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	<link rel="self" type="application/atom+xml" href="https://wiki.rpg.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Misfit815"/>
	<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php/Special:Contributions/Misfit815"/>
	<updated>2026-05-14T23:33:06Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.rpg.net/index.php?title=Meamnar:Balance_Operative&amp;diff=57163</id>
		<title>Meamnar:Balance Operative</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Meamnar:Balance_Operative&amp;diff=57163"/>
		<updated>2007-08-08T15:31:13Z</updated>

		<summary type="html">&lt;p&gt;Misfit815: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Balance Operatives ([[Meamnar:Prestige_Classes|Prestige Class]]) are specially-trained members of a secret society known as the [[Meamnar:Balance|Balance]] in the campaign setting of [[Meamnar:Main_Page|Meamnar]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table align=&amp;quot;right&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;caption style=&amp;quot;font-weight: bold;&amp;quot;&amp;gt;Table: The Balance Operative&amp;lt;/caption&amp;gt;&lt;br /&gt;
  &amp;lt;tr style=&amp;quot;background-color: #DFDFDF;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;th rowspan=&amp;quot;2&amp;quot;&amp;gt;Level&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th rowspan=&amp;quot;2&amp;quot;&amp;gt;Base Attack Bonus&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th rowspan=&amp;quot;2&amp;quot;&amp;gt;Fort Save&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th rowspan=&amp;quot;2&amp;quot;&amp;gt;Ref Save&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th rowspan=&amp;quot;2&amp;quot;&amp;gt;Will Save&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th rowspan=&amp;quot;2&amp;quot;&amp;gt;Special&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th colspan=&amp;quot;3&amp;quot;&amp;gt;Arcane Spells per Day&amp;lt;/th&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr style=&amp;quot;background-color: #DFDFDF;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;th&amp;gt;1st&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th&amp;gt;2nd&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th&amp;gt;3rd&amp;lt;/th&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;1st&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;+1&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;+0&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;+2&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;+2&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;1st Favored Enemy&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;0&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;-&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;-&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;2nd&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;+2&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;+0&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;+3&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;+3&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Skill Focus&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;1&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;-&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;-&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;3rd&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;+3&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;+1&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;+3&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;+3&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;1&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;0&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;-&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;4th&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;+4&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;+1&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;+4&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;+4&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;2nd Favored Enemy&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;1&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;1&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;-&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;5th&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;+5&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;+1&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;+4&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;+4&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;1&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;1&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;0&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Hit Dice===&lt;br /&gt;
&lt;br /&gt;
d6.&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
&lt;br /&gt;
To qualify to become a Balance Operative, a character must fulfill all the following criteria.&lt;br /&gt;
&lt;br /&gt;
==Class Skills==&lt;br /&gt;
&lt;br /&gt;
The Balance Operative’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (Local) (Int), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), Use Rope (Dex).&lt;br /&gt;
&lt;br /&gt;
===Skill Points at Each Level===&lt;br /&gt;
&lt;br /&gt;
4 + Int modifier.&lt;br /&gt;
&lt;br /&gt;
==Class Features==&lt;/div&gt;</summary>
		<author><name>Misfit815</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Meamnar:Balance_Operative&amp;diff=57162</id>
		<title>Meamnar:Balance Operative</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Meamnar:Balance_Operative&amp;diff=57162"/>
		<updated>2007-08-08T15:27:15Z</updated>

		<summary type="html">&lt;p&gt;Misfit815: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Balance Operatives ([[Meamnar:Prestige_Classes|Prestige Class]]) are specially-trained members of a secret society known as the [[Meamnar:Balance|Balance]] in the campaign setting of [[Meamnar:Main_Page|Meamnar]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table align=&amp;quot;right&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;caption style=&amp;quot;font-weight: bold;&amp;quot;&amp;gt;Table: The Balance Operative&amp;lt;/caption&amp;gt;&lt;br /&gt;
  &amp;lt;tr style=&amp;quot;background-color: #DFDFDF;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;th rowspan=&amp;quot;2&amp;quot;&amp;gt;Level&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th rowspan=&amp;quot;2&amp;quot;&amp;gt;Base Attack Bonus&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th rowspan=&amp;quot;2&amp;quot;&amp;gt;Fort Save&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th rowspan=&amp;quot;2&amp;quot;&amp;gt;Ref Save&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th rowspan=&amp;quot;2&amp;quot;&amp;gt;Will Save&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th rowspan=&amp;quot;2&amp;quot;&amp;gt;Special&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th colspan=&amp;quot;3&amp;quot;&amp;gt;Arcane Spells per Day&amp;lt;/th&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr style=&amp;quot;background-color: #DFDFDF;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;th&amp;gt;1st&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th&amp;gt;2nd&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th&amp;gt;3rd&amp;lt;/th&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;1st&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;+1&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;+0&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;+2&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;+2&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;0&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;-&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;-&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;2nd&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;+2&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;+0&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;+3&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;+3&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;1&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;-&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;-&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;3rd&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;+3&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;+1&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;+3&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;+3&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;1&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;0&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;-&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;4th&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;+4&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;+1&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;+4&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;+4&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;1&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;1&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;-&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;5th&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;+5&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;+1&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;+4&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;+4&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;1&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;1&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;0&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Hit Dice===&lt;br /&gt;
&lt;br /&gt;
d6.&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
&lt;br /&gt;
To qualify to become a Balance Operative, a character must fulfill all the following criteria.&lt;br /&gt;
&lt;br /&gt;
==Class Skills==&lt;br /&gt;
&lt;br /&gt;
The Balance Operative’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (Local) (Int), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), Use Rope (Dex).&lt;br /&gt;
&lt;br /&gt;
===Skill Points at Each Level===&lt;br /&gt;
&lt;br /&gt;
4 + Int modifier.&lt;br /&gt;
&lt;br /&gt;
==Class Features==&lt;/div&gt;</summary>
		<author><name>Misfit815</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Meamnar:Balance_Operative&amp;diff=57161</id>
		<title>Meamnar:Balance Operative</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Meamnar:Balance_Operative&amp;diff=57161"/>
		<updated>2007-08-08T15:26:02Z</updated>

		<summary type="html">&lt;p&gt;Misfit815: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Balance Operatives ([[Meamnar:Prestige_Classes|Prestige Class]]) are specially-trained members of a secret society known as the [[Meamnar:Balance|Balance]] in the campaign setting of [[Meamnar:Main_Page|Meamnar]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table align=&amp;quot;right&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;caption style=&amp;quot;font-weight: bold;&amp;quot;&amp;gt;Table: The Balance Operative&amp;lt;/caption&amp;gt;&lt;br /&gt;
  &amp;lt;tr style=&amp;quot;background-color: #DFDFDF;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;th rowspan=&amp;quot;2&amp;quot;&amp;gt;Level&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th rowspan=&amp;quot;2&amp;quot;&amp;gt;Base Attack Bonus&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th rowspan=&amp;quot;2&amp;quot;&amp;gt;Fort Save&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th rowspan=&amp;quot;2&amp;quot;&amp;gt;Ref Save&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th rowspan=&amp;quot;2&amp;quot;&amp;gt;Will Save&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th rowspan=&amp;quot;2&amp;quot;&amp;gt;Special&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th colspan=&amp;quot;3&amp;quot;&amp;gt;Arcane Spells per Day&amp;lt;/th&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr style=&amp;quot;background-color: #DFDFDF;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;th&amp;gt;1st&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th&amp;gt;2nd&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th&amp;gt;3rd&amp;lt;/th&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;1st&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+1&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+0&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+2&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+2&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;2nd&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+2&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+0&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+3&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+3&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;3rd&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+3&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+1&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+3&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+3&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;4th&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+4&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+1&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+4&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+4&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;5th&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+5&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+1&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+4&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+4&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Hit Dice===&lt;br /&gt;
&lt;br /&gt;
d6.&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
&lt;br /&gt;
To qualify to become a Balance Operative, a character must fulfill all the following criteria.&lt;br /&gt;
&lt;br /&gt;
==Class Skills==&lt;br /&gt;
&lt;br /&gt;
The Balance Operative’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (Local) (Int), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), Use Rope (Dex).&lt;br /&gt;
&lt;br /&gt;
===Skill Points at Each Level===&lt;br /&gt;
&lt;br /&gt;
4 + Int modifier.&lt;br /&gt;
&lt;br /&gt;
==Class Features==&lt;/div&gt;</summary>
		<author><name>Misfit815</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Meamnar:Balance_Operative&amp;diff=57160</id>
		<title>Meamnar:Balance Operative</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Meamnar:Balance_Operative&amp;diff=57160"/>
		<updated>2007-08-08T14:27:31Z</updated>

		<summary type="html">&lt;p&gt;Misfit815: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Balance Operatives ([[Meamnar:Prestige_Classes|Prestige Class]]) are specially-trained members of a secret society known as the [[Meamnar:Balance|Balance]] in the campaign setting of [[Meamnar:Main_Page|Meamnar]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table align=&amp;quot;right&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;caption style=&amp;quot;font-weight: bold;&amp;quot;&amp;gt;Table: The Balance Operative&amp;lt;/caption&amp;gt;&lt;br /&gt;
  &amp;lt;tr style=&amp;quot;background-color: #DFDFDF;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;th&amp;gt;Level&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th&amp;gt;Base Attack Bonus&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th&amp;gt;Fort Save&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th&amp;gt;Ref Save&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th&amp;gt;Will Save&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th&amp;gt;Special&amp;lt;/th&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;1st&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+1&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+0&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+2&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+2&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;2nd&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+2&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+0&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+3&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+3&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;3rd&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+3&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+1&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+3&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+3&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;4th&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+4&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+1&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+4&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+4&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;5th&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+5&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+1&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+4&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+4&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;6th&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+6&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+2&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+5&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+5&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;7th&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+7&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+2&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+5&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+5&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;8th&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+8&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+2&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+6&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+6&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;9th&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+9&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+3&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+3&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+6&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;10th&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+10&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+3&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+7&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+7&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Hit Dice===&lt;br /&gt;
&lt;br /&gt;
d6.&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
&lt;br /&gt;
To qualify to become a Balance Operative, a character must fulfill all the following criteria.&lt;br /&gt;
&lt;br /&gt;
==Class Skills==&lt;br /&gt;
&lt;br /&gt;
The Balance Operative’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (Local) (Int), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), Use Rope (Dex).&lt;br /&gt;
&lt;br /&gt;
===Skill Points at Each Level===&lt;br /&gt;
&lt;br /&gt;
4 + Int modifier.&lt;br /&gt;
&lt;br /&gt;
==Class Features==&lt;/div&gt;</summary>
		<author><name>Misfit815</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Meamnar:Prestige_Classes&amp;diff=57159</id>
		<title>Meamnar:Prestige Classes</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Meamnar:Prestige_Classes&amp;diff=57159"/>
		<updated>2007-08-08T14:10:16Z</updated>

		<summary type="html">&lt;p&gt;Misfit815: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Prestige Classes of [[Meamnar:Main_Page|Meamnar]] are listed by region:&lt;br /&gt;
&lt;br /&gt;
==[[Meamnar:Andrean_Sea|The Andrean Sea]]==&lt;br /&gt;
&lt;br /&gt;
* [[Meamnar:Andrean_Sailor|Andrean Sailor]]&lt;br /&gt;
&lt;br /&gt;
==[[Meamnar:Auran_Empire|The Auran Empire]]==&lt;br /&gt;
&lt;br /&gt;
* [[Meamnar:Imperial_Officer|Imperial Officer]]&lt;br /&gt;
* [[Meamnar:Storm_Rider|Storm Rider]]&lt;br /&gt;
&lt;br /&gt;
==[[Meamnar:Dwarves|The Dwarven Nations]]==&lt;br /&gt;
&lt;br /&gt;
* [[Meamnar:Azards_Templars|Azard&#039;s Templars]]&lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
&lt;br /&gt;
* [[Meamnar:Balance_Operative|Balance Operatives]]&lt;/div&gt;</summary>
		<author><name>Misfit815</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Meamnar:The_Rock&amp;diff=57121</id>
		<title>Meamnar:The Rock</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Meamnar:The_Rock&amp;diff=57121"/>
		<updated>2007-08-07T19:59:28Z</updated>

		<summary type="html">&lt;p&gt;Misfit815: /* The Crew */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Rock is an adventure for five 3rd level player characters (PC&#039;s).  The adventure is set aboard a ship in the [[Meamnar:Andrean_Sea|Andrean Sea]] in the campaign setting of [[Meamnar:Main_Page|Meamnar]].  The adventure was included in the tabletop campaign [[Meamnar:Stoned|Stoned]].&lt;br /&gt;
&lt;br /&gt;
==Adventure Background==&lt;br /&gt;
&lt;br /&gt;
===The Island===&lt;br /&gt;
&lt;br /&gt;
About a month ago, a massive tear opened in the sky.  From the fire and brimstone visible within the tear, an enormous obsidian rock emerged, falling toward the ocean.  While one end of the rock is now buried in the seabed, the other extends about 50 feet above the surface.  This new &#039;island&#039; is sharp, jagged, and black as midnight.  It glows faintly at night, a yellowish-green glow visible from up to a mile away.&lt;br /&gt;
&lt;br /&gt;
===The Curse===&lt;br /&gt;
&lt;br /&gt;
Garvyn, captain of the ship, was hired by a wizard in Poznan to get a &#039;sample&#039; from the island, which he did on his way to Hylar City.  Now on the return trip, the ship passes close enough for the rock to get revenge.  Until Garvyn and the sample are both delivered to the rock, it will proceed to possess members of the crew and, using them, steer the ship toward itself, at a speed that will most assuredly mean the destruction of the ship.&lt;br /&gt;
&lt;br /&gt;
==Adventure Synopsis==&lt;br /&gt;
&lt;br /&gt;
===The Crew===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Captain Garvyn:&#039;&#039;&#039; CR 6; Medium Humanoid (Human); HD 7d6 ([[Meamnar:Andrean_Sailor|Slr]]7); hp 23; Init +1; Spd 20 ft.; AC 11, touch 11, flat-footed 10; Base Atk rapier +9 melee (1d6+1); Full Atk rapier +9 melee (1d6+1); Space/Reach 5 ft./5 ft.; AL N; SV Fort +2, Ref +6, Will +2; Str 11, Dex 12, Con 11, Int 10, Wis 11, Cha 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Balance +4, Climb +3, Intimidate +4, Jump +2, Profession (Sailor) +6, Swim +3, Use Rope +3; Leadership, Quick Draw, Skill Focus (Profession, Sailor), Weapon Focus (rapier)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; Rapier +1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Brummett, First Mate:&#039;&#039;&#039; CR 5; Medium Humanoid (Human); HD 6d6 ([[Meamnar:Andrean_Sailor|Slr]]6); hp 20; Init +1; Spd 20 ft.; AC 11, touch 11, flat-footed 10; Base Atk short sword +8 melee (1d6+1); Full Atk short sword +8 melee (1d6+1); Space/Reach 5 ft./5 ft.; AL N; SV Fort +2, Ref +6, Will +2; Str 11, Dex 12, Con 11, Int 10, Wis 11, Cha 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Balance +3, Climb +3, Intimidate +3, Jump +2, Profession (Sailor) +6, Swim +3, Use Rope +3; Leadership, Quick Draw, Skill Focus (Profession, Sailor), Weapon Focus (short sword)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; Short Sword +1&lt;br /&gt;
&lt;br /&gt;
Brummett is a handsome, charismatic man in his late 30&#039;s.  His blond hair is bleached by the sun and is beginning to show a hint of grey.  He has deep green eyes that sparkle out of his tanned face.  Unlike most sailors, he is clean-shaven.  He is strong and agile from years of shipboard service, and he sprints lightly along the decks with the grace of a dancer.&lt;br /&gt;
&lt;br /&gt;
The first mate is an eternal optimist.  His positive outlook is responsible for keeping the crew in good spirits.  Brummett is friendly and likeable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ralfeo, Second Mate:&#039;&#039;&#039; CR 4; Medium Humanoid (Human); HD 5d6 ([[Meamnar:Andrean_Sailor|Slr]]5); hp 17; Init +1; Spd 20 ft.; AC 11, touch 11, flat-footed 10; Base Atk light mace +7 melee (1d6+1); Full Atk light mace +7 melee (1d6+1); Space/Reach 5 ft./5 ft.; AL N; SV Fort +1, Ref +5, Will +1; Str 11, Dex 12, Con 11, Int 10, Wis 11, Cha 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Balance +3, Climb +2, Intimidate +3, Jump +2, Profession (Sailor) +6, Swim +2, Use Rope +3; Quick Draw, Skill Focus (Profession, Sailor), Weapon Focus (light mace)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; Light Mace +1&lt;br /&gt;
&lt;br /&gt;
The second mate is dark-skinned, with black hair, brown eyes, and a short, dark beard.  He is handsome and likeable, but quiet and reserved.  During the impromptu parties that develop on board ship, Ralfeo sits among the men, drinking and laughing, but rarely joining in the joking and storytelling.  While in command of the ship during the captain and first mate&#039;s off-times, he is a capable, respected leader.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Koresh, Master Gunner:&#039;&#039;&#039; CR 6; Medium Humanoid (Human); HD 7d6 ([[Meamnar:Andrean_Sailor|Slr]]7); hp 23; Init +1; Spd 20 ft.; AC 11, touch 11, flat-footed 10; Base Atk short sword +9 melee (1d6+1); Full Atk short sword +9 melee (1d6+1); Space/Reach 5 ft./5 ft.; AL N; SV Fort +2, Ref +6, Will +2; Str 11, Dex 12, Con 11, Int 10, Wis 11, Cha 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Balance +4, Climb +3, Intimidate +4, Jump +2, Profession (Sailor) +6, Swim +3, Use Rope +3; Leadership, Quick Draw, Skill Focus (Profession, Sailor), Weapon Focus (short sword)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; Short Sword +1&lt;br /&gt;
&lt;br /&gt;
Koresh has seen many battles in his lifetime.  His body is testimony to his busy life, as it bears numerous scars.  Koresh is in his late 20&#039;s, and is weathered-looking and ordinary except for his long, red hair.  He is master of the catapults and ballistae.  A favorite pastime on the ship is challenging Koresh to tests of skill with his short sword.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Peregrine, Master Navigator:&#039;&#039;&#039; CR 2; Medium Humanoid (Human); HD 3d6 ([[Meamnar:Andrean_Sailor|Slr]]3); hp 10; Init +1; Spd 20 ft.; AC 11, touch 11, flat-footed 10; Base Atk dagger +5 melee (1d4+1), +6 ranged (1d4); Full Atk dagger +5 melee (1d4+1), +6 ranged (1d4);; Space/Reach 5 ft./5 ft.; AL N; SV Fort +1, Ref +4, Will +1; Str 11, Dex 12, Con 11, Int 10, Wis 10, Cha 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Balance +2, Climb +2, Intimidate +2, Jump +2, Knowledge (Geography) +3, Profession (Sailor) +2, Swim +2, Use Rope +2; Quick Draw, Skill Focus (Knowledge, Geography), Weapon Focus (dagger)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; Dagger +1&lt;br /&gt;
&lt;br /&gt;
Peregrine is intelligent and scholarly.  He has excellent eyesight and is always the first to sight land if he is on deck.  He also has an uncanny sense of knowing when the ship is off-course.  Peregrine is thin but devastatingly handsome.  He has brown eyes and hair.  Peregrine laughs easily and thinks almost all jokes are funny, no matter how dumb they may be.  While he is working, however, he is serious and attentive, checking all his calculations several times.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thorvid, Master Carpenter:&#039;&#039;&#039; CR 2; Medium Humanoid (Human); HD 3d6 ([[Meamnar:Andrean_Sailor|Slr]]3); hp 10; Init +1; Spd 20 ft.; AC 11, touch 11, flat-footed 10; Base Atk dagger +5 melee (1d4+1), +6 ranged (1d4); Full Atk dagger +5 melee (1d4+1), +6 ranged (1d4); Space/Reach 5 ft./5 ft.; AL N; SV Fort +1, Ref +4, Will +1; Str 11, Dex 12, Con 11, Int 10, Wis 10, Cha 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; Dagger +1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Balance +2, Climb +2, Intimidate +2, Jump +2, Profession (Carpenter) +3, Profession (Sailor) +2, Swim +2, Use Rope +2; Quick Draw, Skill Focus (Profession, Carpenter), Weapon Focus (dagger)&lt;br /&gt;
&lt;br /&gt;
Thorvid is as stocky and solid as an oak beam.  He has a gravelly voice and his face is weathered like tree bark.  He generally prefers woodworking and repairs to socializing, but he often tips a mug with his fellow crewmen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Seadogs (8):&#039;&#039;&#039; CR 3; Medium Humanoid (Human); HD 4d6 ([[Meamnar:Andrean_Sailor|Slr]]4); hp 14; Init +1; Spd 20 ft.; AC 11, touch 11, flat-footed 10; Base Atk dagger +6 melee (1d4+1), +7 ranged (1d4+1); Full Atk dagger +6 melee (1d4+1), +7 ranged (1d4+1); Space/Reach 5 ft./5 ft.; AL N; SV Fort +1, Ref +5, Will +1; Str 11, Dex 12, Con 11, Int 10, Wis 10, Cha 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Balance +3, Climb +2, Intimidate +2, Jump +2, Profession (Sailor) +6, Swim +2, Use Rope +2; Quick Draw, Skill Focus (Profession, Sailor), Weapon Focus (dagger)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; Dagger +1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sailors (12):&#039;&#039;&#039; CR 2; Medium Humanoid (Human); HD 3d6 ([[Meamnar:Andrean_Sailor|Slr]]3); hp 10; Init +1; Spd 20 ft.; AC 11, touch 11, flat-footed 10; Base Atk dagger +4 melee (1d4), +5 ranged (1d4); Full Atk dagger +4 melee (1d4), +5 ranged (1d4); Space/Reach 5 ft./5 ft.; AL N; SV Fort +1, Ref +4, Will +1; Str 11, Dex 12, Con 11, Int 10, Wis 10, Cha 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Balance +2, Climb +2, Intimidate +2, Jump +2, Profession (Sailor) +5, Swim +2, Use Rope +2; Quick Draw, Skill Focus (Profession, Sailor), Weapon Focus (dagger)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; dagger&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sailors (20):&#039;&#039;&#039; CR 1; Medium Humanoid (Human); HD 2d6 ([[Meamnar:Andrean_Sailor|Slr]]2); hp 7; Init +1; Spd 20 ft.; AC 11, touch 11, flat-footed 10; Base Atk dagger +3 melee (1d4), +4 ranged (1d4); Full Atk dagger +3 melee (1d4), +4 ranged (1d4); Space/Reach 5 ft./5 ft.; AL N; SV Fort +0, Ref +4, Will +0; Str 11, Dex 12, Con 11, Int 10, Wis 10, Cha 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Balance +2, Climb +1, Intimidate +2, Jump +2, Profession (Sailor) +5, Swim +1, Use Rope +2; Skill Focus (Profession, Sailor), Weapon Focus (dagger)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; dagger&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sailors (40):&#039;&#039;&#039; CR 1/2; Medium Humanoid (Human); HD 1d6 ([[Meamnar:Andrean_Sailor|Slr]]1); hp 3; Init +1; Spd 20 ft.; AC 11, touch 11, flat-footed 10; Base Atk dagger +2 melee (1d4), +3 ranged (1d4); Full Atk dagger +2 melee (1d4), +3 ranged (1d4); Space/Reach 5 ft./5 ft.; AL N; SV Fort +0, Ref +3, Will +0; Str 11, Dex 12, Con 11, Int 10, Wis 10, Cha 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Balance +2, Climb +1, Intimidate +1, Jump +1, Profession (Sailor) +5, Swim +1, Use Rope +2; Skill Focus (Profession, Sailor), Weapon Focus (dagger)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; dagger&lt;br /&gt;
&lt;br /&gt;
==Beginning the Adventure==&lt;br /&gt;
&lt;br /&gt;
===The Journey===&lt;br /&gt;
&lt;br /&gt;
Some sailors, some of the more superstitious ones, will escape in the rafts toward the coastline.&lt;br /&gt;
The ship will turn toward the island, on a collision course, pulled toward it.&lt;br /&gt;
&lt;br /&gt;
===Possession===&lt;br /&gt;
&lt;br /&gt;
The entity will periodically try to possess a character.  When doing so, the character is given a DC 15 Will Save.  If he fails, he is [http://www.d20srd.org/srd/conditionSummary.htm#fascinated Fascinated] for one turn, after which he is then possessed.  If the Fascination effect is broken, the character is then [http://www.d20srd.org/srd/conditionSummary.htm#exhausted Exhausted].&lt;br /&gt;
&lt;br /&gt;
==Concluding the Adventure==&lt;br /&gt;
&lt;br /&gt;
tbd&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;/div&gt;</summary>
		<author><name>Misfit815</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Meamnar:The_Rock&amp;diff=57103</id>
		<title>Meamnar:The Rock</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Meamnar:The_Rock&amp;diff=57103"/>
		<updated>2007-08-07T17:55:19Z</updated>

		<summary type="html">&lt;p&gt;Misfit815: /* Beginning the Adventure */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Rock is an adventure for five 3rd level player characters (PC&#039;s).  The adventure is set aboard a ship in the [[Meamnar:Andrean_Sea|Andrean Sea]] in the campaign setting of [[Meamnar:Main_Page|Meamnar]].  The adventure was included in the tabletop campaign [[Meamnar:Stoned|Stoned]].&lt;br /&gt;
&lt;br /&gt;
==Adventure Background==&lt;br /&gt;
&lt;br /&gt;
===The Island===&lt;br /&gt;
&lt;br /&gt;
About a month ago, a massive tear opened in the sky.  From the fire and brimstone visible within the tear, an enormous obsidian rock emerged, falling toward the ocean.  While one end of the rock is now buried in the seabed, the other extends about 50 feet above the surface.  This new &#039;island&#039; is sharp, jagged, and black as midnight.  It glows faintly at night, a yellowish-green glow visible from up to a mile away.&lt;br /&gt;
&lt;br /&gt;
===The Curse===&lt;br /&gt;
&lt;br /&gt;
Garvyn, captain of the ship, was hired by a wizard in Poznan to get a &#039;sample&#039; from the island, which he did on his way to Hylar City.  Now on the return trip, the ship passes close enough for the rock to get revenge.  Until Garvyn and the sample are both delivered to the rock, it will proceed to possess members of the crew and, using them, steer the ship toward itself, at a speed that will most assuredly mean the destruction of the ship.&lt;br /&gt;
&lt;br /&gt;
==Adventure Synopsis==&lt;br /&gt;
&lt;br /&gt;
===The Crew===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Captain Garvyn:&#039;&#039;&#039; CR 6; Medium Humanoid (Human); HD 7d6 ([[Meamnar:Andrean_Sailor|Slr]]7); hp 23; Init +1; Spd 20 ft.; AC 11, touch 11, flat-footed 10; Base Atk rapier +9 melee (1d6+1); Full Atk rapier +9 melee (1d6+1); Space/Reach 5 ft./5 ft.; AL N; SV Fort +2, Ref +6, Will +2; Str 11, Dex 12, Con 11, Int 10, Wis 11, Cha 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Balance +4, Climb +3, Intimidate +4, Jump +2, Profession (Sailor) +6, Swim +3, Use Rope +3; Leadership, Quick Draw, Skill Focus (Profession, Sailor), Weapon Focus (rapier)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; Rapier +1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Brummett, First Mate:&#039;&#039;&#039; CR 5; Medium Humanoid (Human); HD 6d6 ([[Meamnar:Andrean_Sailor|Slr]]6); hp 20; Init +1; Spd 20 ft.; AC 11, touch 11, flat-footed 10; Base Atk short sword +8 melee (1d6+1); Full Atk short sword +8 melee (1d6+1); Space/Reach 5 ft./5 ft.; AL N; SV Fort +2, Ref +6, Will +2; Str 11, Dex 12, Con 11, Int 10, Wis 11, Cha 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Balance +3, Climb +3, Intimidate +3, Jump +2, Profession (Sailor) +6, Swim +3, Use Rope +3; Leadership, Quick Draw, Skill Focus (Profession, Sailor), Weapon Focus (short sword)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; Short Sword +1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ralfeo, Second Mate:&#039;&#039;&#039; CR 4; Medium Humanoid (Human); HD 5d6 ([[Meamnar:Andrean_Sailor|Slr]]5); hp 17; Init +1; Spd 20 ft.; AC 11, touch 11, flat-footed 10; Base Atk light mace +7 melee (1d6+1); Full Atk light mace +7 melee (1d6+1); Space/Reach 5 ft./5 ft.; AL N; SV Fort +1, Ref +5, Will +1; Str 11, Dex 12, Con 11, Int 10, Wis 11, Cha 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Balance +3, Climb +2, Intimidate +3, Jump +2, Profession (Sailor) +6, Swim +2, Use Rope +3; Quick Draw, Skill Focus (Profession, Sailor), Weapon Focus (light mace)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; Light Mace +1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Koresh, Master Gunner:&#039;&#039;&#039; CR 6; Medium Humanoid (Human); HD 7d6 ([[Meamnar:Andrean_Sailor|Slr]]7); hp 23; Init +1; Spd 20 ft.; AC 11, touch 11, flat-footed 10; Base Atk short sword +9 melee (1d6+1); Full Atk short sword +9 melee (1d6+1); Space/Reach 5 ft./5 ft.; AL N; SV Fort +2, Ref +6, Will +2; Str 11, Dex 12, Con 11, Int 10, Wis 11, Cha 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Balance +4, Climb +3, Intimidate +4, Jump +2, Profession (Sailor) +6, Swim +3, Use Rope +3; Leadership, Quick Draw, Skill Focus (Profession, Sailor), Weapon Focus (short sword)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; Short Sword +1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Peregrine, Master Navigator:&#039;&#039;&#039; CR 2; Medium Humanoid (Human); HD 3d6 ([[Meamnar:Andrean_Sailor|Slr]]3); hp 10; Init +1; Spd 20 ft.; AC 11, touch 11, flat-footed 10; Base Atk dagger +5 melee (1d4+1), +6 ranged (1d4); Full Atk dagger +5 melee (1d4+1), +6 ranged (1d4);; Space/Reach 5 ft./5 ft.; AL N; SV Fort +1, Ref +4, Will +1; Str 11, Dex 12, Con 11, Int 10, Wis 10, Cha 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Balance +2, Climb +2, Intimidate +2, Jump +2, Knowledge (Geography) +3, Profession (Sailor) +2, Swim +2, Use Rope +2; Quick Draw, Skill Focus (Knowledge, Geography), Weapon Focus (dagger)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; Dagger +1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thorvid, Master Carpenter:&#039;&#039;&#039; CR 2; Medium Humanoid (Human); HD 3d6 ([[Meamnar:Andrean_Sailor|Slr]]3); hp 10; Init +1; Spd 20 ft.; AC 11, touch 11, flat-footed 10; Base Atk dagger +5 melee (1d4+1), +6 ranged (1d4); Full Atk dagger +5 melee (1d4+1), +6 ranged (1d4); Space/Reach 5 ft./5 ft.; AL N; SV Fort +1, Ref +4, Will +1; Str 11, Dex 12, Con 11, Int 10, Wis 10, Cha 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; Dagger +1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Balance +2, Climb +2, Intimidate +2, Jump +2, Profession (Carpenter) +3, Profession (Sailor) +2, Swim +2, Use Rope +2; Quick Draw, Skill Focus (Profession, Carpenter), Weapon Focus (dagger)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Seadogs (8):&#039;&#039;&#039; CR 3; Medium Humanoid (Human); HD 4d6 ([[Meamnar:Andrean_Sailor|Slr]]4); hp 14; Init +1; Spd 20 ft.; AC 11, touch 11, flat-footed 10; Base Atk dagger +6 melee (1d4+1), +7 ranged (1d4+1); Full Atk dagger +6 melee (1d4+1), +7 ranged (1d4+1); Space/Reach 5 ft./5 ft.; AL N; SV Fort +1, Ref +5, Will +1; Str 11, Dex 12, Con 11, Int 10, Wis 10, Cha 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Balance +3, Climb +2, Intimidate +2, Jump +2, Profession (Sailor) +6, Swim +2, Use Rope +2; Quick Draw, Skill Focus (Profession, Sailor), Weapon Focus (dagger)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; Dagger +1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sailors (12):&#039;&#039;&#039; CR 2; Medium Humanoid (Human); HD 3d6 ([[Meamnar:Andrean_Sailor|Slr]]3); hp 10; Init +1; Spd 20 ft.; AC 11, touch 11, flat-footed 10; Base Atk dagger +4 melee (1d4), +5 ranged (1d4); Full Atk dagger +4 melee (1d4), +5 ranged (1d4); Space/Reach 5 ft./5 ft.; AL N; SV Fort +1, Ref +4, Will +1; Str 11, Dex 12, Con 11, Int 10, Wis 10, Cha 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Balance +2, Climb +2, Intimidate +2, Jump +2, Profession (Sailor) +5, Swim +2, Use Rope +2; Quick Draw, Skill Focus (Profession, Sailor), Weapon Focus (dagger)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; dagger&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sailors (20):&#039;&#039;&#039; CR 1; Medium Humanoid (Human); HD 2d6 ([[Meamnar:Andrean_Sailor|Slr]]2); hp 7; Init +1; Spd 20 ft.; AC 11, touch 11, flat-footed 10; Base Atk dagger +3 melee (1d4), +4 ranged (1d4); Full Atk dagger +3 melee (1d4), +4 ranged (1d4); Space/Reach 5 ft./5 ft.; AL N; SV Fort +0, Ref +4, Will +0; Str 11, Dex 12, Con 11, Int 10, Wis 10, Cha 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Balance +2, Climb +1, Intimidate +2, Jump +2, Profession (Sailor) +5, Swim +1, Use Rope +2; Skill Focus (Profession, Sailor), Weapon Focus (dagger)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; dagger&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sailors (40):&#039;&#039;&#039; CR 1/2; Medium Humanoid (Human); HD 1d6 ([[Meamnar:Andrean_Sailor|Slr]]1); hp 3; Init +1; Spd 20 ft.; AC 11, touch 11, flat-footed 10; Base Atk dagger +2 melee (1d4), +3 ranged (1d4); Full Atk dagger +2 melee (1d4), +3 ranged (1d4); Space/Reach 5 ft./5 ft.; AL N; SV Fort +0, Ref +3, Will +0; Str 11, Dex 12, Con 11, Int 10, Wis 10, Cha 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Balance +2, Climb +1, Intimidate +1, Jump +1, Profession (Sailor) +5, Swim +1, Use Rope +2; Skill Focus (Profession, Sailor), Weapon Focus (dagger)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; dagger&lt;br /&gt;
&lt;br /&gt;
==Beginning the Adventure==&lt;br /&gt;
&lt;br /&gt;
===The Journey===&lt;br /&gt;
&lt;br /&gt;
Some sailors, some of the more superstitious ones, will escape in the rafts toward the coastline.&lt;br /&gt;
The ship will turn toward the island, on a collision course, pulled toward it.&lt;br /&gt;
&lt;br /&gt;
===Possession===&lt;br /&gt;
&lt;br /&gt;
The entity will periodically try to possess a character.  When doing so, the character is given a DC 15 Will Save.  If he fails, he is [http://www.d20srd.org/srd/conditionSummary.htm#fascinated Fascinated] for one turn, after which he is then possessed.  If the Fascination effect is broken, the character is then [http://www.d20srd.org/srd/conditionSummary.htm#exhausted Exhausted].&lt;br /&gt;
&lt;br /&gt;
==Concluding the Adventure==&lt;br /&gt;
&lt;br /&gt;
tbd&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;/div&gt;</summary>
		<author><name>Misfit815</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Meamnar:The_Rock&amp;diff=57102</id>
		<title>Meamnar:The Rock</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Meamnar:The_Rock&amp;diff=57102"/>
		<updated>2007-08-07T17:54:53Z</updated>

