine with
large gold and silver veins. The wee one thought we would let him go. Ha. I sacrificed the loathsome
creature to Nerull—All praise to the Reaper. After, we discussed the merits of using the live ones to
mine for us. We have decided to see if the rewards are worth the trouble.

11 Coldeven
Our slaves have dug deep and how great the reward. We have traded in our precious nuggets in
Zelradton for a very tidy sum of coins. Now I can have my scythe enchanted with that wrack spell I’ve
been wanting for so long. We have decided to stay and continue to reap—ha. “Reap”—the rewards of
our slaves’ efforts. I will soon explore the catacombs adjacent to the mines for a place to build a suitably
vile temple to my LORD. All praise to him.

6 Growfest
Jhango and I returned from our trip to town—their celebrations and ale swilling curdles my stomach—
only to find our slaves had all perished. They broke into a pocket of poisonous gas. The poison now fills
the entire mine.

1 Planting
We have captured a few hill men from outlying villages to work the mines, but the poison is killing
them off too quickly. I have suggested animating the dead corpses and putting them to work again. The
others are uneasy around my servants, but have agreed that it is a good plan.

18 Planting
The zombies are slow and sloppy workers that need constant supervision. Our forays into the hills for
more slaves profits us little. Berligan has an idea: attack ships at sea with a ship of our own to collect
entire crews. Dunhead Bay is close by and ripe with vessels. He can probably steal a ship that’s been
moored in Northanchor for many years and nobody would even miss it; Swordfish, he thinks it is
called.

3 Wealsun
We’ve had great success after some alterations to the ship, including a rowing bank for my skeletons
for extra speed. I’ve renamed it Cofre Del Mar. The work in the mines proceeds well now that our
work force has swelled in numbers. My temple to Nerull nears completion and soon none will stand
against us. All praise to the Reaper.

Page 72 of 72

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