		<summary type="html">&lt;p&gt;Misfit815: /* Adventure Background */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Rock is an adventure for five 3rd level player characters (PC&#039;s).  The adventure is set aboard a ship in the [[Meamnar:Andrean_Sea|Andrean Sea]] in the campaign setting of [[Meamnar:Main_Page|Meamnar]].  The adventure was included in the tabletop campaign [[Meamnar:Stoned|Stoned]].&lt;br /&gt;
&lt;br /&gt;
==Adventure Background==&lt;br /&gt;
&lt;br /&gt;
===The Island===&lt;br /&gt;
&lt;br /&gt;
About a month ago, a massive tear opened in the sky.  From the fire and brimstone visible within the tear, an enormous obsidian rock emerged, falling toward the ocean.  While one end of the rock is now buried in the seabed, the other extends about 50 feet above the surface.  This new &#039;island&#039; is sharp, jagged, and black as midnight.  It glows faintly at night, a yellowish-green glow visible from up to a mile away.&lt;br /&gt;
&lt;br /&gt;
===The Curse===&lt;br /&gt;
&lt;br /&gt;
Garvyn, captain of the ship, was hired by a wizard in Poznan to get a &#039;sample&#039; from the island, which he did on his way to Hylar City.  Now on the return trip, the ship passes close enough for the rock to get revenge.  Until Garvyn and the sample are both delivered to the rock, it will proceed to possess members of the crew and, using them, steer the ship toward itself, at a speed that will most assuredly mean the destruction of the ship.&lt;br /&gt;
&lt;br /&gt;
==Adventure Synopsis==&lt;br /&gt;
&lt;br /&gt;
===The Crew===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Captain Garvyn:&#039;&#039;&#039; CR 6; Medium Humanoid (Human); HD 7d6 ([[Meamnar:Andrean_Sailor|Slr]]7); hp 23; Init +1; Spd 20 ft.; AC 11, touch 11, flat-footed 10; Base Atk rapier +9 melee (1d6+1); Full Atk rapier +9 melee (1d6+1); Space/Reach 5 ft./5 ft.; AL N; SV Fort +2, Ref +6, Will +2; Str 11, Dex 12, Con 11, Int 10, Wis 11, Cha 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Balance +4, Climb +3, Intimidate +4, Jump +2, Profession (Sailor) +6, Swim +3, Use Rope +3; Leadership, Quick Draw, Skill Focus (Profession, Sailor), Weapon Focus (rapier)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; Rapier +1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Brummett, First Mate:&#039;&#039;&#039; CR 5; Medium Humanoid (Human); HD 6d6 ([[Meamnar:Andrean_Sailor|Slr]]6); hp 20; Init +1; Spd 20 ft.; AC 11, touch 11, flat-footed 10; Base Atk short sword +8 melee (1d6+1); Full Atk short sword +8 melee (1d6+1); Space/Reach 5 ft./5 ft.; AL N; SV Fort +2, Ref +6, Will +2; Str 11, Dex 12, Con 11, Int 10, Wis 11, Cha 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Balance +3, Climb +3, Intimidate +3, Jump +2, Profession (Sailor) +6, Swim +3, Use Rope +3; Leadership, Quick Draw, Skill Focus (Profession, Sailor), Weapon Focus (short sword)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; Short Sword +1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ralfeo, Second Mate:&#039;&#039;&#039; CR 4; Medium Humanoid (Human); HD 5d6 ([[Meamnar:Andrean_Sailor|Slr]]5); hp 17; Init +1; Spd 20 ft.; AC 11, touch 11, flat-footed 10; Base Atk light mace +7 melee (1d6+1); Full Atk light mace +7 melee (1d6+1); Space/Reach 5 ft./5 ft.; AL N; SV Fort +1, Ref +5, Will +1; Str 11, Dex 12, Con 11, Int 10, Wis 11, Cha 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Balance +3, Climb +2, Intimidate +3, Jump +2, Profession (Sailor) +6, Swim +2, Use Rope +3; Quick Draw, Skill Focus (Profession, Sailor), Weapon Focus (light mace)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; Light Mace +1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Koresh, Master Gunner:&#039;&#039;&#039; CR 6; Medium Humanoid (Human); HD 7d6 ([[Meamnar:Andrean_Sailor|Slr]]7); hp 23; Init +1; Spd 20 ft.; AC 11, touch 11, flat-footed 10; Base Atk short sword +9 melee (1d6+1); Full Atk short sword +9 melee (1d6+1); Space/Reach 5 ft./5 ft.; AL N; SV Fort +2, Ref +6, Will +2; Str 11, Dex 12, Con 11, Int 10, Wis 11, Cha 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Balance +4, Climb +3, Intimidate +4, Jump +2, Profession (Sailor) +6, Swim +3, Use Rope +3; Leadership, Quick Draw, Skill Focus (Profession, Sailor), Weapon Focus (short sword)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; Short Sword +1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Peregrine, Master Navigator:&#039;&#039;&#039; CR 2; Medium Humanoid (Human); HD 3d6 ([[Meamnar:Andrean_Sailor|Slr]]3); hp 10; Init +1; Spd 20 ft.; AC 11, touch 11, flat-footed 10; Base Atk dagger +5 melee (1d4+1), +6 ranged (1d4); Full Atk dagger +5 melee (1d4+1), +6 ranged (1d4);; Space/Reach 5 ft./5 ft.; AL N; SV Fort +1, Ref +4, Will +1; Str 11, Dex 12, Con 11, Int 10, Wis 10, Cha 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Balance +2, Climb +2, Intimidate +2, Jump +2, Knowledge (Geography) +3, Profession (Sailor) +2, Swim +2, Use Rope +2; Quick Draw, Skill Focus (Knowledge, Geography), Weapon Focus (dagger)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; Dagger +1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thorvid, Master Carpenter:&#039;&#039;&#039; CR 2; Medium Humanoid (Human); HD 3d6 ([[Meamnar:Andrean_Sailor|Slr]]3); hp 10; Init +1; Spd 20 ft.; AC 11, touch 11, flat-footed 10; Base Atk dagger +5 melee (1d4+1), +6 ranged (1d4); Full Atk dagger +5 melee (1d4+1), +6 ranged (1d4); Space/Reach 5 ft./5 ft.; AL N; SV Fort +1, Ref +4, Will +1; Str 11, Dex 12, Con 11, Int 10, Wis 10, Cha 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; Dagger +1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Balance +2, Climb +2, Intimidate +2, Jump +2, Profession (Carpenter) +3, Profession (Sailor) +2, Swim +2, Use Rope +2; Quick Draw, Skill Focus (Profession, Carpenter), Weapon Focus (dagger)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Seadogs (8):&#039;&#039;&#039; CR 3; Medium Humanoid (Human); HD 4d6 ([[Meamnar:Andrean_Sailor|Slr]]4); hp 14; Init +1; Spd 20 ft.; AC 11, touch 11, flat-footed 10; Base Atk dagger +6 melee (1d4+1), +7 ranged (1d4+1); Full Atk dagger +6 melee (1d4+1), +7 ranged (1d4+1); Space/Reach 5 ft./5 ft.; AL N; SV Fort +1, Ref +5, Will +1; Str 11, Dex 12, Con 11, Int 10, Wis 10, Cha 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Balance +3, Climb +2, Intimidate +2, Jump +2, Profession (Sailor) +6, Swim +2, Use Rope +2; Quick Draw, Skill Focus (Profession, Sailor), Weapon Focus (dagger)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; Dagger +1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sailors (12):&#039;&#039;&#039; CR 2; Medium Humanoid (Human); HD 3d6 ([[Meamnar:Andrean_Sailor|Slr]]3); hp 10; Init +1; Spd 20 ft.; AC 11, touch 11, flat-footed 10; Base Atk dagger +4 melee (1d4), +5 ranged (1d4); Full Atk dagger +4 melee (1d4), +5 ranged (1d4); Space/Reach 5 ft./5 ft.; AL N; SV Fort +1, Ref +4, Will +1; Str 11, Dex 12, Con 11, Int 10, Wis 10, Cha 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Balance +2, Climb +2, Intimidate +2, Jump +2, Profession (Sailor) +5, Swim +2, Use Rope +2; Quick Draw, Skill Focus (Profession, Sailor), Weapon Focus (dagger)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; dagger&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sailors (20):&#039;&#039;&#039; CR 1; Medium Humanoid (Human); HD 2d6 ([[Meamnar:Andrean_Sailor|Slr]]2); hp 7; Init +1; Spd 20 ft.; AC 11, touch 11, flat-footed 10; Base Atk dagger +3 melee (1d4), +4 ranged (1d4); Full Atk dagger +3 melee (1d4), +4 ranged (1d4); Space/Reach 5 ft./5 ft.; AL N; SV Fort +0, Ref +4, Will +0; Str 11, Dex 12, Con 11, Int 10, Wis 10, Cha 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Balance +2, Climb +1, Intimidate +2, Jump +2, Profession (Sailor) +5, Swim +1, Use Rope +2; Skill Focus (Profession, Sailor), Weapon Focus (dagger)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; dagger&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sailors (40):&#039;&#039;&#039; CR 1/2; Medium Humanoid (Human); HD 1d6 ([[Meamnar:Andrean_Sailor|Slr]]1); hp 3; Init +1; Spd 20 ft.; AC 11, touch 11, flat-footed 10; Base Atk dagger +2 melee (1d4), +3 ranged (1d4); Full Atk dagger +2 melee (1d4), +3 ranged (1d4); Space/Reach 5 ft./5 ft.; AL N; SV Fort +0, Ref +3, Will +0; Str 11, Dex 12, Con 11, Int 10, Wis 10, Cha 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Balance +2, Climb +1, Intimidate +1, Jump +1, Profession (Sailor) +5, Swim +1, Use Rope +2; Skill Focus (Profession, Sailor), Weapon Focus (dagger)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; dagger&lt;br /&gt;
&lt;br /&gt;
==Beginning the Adventure==&lt;br /&gt;
&lt;br /&gt;
===The Curse===&lt;br /&gt;
&lt;br /&gt;
Garvyn was hired by a wizard in Poznan to get a ‘sample’ from the island, which he did on his way to Hylar City.  Now, on the return trip, they get pulled in.  Who knows about that?&lt;br /&gt;
&lt;br /&gt;
===The Island===&lt;br /&gt;
&lt;br /&gt;
A big obsidian rock, jagged, no coral, no vegetation, appeared within the last two months, some say it fell from the sky.  It glows faintly at night.&lt;br /&gt;
&lt;br /&gt;
===The Journey===&lt;br /&gt;
&lt;br /&gt;
Some sailors, some of the more superstitious ones, will escape in the rafts toward the coastline.&lt;br /&gt;
The ship will turn toward the island, on a collision course, pulled toward it.&lt;br /&gt;
&lt;br /&gt;
===Possession===&lt;br /&gt;
&lt;br /&gt;
The entity will periodically try to possess a character.  When doing so, the character is given a DC 15 Will Save.  If he fails, he is [http://www.d20srd.org/srd/conditionSummary.htm#fascinated Fascinated] for one turn, after which he is then possessed.  If the Fascination effect is broken, the character is then [http://www.d20srd.org/srd/conditionSummary.htm#exhausted Exhausted].&lt;br /&gt;
&lt;br /&gt;
==Concluding the Adventure==&lt;br /&gt;
&lt;br /&gt;
tbd&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;/div&gt;</summary>
		<author><name>Misfit815</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Meamnar:The_Rock&amp;diff=57051</id>
		<title>Meamnar:The Rock</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Meamnar:The_Rock&amp;diff=57051"/>
		<updated>2007-08-06T17:41:15Z</updated>

		<summary type="html">&lt;p&gt;Misfit815: /* Possession */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Rock is an adventure for five 3rd level player characters (PC&#039;s).  The adventure is set aboard a ship in the [[Meamnar:Andrean_Sea|Andrean Sea]] in the campaign setting of [[Meamnar:Main_Page|Meamnar]].  The adventure was included in the tabletop campaign [[Meamnar:Stoned|Stoned]].&lt;br /&gt;
&lt;br /&gt;
==Adventure Background==&lt;br /&gt;
&lt;br /&gt;
tbd&lt;br /&gt;
&lt;br /&gt;
==Adventure Synopsis==&lt;br /&gt;
&lt;br /&gt;
===The Crew===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Captain Garvyn:&#039;&#039;&#039; CR 6; Medium Humanoid (Human); HD 7d6 ([[Meamnar:Andrean_Sailor|Slr]]7); hp 23; Init +1; Spd 20 ft.; AC 11, touch 11, flat-footed 10; Base Atk rapier +9 melee (1d6+1); Full Atk rapier +9 melee (1d6+1); Space/Reach 5 ft./5 ft.; AL N; SV Fort +2, Ref +6, Will +2; Str 11, Dex 12, Con 11, Int 10, Wis 11, Cha 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Balance +4, Climb +3, Intimidate +4, Jump +2, Profession (Sailor) +6, Swim +3, Use Rope +3; Leadership, Quick Draw, Skill Focus (Profession, Sailor), Weapon Focus (rapier)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; Rapier +1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Brummett, First Mate:&#039;&#039;&#039; CR 5; Medium Humanoid (Human); HD 6d6 ([[Meamnar:Andrean_Sailor|Slr]]6); hp 20; Init +1; Spd 20 ft.; AC 11, touch 11, flat-footed 10; Base Atk short sword +8 melee (1d6+1); Full Atk short sword +8 melee (1d6+1); Space/Reach 5 ft./5 ft.; AL N; SV Fort +2, Ref +6, Will +2; Str 11, Dex 12, Con 11, Int 10, Wis 11, Cha 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Balance +3, Climb +3, Intimidate +3, Jump +2, Profession (Sailor) +6, Swim +3, Use Rope +3; Leadership, Quick Draw, Skill Focus (Profession, Sailor), Weapon Focus (short sword)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; Short Sword +1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ralfeo, Second Mate:&#039;&#039;&#039; CR 4; Medium Humanoid (Human); HD 5d6 ([[Meamnar:Andrean_Sailor|Slr]]5); hp 17; Init +1; Spd 20 ft.; AC 11, touch 11, flat-footed 10; Base Atk light mace +7 melee (1d6+1); Full Atk light mace +7 melee (1d6+1); Space/Reach 5 ft./5 ft.; AL N; SV Fort +1, Ref +5, Will +1; Str 11, Dex 12, Con 11, Int 10, Wis 11, Cha 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Balance +3, Climb +2, Intimidate +3, Jump +2, Profession (Sailor) +6, Swim +2, Use Rope +3; Quick Draw, Skill Focus (Profession, Sailor), Weapon Focus (light mace)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; Light Mace +1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Koresh, Master Gunner:&#039;&#039;&#039; CR 6; Medium Humanoid (Human); HD 7d6 ([[Meamnar:Andrean_Sailor|Slr]]7); hp 23; Init +1; Spd 20 ft.; AC 11, touch 11, flat-footed 10; Base Atk short sword +9 melee (1d6+1); Full Atk short sword +9 melee (1d6+1); Space/Reach 5 ft./5 ft.; AL N; SV Fort +2, Ref +6, Will +2; Str 11, Dex 12, Con 11, Int 10, Wis 11, Cha 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Balance +4, Climb +3, Intimidate +4, Jump +2, Profession (Sailor) +6, Swim +3, Use Rope +3; Leadership, Quick Draw, Skill Focus (Profession, Sailor), Weapon Focus (short sword)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; Short Sword +1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Peregrine, Master Navigator:&#039;&#039;&#039; CR 2; Medium Humanoid (Human); HD 3d6 ([[Meamnar:Andrean_Sailor|Slr]]3); hp 10; Init +1; Spd 20 ft.; AC 11, touch 11, flat-footed 10; Base Atk dagger +5 melee (1d4+1), +6 ranged (1d4); Full Atk dagger +5 melee (1d4+1), +6 ranged (1d4);; Space/Reach 5 ft./5 ft.; AL N; SV Fort +1, Ref +4, Will +1; Str 11, Dex 12, Con 11, Int 10, Wis 10, Cha 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Balance +2, Climb +2, Intimidate +2, Jump +2, Knowledge (Geography) +3, Profession (Sailor) +2, Swim +2, Use Rope +2; Quick Draw, Skill Focus (Knowledge, Geography), Weapon Focus (dagger)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; Dagger +1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thorvid, Master Carpenter:&#039;&#039;&#039; CR 2; Medium Humanoid (Human); HD 3d6 ([[Meamnar:Andrean_Sailor|Slr]]3); hp 10; Init +1; Spd 20 ft.; AC 11, touch 11, flat-footed 10; Base Atk dagger +5 melee (1d4+1), +6 ranged (1d4); Full Atk dagger +5 melee (1d4+1), +6 ranged (1d4); Space/Reach 5 ft./5 ft.; AL N; SV Fort +1, Ref +4, Will +1; Str 11, Dex 12, Con 11, Int 10, Wis 10, Cha 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; Dagger +1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Balance +2, Climb +2, Intimidate +2, Jump +2, Profession (Carpenter) +3, Profession (Sailor) +2, Swim +2, Use Rope +2; Quick Draw, Skill Focus (Profession, Carpenter), Weapon Focus (dagger)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Seadogs (8):&#039;&#039;&#039; CR 3; Medium Humanoid (Human); HD 4d6 ([[Meamnar:Andrean_Sailor|Slr]]4); hp 14; Init +1; Spd 20 ft.; AC 11, touch 11, flat-footed 10; Base Atk dagger +6 melee (1d4+1), +7 ranged (1d4+1); Full Atk dagger +6 melee (1d4+1), +7 ranged (1d4+1); Space/Reach 5 ft./5 ft.; AL N; SV Fort +1, Ref +5, Will +1; Str 11, Dex 12, Con 11, Int 10, Wis 10, Cha 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Balance +3, Climb +2, Intimidate +2, Jump +2, Profession (Sailor) +6, Swim +2, Use Rope +2; Quick Draw, Skill Focus (Profession, Sailor), Weapon Focus (dagger)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; Dagger +1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sailors (12):&#039;&#039;&#039; CR 2; Medium Humanoid (Human); HD 3d6 ([[Meamnar:Andrean_Sailor|Slr]]3); hp 10; Init +1; Spd 20 ft.; AC 11, touch 11, flat-footed 10; Base Atk dagger +4 melee (1d4), +5 ranged (1d4); Full Atk dagger +4 melee (1d4), +5 ranged (1d4); Space/Reach 5 ft./5 ft.; AL N; SV Fort +1, Ref +4, Will +1; Str 11, Dex 12, Con 11, Int 10, Wis 10, Cha 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Balance +2, Climb +2, Intimidate +2, Jump +2, Profession (Sailor) +5, Swim +2, Use Rope +2; Quick Draw, Skill Focus (Profession, Sailor), Weapon Focus (dagger)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; dagger&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sailors (20):&#039;&#039;&#039; CR 1; Medium Humanoid (Human); HD 2d6 ([[Meamnar:Andrean_Sailor|Slr]]2); hp 7; Init +1; Spd 20 ft.; AC 11, touch 11, flat-footed 10; Base Atk dagger +3 melee (1d4), +4 ranged (1d4); Full Atk dagger +3 melee (1d4), +4 ranged (1d4); Space/Reach 5 ft./5 ft.; AL N; SV Fort +0, Ref +4, Will +0; Str 11, Dex 12, Con 11, Int 10, Wis 10, Cha 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Balance +2, Climb +1, Intimidate +2, Jump +2, Profession (Sailor) +5, Swim +1, Use Rope +2; Skill Focus (Profession, Sailor), Weapon Focus (dagger)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; dagger&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sailors (40):&#039;&#039;&#039; CR 1/2; Medium Humanoid (Human); HD 1d6 ([[Meamnar:Andrean_Sailor|Slr]]1); hp 3; Init +1; Spd 20 ft.; AC 11, touch 11, flat-footed 10; Base Atk dagger +2 melee (1d4), +3 ranged (1d4); Full Atk dagger +2 melee (1d4), +3 ranged (1d4); Space/Reach 5 ft./5 ft.; AL N; SV Fort +0, Ref +3, Will +0; Str 11, Dex 12, Con 11, Int 10, Wis 10, Cha 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Balance +2, Climb +1, Intimidate +1, Jump +1, Profession (Sailor) +5, Swim +1, Use Rope +2; Skill Focus (Profession, Sailor), Weapon Focus (dagger)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; dagger&lt;br /&gt;
&lt;br /&gt;
==Beginning the Adventure==&lt;br /&gt;
&lt;br /&gt;
===The Curse===&lt;br /&gt;
&lt;br /&gt;
Garvyn was hired by a wizard in Poznan to get a ‘sample’ from the island, which he did on his way to Hylar City.  Now, on the return trip, they get pulled in.  Who knows about that?&lt;br /&gt;
&lt;br /&gt;
===The Island===&lt;br /&gt;
&lt;br /&gt;
A big obsidian rock, jagged, no coral, no vegetation, appeared within the last two months, some say it fell from the sky.  It glows faintly at night.&lt;br /&gt;
&lt;br /&gt;
===The Journey===&lt;br /&gt;
&lt;br /&gt;
Some sailors, some of the more superstitious ones, will escape in the rafts toward the coastline.&lt;br /&gt;
The ship will turn toward the island, on a collision course, pulled toward it.&lt;br /&gt;
&lt;br /&gt;
===Possession===&lt;br /&gt;
&lt;br /&gt;
The entity will periodically try to possess a character.  When doing so, the character is given a DC 15 Will Save.  If he fails, he is [http://www.d20srd.org/srd/conditionSummary.htm#fascinated Fascinated] for one turn, after which he is then possessed.  If the Fascination effect is broken, the character is then [http://www.d20srd.org/srd/conditionSummary.htm#exhausted Exhausted].&lt;br /&gt;
&lt;br /&gt;
==Concluding the Adventure==&lt;br /&gt;
&lt;br /&gt;
tbd&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;/div&gt;</summary>
		<author><name>Misfit815</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Meamnar:The_Rock&amp;diff=57050</id>
		<title>Meamnar:The Rock</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Meamnar:The_Rock&amp;diff=57050"/>
		<updated>2007-08-06T17:39:57Z</updated>

		<summary type="html">&lt;p&gt;Misfit815: /* Beginning the Adventure */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Rock is an adventure for five 3rd level player characters (PC&#039;s).  The adventure is set aboard a ship in the [[Meamnar:Andrean_Sea|Andrean Sea]] in the campaign setting of [[Meamnar:Main_Page|Meamnar]].  The adventure was included in the tabletop campaign [[Meamnar:Stoned|Stoned]].&lt;br /&gt;
&lt;br /&gt;
==Adventure Background==&lt;br /&gt;
&lt;br /&gt;
tbd&lt;br /&gt;
&lt;br /&gt;
==Adventure Synopsis==&lt;br /&gt;
&lt;br /&gt;
===The Crew===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Captain Garvyn:&#039;&#039;&#039; CR 6; Medium Humanoid (Human); HD 7d6 ([[Meamnar:Andrean_Sailor|Slr]]7); hp 23; Init +1; Spd 20 ft.; AC 11, touch 11, flat-footed 10; Base Atk rapier +9 melee (1d6+1); Full Atk rapier +9 melee (1d6+1); Space/Reach 5 ft./5 ft.; AL N; SV Fort +2, Ref +6, Will +2; Str 11, Dex 12, Con 11, Int 10, Wis 11, Cha 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Balance +4, Climb +3, Intimidate +4, Jump +2, Profession (Sailor) +6, Swim +3, Use Rope +3; Leadership, Quick Draw, Skill Focus (Profession, Sailor), Weapon Focus (rapier)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; Rapier +1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Brummett, First Mate:&#039;&#039;&#039; CR 5; Medium Humanoid (Human); HD 6d6 ([[Meamnar:Andrean_Sailor|Slr]]6); hp 20; Init +1; Spd 20 ft.; AC 11, touch 11, flat-footed 10; Base Atk short sword +8 melee (1d6+1); Full Atk short sword +8 melee (1d6+1); Space/Reach 5 ft./5 ft.; AL N; SV Fort +2, Ref +6, Will +2; Str 11, Dex 12, Con 11, Int 10, Wis 11, Cha 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Balance +3, Climb +3, Intimidate +3, Jump +2, Profession (Sailor) +6, Swim +3, Use Rope +3; Leadership, Quick Draw, Skill Focus (Profession, Sailor), Weapon Focus (short sword)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; Short Sword +1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ralfeo, Second Mate:&#039;&#039;&#039; CR 4; Medium Humanoid (Human); HD 5d6 ([[Meamnar:Andrean_Sailor|Slr]]5); hp 17; Init +1; Spd 20 ft.; AC 11, touch 11, flat-footed 10; Base Atk light mace +7 melee (1d6+1); Full Atk light mace +7 melee (1d6+1); Space/Reach 5 ft./5 ft.; AL N; SV Fort +1, Ref +5, Will +1; Str 11, Dex 12, Con 11, Int 10, Wis 11, Cha 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Balance +3, Climb +2, Intimidate +3, Jump +2, Profession (Sailor) +6, Swim +2, Use Rope +3; Quick Draw, Skill Focus (Profession, Sailor), Weapon Focus (light mace)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; Light Mace +1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Koresh, Master Gunner:&#039;&#039;&#039; CR 6; Medium Humanoid (Human); HD 7d6 ([[Meamnar:Andrean_Sailor|Slr]]7); hp 23; Init +1; Spd 20 ft.; AC 11, touch 11, flat-footed 10; Base Atk short sword +9 melee (1d6+1); Full Atk short sword +9 melee (1d6+1); Space/Reach 5 ft./5 ft.; AL N; SV Fort +2, Ref +6, Will +2; Str 11, Dex 12, Con 11, Int 10, Wis 11, Cha 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Balance +4, Climb +3, Intimidate +4, Jump +2, Profession (Sailor) +6, Swim +3, Use Rope +3; Leadership, Quick Draw, Skill Focus (Profession, Sailor), Weapon Focus (short sword)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; Short Sword +1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Peregrine, Master Navigator:&#039;&#039;&#039; CR 2; Medium Humanoid (Human); HD 3d6 ([[Meamnar:Andrean_Sailor|Slr]]3); hp 10; Init +1; Spd 20 ft.; AC 11, touch 11, flat-footed 10; Base Atk dagger +5 melee (1d4+1), +6 ranged (1d4); Full Atk dagger +5 melee (1d4+1), +6 ranged (1d4);; Space/Reach 5 ft./5 ft.; AL N; SV Fort +1, Ref +4, Will +1; Str 11, Dex 12, Con 11, Int 10, Wis 10, Cha 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Balance +2, Climb +2, Intimidate +2, Jump +2, Knowledge (Geography) +3, Profession (Sailor) +2, Swim +2, Use Rope +2; Quick Draw, Skill Focus (Knowledge, Geography), Weapon Focus (dagger)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; Dagger +1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thorvid, Master Carpenter:&#039;&#039;&#039; CR 2; Medium Humanoid (Human); HD 3d6 ([[Meamnar:Andrean_Sailor|Slr]]3); hp 10; Init +1; Spd 20 ft.; AC 11, touch 11, flat-footed 10; Base Atk dagger +5 melee (1d4+1), +6 ranged (1d4); Full Atk dagger +5 melee (1d4+1), +6 ranged (1d4); Space/Reach 5 ft./5 ft.; AL N; SV Fort +1, Ref +4, Will +1; Str 11, Dex 12, Con 11, Int 10, Wis 10, Cha 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; Dagger +1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Balance +2, Climb +2, Intimidate +2, Jump +2, Profession (Carpenter) +3, Profession (Sailor) +2, Swim +2, Use Rope +2; Quick Draw, Skill Focus (Profession, Carpenter), Weapon Focus (dagger)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Seadogs (8):&#039;&#039;&#039; CR 3; Medium Humanoid (Human); HD 4d6 ([[Meamnar:Andrean_Sailor|Slr]]4); hp 14; Init +1; Spd 20 ft.; AC 11, touch 11, flat-footed 10; Base Atk dagger +6 melee (1d4+1), +7 ranged (1d4+1); Full Atk dagger +6 melee (1d4+1), +7 ranged (1d4+1); Space/Reach 5 ft./5 ft.; AL N; SV Fort +1, Ref +5, Will +1; Str 11, Dex 12, Con 11, Int 10, Wis 10, Cha 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Balance +3, Climb +2, Intimidate +2, Jump +2, Profession (Sailor) +6, Swim +2, Use Rope +2; Quick Draw, Skill Focus (Profession, Sailor), Weapon Focus (dagger)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; Dagger +1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sailors (12):&#039;&#039;&#039; CR 2; Medium Humanoid (Human); HD 3d6 ([[Meamnar:Andrean_Sailor|Slr]]3); hp 10; Init +1; Spd 20 ft.; AC 11, touch 11, flat-footed 10; Base Atk dagger +4 melee (1d4), +5 ranged (1d4); Full Atk dagger +4 melee (1d4), +5 ranged (1d4); Space/Reach 5 ft./5 ft.; AL N; SV Fort +1, Ref +4, Will +1; Str 11, Dex 12, Con 11, Int 10, Wis 10, Cha 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Balance +2, Climb +2, Intimidate +2, Jump +2, Profession (Sailor) +5, Swim +2, Use Rope +2; Quick Draw, Skill Focus (Profession, Sailor), Weapon Focus (dagger)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; dagger&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sailors (20):&#039;&#039;&#039; CR 1; Medium Humanoid (Human); HD 2d6 ([[Meamnar:Andrean_Sailor|Slr]]2); hp 7; Init +1; Spd 20 ft.; AC 11, touch 11, flat-footed 10; Base Atk dagger +3 melee (1d4), +4 ranged (1d4); Full Atk dagger +3 melee (1d4), +4 ranged (1d4); Space/Reach 5 ft./5 ft.; AL N; SV Fort +0, Ref +4, Will +0; Str 11, Dex 12, Con 11, Int 10, Wis 10, Cha 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Balance +2, Climb +1, Intimidate +2, Jump +2, Profession (Sailor) +5, Swim +1, Use Rope +2; Skill Focus (Profession, Sailor), Weapon Focus (dagger)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; dagger&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sailors (40):&#039;&#039;&#039; CR 1/2; Medium Humanoid (Human); HD 1d6 ([[Meamnar:Andrean_Sailor|Slr]]1); hp 3; Init +1; Spd 20 ft.; AC 11, touch 11, flat-footed 10; Base Atk dagger +2 melee (1d4), +3 ranged (1d4); Full Atk dagger +2 melee (1d4), +3 ranged (1d4); Space/Reach 5 ft./5 ft.; AL N; SV Fort +0, Ref +3, Will +0; Str 11, Dex 12, Con 11, Int 10, Wis 10, Cha 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Balance +2, Climb +1, Intimidate +1, Jump +1, Profession (Sailor) +5, Swim +1, Use Rope +2; Skill Focus (Profession, Sailor), Weapon Focus (dagger)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; dagger&lt;br /&gt;
&lt;br /&gt;
==Beginning the Adventure==&lt;br /&gt;
&lt;br /&gt;
===The Curse===&lt;br /&gt;
&lt;br /&gt;
Garvyn was hired by a wizard in Poznan to get a ‘sample’ from the island, which he did on his way to Hylar City.  Now, on the return trip, they get pulled in.  Who knows about that?&lt;br /&gt;
&lt;br /&gt;
===The Island===&lt;br /&gt;
&lt;br /&gt;
A big obsidian rock, jagged, no coral, no vegetation, appeared within the last two months, some say it fell from the sky.  It glows faintly at night.&lt;br /&gt;
&lt;br /&gt;
===The Journey===&lt;br /&gt;
&lt;br /&gt;
Some sailors, some of the more superstitious ones, will escape in the rafts toward the coastline.&lt;br /&gt;
The ship will turn toward the island, on a collision course, pulled toward it.&lt;br /&gt;
&lt;br /&gt;
===Possession===&lt;br /&gt;
&lt;br /&gt;
The entity will periodically try to possess a character.  When doing so, the character is given a DC 15 Will Save.  If he fails, he is Fascinated for one turn, after which he is then possessed.  If the Fascination effect is broken, the character is then Exhausted.&lt;br /&gt;
&lt;br /&gt;
==Concluding the Adventure==&lt;br /&gt;
&lt;br /&gt;
tbd&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;/div&gt;</summary>
		<author><name>Misfit815</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Meamnar:The_Rock&amp;diff=57049</id>
		<title>Meamnar:The Rock</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Meamnar:The_Rock&amp;diff=57049"/>
		<updated>2007-08-06T15:31:10Z</updated>

		<summary type="html">&lt;p&gt;Misfit815: /* The Crew */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Rock is an adventure for five 3rd level player characters (PC&#039;s).  The adventure is set aboard a ship in the [[Meamnar:Andrean_Sea|Andrean Sea]] in the campaign setting of [[Meamnar:Main_Page|Meamnar]].  The adventure was included in the tabletop campaign [[Meamnar:Stoned|Stoned]].&lt;br /&gt;
&lt;br /&gt;
==Adventure Background==&lt;br /&gt;
&lt;br /&gt;
tbd&lt;br /&gt;
&lt;br /&gt;
==Adventure Synopsis==&lt;br /&gt;
&lt;br /&gt;
===The Crew===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Captain Garvyn:&#039;&#039;&#039; CR 6; Medium Humanoid (Human); HD 7d6 ([[Meamnar:Andrean_Sailor|Slr]]7); hp 23; Init +1; Spd 20 ft.; AC 11, touch 11, flat-footed 10; Base Atk rapier +9 melee (1d6+1); Full Atk rapier +9 melee (1d6+1); Space/Reach 5 ft./5 ft.; AL N; SV Fort +2, Ref +6, Will +2; Str 11, Dex 12, Con 11, Int 10, Wis 11, Cha 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Balance +4, Climb +3, Intimidate +4, Jump +2, Profession (Sailor) +6, Swim +3, Use Rope +3; Leadership, Quick Draw, Skill Focus (Profession, Sailor), Weapon Focus (rapier)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; Rapier +1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Brummett, First Mate:&#039;&#039;&#039; CR 5; Medium Humanoid (Human); HD 6d6 ([[Meamnar:Andrean_Sailor|Slr]]6); hp 20; Init +1; Spd 20 ft.; AC 11, touch 11, flat-footed 10; Base Atk short sword +8 melee (1d6+1); Full Atk short sword +8 melee (1d6+1); Space/Reach 5 ft./5 ft.; AL N; SV Fort +2, Ref +6, Will +2; Str 11, Dex 12, Con 11, Int 10, Wis 11, Cha 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Balance +3, Climb +3, Intimidate +3, Jump +2, Profession (Sailor) +6, Swim +3, Use Rope +3; Leadership, Quick Draw, Skill Focus (Profession, Sailor), Weapon Focus (short sword)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; Short Sword +1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ralfeo, Second Mate:&#039;&#039;&#039; CR 4; Medium Humanoid (Human); HD 5d6 ([[Meamnar:Andrean_Sailor|Slr]]5); hp 17; Init +1; Spd 20 ft.; AC 11, touch 11, flat-footed 10; Base Atk light mace +7 melee (1d6+1); Full Atk light mace +7 melee (1d6+1); Space/Reach 5 ft./5 ft.; AL N; SV Fort +1, Ref +5, Will +1; Str 11, Dex 12, Con 11, Int 10, Wis 11, Cha 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Balance +3, Climb +2, Intimidate +3, Jump +2, Profession (Sailor) +6, Swim +2, Use Rope +3; Quick Draw, Skill Focus (Profession, Sailor), Weapon Focus (light mace)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; Light Mace +1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Koresh, Master Gunner:&#039;&#039;&#039; CR 6; Medium Humanoid (Human); HD 7d6 ([[Meamnar:Andrean_Sailor|Slr]]7); hp 23; Init +1; Spd 20 ft.; AC 11, touch 11, flat-footed 10; Base Atk short sword +9 melee (1d6+1); Full Atk short sword +9 melee (1d6+1); Space/Reach 5 ft./5 ft.; AL N; SV Fort +2, Ref +6, Will +2; Str 11, Dex 12, Con 11, Int 10, Wis 11, Cha 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Balance +4, Climb +3, Intimidate +4, Jump +2, Profession (Sailor) +6, Swim +3, Use Rope +3; Leadership, Quick Draw, Skill Focus (Profession, Sailor), Weapon Focus (short sword)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; Short Sword +1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Peregrine, Master Navigator:&#039;&#039;&#039; CR 2; Medium Humanoid (Human); HD 3d6 ([[Meamnar:Andrean_Sailor|Slr]]3); hp 10; Init +1; Spd 20 ft.; AC 11, touch 11, flat-footed 10; Base Atk dagger +5 melee (1d4+1), +6 ranged (1d4); Full Atk dagger +5 melee (1d4+1), +6 ranged (1d4);; Space/Reach 5 ft./5 ft.; AL N; SV Fort +1, Ref +4, Will +1; Str 11, Dex 12, Con 11, Int 10, Wis 10, Cha 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Balance +2, Climb +2, Intimidate +2, Jump +2, Knowledge (Geography) +3, Profession (Sailor) +2, Swim +2, Use Rope +2; Quick Draw, Skill Focus (Knowledge, Geography), Weapon Focus (dagger)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; Dagger +1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thorvid, Master Carpenter:&#039;&#039;&#039; CR 2; Medium Humanoid (Human); HD 3d6 ([[Meamnar:Andrean_Sailor|Slr]]3); hp 10; Init +1; Spd 20 ft.; AC 11, touch 11, flat-footed 10; Base Atk dagger +5 melee (1d4+1), +6 ranged (1d4); Full Atk dagger +5 melee (1d4+1), +6 ranged (1d4); Space/Reach 5 ft./5 ft.; AL N; SV Fort +1, Ref +4, Will +1; Str 11, Dex 12, Con 11, Int 10, Wis 10, Cha 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; Dagger +1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Balance +2, Climb +2, Intimidate +2, Jump +2, Profession (Carpenter) +3, Profession (Sailor) +2, Swim +2, Use Rope +2; Quick Draw, Skill Focus (Profession, Carpenter), Weapon Focus (dagger)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Seadogs (8):&#039;&#039;&#039; CR 3; Medium Humanoid (Human); HD 4d6 ([[Meamnar:Andrean_Sailor|Slr]]4); hp 14; Init +1; Spd 20 ft.; AC 11, touch 11, flat-footed 10; Base Atk dagger +6 melee (1d4+1), +7 ranged (1d4+1); Full Atk dagger +6 melee (1d4+1), +7 ranged (1d4+1); Space/Reach 5 ft./5 ft.; AL N; SV Fort +1, Ref +5, Will +1; Str 11, Dex 12, Con 11, Int 10, Wis 10, Cha 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Balance +3, Climb +2, Intimidate +2, Jump +2, Profession (Sailor) +6, Swim +2, Use Rope +2; Quick Draw, Skill Focus (Profession, Sailor), Weapon Focus (dagger)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; Dagger +1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sailors (12):&#039;&#039;&#039; CR 2; Medium Humanoid (Human); HD 3d6 ([[Meamnar:Andrean_Sailor|Slr]]3); hp 10; Init +1; Spd 20 ft.; AC 11, touch 11, flat-footed 10; Base Atk dagger +4 melee (1d4), +5 ranged (1d4); Full Atk dagger +4 melee (1d4), +5 ranged (1d4); Space/Reach 5 ft./5 ft.; AL N; SV Fort +1, Ref +4, Will +1; Str 11, Dex 12, Con 11, Int 10, Wis 10, Cha 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Balance +2, Climb +2, Intimidate +2, Jump +2, Profession (Sailor) +5, Swim +2, Use Rope +2; Quick Draw, Skill Focus (Profession, Sailor), Weapon Focus (dagger)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; dagger&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sailors (20):&#039;&#039;&#039; CR 1; Medium Humanoid (Human); HD 2d6 ([[Meamnar:Andrean_Sailor|Slr]]2); hp 7; Init +1; Spd 20 ft.; AC 11, touch 11, flat-footed 10; Base Atk dagger +3 melee (1d4), +4 ranged (1d4); Full Atk dagger +3 melee (1d4), +4 ranged (1d4); Space/Reach 5 ft./5 ft.; AL N; SV Fort +0, Ref +4, Will +0; Str 11, Dex 12, Con 11, Int 10, Wis 10, Cha 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Balance +2, Climb +1, Intimidate +2, Jump +2, Profession (Sailor) +5, Swim +1, Use Rope +2; Skill Focus (Profession, Sailor), Weapon Focus (dagger)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; dagger&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sailors (40):&#039;&#039;&#039; CR 1/2; Medium Humanoid (Human); HD 1d6 ([[Meamnar:Andrean_Sailor|Slr]]1); hp 3; Init +1; Spd 20 ft.; AC 11, touch 11, flat-footed 10; Base Atk dagger +2 melee (1d4), +3 ranged (1d4); Full Atk dagger +2 melee (1d4), +3 ranged (1d4); Space/Reach 5 ft./5 ft.; AL N; SV Fort +0, Ref +3, Will +0; Str 11, Dex 12, Con 11, Int 10, Wis 10, Cha 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Balance +2, Climb +1, Intimidate +1, Jump +1, Profession (Sailor) +5, Swim +1, Use Rope +2; Skill Focus (Profession, Sailor), Weapon Focus (dagger)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; dagger&lt;br /&gt;
&lt;br /&gt;
==Beginning the Adventure==&lt;br /&gt;
&lt;br /&gt;
===The Curse===&lt;br /&gt;
&lt;br /&gt;
Garvyn was hired by a wizard in Poznan to get a ‘sample’ from the island, which he did on his way to Hylar City.  Now, on the return trip, they get pulled in.  Who knows about that?&lt;br /&gt;
&lt;br /&gt;
===The Island===&lt;br /&gt;
&lt;br /&gt;
A big obsidian rock, jagged, no coral, no vegetation, appeared within the last two months, some say it fell from the sky.  It glows faintly at night.&lt;br /&gt;
&lt;br /&gt;
===The Journey===&lt;br /&gt;
&lt;br /&gt;
Some sailors, some of the more superstitious ones, will escape in the rafts toward the coastline.&lt;br /&gt;
The ship will turn toward the island, on a collision course, pulled toward it.&lt;br /&gt;
&lt;br /&gt;
==Concluding the Adventure==&lt;br /&gt;
&lt;br /&gt;
tbd&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;/div&gt;</summary>
		<author><name>Misfit815</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Meamnar:The_Rock&amp;diff=56869</id>
		<title>Meamnar:The Rock</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Meamnar:The_Rock&amp;diff=56869"/>
		<updated>2007-08-03T17:57:07Z</updated>

		<summary type="html">&lt;p&gt;Misfit815: /* The Crew */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Rock is an adventure for five 3rd level player characters (PC&#039;s).  The adventure is set aboard a ship in the [[Meamnar:Andrean_Sea|Andrean Sea]] in the campaign setting of [[Meamnar:Main_Page|Meamnar]].  The adventure was included in the tabletop campaign [[Meamnar:Stoned|Stoned]].&lt;br /&gt;
&lt;br /&gt;
==Adventure Background==&lt;br /&gt;
&lt;br /&gt;
tbd&lt;br /&gt;
&lt;br /&gt;
==Adventure Synopsis==&lt;br /&gt;
&lt;br /&gt;
===The Crew===&lt;br /&gt;
&lt;br /&gt;
Captain Garvyn - Slr8&lt;br /&gt;
&lt;br /&gt;
Brummett, First Mate - Slr7&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ralfeo, Second Mate:&#039;&#039;&#039; CR 3; Medium Humanoid (Human); HD 5d6 ([[Meamnar:Andrean_Sailor|Slr]]5); hp 17; Init +1; Spd 20 ft.; AC 11, touch 11, flat-footed 10; Base Atk light mace +7 melee (1d6+1); Full Atk light mace +7 melee (1d6+1); Space/Reach 5 ft./5 ft.; AL N; SV Fort +1, Ref +4, Will +1; Str 11, Dex 12, Con 11, Int 10, Wis 11, Cha 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Balance +3, Climb +2, Intimidate +3, Jump +2, Profession (Sailor) +6, Swim +2, Use Rope +3; Quick Draw, Skill Focus (Profession, Sailor), Weapon Focus (dagger)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; Light Mace +1&lt;br /&gt;
&lt;br /&gt;
Koresh, Master Gunner - Slr8&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Peregrine, Master Navigator:&#039;&#039;&#039; CR 2; Medium Humanoid (Human); HD 3d6 ([[Meamnar:Andrean_Sailor|Slr]]3); hp 10; Init +1; Spd 20 ft.; AC 11, touch 11, flat-footed 10; Base Atk dagger +5 melee (1d4+1), +6 ranged (1d4); Full Atk dagger +5 melee (1d4+1), +6 ranged (1d4);; Space/Reach 5 ft./5 ft.; AL N; SV Fort +1, Ref +3, Will +1; Str 11, Dex 12, Con 11, Int 10, Wis 10, Cha 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Balance +2, Climb +2, Intimidate +2, Jump +2, Knowledge (Geography) +3, Profession (Sailor) +2, Swim +2, Use Rope +2; Quick Draw, Skill Focus (Knowledge, Geography), Weapon Focus (dagger)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; Dagger +1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thorvid, Master Carpenter:&#039;&#039;&#039; CR 2; Medium Humanoid (Human); HD 3d6 ([[Meamnar:Andrean_Sailor|Slr]]3); hp 10; Init +1; Spd 20 ft.; AC 11, touch 11, flat-footed 10; Base Atk dagger +5 melee (1d4+1), +6 ranged (1d4); Full Atk dagger +5 melee (1d4+1), +6 ranged (1d4); Space/Reach 5 ft./5 ft.; AL N; SV Fort +1, Ref +3, Will +1; Str 11, Dex 12, Con 11, Int 10, Wis 10, Cha 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; Dagger +1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Balance +2, Climb +2, Intimidate +2, Jump +2, Profession (Carpenter) +3, Profession (Sailor) +2, Swim +2, Use Rope +2; Quick Draw, Skill Focus (Profession, Carpenter), Weapon Focus (dagger)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Seadogs (8):&#039;&#039;&#039; CR 3; Medium Humanoid (Human); HD 4d6 ([[Meamnar:Andrean_Sailor|Slr]]4); hp 14; Init +1; Spd 20 ft.; AC 11, touch 11, flat-footed 10; Base Atk dagger +6 melee (1d4+1), +7 ranged (1d4+1); Full Atk dagger +6 melee (1d4+1), +7 ranged (1d4+1); Space/Reach 5 ft./5 ft.; AL N; SV Fort +1, Ref +4, Will +1; Str 11, Dex 12, Con 11, Int 10, Wis 10, Cha 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Balance +3, Climb +2, Intimidate +2, Jump +2, Profession (Sailor) +6, Swim +2, Use Rope +2; Quick Draw, Skill Focus (Profession, Sailor), Weapon Focus (dagger)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; Dagger +1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sailors (12):&#039;&#039;&#039; CR 2; Medium Humanoid (Human); HD 3d6 ([[Meamnar:Andrean_Sailor|Slr]]3); hp 10; Init +1; Spd 20 ft.; AC 11, touch 11, flat-footed 10; Base Atk dagger +4 melee (1d4), +5 ranged (1d4); Full Atk dagger +4 melee (1d4), +5 ranged (1d4); Space/Reach 5 ft./5 ft.; AL N; SV Fort +1, Ref +3, Will +1; Str 11, Dex 12, Con 11, Int 10, Wis 10, Cha 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Balance +2, Climb +2, Intimidate +2, Jump +2, Profession (Sailor) +5, Swim +2, Use Rope +2; Quick Draw, Skill Focus (Profession, Sailor), Weapon Focus (dagger)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; dagger&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sailors (20):&#039;&#039;&#039; CR 1; Medium Humanoid (Human); HD 2d6 ([[Meamnar:Andrean_Sailor|Slr]]2); hp 7; Init +1; Spd 20 ft.; AC 11, touch 11, flat-footed 10; Base Atk dagger +3 melee (1d4), +4 ranged (1d4); Full Atk dagger +3 melee (1d4), +4 ranged (1d4); Space/Reach 5 ft./5 ft.; AL N; SV Fort +0, Ref +3, Will +0; Str 11, Dex 12, Con 11, Int 10, Wis 10, Cha 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Balance +2, Climb +1, Intimidate +2, Jump +2, Profession (Sailor) +5, Swim +1, Use Rope +2; Skill Focus (Profession, Sailor), Weapon Focus (dagger)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; dagger&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sailors (40):&#039;&#039;&#039; CR 1/2; Medium Humanoid (Human); HD 1d6 ([[Meamnar:Andrean_Sailor|Slr]]1); hp 3; Init +1; Spd 20 ft.; AC 11, touch 11, flat-footed 10; Base Atk dagger +2 melee (1d4), +3 ranged (1d4); Full Atk dagger +2 melee (1d4), +3 ranged (1d4); Space/Reach 5 ft./5 ft.; AL N; SV Fort +0, Ref +2, Will +0; Str 11, Dex 12, Con 11, Int 10, Wis 10, Cha 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Balance +2, Climb +1, Intimidate +1, Jump +1, Profession (Sailor) +5, Swim +1, Use Rope +2; Skill Focus (Profession, Sailor), Weapon Focus (dagger)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; dagger&lt;br /&gt;
&lt;br /&gt;
==Beginning the Adventure==&lt;br /&gt;
&lt;br /&gt;
===The Curse===&lt;br /&gt;
&lt;br /&gt;
Garvyn was hired by a wizard in Poznan to get a ‘sample’ from the island, which he did on his way to Hylar City.  Now, on the return trip, they get pulled in.  Who knows about that?&lt;br /&gt;
&lt;br /&gt;
===The Island===&lt;br /&gt;
&lt;br /&gt;
A big obsidian rock, jagged, no coral, no vegetation, appeared within the last two months, some say it fell from the sky.  It glows faintly at night.&lt;br /&gt;
&lt;br /&gt;
===The Journey===&lt;br /&gt;
&lt;br /&gt;
Some sailors, some of the more superstitious ones, will escape in the rafts toward the coastline.&lt;br /&gt;
The ship will turn toward the island, on a collision course, pulled toward it.&lt;br /&gt;
&lt;br /&gt;
==Concluding the Adventure==&lt;br /&gt;
&lt;br /&gt;
tbd&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;/div&gt;</summary>
		<author><name>Misfit815</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Meamnar:Andrean_Sailor&amp;diff=56865</id>
		<title>Meamnar:Andrean Sailor</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Meamnar:Andrean_Sailor&amp;diff=56865"/>
		<updated>2007-08-03T17:51:04Z</updated>

		<summary type="html">&lt;p&gt;Misfit815: /* Weapon and Armor Proficiency */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Andrean Sailors (an NPC class, not a [[Meamnar:Prestige_Classes|Prestige Class]]) are common sailors found on the [[Meanmar:Andrean_Sea|Andrean Sea]] in the campaign setting of [[Meamnar:Main_Page|Meamnar]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table align=&amp;quot;right&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;caption style=&amp;quot;font-weight: bold;&amp;quot;&amp;gt;Table: The Andrean Sailor&amp;lt;/caption&amp;gt;&lt;br /&gt;
  &amp;lt;tr style=&amp;quot;background-color: #DFDFDF;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;th&amp;gt;Level&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th&amp;gt;Base Attack Bonus&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th&amp;gt;Fort Save&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th&amp;gt;Ref Save&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th&amp;gt;Will Save&amp;lt;/th&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;1st&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+1&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+0&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+2&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+0&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;2nd&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+2&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+0&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+3&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+0&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;3rd&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+3&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+1&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+3&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+1&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;4th&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+4&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+1&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+4&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+1&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;5th&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+5&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+1&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+4&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+1&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;6th&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+6&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+2&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+5&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+2&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;7th&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+7&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+2&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+5&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+2&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;8th&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+8&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+2&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+6&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+2&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;9th&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+9&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+3&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+5&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+3&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;10th&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+10&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+3&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+7&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+3&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Hit Dice===&lt;br /&gt;
&lt;br /&gt;
d6.&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
&lt;br /&gt;
None.&lt;br /&gt;
&lt;br /&gt;
==Class Skills==&lt;br /&gt;
&lt;br /&gt;
The Andrean Sailor&#039;s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Intimidate (Cha), Jump (Str), Profession (Sailor) (Wis), Swim (Str), and Use Rope (Dex).&lt;br /&gt;
&lt;br /&gt;
===Skill Points at 1st Level===&lt;br /&gt;
&lt;br /&gt;
(2 + Int modifier) x 4&lt;br /&gt;
&lt;br /&gt;
===Skill Points at Each Additional Level===&lt;br /&gt;
&lt;br /&gt;
2 + Int modifier.&lt;br /&gt;
&lt;br /&gt;
==Class Features==&lt;br /&gt;
&lt;br /&gt;
The following are class features of the Andrean Sailor NPC class.&lt;br /&gt;
&lt;br /&gt;
===Weapon and Armor Proficiency===&lt;br /&gt;
&lt;br /&gt;
The Andrean Sailor is proficient in the use of the short sword, the rapier, and all simple weapons.  He is also proficient in the use of various forms of ballistae (at the DM&#039;s discretion).  He is not proficient with any other weapons, nor is he proficient with any type of armor or shields.&lt;/div&gt;</summary>
		<author><name>Misfit815</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Meamnar:The_Rock&amp;diff=56862</id>
		<title>Meamnar:The Rock</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Meamnar:The_Rock&amp;diff=56862"/>
		<updated>2007-08-03T16:25:16Z</updated>

		<summary type="html">&lt;p&gt;Misfit815: /* The Crew */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Rock is an adventure for five 3rd level player characters (PC&#039;s).  The adventure is set aboard a ship in the [[Meamnar:Andrean_Sea|Andrean Sea]] in the campaign setting of [[Meamnar:Main_Page|Meamnar]].  The adventure was included in the tabletop campaign [[Meamnar:Stoned|Stoned]].&lt;br /&gt;
&lt;br /&gt;
==Adventure Background==&lt;br /&gt;
&lt;br /&gt;
tbd&lt;br /&gt;
&lt;br /&gt;
==Adventure Synopsis==&lt;br /&gt;
&lt;br /&gt;
===The Crew===&lt;br /&gt;
&lt;br /&gt;
Captain Garvyn - Slr8&lt;br /&gt;
&lt;br /&gt;
Brummett, First Mate - Slr7&lt;br /&gt;
&lt;br /&gt;
Ralfeo, Second Mate - Slr6&lt;br /&gt;
&lt;br /&gt;
Koresh, Master Gunner - Slr8&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Peregrine, Master Navigator:&#039;&#039;&#039; CR 2; Medium Humanoid (Human); HD 1d6 ([[Meamnar:Andrean_Sailor|Slr]]3); hp 10; Init +1; Spd 20 ft.; AC 11, touch 11, flat-footed 10; Base Atk dagger sword +5 melee (1d4+1), +6 ranged (1d4); Full Atk dagger sword +5 melee (1d4+1), +6 ranged (1d4);; Space/Reach 5 ft./5 ft.; AL N; SV Fort +1, Ref +3, Will +1; Str 11, Dex 12, Con 11, Int 10, Wis 10, Cha 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Balance +2, Climb +2, Intimidate +2, Jump +2, Knowledge (Geography) +3, Profession (Sailor) +2, Swim +2, Use Rope +2; Quick Draw, Skill Focus (Knowledge, Geography), Weapon Focus (dagger)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; Dagger +1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thorvid, Master Carpenter:&#039;&#039;&#039; CR 2; Medium Humanoid (Human); HD 1d6 ([[Meamnar:Andrean_Sailor|Slr]]3); hp 10; Init +1; Spd 20 ft.; AC 11, touch 11, flat-footed 10; Base Atk dagger sword +5 melee (1d4+1), +6 ranged (1d4); Full Atk dagger sword +5 melee (1d4+1), +6 ranged (1d4); Space/Reach 5 ft./5 ft.; AL N; SV Fort +1, Ref +3, Will +1; Str 11, Dex 12, Con 11, Int 10, Wis 10, Cha 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; Dagger +1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Balance +2, Climb +2, Intimidate +2, Jump +2, Profession (Carpenter) +3, Profession (Sailor) +2, Swim +2, Use Rope +2; Quick Draw, Skill Focus (Profession, Carpenter), Weapon Focus (dagger)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Seadogs (8):&#039;&#039;&#039; CR 3; Medium Humanoid (Human); HD 1d6 ([[Meamnar:Andrean_Sailor|Slr]]4); hp 14; Init +1; Spd 20 ft.; AC 11, touch 11, flat-footed 10; Base Atk dagger sword +6 melee (1d4+1), +7 ranged (1d4+1); Full Atk dagger sword +6 melee (1d4+1), +7 ranged (1d4+1); Space/Reach 5 ft./5 ft.; AL N; SV Fort +1, Ref +4, Will +1; Str 11, Dex 12, Con 11, Int 10, Wis 10, Cha 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Balance +3, Climb +2, Intimidate +2, Jump +2, Profession (Sailor) +6, Swim +2, Use Rope +2; Quick Draw, Skill Focus (Profession, Sailor), Weapon Focus (dagger)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; Dagger +1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sailors (12):&#039;&#039;&#039; CR 2; Medium Humanoid (Human); HD 1d6 ([[Meamnar:Andrean_Sailor|Slr]]3); hp 10; Init +1; Spd 20 ft.; AC 11, touch 11, flat-footed 10; Base Atk dagger sword +4 melee (1d4), +5 ranged (1d4); Full Atk dagger sword +4 melee (1d4), +5 ranged (1d4); Space/Reach 5 ft./5 ft.; AL N; SV Fort +1, Ref +3, Will +1; Str 11, Dex 12, Con 11, Int 10, Wis 10, Cha 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Balance +2, Climb +2, Intimidate +2, Jump +2, Profession (Sailor) +5, Swim +2, Use Rope +2; Quick Draw, Skill Focus (Profession, Sailor), Weapon Focus (dagger)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; dagger&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sailors (20):&#039;&#039;&#039; CR 1; Medium Humanoid (Human); HD 1d6 ([[Meamnar:Andrean_Sailor|Slr]]2); hp 7; Init +1; Spd 20 ft.; AC 11, touch 11, flat-footed 10; Base Atk dagger sword +3 melee (1d4), +4 ranged (1d4); Full Atk dagger sword +3 melee (1d4), +4 ranged (1d4); Space/Reach 5 ft./5 ft.; AL N; SV Fort +0, Ref +3, Will +0; Str 11, Dex 12, Con 11, Int 10, Wis 10, Cha 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Balance +2, Climb +1, Intimidate +2, Jump +2, Profession (Sailor) +5, Swim +1, Use Rope +2; Skill Focus (Profession, Sailor), Weapon Focus (dagger)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; dagger&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sailors (40):&#039;&#039;&#039; CR 1/2; Medium Humanoid (Human); HD 1d6 ([[Meamnar:Andrean_Sailor|Slr]]1); hp 3; Init +1; Spd 20 ft.; AC 11, touch 11, flat-footed 10; Base Atk dagger sword +2 melee (1d4), +3 ranged (1d4); Full Atk dagger sword +2 melee (1d4), +3 ranged (1d4); Space/Reach 5 ft./5 ft.; AL N; SV Fort +0, Ref +2, Will +0; Str 11, Dex 12, Con 11, Int 10, Wis 10, Cha 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Balance +2, Climb +1, Intimidate +1, Jump +1, Profession (Sailor) +5, Swim +1, Use Rope +2; Skill Focus (Profession, Sailor), Weapon Focus (dagger)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; dagger&lt;br /&gt;
&lt;br /&gt;
==Beginning the Adventure==&lt;br /&gt;
&lt;br /&gt;
===The Curse===&lt;br /&gt;
&lt;br /&gt;
Garvyn was hired by a wizard in Poznan to get a ‘sample’ from the island, which he did on his way to Hylar City.  Now, on the return trip, they get pulled in.  Who knows about that?&lt;br /&gt;
&lt;br /&gt;
===The Island===&lt;br /&gt;
&lt;br /&gt;
A big obsidian rock, jagged, no coral, no vegetation, appeared within the last two months, some say it fell from the sky.  It glows faintly at night.&lt;br /&gt;
&lt;br /&gt;
===The Journey===&lt;br /&gt;
&lt;br /&gt;
Some sailors, some of the more superstitious ones, will escape in the rafts toward the coastline.&lt;br /&gt;
The ship will turn toward the island, on a collision course, pulled toward it.&lt;br /&gt;
&lt;br /&gt;
==Concluding the Adventure==&lt;br /&gt;
&lt;br /&gt;
tbd&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;/div&gt;</summary>
		<author><name>Misfit815</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Meamnar:The_Rock&amp;diff=56861</id>
		<title>Meamnar:The Rock</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Meamnar:The_Rock&amp;diff=56861"/>
		<updated>2007-08-03T16:24:02Z</updated>

		<summary type="html">&lt;p&gt;Misfit815: /* The Crew */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Rock is an adventure for five 3rd level player characters (PC&#039;s).  The adventure is set aboard a ship in the [[Meamnar:Andrean_Sea|Andrean Sea]] in the campaign setting of [[Meamnar:Main_Page|Meamnar]].  The adventure was included in the tabletop campaign [[Meamnar:Stoned|Stoned]].&lt;br /&gt;
&lt;br /&gt;
==Adventure Background==&lt;br /&gt;
&lt;br /&gt;
tbd&lt;br /&gt;
&lt;br /&gt;
==Adventure Synopsis==&lt;br /&gt;
&lt;br /&gt;
===The Crew===&lt;br /&gt;
&lt;br /&gt;
Captain Garvyn - Slr8&lt;br /&gt;
&lt;br /&gt;
Brummett, First Mate - Slr7&lt;br /&gt;
&lt;br /&gt;
Ralfeo, Second Mate - Slr6&lt;br /&gt;
&lt;br /&gt;
Koresh, Master Gunner - Slr8&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Peregrine, Master Navigator:&#039;&#039;&#039; CR 2; Medium Humanoid (Human); HD 1d6 ([[Meamnar:Andrean_Sailor|Slr]]3); hp 10; Init +1; Spd 20 ft.; AC 11, touch 11, flat-footed 10; Base Atk dagger sword +4 melee (1d4), +5 ranged (1d4); Full Atk dagger sword +4 melee (1d4), +5 ranged (1d4); Space/Reach 5 ft./5 ft.; AL N; SV Fort +1, Ref +3, Will +1; Str 11, Dex 12, Con 11, Int 10, Wis 10, Cha 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Balance +2, Climb +2, Intimidate +2, Jump +2, Knowledge (Geography) +3, Profession (Sailor) +2, Swim +2, Use Rope +2; Quick Draw, Skill Focus (Knowledge, Geography), Weapon Focus (dagger)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thorvid, Master Carpenter:&#039;&#039;&#039; CR 2; Medium Humanoid (Human); HD 1d6 ([[Meamnar:Andrean_Sailor|Slr]]3); hp 10; Init +1; Spd 20 ft.; AC 11, touch 11, flat-footed 10; Base Atk dagger sword +4 melee (1d4), +5 ranged (1d4); Full Atk dagger sword +4 melee (1d4), +5 ranged (1d4); Space/Reach 5 ft./5 ft.; AL N; SV Fort +1, Ref +3, Will +1; Str 11, Dex 12, Con 11, Int 10, Wis 10, Cha 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Balance +2, Climb +2, Intimidate +2, Jump +2, Profession (Carpenter) +3, Profession (Sailor) +2, Swim +2, Use Rope +2; Quick Draw, Skill Focus (Profession, Carpenter), Weapon Focus (dagger)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Seadogs (8):&#039;&#039;&#039; CR 3; Medium Humanoid (Human); HD 1d6 ([[Meamnar:Andrean_Sailor|Slr]]4); hp 14; Init +1; Spd 20 ft.; AC 11, touch 11, flat-footed 10; Base Atk dagger sword +6 melee (1d4+1), +7 ranged (1d4+1); Full Atk dagger sword +6 melee (1d4+1), +7 ranged (1d4+1); Space/Reach 5 ft./5 ft.; AL N; SV Fort +1, Ref +4, Will +1; Str 11, Dex 12, Con 11, Int 10, Wis 10, Cha 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Balance +3, Climb +2, Intimidate +2, Jump +2, Profession (Sailor) +6, Swim +2, Use Rope +2; Quick Draw, Skill Focus (Profession, Sailor), Weapon Focus (dagger)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; Dagger +1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sailors (12):&#039;&#039;&#039; CR 2; Medium Humanoid (Human); HD 1d6 ([[Meamnar:Andrean_Sailor|Slr]]3); hp 10; Init +1; Spd 20 ft.; AC 11, touch 11, flat-footed 10; Base Atk dagger sword +4 melee (1d4), +5 ranged (1d4); Full Atk dagger sword +4 melee (1d4), +5 ranged (1d4); Space/Reach 5 ft./5 ft.; AL N; SV Fort +1, Ref +3, Will +1; Str 11, Dex 12, Con 11, Int 10, Wis 10, Cha 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Balance +2, Climb +2, Intimidate +2, Jump +2, Profession (Sailor) +5, Swim +2, Use Rope +2; Quick Draw, Skill Focus (Profession, Sailor), Weapon Focus (dagger)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; dagger&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sailors (20):&#039;&#039;&#039; CR 1; Medium Humanoid (Human); HD 1d6 ([[Meamnar:Andrean_Sailor|Slr]]2); hp 7; Init +1; Spd 20 ft.; AC 11, touch 11, flat-footed 10; Base Atk dagger sword +3 melee (1d4), +4 ranged (1d4); Full Atk dagger sword +3 melee (1d4), +4 ranged (1d4); Space/Reach 5 ft./5 ft.; AL N; SV Fort +0, Ref +3, Will +0; Str 11, Dex 12, Con 11, Int 10, Wis 10, Cha 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Balance +2, Climb +1, Intimidate +2, Jump +2, Profession (Sailor) +5, Swim +1, Use Rope +2; Skill Focus (Profession, Sailor), Weapon Focus (dagger)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; dagger&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sailors (40):&#039;&#039;&#039; CR 1/2; Medium Humanoid (Human); HD 1d6 ([[Meamnar:Andrean_Sailor|Slr]]1); hp 3; Init +1; Spd 20 ft.; AC 11, touch 11, flat-footed 10; Base Atk dagger sword +2 melee (1d4), +3 ranged (1d4); Full Atk dagger sword +2 melee (1d4), +3 ranged (1d4); Space/Reach 5 ft./5 ft.; AL N; SV Fort +0, Ref +2, Will +0; Str 11, Dex 12, Con 11, Int 10, Wis 10, Cha 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Balance +2, Climb +1, Intimidate +1, Jump +1, Profession (Sailor) +5, Swim +1, Use Rope +2; Skill Focus (Profession, Sailor), Weapon Focus (dagger)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; dagger&lt;br /&gt;
&lt;br /&gt;
==Beginning the Adventure==&lt;br /&gt;
&lt;br /&gt;
===The Curse===&lt;br /&gt;
&lt;br /&gt;
Garvyn was hired by a wizard in Poznan to get a ‘sample’ from the island, which he did on his way to Hylar City.  Now, on the return trip, they get pulled in.  Who knows about that?&lt;br /&gt;
&lt;br /&gt;
===The Island===&lt;br /&gt;
&lt;br /&gt;
A big obsidian rock, jagged, no coral, no vegetation, appeared within the last two months, some say it fell from the sky.  It glows faintly at night.&lt;br /&gt;
&lt;br /&gt;
===The Journey===&lt;br /&gt;
&lt;br /&gt;
Some sailors, some of the more superstitious ones, will escape in the rafts toward the coastline.&lt;br /&gt;
The ship will turn toward the island, on a collision course, pulled toward it.&lt;br /&gt;
&lt;br /&gt;
==Concluding the Adventure==&lt;br /&gt;
&lt;br /&gt;
tbd&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;/div&gt;</summary>
		<author><name>Misfit815</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Meamnar:Andrean_Sailor&amp;diff=56859</id>
		<title>Meamnar:Andrean Sailor</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Meamnar:Andrean_Sailor&amp;diff=56859"/>
		<updated>2007-08-03T16:21:49Z</updated>

		<summary type="html">&lt;p&gt;Misfit815: /* Weapon and Armor Proficiency */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Andrean Sailors (an NPC class, not a [[Meamnar:Prestige_Classes|Prestige Class]]) are common sailors found on the [[Meanmar:Andrean_Sea|Andrean Sea]] in the campaign setting of [[Meamnar:Main_Page|Meamnar]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table align=&amp;quot;right&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;caption style=&amp;quot;font-weight: bold;&amp;quot;&amp;gt;Table: The Andrean Sailor&amp;lt;/caption&amp;gt;&lt;br /&gt;
  &amp;lt;tr style=&amp;quot;background-color: #DFDFDF;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;th&amp;gt;Level&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th&amp;gt;Base Attack Bonus&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th&amp;gt;Fort Save&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th&amp;gt;Ref Save&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th&amp;gt;Will Save&amp;lt;/th&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;1st&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+1&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+0&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+2&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+0&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;2nd&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+2&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+0&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+3&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+0&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;3rd&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+3&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+1&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+3&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+1&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;4th&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+4&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+1&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+4&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+1&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;5th&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+5&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+1&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+4&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+1&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;6th&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+6&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+2&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+5&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+2&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;7th&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+7&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+2&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+5&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+2&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;8th&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+8&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+2&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+6&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+2&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;9th&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+9&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+3&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+5&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+3&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;10th&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+10&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+3&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+7&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+3&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Hit Dice===&lt;br /&gt;
&lt;br /&gt;
d6.&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
&lt;br /&gt;
None.&lt;br /&gt;
&lt;br /&gt;
==Class Skills==&lt;br /&gt;
&lt;br /&gt;
The Andrean Sailor&#039;s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Intimidate (Cha), Jump (Str), Profession (Sailor) (Wis), Swim (Str), and Use Rope (Dex).&lt;br /&gt;
&lt;br /&gt;
===Skill Points at 1st Level===&lt;br /&gt;
&lt;br /&gt;
(2 + Int modifier) x 4&lt;br /&gt;
&lt;br /&gt;
===Skill Points at Each Additional Level===&lt;br /&gt;
&lt;br /&gt;
2 + Int modifier.&lt;br /&gt;
&lt;br /&gt;
==Class Features==&lt;br /&gt;
&lt;br /&gt;
The following are class features of the Andrean Sailor NPC class.&lt;br /&gt;
&lt;br /&gt;
===Weapon and Armor Proficiency===&lt;br /&gt;
&lt;br /&gt;
The Andrean Sailor is proficient in the use of the short sword, the rapier, and all simple weapons.  He is also proficient in the use of various forms of ballistae, according to circumstances.  He is not proficient with any other weapons, nor is he proficient with any type of armor or shields.&lt;/div&gt;</summary>
		<author><name>Misfit815</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Meamnar:The_Rock&amp;diff=56858</id>
		<title>Meamnar:The Rock</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Meamnar:The_Rock&amp;diff=56858"/>
		<updated>2007-08-03T16:21:13Z</updated>

		<summary type="html">&lt;p&gt;Misfit815: /* The Crew */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Rock is an adventure for five 3rd level player characters (PC&#039;s).  The adventure is set aboard a ship in the [[Meamnar:Andrean_Sea|Andrean Sea]] in the campaign setting of [[Meamnar:Main_Page|Meamnar]].  The adventure was included in the tabletop campaign [[Meamnar:Stoned|Stoned]].&lt;br /&gt;
&lt;br /&gt;
==Adventure Background==&lt;br /&gt;
&lt;br /&gt;
tbd&lt;br /&gt;
&lt;br /&gt;
==Adventure Synopsis==&lt;br /&gt;
&lt;br /&gt;
===The Crew===&lt;br /&gt;
&lt;br /&gt;
Captain Garvyn - Slr8&lt;br /&gt;
&lt;br /&gt;
Brummett, First Mate - Slr7&lt;br /&gt;
&lt;br /&gt;
Ralfeo, Second Mate - Slr6&lt;br /&gt;
&lt;br /&gt;
Koresh, Master Gunner - Slr8&lt;br /&gt;
&lt;br /&gt;
Peregrine, Master Navigator - Slr3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thorvid, Master Carpenter:&#039;&#039;&#039; CR 2; Medium Humanoid (Human); HD 1d6 ([[Meamnar:Andrean_Sailor|Slr]]3); hp 10; Init +1; Spd 20 ft.; AC 11, touch 11, flat-footed 10; Base Atk dagger sword +4 melee (1d4), +5 ranged (1d4); Full Atk dagger sword +4 melee (1d4), +5 ranged (1d4); Space/Reach 5 ft./5 ft.; AL N; SV Fort +1, Ref +3, Will +1; Str 11, Dex 12, Con 11, Int 10, Wis 10, Cha 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Balance +2, Climb +2, Intimidate +2, Jump +2, Profession (Carpenter) +3, Profession (Sailor) +2, Swim +2, Use Rope +2; Quick Draw, Skill Focus (Profession, Carpenter), Weapon Focus (dagger)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Seadogs (8):&#039;&#039;&#039; CR 3; Medium Humanoid (Human); HD 1d6 ([[Meamnar:Andrean_Sailor|Slr]]4); hp 14; Init +1; Spd 20 ft.; AC 11, touch 11, flat-footed 10; Base Atk dagger sword +6 melee (1d4+1), +7 ranged (1d4+1); Full Atk dagger sword +6 melee (1d4+1), +7 ranged (1d4+1); Space/Reach 5 ft./5 ft.; AL N; SV Fort +1, Ref +4, Will +1; Str 11, Dex 12, Con 11, Int 10, Wis 10, Cha 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Balance +3, Climb +2, Intimidate +2, Jump +2, Profession (Sailor) +6, Swim +2, Use Rope +2; Quick Draw, Skill Focus (Profession, Sailor), Weapon Focus (dagger)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; Dagger +1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sailors (12):&#039;&#039;&#039; CR 2; Medium Humanoid (Human); HD 1d6 ([[Meamnar:Andrean_Sailor|Slr]]3); hp 10; Init +1; Spd 20 ft.; AC 11, touch 11, flat-footed 10; Base Atk dagger sword +4 melee (1d4), +5 ranged (1d4); Full Atk dagger sword +4 melee (1d4), +5 ranged (1d4); Space/Reach 5 ft./5 ft.; AL N; SV Fort +1, Ref +3, Will +1; Str 11, Dex 12, Con 11, Int 10, Wis 10, Cha 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Balance +2, Climb +2, Intimidate +2, Jump +2, Profession (Sailor) +5, Swim +2, Use Rope +2; Quick Draw, Skill Focus (Profession, Sailor), Weapon Focus (dagger)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; dagger&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sailors (20):&#039;&#039;&#039; CR 1; Medium Humanoid (Human); HD 1d6 ([[Meamnar:Andrean_Sailor|Slr]]2); hp 7; Init +1; Spd 20 ft.; AC 11, touch 11, flat-footed 10; Base Atk dagger sword +3 melee (1d4), +4 ranged (1d4); Full Atk dagger sword +3 melee (1d4), +4 ranged (1d4); Space/Reach 5 ft./5 ft.; AL N; SV Fort +0, Ref +3, Will +0; Str 11, Dex 12, Con 11, Int 10, Wis 10, Cha 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Balance +2, Climb +1, Intimidate +2, Jump +2, Profession (Sailor) +5, Swim +1, Use Rope +2; Skill Focus (Profession, Sailor), Weapon Focus (dagger)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; dagger&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sailors (40):&#039;&#039;&#039; CR 1/2; Medium Humanoid (Human); HD 1d6 ([[Meamnar:Andrean_Sailor|Slr]]1); hp 3; Init +1; Spd 20 ft.; AC 11, touch 11, flat-footed 10; Base Atk dagger sword +2 melee (1d4), +3 ranged (1d4); Full Atk dagger sword +2 melee (1d4), +3 ranged (1d4); Space/Reach 5 ft./5 ft.; AL N; SV Fort +0, Ref +2, Will +0; Str 11, Dex 12, Con 11, Int 10, Wis 10, Cha 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Balance +2, Climb +1, Intimidate +1, Jump +1, Profession (Sailor) +5, Swim +1, Use Rope +2; Skill Focus (Profession, Sailor), Weapon Focus (dagger)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; dagger&lt;br /&gt;
&lt;br /&gt;
==Beginning the Adventure==&lt;br /&gt;
&lt;br /&gt;
===The Curse===&lt;br /&gt;
&lt;br /&gt;
Garvyn was hired by a wizard in Poznan to get a ‘sample’ from the island, which he did on his way to Hylar City.  Now, on the return trip, they get pulled in.  Who knows about that?&lt;br /&gt;
&lt;br /&gt;
===The Island===&lt;br /&gt;
&lt;br /&gt;
A big obsidian rock, jagged, no coral, no vegetation, appeared within the last two months, some say it fell from the sky.  It glows faintly at night.&lt;br /&gt;
&lt;br /&gt;
===The Journey===&lt;br /&gt;
&lt;br /&gt;
Some sailors, some of the more superstitious ones, will escape in the rafts toward the coastline.&lt;br /&gt;
The ship will turn toward the island, on a collision course, pulled toward it.&lt;br /&gt;
&lt;br /&gt;
==Concluding the Adventure==&lt;br /&gt;
&lt;br /&gt;
tbd&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;/div&gt;</summary>
		<author><name>Misfit815</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Meamnar:The_Rock&amp;diff=56857</id>
		<title>Meamnar:The Rock</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Meamnar:The_Rock&amp;diff=56857"/>
		<updated>2007-08-03T16:18:59Z</updated>

		<summary type="html">&lt;p&gt;Misfit815: /* The Crew */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Rock is an adventure for five 3rd level player characters (PC&#039;s).  The adventure is set aboard a ship in the [[Meamnar:Andrean_Sea|Andrean Sea]] in the campaign setting of [[Meamnar:Main_Page|Meamnar]].  The adventure was included in the tabletop campaign [[Meamnar:Stoned|Stoned]].&lt;br /&gt;
&lt;br /&gt;
==Adventure Background==&lt;br /&gt;
&lt;br /&gt;
tbd&lt;br /&gt;
&lt;br /&gt;
==Adventure Synopsis==&lt;br /&gt;
&lt;br /&gt;
===The Crew===&lt;br /&gt;
&lt;br /&gt;
Captain Garvyn - Slr8&lt;br /&gt;
&lt;br /&gt;
Brummett, First Mate - Slr7&lt;br /&gt;
&lt;br /&gt;
Ralfeo, Second Mate - Slr6&lt;br /&gt;
&lt;br /&gt;
Koresh, Master Gunner - Slr8&lt;br /&gt;
&lt;br /&gt;
Peregrine, Master Navigator - Slr3&lt;br /&gt;
&lt;br /&gt;
Thorvid, Master Carpenter - Slr3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Seadogs (8):&#039;&#039;&#039; CR 3; Medium Humanoid (Human); HD 1d6 ([[Meamnar:Andrean_Sailor|Slr]]4); hp 14; Init +1; Spd 20 ft.; AC 11, touch 11, flat-footed 10; Base Atk dagger sword +6 melee (1d4+1), +7 ranged (1d4+1); Full Atk dagger sword +6 melee (1d4+1), +7 ranged (1d4+1); Space/Reach 5 ft./5 ft.; AL N; SV Fort +1, Ref +4, Will +1; Str 11, Dex 12, Con 11, Int 10, Wis 10, Cha 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Balance +3, Climb +2, Intimidate +2, Jump +2, Profession (Sailor) +6, Swim +2, Use Rope +2; Quick Draw, Skill Focus (Profession, Sailor), Weapon Focus (dagger)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; Dagger +1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sailors (16):&#039;&#039;&#039; CR 2; Medium Humanoid (Human); HD 1d6 ([[Meamnar:Andrean_Sailor|Slr]]3); hp 10; Init +1; Spd 20 ft.; AC 11, touch 11, flat-footed 10; Base Atk dagger sword +4 melee (1d4), +5 ranged (1d4); Full Atk dagger sword +4 melee (1d4), +5 ranged (1d4); Space/Reach 5 ft./5 ft.; AL N; SV Fort +1, Ref +3, Will +1; Str 11, Dex 12, Con 11, Int 10, Wis 10, Cha 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Balance +2, Climb +2, Intimidate +2, Jump +2, Profession (Sailor) +5, Swim +2, Use Rope +2; Quick Draw, Skill Focus (Profession, Sailor), Weapon Focus (dagger)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; dagger&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sailors (16):&#039;&#039;&#039; CR 1; Medium Humanoid (Human); HD 1d6 ([[Meamnar:Andrean_Sailor|Slr]]2); hp 7; Init +1; Spd 20 ft.; AC 11, touch 11, flat-footed 10; Base Atk dagger sword +3 melee (1d4), +4 ranged (1d4); Full Atk dagger sword +3 melee (1d4), +4 ranged (1d4); Space/Reach 5 ft./5 ft.; AL N; SV Fort +0, Ref +3, Will +0; Str 11, Dex 12, Con 11, Int 10, Wis 10, Cha 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Balance +2, Climb +1, Intimidate +2, Jump +2, Profession (Sailor) +5, Swim +1, Use Rope +2; Skill Focus (Profession, Sailor), Weapon Focus (dagger)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; dagger&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sailors (40):&#039;&#039;&#039; CR 1/2; Medium Humanoid (Human); HD 1d6 ([[Meamnar:Andrean_Sailor|Slr]]1); hp 3; Init +1; Spd 20 ft.; AC 11, touch 11, flat-footed 10; Base Atk dagger sword +2 melee (1d4), +3 ranged (1d4); Full Atk dagger sword +2 melee (1d4), +3 ranged (1d4); Space/Reach 5 ft./5 ft.; AL N; SV Fort +0, Ref +2, Will +0; Str 11, Dex 12, Con 11, Int 10, Wis 10, Cha 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Balance +2, Climb +1, Intimidate +1, Jump +1, Profession (Sailor) +5, Swim +1, Use Rope +2; Skill Focus (Profession, Sailor), Weapon Focus (dagger)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; dagger&lt;br /&gt;
&lt;br /&gt;
==Beginning the Adventure==&lt;br /&gt;
&lt;br /&gt;
===The Curse===&lt;br /&gt;
&lt;br /&gt;
Garvyn was hired by a wizard in Poznan to get a ‘sample’ from the island, which he did on his way to Hylar City.  Now, on the return trip, they get pulled in.  Who knows about that?&lt;br /&gt;
&lt;br /&gt;
===The Island===&lt;br /&gt;
&lt;br /&gt;
A big obsidian rock, jagged, no coral, no vegetation, appeared within the last two months, some say it fell from the sky.  It glows faintly at night.&lt;br /&gt;
&lt;br /&gt;
===The Journey===&lt;br /&gt;
&lt;br /&gt;
Some sailors, some of the more superstitious ones, will escape in the rafts toward the coastline.&lt;br /&gt;
The ship will turn toward the island, on a collision course, pulled toward it.&lt;br /&gt;
&lt;br /&gt;
==Concluding the Adventure==&lt;br /&gt;
&lt;br /&gt;
tbd&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;/div&gt;</summary>
		<author><name>Misfit815</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Meamnar:The_Rock&amp;diff=56856</id>
		<title>Meamnar:The Rock</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Meamnar:The_Rock&amp;diff=56856"/>
		<updated>2007-08-03T16:12:02Z</updated>

		<summary type="html">&lt;p&gt;Misfit815: /* The Crew */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Rock is an adventure for five 3rd level player characters (PC&#039;s).  The adventure is set aboard a ship in the [[Meamnar:Andrean_Sea|Andrean Sea]] in the campaign setting of [[Meamnar:Main_Page|Meamnar]].  The adventure was included in the tabletop campaign [[Meamnar:Stoned|Stoned]].&lt;br /&gt;
&lt;br /&gt;
==Adventure Background==&lt;br /&gt;
&lt;br /&gt;
tbd&lt;br /&gt;
&lt;br /&gt;
==Adventure Synopsis==&lt;br /&gt;
&lt;br /&gt;
===The Crew===&lt;br /&gt;
&lt;br /&gt;
Captain Garvyn - Ftr8&lt;br /&gt;
&lt;br /&gt;
Brummett, First Mate - Ftr7&lt;br /&gt;
&lt;br /&gt;
Ralfeo, Second Mate - Ftr6&lt;br /&gt;
&lt;br /&gt;
Koresh, Master Gunner - Ftr8&lt;br /&gt;
&lt;br /&gt;
Peregrine, Master Navigator - Ftr3&lt;br /&gt;
&lt;br /&gt;
Thorvid, Master Carpenter - Ftr3&lt;br /&gt;
&lt;br /&gt;
Seadogs (8) - Ftr5&lt;br /&gt;
&lt;br /&gt;
Sailors (16) - Ftr4&lt;br /&gt;
&lt;br /&gt;
Sailors (16) - Ftr3&lt;br /&gt;
&lt;br /&gt;
Sailors (20) - Ftr2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sailors (20):&#039;&#039;&#039; CR 1/3; Medium Humanoid (Human); HD 1d6 (Slr1); hp 3; Init +1; Spd 20 ft.; AC 11, touch 11, flat-footed 10; Base Atk dagger sword +2 melee (1d4), +3 ranged (1d4); Full Atk dagger sword +2 melee (1d4), +3 ranged (1d4); Space/Reach 5 ft./5 ft.; AL N; SV Fort +0, Ref +2, Will +0; Str 11, Dex 12, Con 11, Int 10, Wis 10, Cha 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Balance +2, Climb +1, Intimidate +1, Jump +1, Profession (Sailor) +5, Swim +1, Use Rope +2; Skill Focus (Profession, Sailor), Weapon Focus (dagger)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; dagger&lt;br /&gt;
&lt;br /&gt;
==Beginning the Adventure==&lt;br /&gt;
&lt;br /&gt;
===The Curse===&lt;br /&gt;
&lt;br /&gt;
Garvyn was hired by a wizard in Poznan to get a ‘sample’ from the island, which he did on his way to Hylar City.  Now, on the return trip, they get pulled in.  Who knows about that?&lt;br /&gt;
&lt;br /&gt;
===The Island===&lt;br /&gt;
&lt;br /&gt;
A big obsidian rock, jagged, no coral, no vegetation, appeared within the last two months, some say it fell from the sky.  It glows faintly at night.&lt;br /&gt;
&lt;br /&gt;
===The Journey===&lt;br /&gt;
&lt;br /&gt;
Some sailors, some of the more superstitious ones, will escape in the rafts toward the coastline.&lt;br /&gt;
The ship will turn toward the island, on a collision course, pulled toward it.&lt;br /&gt;
&lt;br /&gt;
==Concluding the Adventure==&lt;br /&gt;
&lt;br /&gt;
tbd&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;/div&gt;</summary>
		<author><name>Misfit815</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Meamnar:Andrean_Sailor&amp;diff=56853</id>
		<title>Meamnar:Andrean Sailor</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Meamnar:Andrean_Sailor&amp;diff=56853"/>
		<updated>2007-08-03T15:45:08Z</updated>

		<summary type="html">&lt;p&gt;Misfit815: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Andrean Sailors (an NPC class, not a [[Meamnar:Prestige_Classes|Prestige Class]]) are common sailors found on the [[Meanmar:Andrean_Sea|Andrean Sea]] in the campaign setting of [[Meamnar:Main_Page|Meamnar]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table align=&amp;quot;right&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;caption style=&amp;quot;font-weight: bold;&amp;quot;&amp;gt;Table: The Andrean Sailor&amp;lt;/caption&amp;gt;&lt;br /&gt;
  &amp;lt;tr style=&amp;quot;background-color: #DFDFDF;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;th&amp;gt;Level&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th&amp;gt;Base Attack Bonus&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th&amp;gt;Fort Save&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th&amp;gt;Ref Save&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th&amp;gt;Will Save&amp;lt;/th&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;1st&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+1&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+0&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+2&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+0&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;2nd&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+2&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+0&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+3&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+0&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;3rd&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+3&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+1&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+3&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+1&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;4th&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+4&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+1&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+4&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+1&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;5th&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+5&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+1&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+4&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+1&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;6th&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+6&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+2&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+5&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+2&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;7th&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+7&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+2&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+5&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+2&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;8th&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+8&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+2&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+6&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+2&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;9th&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+9&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+3&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+5&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+3&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;10th&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+10&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+3&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+7&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;+3&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Hit Dice===&lt;br /&gt;
&lt;br /&gt;
d6.&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
&lt;br /&gt;
None.&lt;br /&gt;
&lt;br /&gt;
==Class Skills==&lt;br /&gt;
&lt;br /&gt;
The Andrean Sailor&#039;s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Intimidate (Cha), Jump (Str), Profession (Sailor) (Wis), Swim (Str), and Use Rope (Dex).&lt;br /&gt;
&lt;br /&gt;
===Skill Points at 1st Level===&lt;br /&gt;
&lt;br /&gt;
(2 + Int modifier) x 4&lt;br /&gt;
&lt;br /&gt;
===Skill Points at Each Additional Level===&lt;br /&gt;
&lt;br /&gt;
2 + Int modifier.&lt;br /&gt;
&lt;br /&gt;
==Class Features==&lt;br /&gt;
&lt;br /&gt;
The following are class features of the Andrean Sailor NPC class.&lt;br /&gt;
&lt;br /&gt;
===Weapon and Armor Proficiency===&lt;br /&gt;
&lt;br /&gt;
The Andrean Sailor is proficient in the use of the short sword, the rapier, and all simple weapons.  He is not proficient with any other weapons, nor is he proficient with any type of armor or shields.&lt;/div&gt;</summary>
		<author><name>Misfit815</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Meamnar:Prestige_Classes&amp;diff=56852</id>
		<title>Meamnar:Prestige Classes</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Meamnar:Prestige_Classes&amp;diff=56852"/>
		<updated>2007-08-03T15:34:00Z</updated>

		<summary type="html">&lt;p&gt;Misfit815: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Prestige Classes of [[Meamnar:Main_Page|Meamnar]] are listed by region:&lt;br /&gt;
&lt;br /&gt;
==[[Meamnar:Andrean_Sea|The Andrean Sea]]==&lt;br /&gt;
&lt;br /&gt;
* [[Meamnar:Andrean_Sailor|Andrean Sailor]]&lt;br /&gt;
&lt;br /&gt;
==[[Meamnar:Auran_Empire|The Auran Empire]]==&lt;br /&gt;
&lt;br /&gt;
* [[Meamnar:Imperial_Officer|Imperial Officer]]&lt;br /&gt;
* [[Meamnar:Storm_Rider|Storm Rider]]&lt;br /&gt;
&lt;br /&gt;
==[[Meamnar:Dwarves|The Dwarven Nations]]==&lt;br /&gt;
&lt;br /&gt;
* [[Meamnar:Azards_Templars|Azard&#039;s Templars]]&lt;/div&gt;</summary>
		<author><name>Misfit815</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Meamnar:The_Rock&amp;diff=56851</id>
		<title>Meamnar:The Rock</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Meamnar:The_Rock&amp;diff=56851"/>
		<updated>2007-08-03T15:18:31Z</updated>

		<summary type="html">&lt;p&gt;Misfit815: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Rock is an adventure for five 3rd level player characters (PC&#039;s).  The adventure is set aboard a ship in the [[Meamnar:Andrean_Sea|Andrean Sea]] in the campaign setting of [[Meamnar:Main_Page|Meamnar]].  The adventure was included in the tabletop campaign [[Meamnar:Stoned|Stoned]].&lt;br /&gt;
&lt;br /&gt;
==Adventure Background==&lt;br /&gt;
&lt;br /&gt;
tbd&lt;br /&gt;
&lt;br /&gt;
==Adventure Synopsis==&lt;br /&gt;
&lt;br /&gt;
===The Crew===&lt;br /&gt;
&lt;br /&gt;
Captain Garvyn - Ftr8&lt;br /&gt;
&lt;br /&gt;
Brummett, First Mate - Ftr7&lt;br /&gt;
&lt;br /&gt;
Ralfeo, Second Mate - Ftr6&lt;br /&gt;
&lt;br /&gt;
Koresh, Master Gunner - Ftr8&lt;br /&gt;
&lt;br /&gt;
Peregrine, Master Navigator - Ftr3&lt;br /&gt;
&lt;br /&gt;
Thorvid, Master Carpenter - Ftr3&lt;br /&gt;
&lt;br /&gt;
Seadogs (8) - Ftr5&lt;br /&gt;
&lt;br /&gt;
Sailors (16) - Ftr4&lt;br /&gt;
&lt;br /&gt;
Sailors (16) - Ftr3&lt;br /&gt;
&lt;br /&gt;
Sailors (20) - Ftr2&lt;br /&gt;
&lt;br /&gt;
Sailors (20) - Ftr1&lt;br /&gt;
&lt;br /&gt;
==Beginning the Adventure==&lt;br /&gt;
&lt;br /&gt;
===The Curse===&lt;br /&gt;
&lt;br /&gt;
Garvyn was hired by a wizard in Poznan to get a ‘sample’ from the island, which he did on his way to Hylar City.  Now, on the return trip, they get pulled in.  Who knows about that?&lt;br /&gt;
&lt;br /&gt;
===The Island===&lt;br /&gt;
&lt;br /&gt;
A big obsidian rock, jagged, no coral, no vegetation, appeared within the last two months, some say it fell from the sky.  It glows faintly at night.&lt;br /&gt;
&lt;br /&gt;
===The Journey===&lt;br /&gt;
&lt;br /&gt;
Some sailors, some of the more superstitious ones, will escape in the rafts toward the coastline.&lt;br /&gt;
The ship will turn toward the island, on a collision course, pulled toward it.&lt;br /&gt;
&lt;br /&gt;
==Concluding the Adventure==&lt;br /&gt;
&lt;br /&gt;
tbd&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;/div&gt;</summary>
		<author><name>Misfit815</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Meamnar:The_Rock&amp;diff=56850</id>
		<title>Meamnar:The Rock</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Meamnar:The_Rock&amp;diff=56850"/>
		<updated>2007-08-03T15:16:57Z</updated>

		<summary type="html">&lt;p&gt;Misfit815: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Rock is an adventure for five 3rd level player characters (PC&#039;s).  The adventure is set aboard a ship in the [[Meamnar:Andrean_Sea|Andrean Sea]] in the campaign setting of [[Meamnar:Main_Page|Meamnar]].  The adventure was included in the tabletop campaign [[Meamnar:Stoned|Stoned]].&lt;br /&gt;
&lt;br /&gt;
==Adventure Background==&lt;br /&gt;
&lt;br /&gt;
tbd&lt;br /&gt;
&lt;br /&gt;
==Adventure Synopsis==&lt;br /&gt;
&lt;br /&gt;
tbd&lt;br /&gt;
&lt;br /&gt;
==Beginning the Adventure==&lt;br /&gt;
&lt;br /&gt;
tbd&lt;br /&gt;
&lt;br /&gt;
==Concluding the Adventure==&lt;br /&gt;
&lt;br /&gt;
tbd&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
The Crew&lt;br /&gt;
&lt;br /&gt;
Captain Garvyn - Ftr8&lt;br /&gt;
&lt;br /&gt;
Brummett, First Mate - Ftr7&lt;br /&gt;
&lt;br /&gt;
Ralfeo, Second Mate - Ftr6&lt;br /&gt;
&lt;br /&gt;
Koresh, Master Gunner - Ftr8&lt;br /&gt;
&lt;br /&gt;
Peregrine, Master Navigator - Ftr3&lt;br /&gt;
&lt;br /&gt;
Thorvid, Master Carpenter - Ftr3&lt;br /&gt;
&lt;br /&gt;
Seadogs (8) - Ftr5&lt;br /&gt;
&lt;br /&gt;
Sailors (16) - Ftr4&lt;br /&gt;
&lt;br /&gt;
Sailors (16) - Ftr3&lt;br /&gt;
&lt;br /&gt;
Sailors (20) - Ftr2&lt;br /&gt;
&lt;br /&gt;
Sailors (20) - Ftr1&lt;br /&gt;
&lt;br /&gt;
The Curse&lt;br /&gt;
&lt;br /&gt;
Garvyn was hired by a wizard in Poznan to get a ‘sample’ from the island, which he did on his way to Hylar City.  Now, on the return trip, they get pulled in.  Who knows about that?&lt;br /&gt;
&lt;br /&gt;
The Island&lt;br /&gt;
&lt;br /&gt;
A big obsidian rock, jagged, no coral, no vegetation, appeared within the last two months, some say it fell from the sky.  It glows faintly at night.&lt;br /&gt;
&lt;br /&gt;
The Journey&lt;br /&gt;
&lt;br /&gt;
Some sailors, some of the more superstitious ones, will escape in the rafts toward the coastline.&lt;br /&gt;
The ship will turn toward the island, on a collision course, pulled toward it.&lt;/div&gt;</summary>
		<author><name>Misfit815</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Meamnar:Stoned&amp;diff=56849</id>
		<title>Meamnar:Stoned</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Meamnar:Stoned&amp;diff=56849"/>
		<updated>2007-08-03T15:15:06Z</updated>

		<summary type="html">&lt;p&gt;Misfit815: /* Adventures in Stoned */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Stoned is a story arc for a tabletop campaign for three characters, which takes place in the campaign setting of [[Meamnar:Main_Page|Meamnar]].&lt;br /&gt;
&lt;br /&gt;
==Adventures in Stoned==&lt;br /&gt;
&lt;br /&gt;
* [[Meamnar:Runaways|Runaways]] is a Level 2 adventure taking place in the Northern Kingdom of [[Meamnar:Hylar|Hylar]].&lt;br /&gt;
* [[Meamnar:Confusion_in_Calduran|Confusion in Calduran]] is a Level 2 adventure taking place in the Northern Kingdom of [[Meamnar:Hylar|Hylar]].&lt;br /&gt;
* [[Meamnar:Into_the_Depths|Into the Depths]] is a Level 2 adventure beginning in the Northern Kingdom of [[Meamnar:Hylar|Hylar]] and proceeding into the Underdark.&lt;br /&gt;
* [[Meamnar:Wolf_Den|Wolf Den]] is a Level 3 adventure taking place in the Northern Kingdom of [[Meamnar:Hylar|Hylar]].&lt;br /&gt;
* [[Meamnar:Lost_Marbles|Lost Marbles]] is a Level 3 adventure taking place in the city of [[Meamnar:Hylar_City|Hylar]].&lt;br /&gt;
* [[Meamnar:The_Rock|The Rock]] is a Level 3 adventure taking place on the [[Meamnar:Andrean_Sea|Andrean Sea]].&lt;br /&gt;
* [[Meamnar:Havoc_in_Hylar|Havoc in Hylar]] is a Level x adventure taking place in the Northern Kingdom of [[Meamnar:Hylar|Hylar]].&lt;br /&gt;
* [[Meamnar:Finding_the_Elementalist|Finding the Elementalist]] is a Level x adventure taking place in the city-state of [[Meamnar:Lirath|Lirath]].&lt;br /&gt;
* [[Meamnar:Bibliophile|Bibliophile]] is a Level 5 adventure taking place in the Northern Kingdom of [[Meamnar:Hylar|Hylar]], beginning in the city of [[Meamnar:Hylar_City|Hylar]].&lt;br /&gt;
* [[Meamnar:Hidden_In_Plain_Sight|Hidden In Plain Sight]] is a Level 6+ adventure also taking place in the Northern Kingdom of [[Meamnar:Hylar|Hylar]].&lt;br /&gt;
* [[Meamnar:Janek&#039;s_Fall|Janek&#039;s Fall]] is a Level x adventure taking place in the Northern Kingdom of [[Meamnar:Valeris|Valeris]].&lt;br /&gt;
* [[Meamnar:Finding_the_Door|Finding the Door]] is a Level x adventure taking place in the [[Meamnar:Underworld|Underworld]].&lt;br /&gt;
* [[Meamnar:The_Grave_of_Montaine|The Grave of Montaine]] is a Level x adventure taking place in the plane of [[Meamnar:Elysia|Elysia]].&lt;br /&gt;
* [[Meamnar:A_Paladin_Among_Dead_Men|A Paladin Among Dead Men]] is a Level x adventure taking place in the plane of [[Meamnar:Destard|Destard]].&lt;br /&gt;
* [[Meamnar:Lichbane|Lichbane]] is a Level x adventure taking place in the Northern Kingdom of [[Meamnar:Thelbane|Thelbane]].&lt;br /&gt;
&lt;br /&gt;
==Members of the Party==&lt;br /&gt;
&lt;br /&gt;
* Artemis, an elven Rgr3, originated from the forest of [[Meamnar:Ethlariel|Ethlariel]] in the kingdom of [[Meamnar:Thelbane|Thelbane]].  His home village was decimated three years ago by a horde of undead creatures.  Who or what drove the horde is still unclear, but Artemis has dedicated himself to the task of finding and punishing whoever is responsible.  After vowing this, he received a vision in which the goddess [[Meamnar:Lendora_Moonbeam|Lendora Moonbeam]] commanded him to find a magical flail known as Lichbane.&lt;br /&gt;
&lt;br /&gt;
* Borlack, a dwarven Ftr1/Clr2 of [[Meamnar:Azard|Azard]], has left the dwarven city of [[Meamnar:Azgrimlode|Azgrimlode]] in the Serpent&#039;s Spine to search for an artifact called Heldak&#039;s Bracers.  These magical bracers were crafted and worn by Heldak of [[Meamnar:Azard|Azard]], the warrior-priest who founded Azgrimlode many centuries ago.  It is customary for young priests in Azgrimlode to take up such quests, but quite rare that one would vow to recover this important artifact.  In the history of the city, only three have tried and none returned.&lt;br /&gt;
&lt;br /&gt;
* Faeryn, a half-elven Brd3, grew up in the city of [[Meamnar:Hylar_City|Hylar]], and was trained at the Academy of Arts there.  During his studies, he discovered some genealogical records which proved that he is a descendant of the great bard Montaine.  He also learned of Montaine&#039;s famous ring, crafted by an elven king, which (according to legend) could only be worn by a member of his family, but which was lost when the bard died.  Faeryn seeks this ring, both for its powers and as a personal tribute to his ancestor.&lt;br /&gt;
&lt;br /&gt;
* Garrett, a halfling Rog1/Wiz2, is from the village of [[Meamnar:Rhone|Rhone]], in the western hills of [[Meamnar:Hylar|Hylar]].  Some time ago, he came across the journal of his great-great-grandfather, Baldo, who went missing over two centuries ago.  Its last pages described Baldo&#039;s preparations for a journey which would take him to the tower of the wizard Eerevann, in search of an artifact called the Wandering Door.  Intrigued, Garrett has decided to follow in his ancestor&#039;s footsteps and find the Wandering Door.&lt;br /&gt;
&lt;br /&gt;
* Gwyn, a halfling Rog1/Drd2, is also from [[Meamnar:Rhone|Rhone]].  Stricken with a similar case of wanderlust, she has traveled across [[Meamnar:Hylar|Hylar]] in search of adventure, only to stumble upon the group in [[Meamnar:Calduran|Calduran]].&lt;br /&gt;
&lt;br /&gt;
==The Story==&lt;br /&gt;
&lt;br /&gt;
The group begins the campaign in the town of [[Meamnar:Threshold|Threshold]].  Over the course of several days sharing drinks and stories in the common room of the Threshing Floor inn, they conclude that their paths are strikingly similar and that it would be in their mutual best interest to join together and pursue each of their causes collectively.&lt;br /&gt;
&lt;br /&gt;
===1420 NR===&lt;br /&gt;
&lt;br /&gt;
====Martil====&lt;br /&gt;
&lt;br /&gt;
* 01 - While studying Baldo&#039;s journal, Faeryn recognized the order to which the wizard belonged.  He is fairly certain that another member of this order, the [[Meamnar:White_Circle|White Circle]], lives in one of the villages to the west.  Therefore, the group decides to set out for the first of these villages, called [[Meamnar:Dunkirk|Dunkirk]].  Near dusk, they come upon a caravan that has been ambushed.  They soon pick up the trail of a group of goblins, and within a few hours discover a cavern into which the goblins have fled.  They explore the cavern, which is likely of dwarven design, and defeat the goblins, acquiring a Wand of Magic Missiles in the process.&lt;br /&gt;
* 02 - The group finally rests, late into the night, in one of the rooms of the cavern.  They conclude their search of the cavern, and decide to rest again before departing. &lt;br /&gt;
* 03 - Moments after they&#039;ve left, the party spies a pair of humanoids approaching the cavern from the east.  The two, a human and a duergar, enter the cavern and then reappear moments later, with the duergar carrying a suspicious bundle that he did not have before.  They decide to confront the pair, at which point there is a brief fight before the human and duergar flee the scene.  With the two gone, the party returns to the cavern to find the wand-wielding goblin&#039;s corpse has been decapitated.  The group continued on to [[Meamnar:Dunkirk|Dunkirk]], arriving late in the afternoon.  After inquiring with Sir Nazar about the identity of a wizard of the [[Meamnar:White_Circle|White Circle]], they were directed to [[Meamnar:Calduran|Calduran]], where the lord&#039;s sage would likely either know of or be that wizard.  They spent the night at the Sudsbucket.&lt;br /&gt;
* 04 - The party left [[Meamnar:Dunkirk|Dunkirk]] and traveled along the road to [[Meamnar:Calduran|Calduran]].  The day was uneventful, and they ended up camping along the road.&lt;br /&gt;
* 05 - They arrived in [[Meamnar:Calduran|Calduran]] at about midday, and headed to the Hawk and Yak Inn and Tavern.  While there, they were arrested by the town guard and taken to Calduran Keep, where they were confined in the dungeon.  After some resistance by members of the party, the group eventually resigned themselves to spending the night in prison.&lt;br /&gt;
* 06 - Sometime after midnight, they were approached by Uncle Mortimer, the sage to Lord Calduran, who apologized for their treatment and explained that they were arrested in order to offer them a reward for serving the lord.  In exchange for infiltrating the town&#039;s thieves&#039; guild and reporting on whatever major crime it was about to undertake, they would be paid one hundred gold coins per person.  The group accepted, and were released the following morning.  By virtue of a &#039;hot&#039; piece of jewelry provided to them by Mortimer, they were eventually able to contact the apparent leader of the guild, Robert the Smith.  Robert hired them for a guild operation to occur during the evening of the following day.&lt;br /&gt;
* 07 - The party spent the majority of the day at the Griffon&#039;s Talon, awaiting their assignment.  As they passed the time in the tavern, Borlack recognized a fellow dwarf from [[Meamnar:Azgrimlode|Azgrimlode]] who had left the stronghold under suspicious circumstances.  Nonetheless, he paid the dwarf and his unknown human companion no heed.  They also heard several rumors regarding the discovery of a dead man somewhere within the town earlier in the day.  Evening eventually came, though, and the group went off to meet Robert at the agreed location, a stable.  Once there, they followed him to the manor of one of the most prominent citizens of [[Meamnar:Dunkirk|Dunkirk]].  Borlack and Artemis stood watch outside, while Robert, Faeryn, and Garrett entered the home.  They found no one inside, which seemed to surprise Robert.  Upstairs, soon after he left Faeryn and Garrett alone in a bedroom, a fire broke out within the home, and they were forced to flee, but not until after searching most of the house unsuccessfully for Robert.  Once regrouped and safely away from the home, the party determined that their best alternative was to return to Calduran Keep.  With nearly every guard in the city attending to the blaze, the keep was vacated, and the group was soon in the courtyard where they discovered the human associate to the dwarf they saw in the tavern.  He was nearly in a second-story window when the group fired upon him and brought him to his death.  While gaining entry themselves, they were attacked by Robert and two prisoners that he had freed from the dungeon below.  Robert was quickly disabled, and Borlack was left to attend to the other two thugs while the rest of the group entered the keep in search of the dwarf.  The ensuing chase eventually led to the rooftop, where the dwarf finally fell from a volley of arrows.&lt;br /&gt;
* 08 - Appreciative of the group&#039;s success, Lord Calduran rewards them with a banquet in their honor, rooms for the night, and gifts of money, healing potions, and a couple of magical weapons.  Halfling merchants from Rhone arrive with food for the banquet, accompanied by Gwyn, who decides to join the party.  Asking Uncle Mortimer about Eerevann reveals that the wizard died about two centuries before, at the hands of a vrock.  A group of adventurers, Krell&#039;s Raiders, eventually defeated the vrock.  Faeryn recognized the name of one of Krell&#039;s Raiders, a gnome named Marbles, as a retired adventurer living in Hylar City.  The party decided to travel there to seek him out.&lt;br /&gt;
* 09 - The group leaves [[Meamnar:Calduran|Calduran]] for [[Meamnar:Dunkirk|Dunkirk]].&lt;br /&gt;
* 10 - The group arrives in [[Meamnar:Dunkirk|Dunkirk]], just before nightfall.&lt;br /&gt;
* 11 - The group leaves [[Meamnar:Dunkirk|Dunkirk]] for [[Meamnar:Threshold|Threshold]].  Around early evening, they are ambushed by a band of goblins.  All but one are killed, and the survivor is interrogated before he is killed as well.  Through him, they learn that the goblins were being used as forced labor in a mine about three days to the north.&lt;br /&gt;
* 12 - The group arrives in [[Meamnar:Threshold|Threshold]] sometime after lunch.  They book passage on a barge leaving the following day.&lt;br /&gt;
* 13 - The group leaves [[Meamnar:Threshold|Threshold]] for [[Meamnar:Hylar_City|Hylar City]], floating south on the Running River.&lt;br /&gt;
* 14 - The group arrives in [[Meamnar:Hylar_City|Hylar City]], and heads for the Bullseye Tavern, where Faeryn believes he may find [[Meamnar:Marbles_Barbaloot|Marbles]].  The gnome is not there, but the bartender is able to give them directions to his house nearby.  From [[Meamnar:Marbles_Barbaloot|Marbles]], they learn that another member of the [[Meamnar:Krells_Raiders|Raiders]], [[Meamnar:Owen_Chandler|Owen]], discovered a ruby doorknob in Eerevann&#039;s keep, and had gone to [[Meamnar:Kirkstall_Abbey|Kirkstall Abbey]] to study it.&lt;br /&gt;
* 15 - The group leaves [[Meamnar:Hylar_City|Hylar City]] for [[Meamnar:Kirkstall_Abbey|Kirkstall Abbey]], by way of [[Meamnar:Colchester|Colchester]].&lt;br /&gt;
* 16 - They arrive in [[Meamnar:Colchester|Colchester]] just before nightfall.&lt;br /&gt;
* 17 - Walking a few hours from [[Meamnar:Colchester|Colchester]], they reach the [[Meamnar:Kirkstall_Abbey|Abbey]], and are admitted by Abbot Allistair.  After given a short tour of the grounds, they are admitted to the library to search for information regarding [[Meamnar:Owen_Chandler|Owen]] and the ruby doorknob.&lt;br /&gt;
* 19 - After two days at the Abbey, studying [[Meamnar:Owen_Chandler|Owen]]&#039;s own journal (among other works), the decide to return to [[Meamnar:Threshold|Threshold]] to find information about a man named Lorick, an associate of [[Meamnar:Owen_Chandler|Owen]]&#039;s.&lt;br /&gt;
* 24 - Arriving in Threshold, the group seeks out Raelis, a local sage, who confirms that Lorick was once the town&#039;s head councilor, but that he abruptly resigned and left town at about the same time that Owen would have arrived in town.  Reaching a dead-end with [[Meamnar:Owen_Chandler|Owen]] and the ruby doorknob, which they now believe is the Wandering Door, they decide to set out for the mine.&lt;br /&gt;
* 27 - The group arrives at the location of the mine, where they find a pair of massive stone slabs set into the side of a hill.  Searching around the hill, they find plenty of goblin tracks, but little else except a natural cave.  Inside the cave, they eventually find the mine, a 60&#039; passage from one of the cave&#039;s deepest rooms to a mysterious, empty, stone-walled room.  Access to the room is blocked, however, by an invisible barrier.  After making other attempts to get past the barrier, Garrett fires a magical bullet from his sling at it, which triggers a severe earthquake.  The group eventually discovers that the earthquake has caused a cave-in, trapping them underground.  They follow a passage that leads them deeper - down into the Underdark.&lt;br /&gt;
* 29 - The group encounters a svirfneblin scouting party, whose leader identifies herself as Alomi Shattergem.  From the gnomes, the group learns that the earthquakes caused significant changes to the Underdark, including the opening of a new passage between their home, Glickenstone, and a nearby drow community, Sreen.  The residents of Glickenstone have had to evacuate their home, heading for another svirfneblin city, Blackenrock.  Alomi&#039;s group was originally tasked with protecting the main group, but became separated after the second earthquake.  The two parties agree to combine forces and head for Blackenrock.&lt;br /&gt;
&lt;br /&gt;
====Jaliden====&lt;br /&gt;
&lt;br /&gt;
* 1 - The combined groups encounter a drow raiding party, and are able to defeat it.&lt;br /&gt;
* 6 - They reach Blackenrock, where the party is treated favorably before being offered a guided trip to the surface.&lt;br /&gt;
* 21 - The party reaches the surface near the village of [[Meamnar:Newkeep|Newkeep]].  Upon arriving at the village, they discover a problem the residents are having with a nearby ettin, and are enlisted to help by the village elder, Aranda.&lt;br /&gt;
* 22 - The party defeats the ettin, who was really a cursed cleric, by helping him understand the nature of his curse and how to rectify it.&lt;br /&gt;
* 23 - The party remains in [[Meamnar:Newkeep|Newkeep]] to help Aranda and the other residents reconstruct their bridge, which had previously been destroyed by the ettin.  Afterwards, they set out for [[Meamnar:Ardeon|Ardeon]], on the advice that Aranda&#039;s cousin Dorn, the proprietor of the Greasy Goblin, may be able to help them in their quest to find the Wandering Door.&lt;br /&gt;
* 25 - Arriving in [[Meamnar:Ardeon|Ardeon]], the party soon learns from Dorn that Sal the Sage, a resident of [[Meamnar:Ardeon|Ardeon]], may have information about their quest.  Sal informs them that Lorick&#039;s disappearance corresponds with the first records of the Stone Doors, and that he may have been a resident of [[Meamnar:Hylar_City|Hylar City]] at one time.  Sal suggests either returning to [[Meamnar:Hylar_City|Hylar City]] to talk to Marbles or another local wizard, Pyron.&lt;br /&gt;
* 26 - The group leaves [[Meamnar:Ardeon|Ardeon]], destined for [[Meamnar:Hylar_City|Hylar City]].  Along with Sal&#039;s friend Neva, they travel via a river barge, piloted by Captain John and his crew, Cort and Sully.  A terrible storm drives the barge ashore on the eastern bank of the river, and the group heads into the forest searching for shelter.  They discover a keep, and eventually defeat the creatures therein.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
===Magic Items===&lt;br /&gt;
&lt;br /&gt;
* Artemis&lt;br /&gt;
** 4 vials of drow poison&lt;br /&gt;
** potion of cure light wounds&lt;br /&gt;
* Borlack&lt;br /&gt;
* Faeryn&lt;br /&gt;
** Songbook, given by Uncle Mortimer.&lt;br /&gt;
** +1 Longsword, given by Lord Calduran.&lt;br /&gt;
** 5 vials of drow poison&lt;br /&gt;
* Garrett&lt;br /&gt;
** Wand of Magic Missiles (20 charges left)&lt;br /&gt;
** +1 Sling Bullets (50)&lt;br /&gt;
** +1 Dagger&lt;br /&gt;
** potion of cure light wounds&lt;br /&gt;
* Gwyn&lt;br /&gt;
&lt;br /&gt;
===Other===&lt;br /&gt;
&lt;br /&gt;
* Use Captain Merrill Stubing (of Love Boat fame) as a ship captain.&lt;br /&gt;
* Artemis has ghoul fever.&lt;br /&gt;
* Uncle Mortimer will recognize Eerevann as a wizard who met his demise a century or so ago at the hands of a Vrock he accidentally allowed through a planar gate.  The Vrock was eventually defeated by an adventuring party known as Krell&#039;s Raiders.  One of the Raiders, a gnome named Marbles, is retired and living in Hylar City.&lt;br /&gt;
* Gaining entry into the Stone Tomb requires a Dispel Magic spell cast by Borlack.  He&#039;ll have access to the spell at Clr5.&lt;br /&gt;
* Lichbane is in the hands of an elven paladin, stranded for centuries on another plane, surrounded perpetually by undead minions who he is forced to slay, one after another.&lt;br /&gt;
* The Wandering Door will be used to find Lichbane.&lt;br /&gt;
* One of Borlack&#039;s predecessors in the search for Heldak&#039;s Bracers (the first one) actually found them but was called to help seal the Stone Tomb, and was buried within.&lt;br /&gt;
* Among its other uses, Montaine&#039;s ring can locate the paladin, who is the brother of the elven king who crafted it.  Once in the paladin&#039;s hands, it will call to an elven god to intervene and end the paladin&#039;s curse.&lt;br /&gt;
* One of Marbles&#039; companions in the Raiders was another of the Stone Tomb&#039;s &#039;sealers&#039;, Owen.&lt;br /&gt;
* When Krell&#039;s Raiders split up, Owen took the Wandering Door (a ruby door handle in its dormant state) to a library/abbey in Manetheren to study it.  After trying unsuccessfully for 8 years to activate it, he was called away to seal the Stone Tomb, and left the Wandering Door with his notes at the abbey.&lt;br /&gt;
* Owen was called away by Lorick.&lt;/div&gt;</summary>
		<author><name>Misfit815</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Meamnar:Stone_Tomb_Four&amp;diff=54787</id>
		<title>Meamnar:Stone Tomb Four</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Meamnar:Stone_Tomb_Four&amp;diff=54787"/>
		<updated>2007-07-09T17:49:20Z</updated>

		<summary type="html">&lt;p&gt;Misfit815: /* Members */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Stone Tomb Four were a group in the campaign setting of [[Meamnar:Main_Page|Meamnar]].  They banded together to create the Stone Tomb, which holds the Stone Tablet of Tichoan.  In the process, they willingly sealed themselves inside.&lt;br /&gt;
&lt;br /&gt;
==Members==&lt;br /&gt;
&lt;br /&gt;
* [[Meamnar:Lorick_of_Hylar|Lorick of Hylar]], a transmuter&lt;br /&gt;
* [[Meamnar:Eleria_the_Enchantress|Eleria the Enchantress]], an elven sorceress&lt;br /&gt;
* [[Meamnar:Hathar_of_Azard|Hathar of Azard]], a dwarven war-priest&lt;br /&gt;
* [[Meamnar:Owen_Chandler|Owen Chandler]], an earth elementalist&lt;/div&gt;</summary>
		<author><name>Misfit815</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Meamnar:Stone_Tomb_Four&amp;diff=54786</id>
		<title>Meamnar:Stone Tomb Four</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Meamnar:Stone_Tomb_Four&amp;diff=54786"/>
		<updated>2007-07-09T17:49:06Z</updated>

		<summary type="html">&lt;p&gt;Misfit815: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Stone Tomb Four were a group in the campaign setting of [[Meamnar:Main_Page|Meamnar]].  They banded together to create the Stone Tomb, which holds the Stone Tablet of Tichoan.  In the process, they willingly sealed themselves inside.&lt;br /&gt;
&lt;br /&gt;
==Members==&lt;br /&gt;
&lt;br /&gt;
* [[Meamnar:Lorick_of_Hylar|Lorick of Hylar]], a transmuter&lt;br /&gt;
* [[Meamnar:Eleria_the_Enchantress|Eleria the Enchantress]], an elven sorceress&lt;br /&gt;
* [[Meamnar:Hathar_of_Azard|Hathar of Azard]], a dwarven war-priest&lt;br /&gt;
* [[Meamnar:Owen_Chandler|Owen Chandler]], an earth elementalist]]&lt;/div&gt;</summary>
		<author><name>Misfit815</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Meamnar:Owens_Journal&amp;diff=54785</id>
		<title>Meamnar:Owens Journal</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Meamnar:Owens_Journal&amp;diff=54785"/>
		<updated>2007-07-09T17:46:05Z</updated>

		<summary type="html">&lt;p&gt;Misfit815: /* Selected Entries */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the journal of [[Meamnar:Owen Chandler|Owen Chandler]], an earth elementalist and member of [[Meamnar:Krells_Raiders|Krell&#039;s Raiders]], an adventuring group in [[Meamnar:Main_Page|Meamnar]].  About one quarter of the entries relate to a ruby doorknob, while the rest concentrate mostly on his studies of earth elementalism.&lt;br /&gt;
&lt;br /&gt;
==Selected Entries==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Aperire 13th, 1226&#039;&#039;&#039; Today, I arrived at the Abbey.  I have come to study a doorknob that was recovered from the ruins of the keep of Eerevann, a member of the [[Meamnar:White_Circle|White Circle]].  The doorknob consists of a large ruby in a brass setting.&lt;br /&gt;
* &#039;&#039;&#039;Aperire 27th, 1226&#039;&#039;&#039; Divination spells have shown that the doorknob is extremely magical.  There also appears to be no way to separate the ruby from the setting.  The two appear to be magically fused together.&lt;br /&gt;
* &#039;&#039;&#039;Jolidae 20th, 1226&#039;&#039;&#039; It is safe to assume that the magic of the doorknob is that of the school of conjuration.  If only there were a conjurer here with whom I could discuss this information.&lt;br /&gt;
* &#039;&#039;&#039;Garamond 9th, 1227&#039;&#039;&#039; I came across an interesting tome while surveying the library today.  It is by a bard known as Montaine.  Fond of several of his works, I studied it to find, along with some quite humorous anecdotes, several passages regarding plane travel.  It also seems that the legend of him taking an elven bride may in fact be true, the lady in question being one Princess Luthien Sirfalas of Ethlariel.&lt;br /&gt;
* &#039;&#039;&#039;Martil 1st, 1228&#039;&#039;&#039; From what records I could find, it would appear that the doorknob may not simply belong to the artifact known as the Wandering Door, but that it may indeed be the entire artifact itself.  I am basing this on the fact that no text makes reference to any other part of the door, only the knob.&lt;br /&gt;
* &#039;&#039;&#039;Nyott 8th, 1228&#039;&#039;&#039; After nearly every kind of divination I could muster, as well as enough random guesses to make [[Meamnar:Marbles_Barbaloot|Marbles]] proud, I am no closer to determining how to activate the magic within the doorknob.&lt;br /&gt;
* &#039;&#039;&#039;Sungloom, 1231&#039;&#039;&#039; Success!  I&#039;ve finally managed to grasp the concepts of transmuting rock to mud and back again.  Being able to add these spells to my repertoire is a matter of great satisfaction and relief.&lt;br /&gt;
* &#039;&#039;&#039;Lunasa 2nd, 1234&#039;&#039;&#039; After receiving Lorick&#039;s letter yesterday, I must conclude my study here.&lt;/div&gt;</summary>
		<author><name>Misfit815</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Meamnar:Owen_Chandler&amp;diff=54783</id>
		<title>Meamnar:Owen Chandler</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Meamnar:Owen_Chandler&amp;diff=54783"/>
		<updated>2007-07-09T17:44:23Z</updated>

		<summary type="html">&lt;p&gt;Misfit815: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Owen Chandler, an Earth Elementalist, was a member of [[Meamnar:Krells_Raiders|Krell&#039;s Raiders]], an adventuring company operating in the Northern Kingdoms in the campaign setting of [[Meamnar:Main_Page|Meamnar]].&lt;br /&gt;
&lt;br /&gt;
While studying the mystery of the Wandering Door at [[Meamnar:Kirkstall_Abbey|Kirkstall Abbey]], Owen kept a [[Meamnar:Owens_Journal|journal]] of his research.&lt;br /&gt;
&lt;br /&gt;
Afterwards, he left the Abbey to join his friend Lorick as a member of the [[Meamnar:Stone_Tomb_Four|Stone Tomb Four]].&lt;/div&gt;</summary>
		<author><name>Misfit815</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Meamnar:Lost_Marbles&amp;diff=54781</id>
		<title>Meamnar:Lost Marbles</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Meamnar:Lost_Marbles&amp;diff=54781"/>
		<updated>2007-07-09T17:11:02Z</updated>

		<summary type="html">&lt;p&gt;Misfit815: /* The Black Hand (EL 6) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Lost Marbles is an adventure for five 3rd level player characters (PC&#039;s).  The adventure is set in the city of [[Meamnar:Hylar_City|Hylar]], the capital of the Northern Kingdom of [[Meamnar:Hylar|Hylar]] in the campaign setting of [[Meamnar:Main_Page|Meamnar]].  The adventure was included in the tabletop campaign [[Meamnar:Stoned|Stoned]].&lt;br /&gt;
&lt;br /&gt;
==Adventure Background==&lt;br /&gt;
&lt;br /&gt;
Marbles is a retired adventurer, an old gnome trickster who lives comfortably in a small, unassuming residence in [[Meamnar:Hylar_City|Hylar City]].  He&#039;s well-known throughout the city, and all who know him have an opinion of him.  Some think he&#039;s a harmless, senile, old fool.  Others are wary of him, concerned about his thieving past.  Still others are simply annoyed at his incessant pranks and practical jokes.  Many suspect that his senility is nothing more than an act, that underneath he is as cunning as ever.&lt;br /&gt;
&lt;br /&gt;
Not surprisingly, all of it is true to some extent.  For the most part, Marbles still has his wits about him.  Unfortunately, though, whether by old age or the wear of an adventuring spellcaster&#039;s life, Marbles suffers from occasional bouts of dementia.  He is aware of this, though, and is quite embarrassed by it.&lt;br /&gt;
&lt;br /&gt;
==Adventure Synopsis==&lt;br /&gt;
&lt;br /&gt;
Being so well-traveled, Marbles has a great deal of knowledge about [[Meamnar:Main_Page|Meamnar]], and any group of adventurers exploring the darker places in [[Meamnar:Hylar|Hylar]] are bound to seek him out sooner or later.  Such is the case in this adventure, which begins with the party arriving in [[Meamnar:Hylar_City|Hylar City]] to find that the old gnome they&#039;re seeking has been arrested.&lt;br /&gt;
&lt;br /&gt;
It seems that dear old Marbles has been charged with the crime of murdering three Red Guards.  He is expected to stand trial the day following the party&#039;s arrival.  Barring any intervention, he will be found guilty, sentenced to death, and then beheaded the following day.&lt;br /&gt;
&lt;br /&gt;
The party, of course, should feel compelled to intervene.  Unknown to them, however, the [[Meamnar:Balance|Balance]] is aware of what really happened, and was also planning to rescue Marbles.  Once they are aware of the party, though, they will step aside to see if the adventurers manage to save him.  If they do, then the [[Meamnar:Balance|Balance]] will become much more interested in the party in the future.  If they fail, though, the [[Meamnar:Balance|Balance]] is prepared to step in and rescue Marbles themselves.&lt;br /&gt;
&lt;br /&gt;
So what really did happen?  Three Red Guards are indeed dead, and Marbles is the one who killed them.&lt;br /&gt;
&lt;br /&gt;
==Beginning the Adventure==&lt;br /&gt;
&lt;br /&gt;
===Bad News===&lt;br /&gt;
&lt;br /&gt;
When the party arrives in town, they should be oblivious to the fact that Marbles has been arrested.  Their first clue should be the Arcane Lock on the door to his house, with a scroll tacked on it as well, reading &amp;quot;No Trespassing.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===House of Marbles (EL 2)===&lt;br /&gt;
&lt;br /&gt;
Should the party gain entry into Marbles&#039; house before investigators have been there, they will find it in its normally messy condition.  Should they begin searching the two-room residence, they may find any of the following:&lt;br /&gt;
&lt;br /&gt;
* A vial of sneezing powder (victim is [http://www.d20srd.org/srd/conditionSummary.htm#dazed Dazed] for two rounds, then once every 1d6 rounds thereafter for ten minutes).&lt;br /&gt;
* A sleeping [http://www.d20srd.org/srd/monsters/bat.htm bat], hanging from one of the rafters.&lt;br /&gt;
* Buried under a mass of scrolls, an angry [http://www.d20srd.org/srd/monsters/demon.htm#quasit quasit] in a cage that inhibits its Alternate Form ability.  The magical cage, which is 1&#039; wide, 1&#039; long, and 1.5&#039; tall, inhibits the supernatural shape-changing ability of any creature placed inside of it.&lt;br /&gt;
* A tan [http://www.d20srd.org/srd/magicItems/wondrousItems.htm#bagofTricks Bag of Tricks].&lt;br /&gt;
&lt;br /&gt;
The search should inevitably be interrupted before they find anything of value, by an investigator escorted by two guards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Investigator:&#039;&#039;&#039; CR 1/3; Medium Humanoid (Human); HD 1d6 (Exp1); hp 3; Init +0; Spd 20 ft.; AC 12, touch 10, flat-footed 10; Base Atk dagger +0 melee (1d4); Full Atk dagger +0 melee (1d4); Space/Reach 5 ft./5 ft.; AL LG; SV Fort +0, Ref +0, Will +2; Str 10, Dex 10, Con 10, Int 11, Wis 11, Cha 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Appraise +2, Decipher Script +2, Disable Device +2, Gather Information +6, Listen +2, Open Lock +2, Search +6, Sense Motive +2, Spellcraft +2, Spot +2; Investigator&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; Leather, dagger&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Red Guardsmen (2):&#039;&#039;&#039; CR 1/3; Medium Humanoid (Human); HD 1d8 (War1); hp 4; Init +0; Spd 20 ft.; AC 15, touch 10, flat-footed 10; Base Atk long sword +2 melee (1d8); Full Atk long sword +2 melee (1d8); Space/Reach 5 ft./5 ft.; AL LG; SV Fort +2, Ref +0, Will +0; Str 11, Dex 11, Con 11, Int 10, Wis 10, Cha 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Climb +2, Intimidate +2, Jump +2, Ride +2; Weapon Focus (long sword)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; Chainmail, long sword&lt;br /&gt;
&lt;br /&gt;
 Experience Points: 120 (Quasit), 90 (Investigators)&lt;br /&gt;
&lt;br /&gt;
===The Bullseye Inn and Tavern===&lt;br /&gt;
&lt;br /&gt;
This is a frequent hang-out for Marbles, less than two blocks from his house.  The proprietor, a halfling named Lars Oakenshield, is familiar with him, and is aware of the charges against him.  If asked, he would relay the following information about the incident.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Aye, I know Marbles.  Poor old fella.  From what I hear, he turned himself in yesterday, though I can&#039;t see why.  If I were him, I&#039;d be halfway to Lirath by now.  You don&#039;t rip a bolt o&#039; lightning through three guards and expect t&#039; get a slap on the wrist, y&#039;know?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===The Tanner&#039;s Shop===&lt;br /&gt;
&lt;br /&gt;
Randall Tanner owns a three-room shop near the docks where the stench of the harbor and fish market mask the odors of his trade.  His two daughters, Alissa and Juni, ages 12 and 9, are his apprentices.  His wife died three years ago of dragon fever.&lt;br /&gt;
&lt;br /&gt;
Randall is a member of the [[Meamnar:Balance|Balance]], and the back room of his shop is a common meeting place for the group.  [[Meamnar:Neva_of_Ardeon|Neva]] is staying with him while she is in [[Meamnar:Hylar_City|Hylar City]], and it is there that the group should be able to find her.&lt;br /&gt;
&lt;br /&gt;
Prior to his arrest, Randall was the only person in the area (besides Elias) who knew that [[Meamnar:Marbles_Barbaloot|Marbles]] worked for the [[Meamnar:Balance|Balance]].&lt;br /&gt;
&lt;br /&gt;
If more than a few hours have passed since [[Meamnar:Neva_of_Ardeon|Neva]] and the party entered the city, then she has had time to gather information on what happened to [[Meamnar:Marbles_Barbaloot|Marbles]].  An informant, a cook at the castle, told her that when the cleric of the Red Knight questioned the spirits of the dead guards, he learned that they were somehow on the take.  When the cleric informed Captain Krebb, the captain instructed him to never mention that fact again.&lt;br /&gt;
&lt;br /&gt;
The cook also learned that apparently [[Meamnar:Marbles_Barbaloot|Marbles]] wasn&#039;t alone when he attacked the guards.  There was apparently an accomplice, but his identity remains anonymous.&lt;br /&gt;
&lt;br /&gt;
===Sewers===&lt;br /&gt;
&lt;br /&gt;
If the party ventures into the sewers to investigate the scene of the crime, read or paraphrase the following.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;The slimy passage is typical for a main line of the city&#039;s sewers.  It is about five feet high, and just as wide.  The filth-covered walls are composed of stone bricks, and an archway is present every few feet to support the ceiling.  The water, if it could be called that, is only a couple of inches deep in the center and moves lazily down the passage.  The section is probably about thirty feet in length, separating two corners that are just tight enough to obscure what lies beyond them.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;There are definite signs of activity here.  Where the water does not reach the walls, there are plenty of footprints pressed into the muck.  Toward one corner, scorch marks blacken the wall and have burned away most of the moss-like vegetation that covers it elsewhere.  A lone spear lays half-submerged in the stream.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If they search the area, they may find (DC15) a symbol etched into one of the walls.  It is comparable to a backwards &#039;G&#039;, and was likely carved with a rock or other crude instrument.  The symbol is one used by the [[Meamnar:Balance|Balance]] and indicates that there is something of value in the direction indicated by the placement of the horizontal mark (in other words, if it was a normal &#039;G&#039;, the &amp;quot;something of value&amp;quot; would be in the opposite direction).&lt;br /&gt;
&lt;br /&gt;
Should they head in the direction indicated by the symbol, the group will find (DC10), just around the corner, another symbol on another brick in the wall.  This one, apparently carved with the same tool, is a circle inside an ellipse, and would appear to be an eye.  The brick is loose, and removing it will reveal a cavity behind it.&lt;br /&gt;
&lt;br /&gt;
In the cavity is an amulet, the Star of the Lost Princess.  The Star is made of gold, about three inches in diameter, with a pale sapphire set into the center.  It is on a delicate gold chain, about two feet in length.  Elven script is etched in a circle around it, reading, &amp;quot;May your daughter&#039;s star shine ever bright.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Marbles hid the amulet and placed a Magic Mouth upon it.  When triggered by the spoken word &amp;quot;Randall&amp;quot;, it will say, &amp;quot;Order two bottles of Valeran blackberry wine at the Salty Parrot.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
 Experience Points: 100 (finding the amulet)&lt;br /&gt;
&lt;br /&gt;
===The Salty Parrot===&lt;br /&gt;
&lt;br /&gt;
The Salty Parrot is a tavern in the docks district, especially popular with the sailors who come and go through [[Meamnar:Hylar_City|Hylar City]]&#039;s port.  After killing the guards, [[Meamnar:Marbles_Barbaloot|Marbles]] instructed Elias to go straight to this tavern and lay low until someone arrived.  The &#039;someone&#039; would be identifiable by trying to order two bottles of [[Meamnar:Valeris|Valeran]] blackberry wine from the bartender.  While the wine is a popular drink, and one of [[Meamnar:Marbles_Barbaloot|Marbles]]&#039; favorites, it is never stocked at the Parrot.&lt;br /&gt;
&lt;br /&gt;
Elias ship&#039;s carpenter (chip) on a [[Meamnar:Valeris|Valeran]] caravel, the Lazy Goose.  Above-board, the ship hauls leather and/or cheeses from [[Meamnar:Valeris|Valeris]] to [[Meamnar:Hylar|Hylar]], returning with pork and spices from abroad.  It also serves fences in [[Meamnar:Valeris|Valeris]], who sell the captain (Pawel Lutek) spoils that he then resells in [[Meamnar:Hylar_City|Hylar City]].&lt;br /&gt;
&lt;br /&gt;
[[Meamnar:Marbles_Barbaloot|Marbles]] is Elias&#039; handler, and was meeting with him in the sewers.  The guards were on the take and suspected Elias of wrongdoing.  They followed him as he left the Lazy Goose, and eventually to his meeting in the sewers.  [[Meamnar:Marbles_Barbaloot|Marbles]] discovered them, and killed all three accidentally (casting Lightning Bolt instead of Sleep), and turned himself in to protect Elias&#039; identity.&lt;br /&gt;
&lt;br /&gt;
Lutek did his business, and set sail for [[Meamnar:Valeris|Valeris]] the day before the party gets to [[Meamnar:Hylar_City|Hylar City]].  He suspects that Elias may be not what he seems, but the killing of the guards gave him no time to look into it.  He did, however, inform his local fence of his suspicions.  The fence, Miranda, is having an associate of hers, Ulfgar, keep tabs on Elias.&lt;br /&gt;
&lt;br /&gt;
The purpose of the meeting was for Elias to deliver the amulet and message.  He knows little of his mission, other than to move items between [[Meamnar:Marbles_Barbaloot|Marbles]] and the contact in [[Meamnar:Valeris|Valeris]] and to keep tabs on Lutek.&lt;br /&gt;
&lt;br /&gt;
This is a tavern near the harbor.  Here the party should be able to determine which ship Lutek sailed with.  After leaving the ship, Elias waits here for the [[Meamnar:Balance|Balance]] to catch up with him.  Elias carries a scroll from another member of the [[Meamnar:Balance|Balance]] working in [[Meamnar:Valeris|Valeris]].  The scroll uses a book cypher, the elven poem referenced by the amulet.&lt;br /&gt;
&lt;br /&gt;
 May Your Star Shine Ever Bright&lt;br /&gt;
&lt;br /&gt;
 May your star shine ever bright,&lt;br /&gt;
 May it always sail the sea of night,&lt;br /&gt;
 May it glimmer in the dark to guide your way,&lt;br /&gt;
 May it last through until the break of day.&lt;br /&gt;
&lt;br /&gt;
The code is as follows:&lt;br /&gt;
&lt;br /&gt;
 15 01&lt;br /&gt;
 04 04 28 04 08 02 27 01 26 01 20 04 12 02 21 02 16 02 04 02&lt;br /&gt;
 31 03 05 04 03 01 .  31 01 21 02 33 01 24 03 02 03 14 01 08&lt;br /&gt;
 02 32 01 02 03 12 00 06 05 05 03 20 01 .  05 01 09 02 32 01&lt;br /&gt;
 09 03 10 03 14 01 .  26 02 03 04 03 03 12 00 20 04 22 05 33&lt;br /&gt;
 01 02 04 12 01 06 01 31 01 05 01 23 04 04 01 .  31 01 28 03&lt;br /&gt;
 10 01 06 01 12 02 20 01 09 03 14 01 14 05 04 02 17 01 21 02&lt;br /&gt;
 29 05 20 01 20 02 04 04 20 01 24 02 10 04 31 03 .  28 07 14&lt;br /&gt;
 02 17 07 05 03 20 01 06 01 01 03 14 03 20 03 12 02 24 03 33&lt;br /&gt;
 01 09 03 07 02 23 04 34 00 21 01 32 01 34 00 10 03 29 02 33&lt;br /&gt;
 01 31 01 13 01 02 02 31 05 09 06 ,  27 03 12 00 20 03 21 02&lt;br /&gt;
 27 01 09 02 03 01 .&lt;br /&gt;
 10 01&lt;br /&gt;
&lt;br /&gt;
Decrypted, the cypher reads:&lt;br /&gt;
&lt;br /&gt;
 M&lt;br /&gt;
 Not like others.&lt;br /&gt;
 Body untouched.&lt;br /&gt;
 Elowin.&lt;br /&gt;
 Tracked robbers.&lt;br /&gt;
 Bribed with gold and ale.&lt;br /&gt;
 Hired by grey dwarf to find books, scrolls.&lt;br /&gt;
 S&lt;br /&gt;
&lt;br /&gt;
Elowin was an elf residing in [[Meamnar:Poznan|Poznan]].  She died in 1389, and was buried in the City of the Dead there.  Rindorn, on behalf of Janek, hired a local group of mercenaries to raid the tomb, searching for any information they might find about her daughter, [[Meamnar:Eleria_the_Enchantress|Eleria]].&lt;br /&gt;
&lt;br /&gt;
[[Meamnar:Serak_of_Poznan|Serak]], the [[Meamnar:Balance|Balance]] member in [[Meamnar:Poznan|Poznan]], has been tracking another group of graverobbers who have actually been taking the bodies of the deceased.  He began tracking this crime, assuming it was one more in the string, but found out that the perpetrators were a different group, and that they obviously had different motives.  He was able to acquire one of the pieces of jewelry they subsequently fenced, and sent it along with the message with Elias to [[Meamnar:Marbles_Barbaloot|Marbles]].&lt;br /&gt;
&lt;br /&gt;
 Experience Points: 500 (deciphering the code)&lt;br /&gt;
&lt;br /&gt;
===The Harbormaster===&lt;br /&gt;
&lt;br /&gt;
Thorgrym the Harbormaster is an ill-tempered dwarf who maintains very strict control over the activities at the harbor.  He should be able to identify any ship that has entered or left the harbor in the last three days.&lt;br /&gt;
&lt;br /&gt;
===Gallows===&lt;br /&gt;
&lt;br /&gt;
The following is tacked to the gallows the day after the party arrives in [[Meamnar:Hylar_City|Hylar City]].  This is a standard method that the city uses to disseminate news and information about accused and convicted criminals.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Posted: Barjin of [[Meamnar:Lirath|Lirath]], aka Barjin the Bear, a mercenary, has been convicted on two counts of the crime of murder with intent, and is sentenced to hanging here at noon tomorrow.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Posted: Kelvin, a peasant and resident of [[Meamnar:Hylar_City|Hylar City]], has been convicted on thirteen counts of theft, and is sentenced to hanging here at noon tomorrow.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Posted: Tomte Barbaerlun, aka [[Meamnar:Marbles_Barbaloot|Marbles Barbaloot]], a gnomish adventurer and resident of [[Meamnar:Hylar_City|Hylar City]], has been convicted on three counts of the crime of murder with intent, and is sentenced to hanging here at noon tomorrow.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
On the day of the execution, read or paraphrase the following.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;A crowd has gathered, a diverse group of peasants, at least a hundred and perhaps twice that.  A few vendors wind through the spectators, hawking various kinds of food and drink.  The hangman, dressed in black leather and a cloth hood, is checking the knots of three nooses that hang from a beam of the gallows.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;A door to the keep opens and a procession emerges onto the gallows platform.  A drummer leads an officer of the Red Guard and three prisoners.  Three additional Red Guardsmen are behind them and on their flanks.  The prisoners shuffle along in manacles and leg irons.  The first of the prisoners is a grisly man, middle-aged and unkempt.  The second is a wiry young man, visibly trembling.  The third is [[Meamnar:Marbles_Barbaloot|Marbles]], moving slowly and with great difficulty.  As he drags the irons along the walkway, two women pitch rotten tomatoes at him, one of which splatters upon his leg.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;As you watch, the three prisoners are led to the gallows, where the hangman fits the noose over each of their necks.  As he adjusts the knot of [[Meamnar:Marbles_Barbaloot|Marbles]]&#039; noose, the gnome looks toward your group and you see an odd sparkle of intelligence in his eyes.  He winks at you once, almost imperceptibly.  Unaware of what just transpired, the hangman then places, one by one, a cloth bag over each of the prisoners&#039; heads before stepping back to a wooden handle jutting up from the floor of the gallows.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;The drummer exchanges his rhythmic beat for a rapid drumroll.  The officer nods to the hangman, who immediately pulls the lever.  Three trapdoors open simultaneously, and two of the prisoners&#039; bodies drop, the ropes catching their fall with a snap.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;With the drummer silent, the crowd&#039;s gasp fills the air.  Where [[Meamnar:Marbles_Barbaloot|Marbles]] once was, the noose hangs empty.  The cloth hood slowly falls empty to the platform.  While the other two prisoners writhe and jerk at the end of their ropes, everyone else appears to be frozen for a moment, staring at the empty noose.  Less than a minute later, they expire and fall limp, their misery over.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Meanwhile, the guards rush forward, looking around the gallows in vain.  Two other men rush forward, one in crimson robes and the other wearing the armour of the Red Knight.  Simultaneously, they begin separate spells of divination, each quickly calling upon their own mystic powers.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;In the end, though, there is no answer.  The crowd, utterly confused, slowly disperses, with small groups chattering about the events as they depart.  The mage and cleric, their divinations fruitless, look blankly at the officer in charge, while the hangman and other guardsmen continue to search the area.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Later that day, the following is tacked to the gallows.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Reward: Tomte Barbaerlun, aka [[Meamnar:Marbles_Barbaloot|Marbles Barbaloot]], a convicted criminal.  Last seen yesterday at the gallows.  One thousand gold crowns offered.  Wanted dead or alive.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Once [[Meamnar:Marbles_Barbaloot|Marbles]]&#039; life was threatened by the noose, his contingency spell was triggered and he was immediately teleported to the plane of Elysia.  His intention is to remain there until his death, which he feels is near given his advanced age.&lt;br /&gt;
&lt;br /&gt;
===The Black Hand (EL 6)===&lt;br /&gt;
&lt;br /&gt;
Miranda, who is both Lutek&#039;s fence and a member of the Black Hand, has taken an interest in the party by now.  She suspects them of investigating her operation and has decided to take care of them.  She has sent her lieutenant, Ulfgar, and his band to ambush them at the earliest opportunity.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ulfgar, male human Rog3:&#039;&#039;&#039; CR 3; Size M (5 ft., 8 in. tall); HD 3d6+3; hp 19; Init +4 (+4 Dex); Spd 30 ft.; AC 14 (+4 Dex); Attack +3 melee, or +6 ranged; SV Fort +2, Ref +7, Will +3; AL NE; Str 12, Dex 18, Con 13, Int 12, Wis 15, Cha 14.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Languages Spoken:&#039;&#039; Aquan, Common.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and feats:&#039;&#039; Climb +7, Craft (Woodworking) +6, Disable Device +7, Gather Information +7, Hide +10, Intimidate +8, Knowledge (Local) +4, Listen +7, Move Silently +4, Sense Motive +4, Spot +7, Use Magic Device +7, Use Rope +10; [Evasion], Point Blank Shot, Track, Weapon Focus (shortbow, composite).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; leather, composite shortbow, short sword, 10 +1 Arrows&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Said, male human Rog2:&#039;&#039;&#039; CR 2; Size M (5 ft., 4 in. tall); HD 2d6+4; hp 11; Init +3 (+3 Dex); Spd 30 ft.; AC 13 (+3 Dex); Attack +2 melee, or +4 ranged; SV Fort +2, Ref +6, Will +3; AL NE; Str 12, Dex 16, Con 14, Int 13, Wis 17, Cha 11.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Languages Spoken:&#039;&#039; Celestial, Common.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and feats:&#039;&#039; Climb +6, Decipher Script +6, Escape Artist +8, Gather Information +4, Hide +3, Jump +6, Knowledge (Local) +6, Listen +3, Move Silently +3, Open Lock +8, Sleight of Hand +5, Spot +8, Use Magic Device +4, Use Rope +8; [Evasion], Improved Unarmed Strike, Point Blank Shot.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; leather, Short Sword +1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Carl, male human Rog2:&#039;&#039;&#039; CR 2; Size M (5 ft., 11 in. tall); HD 2d6+4; hp 14; Init +2 (+2 Dex); Spd 30 ft.; AC 12 (+2 Dex); Attack +0 melee, or +3 ranged; SV Fort +2, Ref +5, Will +2; AL NE; Str 9, Dex 15, Con 14, Int 12, Wis 15, Cha 11.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Languages Spoken:&#039;&#039; Common, Terran.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and feats:&#039;&#039; Bluff +5, Diplomacy +5, Escape Artist +6, Forgery +5, Hide +2, Jump +3, Knowledge (Geography) +3, Listen +7, Move Silently +7, Search +6, Sleight of Hand +7, Spot +2, Use Magic Device +4; Diligent, [Evasion], Nimble Fingers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; leather, short sword, Potion of Cure Light Wounds&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Odd, male human Rog1:&#039;&#039;&#039; CR 1; Size M (5 ft., 6 in. tall); HD 1d6+1; hp 7; Init +2 (+2 Dex); Spd 30 ft.; AC 12 (+2 Dex); Attack +1 melee, or +2 ranged; SV Fort +1, Ref +4, Will +2; AL NE; Str 13, Dex 14, Con 13, Int 11, Wis 14, Cha 12.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Languages Spoken:&#039;&#039; Common.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and feats:&#039;&#039; Balance +4, Climb +5, Craft (Carpentry) +4, Decipher Script +4, Disable Device +2, Gather Information +3, Hide +4, Jump +5, Listen +2, Move Silently +6, Open Lock +6, Sense Motive +6, Spot +2; Endurance, Persuasive.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; leather, short sword&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Milo, male halfling Rog1:&#039;&#039;&#039; CR 1; Size S (2 ft., 10 in. tall); HD 1d6+1; hp 7; Init +4 (+4 Dex); Spd 20 ft.; AC 15 (+4 Dex, +1 Size); Attack -1 melee, or +5 ranged; SV Fort +2, Ref +7, Will +4; AL NE; Str 6, Dex 19, Con 13, Int 12, Wis 17, Cha 14.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Languages Spoken:&#039;&#039; Common, Elven, Halfling.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and feats:&#039;&#039; Climb +0, Decipher Script +5, Disable Device +3, Escape Artist +8, Hide +8, Jump +4, Listen +9, Move Silently +6, Search +5, Sense Motive +5, Sleight of Hand +8, Spot +7, Use Rope +8; Point Blank Shot.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; leather, short bow, dagger&lt;br /&gt;
&lt;br /&gt;
 Experience Points: 540&lt;br /&gt;
&lt;br /&gt;
==Concluding the Adventure==&lt;br /&gt;
&lt;br /&gt;
The group will likely try to travel to [[Meamnar:Poznan|Poznan]] to track down [[Meamnar:Serak_of_Poznan|Serak]].  If this is the case, [[Meamnar:Neva_of_Ardeon|Neva]] will help them by obtaining passage for them on a ship captained by someone friendly to the [[Meamnar:Balance|Balance]].&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;/div&gt;</summary>
		<author><name>Misfit815</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Meamnar:Lost_Marbles&amp;diff=54780</id>
		<title>Meamnar:Lost Marbles</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Meamnar:Lost_Marbles&amp;diff=54780"/>
		<updated>2007-07-09T17:08:48Z</updated>

		<summary type="html">&lt;p&gt;Misfit815: /* The Black Hand (EL 6) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Lost Marbles is an adventure for five 3rd level player characters (PC&#039;s).  The adventure is set in the city of [[Meamnar:Hylar_City|Hylar]], the capital of the Northern Kingdom of [[Meamnar:Hylar|Hylar]] in the campaign setting of [[Meamnar:Main_Page|Meamnar]].  The adventure was included in the tabletop campaign [[Meamnar:Stoned|Stoned]].&lt;br /&gt;
&lt;br /&gt;
==Adventure Background==&lt;br /&gt;
&lt;br /&gt;
Marbles is a retired adventurer, an old gnome trickster who lives comfortably in a small, unassuming residence in [[Meamnar:Hylar_City|Hylar City]].  He&#039;s well-known throughout the city, and all who know him have an opinion of him.  Some think he&#039;s a harmless, senile, old fool.  Others are wary of him, concerned about his thieving past.  Still others are simply annoyed at his incessant pranks and practical jokes.  Many suspect that his senility is nothing more than an act, that underneath he is as cunning as ever.&lt;br /&gt;
&lt;br /&gt;
Not surprisingly, all of it is true to some extent.  For the most part, Marbles still has his wits about him.  Unfortunately, though, whether by old age or the wear of an adventuring spellcaster&#039;s life, Marbles suffers from occasional bouts of dementia.  He is aware of this, though, and is quite embarrassed by it.&lt;br /&gt;
&lt;br /&gt;
==Adventure Synopsis==&lt;br /&gt;
&lt;br /&gt;
Being so well-traveled, Marbles has a great deal of knowledge about [[Meamnar:Main_Page|Meamnar]], and any group of adventurers exploring the darker places in [[Meamnar:Hylar|Hylar]] are bound to seek him out sooner or later.  Such is the case in this adventure, which begins with the party arriving in [[Meamnar:Hylar_City|Hylar City]] to find that the old gnome they&#039;re seeking has been arrested.&lt;br /&gt;
&lt;br /&gt;
It seems that dear old Marbles has been charged with the crime of murdering three Red Guards.  He is expected to stand trial the day following the party&#039;s arrival.  Barring any intervention, he will be found guilty, sentenced to death, and then beheaded the following day.&lt;br /&gt;
&lt;br /&gt;
The party, of course, should feel compelled to intervene.  Unknown to them, however, the [[Meamnar:Balance|Balance]] is aware of what really happened, and was also planning to rescue Marbles.  Once they are aware of the party, though, they will step aside to see if the adventurers manage to save him.  If they do, then the [[Meamnar:Balance|Balance]] will become much more interested in the party in the future.  If they fail, though, the [[Meamnar:Balance|Balance]] is prepared to step in and rescue Marbles themselves.&lt;br /&gt;
&lt;br /&gt;
So what really did happen?  Three Red Guards are indeed dead, and Marbles is the one who killed them.&lt;br /&gt;
&lt;br /&gt;
==Beginning the Adventure==&lt;br /&gt;
&lt;br /&gt;
===Bad News===&lt;br /&gt;
&lt;br /&gt;
When the party arrives in town, they should be oblivious to the fact that Marbles has been arrested.  Their first clue should be the Arcane Lock on the door to his house, with a scroll tacked on it as well, reading &amp;quot;No Trespassing.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===House of Marbles (EL 2)===&lt;br /&gt;
&lt;br /&gt;
Should the party gain entry into Marbles&#039; house before investigators have been there, they will find it in its normally messy condition.  Should they begin searching the two-room residence, they may find any of the following:&lt;br /&gt;
&lt;br /&gt;
* A vial of sneezing powder (victim is [http://www.d20srd.org/srd/conditionSummary.htm#dazed Dazed] for two rounds, then once every 1d6 rounds thereafter for ten minutes).&lt;br /&gt;
* A sleeping [http://www.d20srd.org/srd/monsters/bat.htm bat], hanging from one of the rafters.&lt;br /&gt;
* Buried under a mass of scrolls, an angry [http://www.d20srd.org/srd/monsters/demon.htm#quasit quasit] in a cage that inhibits its Alternate Form ability.  The magical cage, which is 1&#039; wide, 1&#039; long, and 1.5&#039; tall, inhibits the supernatural shape-changing ability of any creature placed inside of it.&lt;br /&gt;
* A tan [http://www.d20srd.org/srd/magicItems/wondrousItems.htm#bagofTricks Bag of Tricks].&lt;br /&gt;
&lt;br /&gt;
The search should inevitably be interrupted before they find anything of value, by an investigator escorted by two guards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Investigator:&#039;&#039;&#039; CR 1/3; Medium Humanoid (Human); HD 1d6 (Exp1); hp 3; Init +0; Spd 20 ft.; AC 12, touch 10, flat-footed 10; Base Atk dagger +0 melee (1d4); Full Atk dagger +0 melee (1d4); Space/Reach 5 ft./5 ft.; AL LG; SV Fort +0, Ref +0, Will +2; Str 10, Dex 10, Con 10, Int 11, Wis 11, Cha 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Appraise +2, Decipher Script +2, Disable Device +2, Gather Information +6, Listen +2, Open Lock +2, Search +6, Sense Motive +2, Spellcraft +2, Spot +2; Investigator&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; Leather, dagger&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Red Guardsmen (2):&#039;&#039;&#039; CR 1/3; Medium Humanoid (Human); HD 1d8 (War1); hp 4; Init +0; Spd 20 ft.; AC 15, touch 10, flat-footed 10; Base Atk long sword +2 melee (1d8); Full Atk long sword +2 melee (1d8); Space/Reach 5 ft./5 ft.; AL LG; SV Fort +2, Ref +0, Will +0; Str 11, Dex 11, Con 11, Int 10, Wis 10, Cha 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Climb +2, Intimidate +2, Jump +2, Ride +2; Weapon Focus (long sword)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; Chainmail, long sword&lt;br /&gt;
&lt;br /&gt;
 Experience Points: 120 (Quasit), 90 (Investigators)&lt;br /&gt;
&lt;br /&gt;
===The Bullseye Inn and Tavern===&lt;br /&gt;
&lt;br /&gt;
This is a frequent hang-out for Marbles, less than two blocks from his house.  The proprietor, a halfling named Lars Oakenshield, is familiar with him, and is aware of the charges against him.  If asked, he would relay the following information about the incident.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Aye, I know Marbles.  Poor old fella.  From what I hear, he turned himself in yesterday, though I can&#039;t see why.  If I were him, I&#039;d be halfway to Lirath by now.  You don&#039;t rip a bolt o&#039; lightning through three guards and expect t&#039; get a slap on the wrist, y&#039;know?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===The Tanner&#039;s Shop===&lt;br /&gt;
&lt;br /&gt;
Randall Tanner owns a three-room shop near the docks where the stench of the harbor and fish market mask the odors of his trade.  His two daughters, Alissa and Juni, ages 12 and 9, are his apprentices.  His wife died three years ago of dragon fever.&lt;br /&gt;
&lt;br /&gt;
Randall is a member of the [[Meamnar:Balance|Balance]], and the back room of his shop is a common meeting place for the group.  [[Meamnar:Neva_of_Ardeon|Neva]] is staying with him while she is in [[Meamnar:Hylar_City|Hylar City]], and it is there that the group should be able to find her.&lt;br /&gt;
&lt;br /&gt;
Prior to his arrest, Randall was the only person in the area (besides Elias) who knew that [[Meamnar:Marbles_Barbaloot|Marbles]] worked for the [[Meamnar:Balance|Balance]].&lt;br /&gt;
&lt;br /&gt;
If more than a few hours have passed since [[Meamnar:Neva_of_Ardeon|Neva]] and the party entered the city, then she has had time to gather information on what happened to [[Meamnar:Marbles_Barbaloot|Marbles]].  An informant, a cook at the castle, told her that when the cleric of the Red Knight questioned the spirits of the dead guards, he learned that they were somehow on the take.  When the cleric informed Captain Krebb, the captain instructed him to never mention that fact again.&lt;br /&gt;
&lt;br /&gt;
The cook also learned that apparently [[Meamnar:Marbles_Barbaloot|Marbles]] wasn&#039;t alone when he attacked the guards.  There was apparently an accomplice, but his identity remains anonymous.&lt;br /&gt;
&lt;br /&gt;
===Sewers===&lt;br /&gt;
&lt;br /&gt;
If the party ventures into the sewers to investigate the scene of the crime, read or paraphrase the following.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;The slimy passage is typical for a main line of the city&#039;s sewers.  It is about five feet high, and just as wide.  The filth-covered walls are composed of stone bricks, and an archway is present every few feet to support the ceiling.  The water, if it could be called that, is only a couple of inches deep in the center and moves lazily down the passage.  The section is probably about thirty feet in length, separating two corners that are just tight enough to obscure what lies beyond them.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;There are definite signs of activity here.  Where the water does not reach the walls, there are plenty of footprints pressed into the muck.  Toward one corner, scorch marks blacken the wall and have burned away most of the moss-like vegetation that covers it elsewhere.  A lone spear lays half-submerged in the stream.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If they search the area, they may find (DC15) a symbol etched into one of the walls.  It is comparable to a backwards &#039;G&#039;, and was likely carved with a rock or other crude instrument.  The symbol is one used by the [[Meamnar:Balance|Balance]] and indicates that there is something of value in the direction indicated by the placement of the horizontal mark (in other words, if it was a normal &#039;G&#039;, the &amp;quot;something of value&amp;quot; would be in the opposite direction).&lt;br /&gt;
&lt;br /&gt;
Should they head in the direction indicated by the symbol, the group will find (DC10), just around the corner, another symbol on another brick in the wall.  This one, apparently carved with the same tool, is a circle inside an ellipse, and would appear to be an eye.  The brick is loose, and removing it will reveal a cavity behind it.&lt;br /&gt;
&lt;br /&gt;
In the cavity is an amulet, the Star of the Lost Princess.  The Star is made of gold, about three inches in diameter, with a pale sapphire set into the center.  It is on a delicate gold chain, about two feet in length.  Elven script is etched in a circle around it, reading, &amp;quot;May your daughter&#039;s star shine ever bright.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Marbles hid the amulet and placed a Magic Mouth upon it.  When triggered by the spoken word &amp;quot;Randall&amp;quot;, it will say, &amp;quot;Order two bottles of Valeran blackberry wine at the Salty Parrot.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
 Experience Points: 100 (finding the amulet)&lt;br /&gt;
&lt;br /&gt;
===The Salty Parrot===&lt;br /&gt;
&lt;br /&gt;
The Salty Parrot is a tavern in the docks district, especially popular with the sailors who come and go through [[Meamnar:Hylar_City|Hylar City]]&#039;s port.  After killing the guards, [[Meamnar:Marbles_Barbaloot|Marbles]] instructed Elias to go straight to this tavern and lay low until someone arrived.  The &#039;someone&#039; would be identifiable by trying to order two bottles of [[Meamnar:Valeris|Valeran]] blackberry wine from the bartender.  While the wine is a popular drink, and one of [[Meamnar:Marbles_Barbaloot|Marbles]]&#039; favorites, it is never stocked at the Parrot.&lt;br /&gt;
&lt;br /&gt;
Elias ship&#039;s carpenter (chip) on a [[Meamnar:Valeris|Valeran]] caravel, the Lazy Goose.  Above-board, the ship hauls leather and/or cheeses from [[Meamnar:Valeris|Valeris]] to [[Meamnar:Hylar|Hylar]], returning with pork and spices from abroad.  It also serves fences in [[Meamnar:Valeris|Valeris]], who sell the captain (Pawel Lutek) spoils that he then resells in [[Meamnar:Hylar_City|Hylar City]].&lt;br /&gt;
&lt;br /&gt;
[[Meamnar:Marbles_Barbaloot|Marbles]] is Elias&#039; handler, and was meeting with him in the sewers.  The guards were on the take and suspected Elias of wrongdoing.  They followed him as he left the Lazy Goose, and eventually to his meeting in the sewers.  [[Meamnar:Marbles_Barbaloot|Marbles]] discovered them, and killed all three accidentally (casting Lightning Bolt instead of Sleep), and turned himself in to protect Elias&#039; identity.&lt;br /&gt;
&lt;br /&gt;
Lutek did his business, and set sail for [[Meamnar:Valeris|Valeris]] the day before the party gets to [[Meamnar:Hylar_City|Hylar City]].  He suspects that Elias may be not what he seems, but the killing of the guards gave him no time to look into it.  He did, however, inform his local fence of his suspicions.  The fence, Miranda, is having an associate of hers, Ulfgar, keep tabs on Elias.&lt;br /&gt;
&lt;br /&gt;
The purpose of the meeting was for Elias to deliver the amulet and message.  He knows little of his mission, other than to move items between [[Meamnar:Marbles_Barbaloot|Marbles]] and the contact in [[Meamnar:Valeris|Valeris]] and to keep tabs on Lutek.&lt;br /&gt;
&lt;br /&gt;
This is a tavern near the harbor.  Here the party should be able to determine which ship Lutek sailed with.  After leaving the ship, Elias waits here for the [[Meamnar:Balance|Balance]] to catch up with him.  Elias carries a scroll from another member of the [[Meamnar:Balance|Balance]] working in [[Meamnar:Valeris|Valeris]].  The scroll uses a book cypher, the elven poem referenced by the amulet.&lt;br /&gt;
&lt;br /&gt;
 May Your Star Shine Ever Bright&lt;br /&gt;
&lt;br /&gt;
 May your star shine ever bright,&lt;br /&gt;
 May it always sail the sea of night,&lt;br /&gt;
 May it glimmer in the dark to guide your way,&lt;br /&gt;
 May it last through until the break of day.&lt;br /&gt;
&lt;br /&gt;
The code is as follows:&lt;br /&gt;
&lt;br /&gt;
 15 01&lt;br /&gt;
 04 04 28 04 08 02 27 01 26 01 20 04 12 02 21 02 16 02 04 02&lt;br /&gt;
 31 03 05 04 03 01 .  31 01 21 02 33 01 24 03 02 03 14 01 08&lt;br /&gt;
 02 32 01 02 03 12 00 06 05 05 03 20 01 .  05 01 09 02 32 01&lt;br /&gt;
 09 03 10 03 14 01 .  26 02 03 04 03 03 12 00 20 04 22 05 33&lt;br /&gt;
 01 02 04 12 01 06 01 31 01 05 01 23 04 04 01 .  31 01 28 03&lt;br /&gt;
 10 01 06 01 12 02 20 01 09 03 14 01 14 05 04 02 17 01 21 02&lt;br /&gt;
 29 05 20 01 20 02 04 04 20 01 24 02 10 04 31 03 .  28 07 14&lt;br /&gt;
 02 17 07 05 03 20 01 06 01 01 03 14 03 20 03 12 02 24 03 33&lt;br /&gt;
 01 09 03 07 02 23 04 34 00 21 01 32 01 34 00 10 03 29 02 33&lt;br /&gt;
 01 31 01 13 01 02 02 31 05 09 06 ,  27 03 12 00 20 03 21 02&lt;br /&gt;
 27 01 09 02 03 01 .&lt;br /&gt;
 10 01&lt;br /&gt;
&lt;br /&gt;
Decrypted, the cypher reads:&lt;br /&gt;
&lt;br /&gt;
 M&lt;br /&gt;
 Not like others.&lt;br /&gt;
 Body untouched.&lt;br /&gt;
 Elowin.&lt;br /&gt;
 Tracked robbers.&lt;br /&gt;
 Bribed with gold and ale.&lt;br /&gt;
 Hired by grey dwarf to find books, scrolls.&lt;br /&gt;
 S&lt;br /&gt;
&lt;br /&gt;
Elowin was an elf residing in [[Meamnar:Poznan|Poznan]].  She died in 1389, and was buried in the City of the Dead there.  Rindorn, on behalf of Janek, hired a local group of mercenaries to raid the tomb, searching for any information they might find about her daughter, [[Meamnar:Eleria_the_Enchantress|Eleria]].&lt;br /&gt;
&lt;br /&gt;
[[Meamnar:Serak_of_Poznan|Serak]], the [[Meamnar:Balance|Balance]] member in [[Meamnar:Poznan|Poznan]], has been tracking another group of graverobbers who have actually been taking the bodies of the deceased.  He began tracking this crime, assuming it was one more in the string, but found out that the perpetrators were a different group, and that they obviously had different motives.  He was able to acquire one of the pieces of jewelry they subsequently fenced, and sent it along with the message with Elias to [[Meamnar:Marbles_Barbaloot|Marbles]].&lt;br /&gt;
&lt;br /&gt;
 Experience Points: 500 (deciphering the code)&lt;br /&gt;
&lt;br /&gt;
===The Harbormaster===&lt;br /&gt;
&lt;br /&gt;
Thorgrym the Harbormaster is an ill-tempered dwarf who maintains very strict control over the activities at the harbor.  He should be able to identify any ship that has entered or left the harbor in the last three days.&lt;br /&gt;
&lt;br /&gt;
===Gallows===&lt;br /&gt;
&lt;br /&gt;
The following is tacked to the gallows the day after the party arrives in [[Meamnar:Hylar_City|Hylar City]].  This is a standard method that the city uses to disseminate news and information about accused and convicted criminals.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Posted: Barjin of [[Meamnar:Lirath|Lirath]], aka Barjin the Bear, a mercenary, has been convicted on two counts of the crime of murder with intent, and is sentenced to hanging here at noon tomorrow.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Posted: Kelvin, a peasant and resident of [[Meamnar:Hylar_City|Hylar City]], has been convicted on thirteen counts of theft, and is sentenced to hanging here at noon tomorrow.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Posted: Tomte Barbaerlun, aka [[Meamnar:Marbles_Barbaloot|Marbles Barbaloot]], a gnomish adventurer and resident of [[Meamnar:Hylar_City|Hylar City]], has been convicted on three counts of the crime of murder with intent, and is sentenced to hanging here at noon tomorrow.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
On the day of the execution, read or paraphrase the following.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;A crowd has gathered, a diverse group of peasants, at least a hundred and perhaps twice that.  A few vendors wind through the spectators, hawking various kinds of food and drink.  The hangman, dressed in black leather and a cloth hood, is checking the knots of three nooses that hang from a beam of the gallows.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;A door to the keep opens and a procession emerges onto the gallows platform.  A drummer leads an officer of the Red Guard and three prisoners.  Three additional Red Guardsmen are behind them and on their flanks.  The prisoners shuffle along in manacles and leg irons.  The first of the prisoners is a grisly man, middle-aged and unkempt.  The second is a wiry young man, visibly trembling.  The third is [[Meamnar:Marbles_Barbaloot|Marbles]], moving slowly and with great difficulty.  As he drags the irons along the walkway, two women pitch rotten tomatoes at him, one of which splatters upon his leg.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;As you watch, the three prisoners are led to the gallows, where the hangman fits the noose over each of their necks.  As he adjusts the knot of [[Meamnar:Marbles_Barbaloot|Marbles]]&#039; noose, the gnome looks toward your group and you see an odd sparkle of intelligence in his eyes.  He winks at you once, almost imperceptibly.  Unaware of what just transpired, the hangman then places, one by one, a cloth bag over each of the prisoners&#039; heads before stepping back to a wooden handle jutting up from the floor of the gallows.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;The drummer exchanges his rhythmic beat for a rapid drumroll.  The officer nods to the hangman, who immediately pulls the lever.  Three trapdoors open simultaneously, and two of the prisoners&#039; bodies drop, the ropes catching their fall with a snap.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;With the drummer silent, the crowd&#039;s gasp fills the air.  Where [[Meamnar:Marbles_Barbaloot|Marbles]] once was, the noose hangs empty.  The cloth hood slowly falls empty to the platform.  While the other two prisoners writhe and jerk at the end of their ropes, everyone else appears to be frozen for a moment, staring at the empty noose.  Less than a minute later, they expire and fall limp, their misery over.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Meanwhile, the guards rush forward, looking around the gallows in vain.  Two other men rush forward, one in crimson robes and the other wearing the armour of the Red Knight.  Simultaneously, they begin separate spells of divination, each quickly calling upon their own mystic powers.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;In the end, though, there is no answer.  The crowd, utterly confused, slowly disperses, with small groups chattering about the events as they depart.  The mage and cleric, their divinations fruitless, look blankly at the officer in charge, while the hangman and other guardsmen continue to search the area.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Later that day, the following is tacked to the gallows.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Reward: Tomte Barbaerlun, aka [[Meamnar:Marbles_Barbaloot|Marbles Barbaloot]], a convicted criminal.  Last seen yesterday at the gallows.  One thousand gold crowns offered.  Wanted dead or alive.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Once [[Meamnar:Marbles_Barbaloot|Marbles]]&#039; life was threatened by the noose, his contingency spell was triggered and he was immediately teleported to the plane of Elysia.  His intention is to remain there until his death, which he feels is near given his advanced age.&lt;br /&gt;
&lt;br /&gt;
===The Black Hand (EL 6)===&lt;br /&gt;
&lt;br /&gt;
Miranda, who is both Lutek&#039;s fence and a member of the Black Hand, has taken an interest in the party by now.  She suspects them of investigating her operation and has decided to take care of them.  She has sent her lieutenant, Ulfgar, and his band to ambush them at the earliest opportunity.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ulfgar, male human Rog3:&#039;&#039;&#039; CR 3; Size M (5 ft., 8 in. tall); HD 3d6+3; hp 19; Init +4 (+4 Dex); Spd 30 ft.; AC 14 (+4 Dex); Attack +3 melee, or +6 ranged; SV Fort +2, Ref +7, Will +3; AL NE; Str 12, Dex 18, Con 13, Int 12, Wis 15, Cha 14.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Languages Spoken:&#039;&#039; Aquan, Common.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and feats:&#039;&#039; Climb +7, Craft (Woodworking) +6, Disable Device +7, Gather Information +7, Hide +10, Intimidate +8, Knowledge (Local) +4, Listen +7, Move Silently +4, Sense Motive +4, Spot +7, Use Magic Device +7, Use Rope +10; [Evasion], Point Blank Shot, Track, Weapon Focus (shortbow, composite).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; leather, composite shortbow, short sword, 10 +1 Arrows&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Said, male human Rog2:&#039;&#039;&#039; CR 2; Size M (5 ft., 4 in. tall); HD 2d6+4; hp 11; Init +3 (+3 Dex); Spd 30 ft.; AC 13 (+3 Dex); Attack +2 melee, or +4 ranged; SV Fort +2, Ref +6, Will +3; AL NE; Str 12, Dex 16, Con 14, Int 13, Wis 17, Cha 11.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Languages Spoken:&#039;&#039; Celestial, Common.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and feats:&#039;&#039; Climb +6, Decipher Script +6, Escape Artist +8, Gather Information +4, Hide +3, Jump +6, Knowledge (Local) +6, Listen +3, Move Silently +3, Open Lock +8, Sleight of Hand +5, Spot +8, Use Magic Device +4, Use Rope +8; [Evasion], Improved Unarmed Strike, Point Blank Shot.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Carl, male human Rog2:&#039;&#039;&#039; CR 2; Size M (5 ft., 11 in. tall); HD 2d6+4; hp 14; Init +2 (+2 Dex); Spd 30 ft.; AC 12 (+2 Dex); Attack +0 melee, or +3 ranged; SV Fort +2, Ref +5, Will +2; AL NE; Str 9, Dex 15, Con 14, Int 12, Wis 15, Cha 11.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Languages Spoken:&#039;&#039; Common, Terran.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and feats:&#039;&#039; Bluff +5, Diplomacy +5, Escape Artist +6, Forgery +5, Hide +2, Jump +3, Knowledge (Geography) +3, Listen +7, Move Silently +7, Search +6, Sleight of Hand +7, Spot +2, Use Magic Device +4; Diligent, [Evasion], Nimble Fingers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Odd, male human Rog1:&#039;&#039;&#039; CR 1; Size M (5 ft., 6 in. tall); HD 1d6+1; hp 7; Init +2 (+2 Dex); Spd 30 ft.; AC 12 (+2 Dex); Attack +1 melee, or +2 ranged; SV Fort +1, Ref +4, Will +2; AL NE; Str 13, Dex 14, Con 13, Int 11, Wis 14, Cha 12.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Languages Spoken:&#039;&#039; Common.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and feats:&#039;&#039; Balance +4, Climb +5, Craft (Carpentry) +4, Decipher Script +4, Disable Device +2, Gather Information +3, Hide +4, Jump +5, Listen +2, Move Silently +6, Open Lock +6, Sense Motive +6, Spot +2; Endurance, Persuasive.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Milo, male halfling Rog1:&#039;&#039;&#039; CR 1; Size S (2 ft., 10 in. tall); HD 1d6+1; hp 7; Init +4 (+4 Dex); Spd 20 ft.; AC 15 (+4 Dex, +1 Size); Attack -1 melee, or +5 ranged; SV Fort +2, Ref +7, Will +4; AL NE; Str 6, Dex 19, Con 13, Int 12, Wis 17, Cha 14.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Languages Spoken:&#039;&#039; Common, Elven, Halfling.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and feats:&#039;&#039; Climb +0, Decipher Script +5, Disable Device +3, Escape Artist +8, Hide +8, Jump +4, Listen +9, Move Silently +6, Search +5, Sense Motive +5, Sleight of Hand +8, Spot +7, Use Rope +8; Point Blank Shot.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
 Experience Points: 540&lt;br /&gt;
&lt;br /&gt;
==Concluding the Adventure==&lt;br /&gt;
&lt;br /&gt;
The group will likely try to travel to [[Meamnar:Poznan|Poznan]] to track down [[Meamnar:Serak_of_Poznan|Serak]].  If this is the case, [[Meamnar:Neva_of_Ardeon|Neva]] will help them by obtaining passage for them on a ship captained by someone friendly to the [[Meamnar:Balance|Balance]].&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;/div&gt;</summary>
		<author><name>Misfit815</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Meamnar:Lost_Marbles&amp;diff=54779</id>
		<title>Meamnar:Lost Marbles</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Meamnar:Lost_Marbles&amp;diff=54779"/>
		<updated>2007-07-09T17:03:35Z</updated>

		<summary type="html">&lt;p&gt;Misfit815: /* The Black Hand (EL 6) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Lost Marbles is an adventure for five 3rd level player characters (PC&#039;s).  The adventure is set in the city of [[Meamnar:Hylar_City|Hylar]], the capital of the Northern Kingdom of [[Meamnar:Hylar|Hylar]] in the campaign setting of [[Meamnar:Main_Page|Meamnar]].  The adventure was included in the tabletop campaign [[Meamnar:Stoned|Stoned]].&lt;br /&gt;
&lt;br /&gt;
==Adventure Background==&lt;br /&gt;
&lt;br /&gt;
Marbles is a retired adventurer, an old gnome trickster who lives comfortably in a small, unassuming residence in [[Meamnar:Hylar_City|Hylar City]].  He&#039;s well-known throughout the city, and all who know him have an opinion of him.  Some think he&#039;s a harmless, senile, old fool.  Others are wary of him, concerned about his thieving past.  Still others are simply annoyed at his incessant pranks and practical jokes.  Many suspect that his senility is nothing more than an act, that underneath he is as cunning as ever.&lt;br /&gt;
&lt;br /&gt;
Not surprisingly, all of it is true to some extent.  For the most part, Marbles still has his wits about him.  Unfortunately, though, whether by old age or the wear of an adventuring spellcaster&#039;s life, Marbles suffers from occasional bouts of dementia.  He is aware of this, though, and is quite embarrassed by it.&lt;br /&gt;
&lt;br /&gt;
==Adventure Synopsis==&lt;br /&gt;
&lt;br /&gt;
Being so well-traveled, Marbles has a great deal of knowledge about [[Meamnar:Main_Page|Meamnar]], and any group of adventurers exploring the darker places in [[Meamnar:Hylar|Hylar]] are bound to seek him out sooner or later.  Such is the case in this adventure, which begins with the party arriving in [[Meamnar:Hylar_City|Hylar City]] to find that the old gnome they&#039;re seeking has been arrested.&lt;br /&gt;
&lt;br /&gt;
It seems that dear old Marbles has been charged with the crime of murdering three Red Guards.  He is expected to stand trial the day following the party&#039;s arrival.  Barring any intervention, he will be found guilty, sentenced to death, and then beheaded the following day.&lt;br /&gt;
&lt;br /&gt;
The party, of course, should feel compelled to intervene.  Unknown to them, however, the [[Meamnar:Balance|Balance]] is aware of what really happened, and was also planning to rescue Marbles.  Once they are aware of the party, though, they will step aside to see if the adventurers manage to save him.  If they do, then the [[Meamnar:Balance|Balance]] will become much more interested in the party in the future.  If they fail, though, the [[Meamnar:Balance|Balance]] is prepared to step in and rescue Marbles themselves.&lt;br /&gt;
&lt;br /&gt;
So what really did happen?  Three Red Guards are indeed dead, and Marbles is the one who killed them.&lt;br /&gt;
&lt;br /&gt;
==Beginning the Adventure==&lt;br /&gt;
&lt;br /&gt;
===Bad News===&lt;br /&gt;
&lt;br /&gt;
When the party arrives in town, they should be oblivious to the fact that Marbles has been arrested.  Their first clue should be the Arcane Lock on the door to his house, with a scroll tacked on it as well, reading &amp;quot;No Trespassing.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===House of Marbles (EL 2)===&lt;br /&gt;
&lt;br /&gt;
Should the party gain entry into Marbles&#039; house before investigators have been there, they will find it in its normally messy condition.  Should they begin searching the two-room residence, they may find any of the following:&lt;br /&gt;
&lt;br /&gt;
* A vial of sneezing powder (victim is [http://www.d20srd.org/srd/conditionSummary.htm#dazed Dazed] for two rounds, then once every 1d6 rounds thereafter for ten minutes).&lt;br /&gt;
* A sleeping [http://www.d20srd.org/srd/monsters/bat.htm bat], hanging from one of the rafters.&lt;br /&gt;
* Buried under a mass of scrolls, an angry [http://www.d20srd.org/srd/monsters/demon.htm#quasit quasit] in a cage that inhibits its Alternate Form ability.  The magical cage, which is 1&#039; wide, 1&#039; long, and 1.5&#039; tall, inhibits the supernatural shape-changing ability of any creature placed inside of it.&lt;br /&gt;
* A tan [http://www.d20srd.org/srd/magicItems/wondrousItems.htm#bagofTricks Bag of Tricks].&lt;br /&gt;
&lt;br /&gt;
The search should inevitably be interrupted before they find anything of value, by an investigator escorted by two guards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Investigator:&#039;&#039;&#039; CR 1/3; Medium Humanoid (Human); HD 1d6 (Exp1); hp 3; Init +0; Spd 20 ft.; AC 12, touch 10, flat-footed 10; Base Atk dagger +0 melee (1d4); Full Atk dagger +0 melee (1d4); Space/Reach 5 ft./5 ft.; AL LG; SV Fort +0, Ref +0, Will +2; Str 10, Dex 10, Con 10, Int 11, Wis 11, Cha 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Appraise +2, Decipher Script +2, Disable Device +2, Gather Information +6, Listen +2, Open Lock +2, Search +6, Sense Motive +2, Spellcraft +2, Spot +2; Investigator&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; Leather, dagger&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Red Guardsmen (2):&#039;&#039;&#039; CR 1/3; Medium Humanoid (Human); HD 1d8 (War1); hp 4; Init +0; Spd 20 ft.; AC 15, touch 10, flat-footed 10; Base Atk long sword +2 melee (1d8); Full Atk long sword +2 melee (1d8); Space/Reach 5 ft./5 ft.; AL LG; SV Fort +2, Ref +0, Will +0; Str 11, Dex 11, Con 11, Int 10, Wis 10, Cha 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Climb +2, Intimidate +2, Jump +2, Ride +2; Weapon Focus (long sword)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; Chainmail, long sword&lt;br /&gt;
&lt;br /&gt;
 Experience Points: 120 (Quasit), 90 (Investigators)&lt;br /&gt;
&lt;br /&gt;
===The Bullseye Inn and Tavern===&lt;br /&gt;
&lt;br /&gt;
This is a frequent hang-out for Marbles, less than two blocks from his house.  The proprietor, a halfling named Lars Oakenshield, is familiar with him, and is aware of the charges against him.  If asked, he would relay the following information about the incident.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Aye, I know Marbles.  Poor old fella.  From what I hear, he turned himself in yesterday, though I can&#039;t see why.  If I were him, I&#039;d be halfway to Lirath by now.  You don&#039;t rip a bolt o&#039; lightning through three guards and expect t&#039; get a slap on the wrist, y&#039;know?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===The Tanner&#039;s Shop===&lt;br /&gt;
&lt;br /&gt;
Randall Tanner owns a three-room shop near the docks where the stench of the harbor and fish market mask the odors of his trade.  His two daughters, Alissa and Juni, ages 12 and 9, are his apprentices.  His wife died three years ago of dragon fever.&lt;br /&gt;
&lt;br /&gt;
Randall is a member of the [[Meamnar:Balance|Balance]], and the back room of his shop is a common meeting place for the group.  [[Meamnar:Neva_of_Ardeon|Neva]] is staying with him while she is in [[Meamnar:Hylar_City|Hylar City]], and it is there that the group should be able to find her.&lt;br /&gt;
&lt;br /&gt;
Prior to his arrest, Randall was the only person in the area (besides Elias) who knew that [[Meamnar:Marbles_Barbaloot|Marbles]] worked for the [[Meamnar:Balance|Balance]].&lt;br /&gt;
&lt;br /&gt;
If more than a few hours have passed since [[Meamnar:Neva_of_Ardeon|Neva]] and the party entered the city, then she has had time to gather information on what happened to [[Meamnar:Marbles_Barbaloot|Marbles]].  An informant, a cook at the castle, told her that when the cleric of the Red Knight questioned the spirits of the dead guards, he learned that they were somehow on the take.  When the cleric informed Captain Krebb, the captain instructed him to never mention that fact again.&lt;br /&gt;
&lt;br /&gt;
The cook also learned that apparently [[Meamnar:Marbles_Barbaloot|Marbles]] wasn&#039;t alone when he attacked the guards.  There was apparently an accomplice, but his identity remains anonymous.&lt;br /&gt;
&lt;br /&gt;
===Sewers===&lt;br /&gt;
&lt;br /&gt;
If the party ventures into the sewers to investigate the scene of the crime, read or paraphrase the following.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;The slimy passage is typical for a main line of the city&#039;s sewers.  It is about five feet high, and just as wide.  The filth-covered walls are composed of stone bricks, and an archway is present every few feet to support the ceiling.  The water, if it could be called that, is only a couple of inches deep in the center and moves lazily down the passage.  The section is probably about thirty feet in length, separating two corners that are just tight enough to obscure what lies beyond them.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;There are definite signs of activity here.  Where the water does not reach the walls, there are plenty of footprints pressed into the muck.  Toward one corner, scorch marks blacken the wall and have burned away most of the moss-like vegetation that covers it elsewhere.  A lone spear lays half-submerged in the stream.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If they search the area, they may find (DC15) a symbol etched into one of the walls.  It is comparable to a backwards &#039;G&#039;, and was likely carved with a rock or other crude instrument.  The symbol is one used by the [[Meamnar:Balance|Balance]] and indicates that there is something of value in the direction indicated by the placement of the horizontal mark (in other words, if it was a normal &#039;G&#039;, the &amp;quot;something of value&amp;quot; would be in the opposite direction).&lt;br /&gt;
&lt;br /&gt;
Should they head in the direction indicated by the symbol, the group will find (DC10), just around the corner, another symbol on another brick in the wall.  This one, apparently carved with the same tool, is a circle inside an ellipse, and would appear to be an eye.  The brick is loose, and removing it will reveal a cavity behind it.&lt;br /&gt;
&lt;br /&gt;
In the cavity is an amulet, the Star of the Lost Princess.  The Star is made of gold, about three inches in diameter, with a pale sapphire set into the center.  It is on a delicate gold chain, about two feet in length.  Elven script is etched in a circle around it, reading, &amp;quot;May your daughter&#039;s star shine ever bright.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Marbles hid the amulet and placed a Magic Mouth upon it.  When triggered by the spoken word &amp;quot;Randall&amp;quot;, it will say, &amp;quot;Order two bottles of Valeran blackberry wine at the Salty Parrot.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
 Experience Points: 100 (finding the amulet)&lt;br /&gt;
&lt;br /&gt;
===The Salty Parrot===&lt;br /&gt;
&lt;br /&gt;
The Salty Parrot is a tavern in the docks district, especially popular with the sailors who come and go through [[Meamnar:Hylar_City|Hylar City]]&#039;s port.  After killing the guards, [[Meamnar:Marbles_Barbaloot|Marbles]] instructed Elias to go straight to this tavern and lay low until someone arrived.  The &#039;someone&#039; would be identifiable by trying to order two bottles of [[Meamnar:Valeris|Valeran]] blackberry wine from the bartender.  While the wine is a popular drink, and one of [[Meamnar:Marbles_Barbaloot|Marbles]]&#039; favorites, it is never stocked at the Parrot.&lt;br /&gt;
&lt;br /&gt;
Elias ship&#039;s carpenter (chip) on a [[Meamnar:Valeris|Valeran]] caravel, the Lazy Goose.  Above-board, the ship hauls leather and/or cheeses from [[Meamnar:Valeris|Valeris]] to [[Meamnar:Hylar|Hylar]], returning with pork and spices from abroad.  It also serves fences in [[Meamnar:Valeris|Valeris]], who sell the captain (Pawel Lutek) spoils that he then resells in [[Meamnar:Hylar_City|Hylar City]].&lt;br /&gt;
&lt;br /&gt;
[[Meamnar:Marbles_Barbaloot|Marbles]] is Elias&#039; handler, and was meeting with him in the sewers.  The guards were on the take and suspected Elias of wrongdoing.  They followed him as he left the Lazy Goose, and eventually to his meeting in the sewers.  [[Meamnar:Marbles_Barbaloot|Marbles]] discovered them, and killed all three accidentally (casting Lightning Bolt instead of Sleep), and turned himself in to protect Elias&#039; identity.&lt;br /&gt;
&lt;br /&gt;
Lutek did his business, and set sail for [[Meamnar:Valeris|Valeris]] the day before the party gets to [[Meamnar:Hylar_City|Hylar City]].  He suspects that Elias may be not what he seems, but the killing of the guards gave him no time to look into it.  He did, however, inform his local fence of his suspicions.  The fence, Miranda, is having an associate of hers, Ulfgar, keep tabs on Elias.&lt;br /&gt;
&lt;br /&gt;
The purpose of the meeting was for Elias to deliver the amulet and message.  He knows little of his mission, other than to move items between [[Meamnar:Marbles_Barbaloot|Marbles]] and the contact in [[Meamnar:Valeris|Valeris]] and to keep tabs on Lutek.&lt;br /&gt;
&lt;br /&gt;
This is a tavern near the harbor.  Here the party should be able to determine which ship Lutek sailed with.  After leaving the ship, Elias waits here for the [[Meamnar:Balance|Balance]] to catch up with him.  Elias carries a scroll from another member of the [[Meamnar:Balance|Balance]] working in [[Meamnar:Valeris|Valeris]].  The scroll uses a book cypher, the elven poem referenced by the amulet.&lt;br /&gt;
&lt;br /&gt;
 May Your Star Shine Ever Bright&lt;br /&gt;
&lt;br /&gt;
 May your star shine ever bright,&lt;br /&gt;
 May it always sail the sea of night,&lt;br /&gt;
 May it glimmer in the dark to guide your way,&lt;br /&gt;
 May it last through until the break of day.&lt;br /&gt;
&lt;br /&gt;
The code is as follows:&lt;br /&gt;
&lt;br /&gt;
 15 01&lt;br /&gt;
 04 04 28 04 08 02 27 01 26 01 20 04 12 02 21 02 16 02 04 02&lt;br /&gt;
 31 03 05 04 03 01 .  31 01 21 02 33 01 24 03 02 03 14 01 08&lt;br /&gt;
 02 32 01 02 03 12 00 06 05 05 03 20 01 .  05 01 09 02 32 01&lt;br /&gt;
 09 03 10 03 14 01 .  26 02 03 04 03 03 12 00 20 04 22 05 33&lt;br /&gt;
 01 02 04 12 01 06 01 31 01 05 01 23 04 04 01 .  31 01 28 03&lt;br /&gt;
 10 01 06 01 12 02 20 01 09 03 14 01 14 05 04 02 17 01 21 02&lt;br /&gt;
 29 05 20 01 20 02 04 04 20 01 24 02 10 04 31 03 .  28 07 14&lt;br /&gt;
 02 17 07 05 03 20 01 06 01 01 03 14 03 20 03 12 02 24 03 33&lt;br /&gt;
 01 09 03 07 02 23 04 34 00 21 01 32 01 34 00 10 03 29 02 33&lt;br /&gt;
 01 31 01 13 01 02 02 31 05 09 06 ,  27 03 12 00 20 03 21 02&lt;br /&gt;
 27 01 09 02 03 01 .&lt;br /&gt;
 10 01&lt;br /&gt;
&lt;br /&gt;
Decrypted, the cypher reads:&lt;br /&gt;
&lt;br /&gt;
 M&lt;br /&gt;
 Not like others.&lt;br /&gt;
 Body untouched.&lt;br /&gt;
 Elowin.&lt;br /&gt;
 Tracked robbers.&lt;br /&gt;
 Bribed with gold and ale.&lt;br /&gt;
 Hired by grey dwarf to find books, scrolls.&lt;br /&gt;
 S&lt;br /&gt;
&lt;br /&gt;
Elowin was an elf residing in [[Meamnar:Poznan|Poznan]].  She died in 1389, and was buried in the City of the Dead there.  Rindorn, on behalf of Janek, hired a local group of mercenaries to raid the tomb, searching for any information they might find about her daughter, [[Meamnar:Eleria_the_Enchantress|Eleria]].&lt;br /&gt;
&lt;br /&gt;
[[Meamnar:Serak_of_Poznan|Serak]], the [[Meamnar:Balance|Balance]] member in [[Meamnar:Poznan|Poznan]], has been tracking another group of graverobbers who have actually been taking the bodies of the deceased.  He began tracking this crime, assuming it was one more in the string, but found out that the perpetrators were a different group, and that they obviously had different motives.  He was able to acquire one of the pieces of jewelry they subsequently fenced, and sent it along with the message with Elias to [[Meamnar:Marbles_Barbaloot|Marbles]].&lt;br /&gt;
&lt;br /&gt;
 Experience Points: 500 (deciphering the code)&lt;br /&gt;
&lt;br /&gt;
===The Harbormaster===&lt;br /&gt;
&lt;br /&gt;
Thorgrym the Harbormaster is an ill-tempered dwarf who maintains very strict control over the activities at the harbor.  He should be able to identify any ship that has entered or left the harbor in the last three days.&lt;br /&gt;
&lt;br /&gt;
===Gallows===&lt;br /&gt;
&lt;br /&gt;
The following is tacked to the gallows the day after the party arrives in [[Meamnar:Hylar_City|Hylar City]].  This is a standard method that the city uses to disseminate news and information about accused and convicted criminals.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Posted: Barjin of [[Meamnar:Lirath|Lirath]], aka Barjin the Bear, a mercenary, has been convicted on two counts of the crime of murder with intent, and is sentenced to hanging here at noon tomorrow.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Posted: Kelvin, a peasant and resident of [[Meamnar:Hylar_City|Hylar City]], has been convicted on thirteen counts of theft, and is sentenced to hanging here at noon tomorrow.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Posted: Tomte Barbaerlun, aka [[Meamnar:Marbles_Barbaloot|Marbles Barbaloot]], a gnomish adventurer and resident of [[Meamnar:Hylar_City|Hylar City]], has been convicted on three counts of the crime of murder with intent, and is sentenced to hanging here at noon tomorrow.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
On the day of the execution, read or paraphrase the following.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;A crowd has gathered, a diverse group of peasants, at least a hundred and perhaps twice that.  A few vendors wind through the spectators, hawking various kinds of food and drink.  The hangman, dressed in black leather and a cloth hood, is checking the knots of three nooses that hang from a beam of the gallows.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;A door to the keep opens and a procession emerges onto the gallows platform.  A drummer leads an officer of the Red Guard and three prisoners.  Three additional Red Guardsmen are behind them and on their flanks.  The prisoners shuffle along in manacles and leg irons.  The first of the prisoners is a grisly man, middle-aged and unkempt.  The second is a wiry young man, visibly trembling.  The third is [[Meamnar:Marbles_Barbaloot|Marbles]], moving slowly and with great difficulty.  As he drags the irons along the walkway, two women pitch rotten tomatoes at him, one of which splatters upon his leg.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;As you watch, the three prisoners are led to the gallows, where the hangman fits the noose over each of their necks.  As he adjusts the knot of [[Meamnar:Marbles_Barbaloot|Marbles]]&#039; noose, the gnome looks toward your group and you see an odd sparkle of intelligence in his eyes.  He winks at you once, almost imperceptibly.  Unaware of what just transpired, the hangman then places, one by one, a cloth bag over each of the prisoners&#039; heads before stepping back to a wooden handle jutting up from the floor of the gallows.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;The drummer exchanges his rhythmic beat for a rapid drumroll.  The officer nods to the hangman, who immediately pulls the lever.  Three trapdoors open simultaneously, and two of the prisoners&#039; bodies drop, the ropes catching their fall with a snap.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;With the drummer silent, the crowd&#039;s gasp fills the air.  Where [[Meamnar:Marbles_Barbaloot|Marbles]] once was, the noose hangs empty.  The cloth hood slowly falls empty to the platform.  While the other two prisoners writhe and jerk at the end of their ropes, everyone else appears to be frozen for a moment, staring at the empty noose.  Less than a minute later, they expire and fall limp, their misery over.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Meanwhile, the guards rush forward, looking around the gallows in vain.  Two other men rush forward, one in crimson robes and the other wearing the armour of the Red Knight.  Simultaneously, they begin separate spells of divination, each quickly calling upon their own mystic powers.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;In the end, though, there is no answer.  The crowd, utterly confused, slowly disperses, with small groups chattering about the events as they depart.  The mage and cleric, their divinations fruitless, look blankly at the officer in charge, while the hangman and other guardsmen continue to search the area.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Later that day, the following is tacked to the gallows.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Reward: Tomte Barbaerlun, aka [[Meamnar:Marbles_Barbaloot|Marbles Barbaloot]], a convicted criminal.  Last seen yesterday at the gallows.  One thousand gold crowns offered.  Wanted dead or alive.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Once [[Meamnar:Marbles_Barbaloot|Marbles]]&#039; life was threatened by the noose, his contingency spell was triggered and he was immediately teleported to the plane of Elysia.  His intention is to remain there until his death, which he feels is near given his advanced age.&lt;br /&gt;
&lt;br /&gt;
===The Black Hand (EL 6)===&lt;br /&gt;
&lt;br /&gt;
Miranda, who is both Lutek&#039;s fence and a member of the Black Hand, has taken an interest in the party by now.  She suspects them of investigating her operation and has decided to take care of them.  She has sent her lieutenant, Ulfgar, and his band to ambush them at the earliest opportunity.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ulfgar, male human Rog3:&#039;&#039;&#039; CR 3; Size M (5 ft., 8 in. tall); HD 3d6+3; hp 19; Init +4 (+4 Dex); Spd 30 ft.; AC 14 (+4 Dex); Attack +3 melee, or +6 ranged; SV Fort +2, Ref +7, Will +3; AL NE; Str 12, Dex 18, Con 13, Int 12, Wis 15, Cha 14.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Languages Spoken:&#039;&#039; Aquan, Common.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and feats:&#039;&#039; Climb +7, Craft (Woodworking) +6, Disable Device +7, Gather Information +7, Hide +10, Intimidate +8, Knowledge (Local) +4, Listen +7, Move Silently +4, Sense Motive +4, Spot +7, Use Magic Device +7, Use Rope +10; [Evasion], Point Blank Shot, Track, Weapon Focus (shortbow, composite).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; leather, composite shortbow, short sword, 10 +1 Arrows&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Said, male human Rog2:&#039;&#039;&#039; CR 2; Size M (5 ft., 4 in. tall); HD 2d6+4; hp 11; Init +3 (+3 Dex); Spd 30 ft.; AC 13 (+3 Dex); Attack +2 melee, or +4 ranged; SV Fort +2, Ref +6, Will +3; AL NE; Str 12, Dex 16, Con 14, Int 13, Wis 17, Cha 11.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Languages Spoken:&#039;&#039; Celestial, Common.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and feats:&#039;&#039; Climb +6, Decipher Script +6, Escape Artist +8, Gather Information +4, Hide +3, Jump +6, Knowledge (Local) +6, Listen +3, Move Silently +3, Open Lock +8, Sleight of Hand +5, Spot +8, Use Magic Device +4, Use Rope +8; [Evasion], Improved Unarmed Strike, Point Blank Shot.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Carl, male human Rog2:&#039;&#039;&#039; CR 2; Size M (5 ft., 11 in. tall); HD 2d6+4; hp 14; Init +2 (+2 Dex); Spd 30 ft.; AC 12 (+2 Dex); Attack +0 melee, or +3 ranged; SV Fort +2, Ref +5, Will +2; AL NE; Str 9, Dex 15, Con 14, Int 12, Wis 15, Cha 11.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Languages Spoken:&#039;&#039; Common, Terran.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and feats:&#039;&#039; Bluff +5, Diplomacy +5, Escape Artist +6, Forgery +5, Hide +2, Jump +3, Knowledge (Geography) +3, Listen +7, Move Silently +7, Search +6, Sleight of Hand +7, Spot +2, Use Magic Device +4; Diligent, [Evasion], Nimble Fingers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
 Experience Points: 540&lt;br /&gt;
&lt;br /&gt;
==Concluding the Adventure==&lt;br /&gt;
&lt;br /&gt;
The group will likely try to travel to [[Meamnar:Poznan|Poznan]] to track down [[Meamnar:Serak_of_Poznan|Serak]].  If this is the case, [[Meamnar:Neva_of_Ardeon|Neva]] will help them by obtaining passage for them on a ship captained by someone friendly to the [[Meamnar:Balance|Balance]].&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;/div&gt;</summary>
		<author><name>Misfit815</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Meamnar:Lost_Marbles&amp;diff=54777</id>
		<title>Meamnar:Lost Marbles</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Meamnar:Lost_Marbles&amp;diff=54777"/>
		<updated>2007-07-09T16:58:45Z</updated>

		<summary type="html">&lt;p&gt;Misfit815: /* The Black Hand (EL 6) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Lost Marbles is an adventure for five 3rd level player characters (PC&#039;s).  The adventure is set in the city of [[Meamnar:Hylar_City|Hylar]], the capital of the Northern Kingdom of [[Meamnar:Hylar|Hylar]] in the campaign setting of [[Meamnar:Main_Page|Meamnar]].  The adventure was included in the tabletop campaign [[Meamnar:Stoned|Stoned]].&lt;br /&gt;
&lt;br /&gt;
==Adventure Background==&lt;br /&gt;
&lt;br /&gt;
Marbles is a retired adventurer, an old gnome trickster who lives comfortably in a small, unassuming residence in [[Meamnar:Hylar_City|Hylar City]].  He&#039;s well-known throughout the city, and all who know him have an opinion of him.  Some think he&#039;s a harmless, senile, old fool.  Others are wary of him, concerned about his thieving past.  Still others are simply annoyed at his incessant pranks and practical jokes.  Many suspect that his senility is nothing more than an act, that underneath he is as cunning as ever.&lt;br /&gt;
&lt;br /&gt;
Not surprisingly, all of it is true to some extent.  For the most part, Marbles still has his wits about him.  Unfortunately, though, whether by old age or the wear of an adventuring spellcaster&#039;s life, Marbles suffers from occasional bouts of dementia.  He is aware of this, though, and is quite embarrassed by it.&lt;br /&gt;
&lt;br /&gt;
==Adventure Synopsis==&lt;br /&gt;
&lt;br /&gt;
Being so well-traveled, Marbles has a great deal of knowledge about [[Meamnar:Main_Page|Meamnar]], and any group of adventurers exploring the darker places in [[Meamnar:Hylar|Hylar]] are bound to seek him out sooner or later.  Such is the case in this adventure, which begins with the party arriving in [[Meamnar:Hylar_City|Hylar City]] to find that the old gnome they&#039;re seeking has been arrested.&lt;br /&gt;
&lt;br /&gt;
It seems that dear old Marbles has been charged with the crime of murdering three Red Guards.  He is expected to stand trial the day following the party&#039;s arrival.  Barring any intervention, he will be found guilty, sentenced to death, and then beheaded the following day.&lt;br /&gt;
&lt;br /&gt;
The party, of course, should feel compelled to intervene.  Unknown to them, however, the [[Meamnar:Balance|Balance]] is aware of what really happened, and was also planning to rescue Marbles.  Once they are aware of the party, though, they will step aside to see if the adventurers manage to save him.  If they do, then the [[Meamnar:Balance|Balance]] will become much more interested in the party in the future.  If they fail, though, the [[Meamnar:Balance|Balance]] is prepared to step in and rescue Marbles themselves.&lt;br /&gt;
&lt;br /&gt;
So what really did happen?  Three Red Guards are indeed dead, and Marbles is the one who killed them.&lt;br /&gt;
&lt;br /&gt;
==Beginning the Adventure==&lt;br /&gt;
&lt;br /&gt;
===Bad News===&lt;br /&gt;
&lt;br /&gt;
When the party arrives in town, they should be oblivious to the fact that Marbles has been arrested.  Their first clue should be the Arcane Lock on the door to his house, with a scroll tacked on it as well, reading &amp;quot;No Trespassing.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===House of Marbles (EL 2)===&lt;br /&gt;
&lt;br /&gt;
Should the party gain entry into Marbles&#039; house before investigators have been there, they will find it in its normally messy condition.  Should they begin searching the two-room residence, they may find any of the following:&lt;br /&gt;
&lt;br /&gt;
* A vial of sneezing powder (victim is [http://www.d20srd.org/srd/conditionSummary.htm#dazed Dazed] for two rounds, then once every 1d6 rounds thereafter for ten minutes).&lt;br /&gt;
* A sleeping [http://www.d20srd.org/srd/monsters/bat.htm bat], hanging from one of the rafters.&lt;br /&gt;
* Buried under a mass of scrolls, an angry [http://www.d20srd.org/srd/monsters/demon.htm#quasit quasit] in a cage that inhibits its Alternate Form ability.  The magical cage, which is 1&#039; wide, 1&#039; long, and 1.5&#039; tall, inhibits the supernatural shape-changing ability of any creature placed inside of it.&lt;br /&gt;
* A tan [http://www.d20srd.org/srd/magicItems/wondrousItems.htm#bagofTricks Bag of Tricks].&lt;br /&gt;
&lt;br /&gt;
The search should inevitably be interrupted before they find anything of value, by an investigator escorted by two guards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Investigator:&#039;&#039;&#039; CR 1/3; Medium Humanoid (Human); HD 1d6 (Exp1); hp 3; Init +0; Spd 20 ft.; AC 12, touch 10, flat-footed 10; Base Atk dagger +0 melee (1d4); Full Atk dagger +0 melee (1d4); Space/Reach 5 ft./5 ft.; AL LG; SV Fort +0, Ref +0, Will +2; Str 10, Dex 10, Con 10, Int 11, Wis 11, Cha 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Appraise +2, Decipher Script +2, Disable Device +2, Gather Information +6, Listen +2, Open Lock +2, Search +6, Sense Motive +2, Spellcraft +2, Spot +2; Investigator&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; Leather, dagger&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Red Guardsmen (2):&#039;&#039;&#039; CR 1/3; Medium Humanoid (Human); HD 1d8 (War1); hp 4; Init +0; Spd 20 ft.; AC 15, touch 10, flat-footed 10; Base Atk long sword +2 melee (1d8); Full Atk long sword +2 melee (1d8); Space/Reach 5 ft./5 ft.; AL LG; SV Fort +2, Ref +0, Will +0; Str 11, Dex 11, Con 11, Int 10, Wis 10, Cha 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Climb +2, Intimidate +2, Jump +2, Ride +2; Weapon Focus (long sword)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; Chainmail, long sword&lt;br /&gt;
&lt;br /&gt;
 Experience Points: 120 (Quasit), 90 (Investigators)&lt;br /&gt;
&lt;br /&gt;
===The Bullseye Inn and Tavern===&lt;br /&gt;
&lt;br /&gt;
This is a frequent hang-out for Marbles, less than two blocks from his house.  The proprietor, a halfling named Lars Oakenshield, is familiar with him, and is aware of the charges against him.  If asked, he would relay the following information about the incident.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Aye, I know Marbles.  Poor old fella.  From what I hear, he turned himself in yesterday, though I can&#039;t see why.  If I were him, I&#039;d be halfway to Lirath by now.  You don&#039;t rip a bolt o&#039; lightning through three guards and expect t&#039; get a slap on the wrist, y&#039;know?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===The Tanner&#039;s Shop===&lt;br /&gt;
&lt;br /&gt;
Randall Tanner owns a three-room shop near the docks where the stench of the harbor and fish market mask the odors of his trade.  His two daughters, Alissa and Juni, ages 12 and 9, are his apprentices.  His wife died three years ago of dragon fever.&lt;br /&gt;
&lt;br /&gt;
Randall is a member of the [[Meamnar:Balance|Balance]], and the back room of his shop is a common meeting place for the group.  [[Meamnar:Neva_of_Ardeon|Neva]] is staying with him while she is in [[Meamnar:Hylar_City|Hylar City]], and it is there that the group should be able to find her.&lt;br /&gt;
&lt;br /&gt;
Prior to his arrest, Randall was the only person in the area (besides Elias) who knew that [[Meamnar:Marbles_Barbaloot|Marbles]] worked for the [[Meamnar:Balance|Balance]].&lt;br /&gt;
&lt;br /&gt;
If more than a few hours have passed since [[Meamnar:Neva_of_Ardeon|Neva]] and the party entered the city, then she has had time to gather information on what happened to [[Meamnar:Marbles_Barbaloot|Marbles]].  An informant, a cook at the castle, told her that when the cleric of the Red Knight questioned the spirits of the dead guards, he learned that they were somehow on the take.  When the cleric informed Captain Krebb, the captain instructed him to never mention that fact again.&lt;br /&gt;
&lt;br /&gt;
The cook also learned that apparently [[Meamnar:Marbles_Barbaloot|Marbles]] wasn&#039;t alone when he attacked the guards.  There was apparently an accomplice, but his identity remains anonymous.&lt;br /&gt;
&lt;br /&gt;
===Sewers===&lt;br /&gt;
&lt;br /&gt;
If the party ventures into the sewers to investigate the scene of the crime, read or paraphrase the following.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;The slimy passage is typical for a main line of the city&#039;s sewers.  It is about five feet high, and just as wide.  The filth-covered walls are composed of stone bricks, and an archway is present every few feet to support the ceiling.  The water, if it could be called that, is only a couple of inches deep in the center and moves lazily down the passage.  The section is probably about thirty feet in length, separating two corners that are just tight enough to obscure what lies beyond them.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;There are definite signs of activity here.  Where the water does not reach the walls, there are plenty of footprints pressed into the muck.  Toward one corner, scorch marks blacken the wall and have burned away most of the moss-like vegetation that covers it elsewhere.  A lone spear lays half-submerged in the stream.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If they search the area, they may find (DC15) a symbol etched into one of the walls.  It is comparable to a backwards &#039;G&#039;, and was likely carved with a rock or other crude instrument.  The symbol is one used by the [[Meamnar:Balance|Balance]] and indicates that there is something of value in the direction indicated by the placement of the horizontal mark (in other words, if it was a normal &#039;G&#039;, the &amp;quot;something of value&amp;quot; would be in the opposite direction).&lt;br /&gt;
&lt;br /&gt;
Should they head in the direction indicated by the symbol, the group will find (DC10), just around the corner, another symbol on another brick in the wall.  This one, apparently carved with the same tool, is a circle inside an ellipse, and would appear to be an eye.  The brick is loose, and removing it will reveal a cavity behind it.&lt;br /&gt;
&lt;br /&gt;
In the cavity is an amulet, the Star of the Lost Princess.  The Star is made of gold, about three inches in diameter, with a pale sapphire set into the center.  It is on a delicate gold chain, about two feet in length.  Elven script is etched in a circle around it, reading, &amp;quot;May your daughter&#039;s star shine ever bright.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Marbles hid the amulet and placed a Magic Mouth upon it.  When triggered by the spoken word &amp;quot;Randall&amp;quot;, it will say, &amp;quot;Order two bottles of Valeran blackberry wine at the Salty Parrot.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
 Experience Points: 100 (finding the amulet)&lt;br /&gt;
&lt;br /&gt;
===The Salty Parrot===&lt;br /&gt;
&lt;br /&gt;
The Salty Parrot is a tavern in the docks district, especially popular with the sailors who come and go through [[Meamnar:Hylar_City|Hylar City]]&#039;s port.  After killing the guards, [[Meamnar:Marbles_Barbaloot|Marbles]] instructed Elias to go straight to this tavern and lay low until someone arrived.  The &#039;someone&#039; would be identifiable by trying to order two bottles of [[Meamnar:Valeris|Valeran]] blackberry wine from the bartender.  While the wine is a popular drink, and one of [[Meamnar:Marbles_Barbaloot|Marbles]]&#039; favorites, it is never stocked at the Parrot.&lt;br /&gt;
&lt;br /&gt;
Elias ship&#039;s carpenter (chip) on a [[Meamnar:Valeris|Valeran]] caravel, the Lazy Goose.  Above-board, the ship hauls leather and/or cheeses from [[Meamnar:Valeris|Valeris]] to [[Meamnar:Hylar|Hylar]], returning with pork and spices from abroad.  It also serves fences in [[Meamnar:Valeris|Valeris]], who sell the captain (Pawel Lutek) spoils that he then resells in [[Meamnar:Hylar_City|Hylar City]].&lt;br /&gt;
&lt;br /&gt;
[[Meamnar:Marbles_Barbaloot|Marbles]] is Elias&#039; handler, and was meeting with him in the sewers.  The guards were on the take and suspected Elias of wrongdoing.  They followed him as he left the Lazy Goose, and eventually to his meeting in the sewers.  [[Meamnar:Marbles_Barbaloot|Marbles]] discovered them, and killed all three accidentally (casting Lightning Bolt instead of Sleep), and turned himself in to protect Elias&#039; identity.&lt;br /&gt;
&lt;br /&gt;
Lutek did his business, and set sail for [[Meamnar:Valeris|Valeris]] the day before the party gets to [[Meamnar:Hylar_City|Hylar City]].  He suspects that Elias may be not what he seems, but the killing of the guards gave him no time to look into it.  He did, however, inform his local fence of his suspicions.  The fence, Miranda, is having an associate of hers, Ulfgar, keep tabs on Elias.&lt;br /&gt;
&lt;br /&gt;
The purpose of the meeting was for Elias to deliver the amulet and message.  He knows little of his mission, other than to move items between [[Meamnar:Marbles_Barbaloot|Marbles]] and the contact in [[Meamnar:Valeris|Valeris]] and to keep tabs on Lutek.&lt;br /&gt;
&lt;br /&gt;
This is a tavern near the harbor.  Here the party should be able to determine which ship Lutek sailed with.  After leaving the ship, Elias waits here for the [[Meamnar:Balance|Balance]] to catch up with him.  Elias carries a scroll from another member of the [[Meamnar:Balance|Balance]] working in [[Meamnar:Valeris|Valeris]].  The scroll uses a book cypher, the elven poem referenced by the amulet.&lt;br /&gt;
&lt;br /&gt;
 May Your Star Shine Ever Bright&lt;br /&gt;
&lt;br /&gt;
 May your star shine ever bright,&lt;br /&gt;
 May it always sail the sea of night,&lt;br /&gt;
 May it glimmer in the dark to guide your way,&lt;br /&gt;
 May it last through until the break of day.&lt;br /&gt;
&lt;br /&gt;
The code is as follows:&lt;br /&gt;
&lt;br /&gt;
 15 01&lt;br /&gt;
 04 04 28 04 08 02 27 01 26 01 20 04 12 02 21 02 16 02 04 02&lt;br /&gt;
 31 03 05 04 03 01 .  31 01 21 02 33 01 24 03 02 03 14 01 08&lt;br /&gt;
 02 32 01 02 03 12 00 06 05 05 03 20 01 .  05 01 09 02 32 01&lt;br /&gt;
 09 03 10 03 14 01 .  26 02 03 04 03 03 12 00 20 04 22 05 33&lt;br /&gt;
 01 02 04 12 01 06 01 31 01 05 01 23 04 04 01 .  31 01 28 03&lt;br /&gt;
 10 01 06 01 12 02 20 01 09 03 14 01 14 05 04 02 17 01 21 02&lt;br /&gt;
 29 05 20 01 20 02 04 04 20 01 24 02 10 04 31 03 .  28 07 14&lt;br /&gt;
 02 17 07 05 03 20 01 06 01 01 03 14 03 20 03 12 02 24 03 33&lt;br /&gt;
 01 09 03 07 02 23 04 34 00 21 01 32 01 34 00 10 03 29 02 33&lt;br /&gt;
 01 31 01 13 01 02 02 31 05 09 06 ,  27 03 12 00 20 03 21 02&lt;br /&gt;
 27 01 09 02 03 01 .&lt;br /&gt;
 10 01&lt;br /&gt;
&lt;br /&gt;
Decrypted, the cypher reads:&lt;br /&gt;
&lt;br /&gt;
 M&lt;br /&gt;
 Not like others.&lt;br /&gt;
 Body untouched.&lt;br /&gt;
 Elowin.&lt;br /&gt;
 Tracked robbers.&lt;br /&gt;
 Bribed with gold and ale.&lt;br /&gt;
 Hired by grey dwarf to find books, scrolls.&lt;br /&gt;
 S&lt;br /&gt;
&lt;br /&gt;
Elowin was an elf residing in [[Meamnar:Poznan|Poznan]].  She died in 1389, and was buried in the City of the Dead there.  Rindorn, on behalf of Janek, hired a local group of mercenaries to raid the tomb, searching for any information they might find about her daughter, [[Meamnar:Eleria_the_Enchantress|Eleria]].&lt;br /&gt;
&lt;br /&gt;
[[Meamnar:Serak_of_Poznan|Serak]], the [[Meamnar:Balance|Balance]] member in [[Meamnar:Poznan|Poznan]], has been tracking another group of graverobbers who have actually been taking the bodies of the deceased.  He began tracking this crime, assuming it was one more in the string, but found out that the perpetrators were a different group, and that they obviously had different motives.  He was able to acquire one of the pieces of jewelry they subsequently fenced, and sent it along with the message with Elias to [[Meamnar:Marbles_Barbaloot|Marbles]].&lt;br /&gt;
&lt;br /&gt;
 Experience Points: 500 (deciphering the code)&lt;br /&gt;
&lt;br /&gt;
===The Harbormaster===&lt;br /&gt;
&lt;br /&gt;
Thorgrym the Harbormaster is an ill-tempered dwarf who maintains very strict control over the activities at the harbor.  He should be able to identify any ship that has entered or left the harbor in the last three days.&lt;br /&gt;
&lt;br /&gt;
===Gallows===&lt;br /&gt;
&lt;br /&gt;
The following is tacked to the gallows the day after the party arrives in [[Meamnar:Hylar_City|Hylar City]].  This is a standard method that the city uses to disseminate news and information about accused and convicted criminals.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Posted: Barjin of [[Meamnar:Lirath|Lirath]], aka Barjin the Bear, a mercenary, has been convicted on two counts of the crime of murder with intent, and is sentenced to hanging here at noon tomorrow.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Posted: Kelvin, a peasant and resident of [[Meamnar:Hylar_City|Hylar City]], has been convicted on thirteen counts of theft, and is sentenced to hanging here at noon tomorrow.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Posted: Tomte Barbaerlun, aka [[Meamnar:Marbles_Barbaloot|Marbles Barbaloot]], a gnomish adventurer and resident of [[Meamnar:Hylar_City|Hylar City]], has been convicted on three counts of the crime of murder with intent, and is sentenced to hanging here at noon tomorrow.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
On the day of the execution, read or paraphrase the following.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;A crowd has gathered, a diverse group of peasants, at least a hundred and perhaps twice that.  A few vendors wind through the spectators, hawking various kinds of food and drink.  The hangman, dressed in black leather and a cloth hood, is checking the knots of three nooses that hang from a beam of the gallows.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;A door to the keep opens and a procession emerges onto the gallows platform.  A drummer leads an officer of the Red Guard and three prisoners.  Three additional Red Guardsmen are behind them and on their flanks.  The prisoners shuffle along in manacles and leg irons.  The first of the prisoners is a grisly man, middle-aged and unkempt.  The second is a wiry young man, visibly trembling.  The third is [[Meamnar:Marbles_Barbaloot|Marbles]], moving slowly and with great difficulty.  As he drags the irons along the walkway, two women pitch rotten tomatoes at him, one of which splatters upon his leg.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;As you watch, the three prisoners are led to the gallows, where the hangman fits the noose over each of their necks.  As he adjusts the knot of [[Meamnar:Marbles_Barbaloot|Marbles]]&#039; noose, the gnome looks toward your group and you see an odd sparkle of intelligence in his eyes.  He winks at you once, almost imperceptibly.  Unaware of what just transpired, the hangman then places, one by one, a cloth bag over each of the prisoners&#039; heads before stepping back to a wooden handle jutting up from the floor of the gallows.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;The drummer exchanges his rhythmic beat for a rapid drumroll.  The officer nods to the hangman, who immediately pulls the lever.  Three trapdoors open simultaneously, and two of the prisoners&#039; bodies drop, the ropes catching their fall with a snap.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;With the drummer silent, the crowd&#039;s gasp fills the air.  Where [[Meamnar:Marbles_Barbaloot|Marbles]] once was, the noose hangs empty.  The cloth hood slowly falls empty to the platform.  While the other two prisoners writhe and jerk at the end of their ropes, everyone else appears to be frozen for a moment, staring at the empty noose.  Less than a minute later, they expire and fall limp, their misery over.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Meanwhile, the guards rush forward, looking around the gallows in vain.  Two other men rush forward, one in crimson robes and the other wearing the armour of the Red Knight.  Simultaneously, they begin separate spells of divination, each quickly calling upon their own mystic powers.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;In the end, though, there is no answer.  The crowd, utterly confused, slowly disperses, with small groups chattering about the events as they depart.  The mage and cleric, their divinations fruitless, look blankly at the officer in charge, while the hangman and other guardsmen continue to search the area.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Later that day, the following is tacked to the gallows.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Reward: Tomte Barbaerlun, aka [[Meamnar:Marbles_Barbaloot|Marbles Barbaloot]], a convicted criminal.  Last seen yesterday at the gallows.  One thousand gold crowns offered.  Wanted dead or alive.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Once [[Meamnar:Marbles_Barbaloot|Marbles]]&#039; life was threatened by the noose, his contingency spell was triggered and he was immediately teleported to the plane of Elysia.  His intention is to remain there until his death, which he feels is near given his advanced age.&lt;br /&gt;
&lt;br /&gt;
===The Black Hand (EL 6)===&lt;br /&gt;
&lt;br /&gt;
Miranda, who is both Lutek&#039;s fence and a member of the Black Hand, has taken an interest in the party by now.  She suspects them of investigating her operation and has decided to take care of them.  She has sent her lieutenant, Ulfgar, and his band to ambush them at the earliest opportunity.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ulfgar, male human Rog3:&#039;&#039;&#039; CR 3; Size M (5 ft., 8 in. tall); HD 3d6+3; hp 19; Init +4 (+4 Dex); Spd 30 ft.; AC 14 (+4 Dex); Attack +3 melee, or +6 ranged; SV Fort +2, Ref +7, Will +3; AL NE; Str 12, Dex 18, Con 13, Int 12, Wis 15, Cha 14.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Languages Spoken:&#039;&#039; Aquan, Common.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and feats:&#039;&#039; Climb +7, Craft (Woodworking) +6, Disable Device +7, Gather Information +7, Hide +10, Intimidate +8, Knowledge (Local) +4, Listen +7, Move Silently +4, Sense Motive +4, Spot +7, Use Magic Device +7, Use Rope +10; [Evasion], Point Blank Shot, Track, Weapon Focus (shortbow, composite).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; leather, composite shortbow, short sword, 10 +1 Arrows&lt;br /&gt;
&lt;br /&gt;
 Experience Points: 540&lt;br /&gt;
&lt;br /&gt;
==Concluding the Adventure==&lt;br /&gt;
&lt;br /&gt;
The group will likely try to travel to [[Meamnar:Poznan|Poznan]] to track down [[Meamnar:Serak_of_Poznan|Serak]].  If this is the case, [[Meamnar:Neva_of_Ardeon|Neva]] will help them by obtaining passage for them on a ship captained by someone friendly to the [[Meamnar:Balance|Balance]].&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;/div&gt;</summary>
		<author><name>Misfit815</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Meamnar:Lost_Marbles&amp;diff=54776</id>
		<title>Meamnar:Lost Marbles</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Meamnar:Lost_Marbles&amp;diff=54776"/>
		<updated>2007-07-09T16:57:37Z</updated>

		<summary type="html">&lt;p&gt;Misfit815: /* The Black Hand (EL 6) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Lost Marbles is an adventure for five 3rd level player characters (PC&#039;s).  The adventure is set in the city of [[Meamnar:Hylar_City|Hylar]], the capital of the Northern Kingdom of [[Meamnar:Hylar|Hylar]] in the campaign setting of [[Meamnar:Main_Page|Meamnar]].  The adventure was included in the tabletop campaign [[Meamnar:Stoned|Stoned]].&lt;br /&gt;
&lt;br /&gt;
==Adventure Background==&lt;br /&gt;
&lt;br /&gt;
Marbles is a retired adventurer, an old gnome trickster who lives comfortably in a small, unassuming residence in [[Meamnar:Hylar_City|Hylar City]].  He&#039;s well-known throughout the city, and all who know him have an opinion of him.  Some think he&#039;s a harmless, senile, old fool.  Others are wary of him, concerned about his thieving past.  Still others are simply annoyed at his incessant pranks and practical jokes.  Many suspect that his senility is nothing more than an act, that underneath he is as cunning as ever.&lt;br /&gt;
&lt;br /&gt;
Not surprisingly, all of it is true to some extent.  For the most part, Marbles still has his wits about him.  Unfortunately, though, whether by old age or the wear of an adventuring spellcaster&#039;s life, Marbles suffers from occasional bouts of dementia.  He is aware of this, though, and is quite embarrassed by it.&lt;br /&gt;
&lt;br /&gt;
==Adventure Synopsis==&lt;br /&gt;
&lt;br /&gt;
Being so well-traveled, Marbles has a great deal of knowledge about [[Meamnar:Main_Page|Meamnar]], and any group of adventurers exploring the darker places in [[Meamnar:Hylar|Hylar]] are bound to seek him out sooner or later.  Such is the case in this adventure, which begins with the party arriving in [[Meamnar:Hylar_City|Hylar City]] to find that the old gnome they&#039;re seeking has been arrested.&lt;br /&gt;
&lt;br /&gt;
It seems that dear old Marbles has been charged with the crime of murdering three Red Guards.  He is expected to stand trial the day following the party&#039;s arrival.  Barring any intervention, he will be found guilty, sentenced to death, and then beheaded the following day.&lt;br /&gt;
&lt;br /&gt;
The party, of course, should feel compelled to intervene.  Unknown to them, however, the [[Meamnar:Balance|Balance]] is aware of what really happened, and was also planning to rescue Marbles.  Once they are aware of the party, though, they will step aside to see if the adventurers manage to save him.  If they do, then the [[Meamnar:Balance|Balance]] will become much more interested in the party in the future.  If they fail, though, the [[Meamnar:Balance|Balance]] is prepared to step in and rescue Marbles themselves.&lt;br /&gt;
&lt;br /&gt;
So what really did happen?  Three Red Guards are indeed dead, and Marbles is the one who killed them.&lt;br /&gt;
&lt;br /&gt;
==Beginning the Adventure==&lt;br /&gt;
&lt;br /&gt;
===Bad News===&lt;br /&gt;
&lt;br /&gt;
When the party arrives in town, they should be oblivious to the fact that Marbles has been arrested.  Their first clue should be the Arcane Lock on the door to his house, with a scroll tacked on it as well, reading &amp;quot;No Trespassing.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===House of Marbles (EL 2)===&lt;br /&gt;
&lt;br /&gt;
Should the party gain entry into Marbles&#039; house before investigators have been there, they will find it in its normally messy condition.  Should they begin searching the two-room residence, they may find any of the following:&lt;br /&gt;
&lt;br /&gt;
* A vial of sneezing powder (victim is [http://www.d20srd.org/srd/conditionSummary.htm#dazed Dazed] for two rounds, then once every 1d6 rounds thereafter for ten minutes).&lt;br /&gt;
* A sleeping [http://www.d20srd.org/srd/monsters/bat.htm bat], hanging from one of the rafters.&lt;br /&gt;
* Buried under a mass of scrolls, an angry [http://www.d20srd.org/srd/monsters/demon.htm#quasit quasit] in a cage that inhibits its Alternate Form ability.  The magical cage, which is 1&#039; wide, 1&#039; long, and 1.5&#039; tall, inhibits the supernatural shape-changing ability of any creature placed inside of it.&lt;br /&gt;
* A tan [http://www.d20srd.org/srd/magicItems/wondrousItems.htm#bagofTricks Bag of Tricks].&lt;br /&gt;
&lt;br /&gt;
The search should inevitably be interrupted before they find anything of value, by an investigator escorted by two guards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Investigator:&#039;&#039;&#039; CR 1/3; Medium Humanoid (Human); HD 1d6 (Exp1); hp 3; Init +0; Spd 20 ft.; AC 12, touch 10, flat-footed 10; Base Atk dagger +0 melee (1d4); Full Atk dagger +0 melee (1d4); Space/Reach 5 ft./5 ft.; AL LG; SV Fort +0, Ref +0, Will +2; Str 10, Dex 10, Con 10, Int 11, Wis 11, Cha 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Appraise +2, Decipher Script +2, Disable Device +2, Gather Information +6, Listen +2, Open Lock +2, Search +6, Sense Motive +2, Spellcraft +2, Spot +2; Investigator&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; Leather, dagger&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Red Guardsmen (2):&#039;&#039;&#039; CR 1/3; Medium Humanoid (Human); HD 1d8 (War1); hp 4; Init +0; Spd 20 ft.; AC 15, touch 10, flat-footed 10; Base Atk long sword +2 melee (1d8); Full Atk long sword +2 melee (1d8); Space/Reach 5 ft./5 ft.; AL LG; SV Fort +2, Ref +0, Will +0; Str 11, Dex 11, Con 11, Int 10, Wis 10, Cha 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Climb +2, Intimidate +2, Jump +2, Ride +2; Weapon Focus (long sword)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; Chainmail, long sword&lt;br /&gt;
&lt;br /&gt;
 Experience Points: 120 (Quasit), 90 (Investigators)&lt;br /&gt;
&lt;br /&gt;
===The Bullseye Inn and Tavern===&lt;br /&gt;
&lt;br /&gt;
This is a frequent hang-out for Marbles, less than two blocks from his house.  The proprietor, a halfling named Lars Oakenshield, is familiar with him, and is aware of the charges against him.  If asked, he would relay the following information about the incident.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Aye, I know Marbles.  Poor old fella.  From what I hear, he turned himself in yesterday, though I can&#039;t see why.  If I were him, I&#039;d be halfway to Lirath by now.  You don&#039;t rip a bolt o&#039; lightning through three guards and expect t&#039; get a slap on the wrist, y&#039;know?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===The Tanner&#039;s Shop===&lt;br /&gt;
&lt;br /&gt;
Randall Tanner owns a three-room shop near the docks where the stench of the harbor and fish market mask the odors of his trade.  His two daughters, Alissa and Juni, ages 12 and 9, are his apprentices.  His wife died three years ago of dragon fever.&lt;br /&gt;
&lt;br /&gt;
Randall is a member of the [[Meamnar:Balance|Balance]], and the back room of his shop is a common meeting place for the group.  [[Meamnar:Neva_of_Ardeon|Neva]] is staying with him while she is in [[Meamnar:Hylar_City|Hylar City]], and it is there that the group should be able to find her.&lt;br /&gt;
&lt;br /&gt;
Prior to his arrest, Randall was the only person in the area (besides Elias) who knew that [[Meamnar:Marbles_Barbaloot|Marbles]] worked for the [[Meamnar:Balance|Balance]].&lt;br /&gt;
&lt;br /&gt;
If more than a few hours have passed since [[Meamnar:Neva_of_Ardeon|Neva]] and the party entered the city, then she has had time to gather information on what happened to [[Meamnar:Marbles_Barbaloot|Marbles]].  An informant, a cook at the castle, told her that when the cleric of the Red Knight questioned the spirits of the dead guards, he learned that they were somehow on the take.  When the cleric informed Captain Krebb, the captain instructed him to never mention that fact again.&lt;br /&gt;
&lt;br /&gt;
The cook also learned that apparently [[Meamnar:Marbles_Barbaloot|Marbles]] wasn&#039;t alone when he attacked the guards.  There was apparently an accomplice, but his identity remains anonymous.&lt;br /&gt;
&lt;br /&gt;
===Sewers===&lt;br /&gt;
&lt;br /&gt;
If the party ventures into the sewers to investigate the scene of the crime, read or paraphrase the following.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;The slimy passage is typical for a main line of the city&#039;s sewers.  It is about five feet high, and just as wide.  The filth-covered walls are composed of stone bricks, and an archway is present every few feet to support the ceiling.  The water, if it could be called that, is only a couple of inches deep in the center and moves lazily down the passage.  The section is probably about thirty feet in length, separating two corners that are just tight enough to obscure what lies beyond them.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;There are definite signs of activity here.  Where the water does not reach the walls, there are plenty of footprints pressed into the muck.  Toward one corner, scorch marks blacken the wall and have burned away most of the moss-like vegetation that covers it elsewhere.  A lone spear lays half-submerged in the stream.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If they search the area, they may find (DC15) a symbol etched into one of the walls.  It is comparable to a backwards &#039;G&#039;, and was likely carved with a rock or other crude instrument.  The symbol is one used by the [[Meamnar:Balance|Balance]] and indicates that there is something of value in the direction indicated by the placement of the horizontal mark (in other words, if it was a normal &#039;G&#039;, the &amp;quot;something of value&amp;quot; would be in the opposite direction).&lt;br /&gt;
&lt;br /&gt;
Should they head in the direction indicated by the symbol, the group will find (DC10), just around the corner, another symbol on another brick in the wall.  This one, apparently carved with the same tool, is a circle inside an ellipse, and would appear to be an eye.  The brick is loose, and removing it will reveal a cavity behind it.&lt;br /&gt;
&lt;br /&gt;
In the cavity is an amulet, the Star of the Lost Princess.  The Star is made of gold, about three inches in diameter, with a pale sapphire set into the center.  It is on a delicate gold chain, about two feet in length.  Elven script is etched in a circle around it, reading, &amp;quot;May your daughter&#039;s star shine ever bright.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Marbles hid the amulet and placed a Magic Mouth upon it.  When triggered by the spoken word &amp;quot;Randall&amp;quot;, it will say, &amp;quot;Order two bottles of Valeran blackberry wine at the Salty Parrot.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
 Experience Points: 100 (finding the amulet)&lt;br /&gt;
&lt;br /&gt;
===The Salty Parrot===&lt;br /&gt;
&lt;br /&gt;
The Salty Parrot is a tavern in the docks district, especially popular with the sailors who come and go through [[Meamnar:Hylar_City|Hylar City]]&#039;s port.  After killing the guards, [[Meamnar:Marbles_Barbaloot|Marbles]] instructed Elias to go straight to this tavern and lay low until someone arrived.  The &#039;someone&#039; would be identifiable by trying to order two bottles of [[Meamnar:Valeris|Valeran]] blackberry wine from the bartender.  While the wine is a popular drink, and one of [[Meamnar:Marbles_Barbaloot|Marbles]]&#039; favorites, it is never stocked at the Parrot.&lt;br /&gt;
&lt;br /&gt;
Elias ship&#039;s carpenter (chip) on a [[Meamnar:Valeris|Valeran]] caravel, the Lazy Goose.  Above-board, the ship hauls leather and/or cheeses from [[Meamnar:Valeris|Valeris]] to [[Meamnar:Hylar|Hylar]], returning with pork and spices from abroad.  It also serves fences in [[Meamnar:Valeris|Valeris]], who sell the captain (Pawel Lutek) spoils that he then resells in [[Meamnar:Hylar_City|Hylar City]].&lt;br /&gt;
&lt;br /&gt;
[[Meamnar:Marbles_Barbaloot|Marbles]] is Elias&#039; handler, and was meeting with him in the sewers.  The guards were on the take and suspected Elias of wrongdoing.  They followed him as he left the Lazy Goose, and eventually to his meeting in the sewers.  [[Meamnar:Marbles_Barbaloot|Marbles]] discovered them, and killed all three accidentally (casting Lightning Bolt instead of Sleep), and turned himself in to protect Elias&#039; identity.&lt;br /&gt;
&lt;br /&gt;
Lutek did his business, and set sail for [[Meamnar:Valeris|Valeris]] the day before the party gets to [[Meamnar:Hylar_City|Hylar City]].  He suspects that Elias may be not what he seems, but the killing of the guards gave him no time to look into it.  He did, however, inform his local fence of his suspicions.  The fence, Miranda, is having an associate of hers, Ulfgar, keep tabs on Elias.&lt;br /&gt;
&lt;br /&gt;
The purpose of the meeting was for Elias to deliver the amulet and message.  He knows little of his mission, other than to move items between [[Meamnar:Marbles_Barbaloot|Marbles]] and the contact in [[Meamnar:Valeris|Valeris]] and to keep tabs on Lutek.&lt;br /&gt;
&lt;br /&gt;
This is a tavern near the harbor.  Here the party should be able to determine which ship Lutek sailed with.  After leaving the ship, Elias waits here for the [[Meamnar:Balance|Balance]] to catch up with him.  Elias carries a scroll from another member of the [[Meamnar:Balance|Balance]] working in [[Meamnar:Valeris|Valeris]].  The scroll uses a book cypher, the elven poem referenced by the amulet.&lt;br /&gt;
&lt;br /&gt;
 May Your Star Shine Ever Bright&lt;br /&gt;
&lt;br /&gt;
 May your star shine ever bright,&lt;br /&gt;
 May it always sail the sea of night,&lt;br /&gt;
 May it glimmer in the dark to guide your way,&lt;br /&gt;
 May it last through until the break of day.&lt;br /&gt;
&lt;br /&gt;
The code is as follows:&lt;br /&gt;
&lt;br /&gt;
 15 01&lt;br /&gt;
 04 04 28 04 08 02 27 01 26 01 20 04 12 02 21 02 16 02 04 02&lt;br /&gt;
 31 03 05 04 03 01 .  31 01 21 02 33 01 24 03 02 03 14 01 08&lt;br /&gt;
 02 32 01 02 03 12 00 06 05 05 03 20 01 .  05 01 09 02 32 01&lt;br /&gt;
 09 03 10 03 14 01 .  26 02 03 04 03 03 12 00 20 04 22 05 33&lt;br /&gt;
 01 02 04 12 01 06 01 31 01 05 01 23 04 04 01 .  31 01 28 03&lt;br /&gt;
 10 01 06 01 12 02 20 01 09 03 14 01 14 05 04 02 17 01 21 02&lt;br /&gt;
 29 05 20 01 20 02 04 04 20 01 24 02 10 04 31 03 .  28 07 14&lt;br /&gt;
 02 17 07 05 03 20 01 06 01 01 03 14 03 20 03 12 02 24 03 33&lt;br /&gt;
 01 09 03 07 02 23 04 34 00 21 01 32 01 34 00 10 03 29 02 33&lt;br /&gt;
 01 31 01 13 01 02 02 31 05 09 06 ,  27 03 12 00 20 03 21 02&lt;br /&gt;
 27 01 09 02 03 01 .&lt;br /&gt;
 10 01&lt;br /&gt;
&lt;br /&gt;
Decrypted, the cypher reads:&lt;br /&gt;
&lt;br /&gt;
 M&lt;br /&gt;
 Not like others.&lt;br /&gt;
 Body untouched.&lt;br /&gt;
 Elowin.&lt;br /&gt;
 Tracked robbers.&lt;br /&gt;
 Bribed with gold and ale.&lt;br /&gt;
 Hired by grey dwarf to find books, scrolls.&lt;br /&gt;
 S&lt;br /&gt;
&lt;br /&gt;
Elowin was an elf residing in [[Meamnar:Poznan|Poznan]].  She died in 1389, and was buried in the City of the Dead there.  Rindorn, on behalf of Janek, hired a local group of mercenaries to raid the tomb, searching for any information they might find about her daughter, [[Meamnar:Eleria_the_Enchantress|Eleria]].&lt;br /&gt;
&lt;br /&gt;
[[Meamnar:Serak_of_Poznan|Serak]], the [[Meamnar:Balance|Balance]] member in [[Meamnar:Poznan|Poznan]], has been tracking another group of graverobbers who have actually been taking the bodies of the deceased.  He began tracking this crime, assuming it was one more in the string, but found out that the perpetrators were a different group, and that they obviously had different motives.  He was able to acquire one of the pieces of jewelry they subsequently fenced, and sent it along with the message with Elias to [[Meamnar:Marbles_Barbaloot|Marbles]].&lt;br /&gt;
&lt;br /&gt;
 Experience Points: 500 (deciphering the code)&lt;br /&gt;
&lt;br /&gt;
===The Harbormaster===&lt;br /&gt;
&lt;br /&gt;
Thorgrym the Harbormaster is an ill-tempered dwarf who maintains very strict control over the activities at the harbor.  He should be able to identify any ship that has entered or left the harbor in the last three days.&lt;br /&gt;
&lt;br /&gt;
===Gallows===&lt;br /&gt;
&lt;br /&gt;
The following is tacked to the gallows the day after the party arrives in [[Meamnar:Hylar_City|Hylar City]].  This is a standard method that the city uses to disseminate news and information about accused and convicted criminals.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Posted: Barjin of [[Meamnar:Lirath|Lirath]], aka Barjin the Bear, a mercenary, has been convicted on two counts of the crime of murder with intent, and is sentenced to hanging here at noon tomorrow.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Posted: Kelvin, a peasant and resident of [[Meamnar:Hylar_City|Hylar City]], has been convicted on thirteen counts of theft, and is sentenced to hanging here at noon tomorrow.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Posted: Tomte Barbaerlun, aka [[Meamnar:Marbles_Barbaloot|Marbles Barbaloot]], a gnomish adventurer and resident of [[Meamnar:Hylar_City|Hylar City]], has been convicted on three counts of the crime of murder with intent, and is sentenced to hanging here at noon tomorrow.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
On the day of the execution, read or paraphrase the following.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;A crowd has gathered, a diverse group of peasants, at least a hundred and perhaps twice that.  A few vendors wind through the spectators, hawking various kinds of food and drink.  The hangman, dressed in black leather and a cloth hood, is checking the knots of three nooses that hang from a beam of the gallows.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;A door to the keep opens and a procession emerges onto the gallows platform.  A drummer leads an officer of the Red Guard and three prisoners.  Three additional Red Guardsmen are behind them and on their flanks.  The prisoners shuffle along in manacles and leg irons.  The first of the prisoners is a grisly man, middle-aged and unkempt.  The second is a wiry young man, visibly trembling.  The third is [[Meamnar:Marbles_Barbaloot|Marbles]], moving slowly and with great difficulty.  As he drags the irons along the walkway, two women pitch rotten tomatoes at him, one of which splatters upon his leg.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;As you watch, the three prisoners are led to the gallows, where the hangman fits the noose over each of their necks.  As he adjusts the knot of [[Meamnar:Marbles_Barbaloot|Marbles]]&#039; noose, the gnome looks toward your group and you see an odd sparkle of intelligence in his eyes.  He winks at you once, almost imperceptibly.  Unaware of what just transpired, the hangman then places, one by one, a cloth bag over each of the prisoners&#039; heads before stepping back to a wooden handle jutting up from the floor of the gallows.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;The drummer exchanges his rhythmic beat for a rapid drumroll.  The officer nods to the hangman, who immediately pulls the lever.  Three trapdoors open simultaneously, and two of the prisoners&#039; bodies drop, the ropes catching their fall with a snap.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;With the drummer silent, the crowd&#039;s gasp fills the air.  Where [[Meamnar:Marbles_Barbaloot|Marbles]] once was, the noose hangs empty.  The cloth hood slowly falls empty to the platform.  While the other two prisoners writhe and jerk at the end of their ropes, everyone else appears to be frozen for a moment, staring at the empty noose.  Less than a minute later, they expire and fall limp, their misery over.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Meanwhile, the guards rush forward, looking around the gallows in vain.  Two other men rush forward, one in crimson robes and the other wearing the armour of the Red Knight.  Simultaneously, they begin separate spells of divination, each quickly calling upon their own mystic powers.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;In the end, though, there is no answer.  The crowd, utterly confused, slowly disperses, with small groups chattering about the events as they depart.  The mage and cleric, their divinations fruitless, look blankly at the officer in charge, while the hangman and other guardsmen continue to search the area.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Later that day, the following is tacked to the gallows.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Reward: Tomte Barbaerlun, aka [[Meamnar:Marbles_Barbaloot|Marbles Barbaloot]], a convicted criminal.  Last seen yesterday at the gallows.  One thousand gold crowns offered.  Wanted dead or alive.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Once [[Meamnar:Marbles_Barbaloot|Marbles]]&#039; life was threatened by the noose, his contingency spell was triggered and he was immediately teleported to the plane of Elysia.  His intention is to remain there until his death, which he feels is near given his advanced age.&lt;br /&gt;
&lt;br /&gt;
===The Black Hand (EL 6)===&lt;br /&gt;
&lt;br /&gt;
Miranda, who is both Lutek&#039;s fence and a member of the Black Hand, has taken an interest in the party by now.  She suspects them of investigating her operation and has decided to take care of them.  She has sent her lieutenant, Ulfgar, and his band to ambush them at the earliest opportunity.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ulfgar, male human Rog3:&#039;&#039;&#039; CR 3; Size M (5 ft., 8 in. tall); HD 3d6+3; hp 19; Init +4 (+4 Dex); Spd 30 ft.; AC 14 (+4 Dex); Attack +3 melee, or +6 ranged; SV Fort +2, Ref +7, Will +3; AL NE; Str 12, Dex 18, Con 13, Int 12, Wis 15, Cha 14.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Languages Spoken:&#039;&#039; Aquan, Common.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and feats:&#039;&#039; Climb +7, Craft (Woodworking) +6, Disable Device +7, Gather Information +7, Hide +10, Intimidate +8, Knowledge (Local) +4, Listen +7, Move Silently +4, Sense Motive +4, Spot +7, Use Magic Device +7, Use Rope +10; [Evasion], Point Blank Shot, Track, Weapon Focus (shortbow, composite).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; TBD&lt;br /&gt;
&lt;br /&gt;
 Experience Points: 540&lt;br /&gt;
&lt;br /&gt;
==Concluding the Adventure==&lt;br /&gt;
&lt;br /&gt;
The group will likely try to travel to [[Meamnar:Poznan|Poznan]] to track down [[Meamnar:Serak_of_Poznan|Serak]].  If this is the case, [[Meamnar:Neva_of_Ardeon|Neva]] will help them by obtaining passage for them on a ship captained by someone friendly to the [[Meamnar:Balance|Balance]].&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;/div&gt;</summary>
		<author><name>Misfit815</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Meamnar:Lost_Marbles&amp;diff=54775</id>
		<title>Meamnar:Lost Marbles</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Meamnar:Lost_Marbles&amp;diff=54775"/>
		<updated>2007-07-09T16:56:44Z</updated>

		<summary type="html">&lt;p&gt;Misfit815: /* The Black Hand (EL 6) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Lost Marbles is an adventure for five 3rd level player characters (PC&#039;s).  The adventure is set in the city of [[Meamnar:Hylar_City|Hylar]], the capital of the Northern Kingdom of [[Meamnar:Hylar|Hylar]] in the campaign setting of [[Meamnar:Main_Page|Meamnar]].  The adventure was included in the tabletop campaign [[Meamnar:Stoned|Stoned]].&lt;br /&gt;
&lt;br /&gt;
==Adventure Background==&lt;br /&gt;
&lt;br /&gt;
Marbles is a retired adventurer, an old gnome trickster who lives comfortably in a small, unassuming residence in [[Meamnar:Hylar_City|Hylar City]].  He&#039;s well-known throughout the city, and all who know him have an opinion of him.  Some think he&#039;s a harmless, senile, old fool.  Others are wary of him, concerned about his thieving past.  Still others are simply annoyed at his incessant pranks and practical jokes.  Many suspect that his senility is nothing more than an act, that underneath he is as cunning as ever.&lt;br /&gt;
&lt;br /&gt;
Not surprisingly, all of it is true to some extent.  For the most part, Marbles still has his wits about him.  Unfortunately, though, whether by old age or the wear of an adventuring spellcaster&#039;s life, Marbles suffers from occasional bouts of dementia.  He is aware of this, though, and is quite embarrassed by it.&lt;br /&gt;
&lt;br /&gt;
==Adventure Synopsis==&lt;br /&gt;
&lt;br /&gt;
Being so well-traveled, Marbles has a great deal of knowledge about [[Meamnar:Main_Page|Meamnar]], and any group of adventurers exploring the darker places in [[Meamnar:Hylar|Hylar]] are bound to seek him out sooner or later.  Such is the case in this adventure, which begins with the party arriving in [[Meamnar:Hylar_City|Hylar City]] to find that the old gnome they&#039;re seeking has been arrested.&lt;br /&gt;
&lt;br /&gt;
It seems that dear old Marbles has been charged with the crime of murdering three Red Guards.  He is expected to stand trial the day following the party&#039;s arrival.  Barring any intervention, he will be found guilty, sentenced to death, and then beheaded the following day.&lt;br /&gt;
&lt;br /&gt;
The party, of course, should feel compelled to intervene.  Unknown to them, however, the [[Meamnar:Balance|Balance]] is aware of what really happened, and was also planning to rescue Marbles.  Once they are aware of the party, though, they will step aside to see if the adventurers manage to save him.  If they do, then the [[Meamnar:Balance|Balance]] will become much more interested in the party in the future.  If they fail, though, the [[Meamnar:Balance|Balance]] is prepared to step in and rescue Marbles themselves.&lt;br /&gt;
&lt;br /&gt;
So what really did happen?  Three Red Guards are indeed dead, and Marbles is the one who killed them.&lt;br /&gt;
&lt;br /&gt;
==Beginning the Adventure==&lt;br /&gt;
&lt;br /&gt;
===Bad News===&lt;br /&gt;
&lt;br /&gt;
When the party arrives in town, they should be oblivious to the fact that Marbles has been arrested.  Their first clue should be the Arcane Lock on the door to his house, with a scroll tacked on it as well, reading &amp;quot;No Trespassing.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===House of Marbles (EL 2)===&lt;br /&gt;
&lt;br /&gt;
Should the party gain entry into Marbles&#039; house before investigators have been there, they will find it in its normally messy condition.  Should they begin searching the two-room residence, they may find any of the following:&lt;br /&gt;
&lt;br /&gt;
* A vial of sneezing powder (victim is [http://www.d20srd.org/srd/conditionSummary.htm#dazed Dazed] for two rounds, then once every 1d6 rounds thereafter for ten minutes).&lt;br /&gt;
* A sleeping [http://www.d20srd.org/srd/monsters/bat.htm bat], hanging from one of the rafters.&lt;br /&gt;
* Buried under a mass of scrolls, an angry [http://www.d20srd.org/srd/monsters/demon.htm#quasit quasit] in a cage that inhibits its Alternate Form ability.  The magical cage, which is 1&#039; wide, 1&#039; long, and 1.5&#039; tall, inhibits the supernatural shape-changing ability of any creature placed inside of it.&lt;br /&gt;
* A tan [http://www.d20srd.org/srd/magicItems/wondrousItems.htm#bagofTricks Bag of Tricks].&lt;br /&gt;
&lt;br /&gt;
The search should inevitably be interrupted before they find anything of value, by an investigator escorted by two guards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Investigator:&#039;&#039;&#039; CR 1/3; Medium Humanoid (Human); HD 1d6 (Exp1); hp 3; Init +0; Spd 20 ft.; AC 12, touch 10, flat-footed 10; Base Atk dagger +0 melee (1d4); Full Atk dagger +0 melee (1d4); Space/Reach 5 ft./5 ft.; AL LG; SV Fort +0, Ref +0, Will +2; Str 10, Dex 10, Con 10, Int 11, Wis 11, Cha 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Appraise +2, Decipher Script +2, Disable Device +2, Gather Information +6, Listen +2, Open Lock +2, Search +6, Sense Motive +2, Spellcraft +2, Spot +2; Investigator&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; Leather, dagger&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Red Guardsmen (2):&#039;&#039;&#039; CR 1/3; Medium Humanoid (Human); HD 1d8 (War1); hp 4; Init +0; Spd 20 ft.; AC 15, touch 10, flat-footed 10; Base Atk long sword +2 melee (1d8); Full Atk long sword +2 melee (1d8); Space/Reach 5 ft./5 ft.; AL LG; SV Fort +2, Ref +0, Will +0; Str 11, Dex 11, Con 11, Int 10, Wis 10, Cha 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Climb +2, Intimidate +2, Jump +2, Ride +2; Weapon Focus (long sword)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; Chainmail, long sword&lt;br /&gt;
&lt;br /&gt;
 Experience Points: 120 (Quasit), 90 (Investigators)&lt;br /&gt;
&lt;br /&gt;
===The Bullseye Inn and Tavern===&lt;br /&gt;
&lt;br /&gt;
This is a frequent hang-out for Marbles, less than two blocks from his house.  The proprietor, a halfling named Lars Oakenshield, is familiar with him, and is aware of the charges against him.  If asked, he would relay the following information about the incident.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Aye, I know Marbles.  Poor old fella.  From what I hear, he turned himself in yesterday, though I can&#039;t see why.  If I were him, I&#039;d be halfway to Lirath by now.  You don&#039;t rip a bolt o&#039; lightning through three guards and expect t&#039; get a slap on the wrist, y&#039;know?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===The Tanner&#039;s Shop===&lt;br /&gt;
&lt;br /&gt;
Randall Tanner owns a three-room shop near the docks where the stench of the harbor and fish market mask the odors of his trade.  His two daughters, Alissa and Juni, ages 12 and 9, are his apprentices.  His wife died three years ago of dragon fever.&lt;br /&gt;
&lt;br /&gt;
Randall is a member of the [[Meamnar:Balance|Balance]], and the back room of his shop is a common meeting place for the group.  [[Meamnar:Neva_of_Ardeon|Neva]] is staying with him while she is in [[Meamnar:Hylar_City|Hylar City]], and it is there that the group should be able to find her.&lt;br /&gt;
&lt;br /&gt;
Prior to his arrest, Randall was the only person in the area (besides Elias) who knew that [[Meamnar:Marbles_Barbaloot|Marbles]] worked for the [[Meamnar:Balance|Balance]].&lt;br /&gt;
&lt;br /&gt;
If more than a few hours have passed since [[Meamnar:Neva_of_Ardeon|Neva]] and the party entered the city, then she has had time to gather information on what happened to [[Meamnar:Marbles_Barbaloot|Marbles]].  An informant, a cook at the castle, told her that when the cleric of the Red Knight questioned the spirits of the dead guards, he learned that they were somehow on the take.  When the cleric informed Captain Krebb, the captain instructed him to never mention that fact again.&lt;br /&gt;
&lt;br /&gt;
The cook also learned that apparently [[Meamnar:Marbles_Barbaloot|Marbles]] wasn&#039;t alone when he attacked the guards.  There was apparently an accomplice, but his identity remains anonymous.&lt;br /&gt;
&lt;br /&gt;
===Sewers===&lt;br /&gt;
&lt;br /&gt;
If the party ventures into the sewers to investigate the scene of the crime, read or paraphrase the following.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;The slimy passage is typical for a main line of the city&#039;s sewers.  It is about five feet high, and just as wide.  The filth-covered walls are composed of stone bricks, and an archway is present every few feet to support the ceiling.  The water, if it could be called that, is only a couple of inches deep in the center and moves lazily down the passage.  The section is probably about thirty feet in length, separating two corners that are just tight enough to obscure what lies beyond them.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;There are definite signs of activity here.  Where the water does not reach the walls, there are plenty of footprints pressed into the muck.  Toward one corner, scorch marks blacken the wall and have burned away most of the moss-like vegetation that covers it elsewhere.  A lone spear lays half-submerged in the stream.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If they search the area, they may find (DC15) a symbol etched into one of the walls.  It is comparable to a backwards &#039;G&#039;, and was likely carved with a rock or other crude instrument.  The symbol is one used by the [[Meamnar:Balance|Balance]] and indicates that there is something of value in the direction indicated by the placement of the horizontal mark (in other words, if it was a normal &#039;G&#039;, the &amp;quot;something of value&amp;quot; would be in the opposite direction).&lt;br /&gt;
&lt;br /&gt;
Should they head in the direction indicated by the symbol, the group will find (DC10), just around the corner, another symbol on another brick in the wall.  This one, apparently carved with the same tool, is a circle inside an ellipse, and would appear to be an eye.  The brick is loose, and removing it will reveal a cavity behind it.&lt;br /&gt;
&lt;br /&gt;
In the cavity is an amulet, the Star of the Lost Princess.  The Star is made of gold, about three inches in diameter, with a pale sapphire set into the center.  It is on a delicate gold chain, about two feet in length.  Elven script is etched in a circle around it, reading, &amp;quot;May your daughter&#039;s star shine ever bright.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Marbles hid the amulet and placed a Magic Mouth upon it.  When triggered by the spoken word &amp;quot;Randall&amp;quot;, it will say, &amp;quot;Order two bottles of Valeran blackberry wine at the Salty Parrot.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
 Experience Points: 100 (finding the amulet)&lt;br /&gt;
&lt;br /&gt;
===The Salty Parrot===&lt;br /&gt;
&lt;br /&gt;
The Salty Parrot is a tavern in the docks district, especially popular with the sailors who come and go through [[Meamnar:Hylar_City|Hylar City]]&#039;s port.  After killing the guards, [[Meamnar:Marbles_Barbaloot|Marbles]] instructed Elias to go straight to this tavern and lay low until someone arrived.  The &#039;someone&#039; would be identifiable by trying to order two bottles of [[Meamnar:Valeris|Valeran]] blackberry wine from the bartender.  While the wine is a popular drink, and one of [[Meamnar:Marbles_Barbaloot|Marbles]]&#039; favorites, it is never stocked at the Parrot.&lt;br /&gt;
&lt;br /&gt;
Elias ship&#039;s carpenter (chip) on a [[Meamnar:Valeris|Valeran]] caravel, the Lazy Goose.  Above-board, the ship hauls leather and/or cheeses from [[Meamnar:Valeris|Valeris]] to [[Meamnar:Hylar|Hylar]], returning with pork and spices from abroad.  It also serves fences in [[Meamnar:Valeris|Valeris]], who sell the captain (Pawel Lutek) spoils that he then resells in [[Meamnar:Hylar_City|Hylar City]].&lt;br /&gt;
&lt;br /&gt;
[[Meamnar:Marbles_Barbaloot|Marbles]] is Elias&#039; handler, and was meeting with him in the sewers.  The guards were on the take and suspected Elias of wrongdoing.  They followed him as he left the Lazy Goose, and eventually to his meeting in the sewers.  [[Meamnar:Marbles_Barbaloot|Marbles]] discovered them, and killed all three accidentally (casting Lightning Bolt instead of Sleep), and turned himself in to protect Elias&#039; identity.&lt;br /&gt;
&lt;br /&gt;
Lutek did his business, and set sail for [[Meamnar:Valeris|Valeris]] the day before the party gets to [[Meamnar:Hylar_City|Hylar City]].  He suspects that Elias may be not what he seems, but the killing of the guards gave him no time to look into it.  He did, however, inform his local fence of his suspicions.  The fence, Miranda, is having an associate of hers, Ulfgar, keep tabs on Elias.&lt;br /&gt;
&lt;br /&gt;
The purpose of the meeting was for Elias to deliver the amulet and message.  He knows little of his mission, other than to move items between [[Meamnar:Marbles_Barbaloot|Marbles]] and the contact in [[Meamnar:Valeris|Valeris]] and to keep tabs on Lutek.&lt;br /&gt;
&lt;br /&gt;
This is a tavern near the harbor.  Here the party should be able to determine which ship Lutek sailed with.  After leaving the ship, Elias waits here for the [[Meamnar:Balance|Balance]] to catch up with him.  Elias carries a scroll from another member of the [[Meamnar:Balance|Balance]] working in [[Meamnar:Valeris|Valeris]].  The scroll uses a book cypher, the elven poem referenced by the amulet.&lt;br /&gt;
&lt;br /&gt;
 May Your Star Shine Ever Bright&lt;br /&gt;
&lt;br /&gt;
 May your star shine ever bright,&lt;br /&gt;
 May it always sail the sea of night,&lt;br /&gt;
 May it glimmer in the dark to guide your way,&lt;br /&gt;
 May it last through until the break of day.&lt;br /&gt;
&lt;br /&gt;
The code is as follows:&lt;br /&gt;
&lt;br /&gt;
 15 01&lt;br /&gt;
 04 04 28 04 08 02 27 01 26 01 20 04 12 02 21 02 16 02 04 02&lt;br /&gt;
 31 03 05 04 03 01 .  31 01 21 02 33 01 24 03 02 03 14 01 08&lt;br /&gt;
 02 32 01 02 03 12 00 06 05 05 03 20 01 .  05 01 09 02 32 01&lt;br /&gt;
 09 03 10 03 14 01 .  26 02 03 04 03 03 12 00 20 04 22 05 33&lt;br /&gt;
 01 02 04 12 01 06 01 31 01 05 01 23 04 04 01 .  31 01 28 03&lt;br /&gt;
 10 01 06 01 12 02 20 01 09 03 14 01 14 05 04 02 17 01 21 02&lt;br /&gt;
 29 05 20 01 20 02 04 04 20 01 24 02 10 04 31 03 .  28 07 14&lt;br /&gt;
 02 17 07 05 03 20 01 06 01 01 03 14 03 20 03 12 02 24 03 33&lt;br /&gt;
 01 09 03 07 02 23 04 34 00 21 01 32 01 34 00 10 03 29 02 33&lt;br /&gt;
 01 31 01 13 01 02 02 31 05 09 06 ,  27 03 12 00 20 03 21 02&lt;br /&gt;
 27 01 09 02 03 01 .&lt;br /&gt;
 10 01&lt;br /&gt;
&lt;br /&gt;
Decrypted, the cypher reads:&lt;br /&gt;
&lt;br /&gt;
 M&lt;br /&gt;
 Not like others.&lt;br /&gt;
 Body untouched.&lt;br /&gt;
 Elowin.&lt;br /&gt;
 Tracked robbers.&lt;br /&gt;
 Bribed with gold and ale.&lt;br /&gt;
 Hired by grey dwarf to find books, scrolls.&lt;br /&gt;
 S&lt;br /&gt;
&lt;br /&gt;
Elowin was an elf residing in [[Meamnar:Poznan|Poznan]].  She died in 1389, and was buried in the City of the Dead there.  Rindorn, on behalf of Janek, hired a local group of mercenaries to raid the tomb, searching for any information they might find about her daughter, [[Meamnar:Eleria_the_Enchantress|Eleria]].&lt;br /&gt;
&lt;br /&gt;
[[Meamnar:Serak_of_Poznan|Serak]], the [[Meamnar:Balance|Balance]] member in [[Meamnar:Poznan|Poznan]], has been tracking another group of graverobbers who have actually been taking the bodies of the deceased.  He began tracking this crime, assuming it was one more in the string, but found out that the perpetrators were a different group, and that they obviously had different motives.  He was able to acquire one of the pieces of jewelry they subsequently fenced, and sent it along with the message with Elias to [[Meamnar:Marbles_Barbaloot|Marbles]].&lt;br /&gt;
&lt;br /&gt;
 Experience Points: 500 (deciphering the code)&lt;br /&gt;
&lt;br /&gt;
===The Harbormaster===&lt;br /&gt;
&lt;br /&gt;
Thorgrym the Harbormaster is an ill-tempered dwarf who maintains very strict control over the activities at the harbor.  He should be able to identify any ship that has entered or left the harbor in the last three days.&lt;br /&gt;
&lt;br /&gt;
===Gallows===&lt;br /&gt;
&lt;br /&gt;
The following is tacked to the gallows the day after the party arrives in [[Meamnar:Hylar_City|Hylar City]].  This is a standard method that the city uses to disseminate news and information about accused and convicted criminals.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Posted: Barjin of [[Meamnar:Lirath|Lirath]], aka Barjin the Bear, a mercenary, has been convicted on two counts of the crime of murder with intent, and is sentenced to hanging here at noon tomorrow.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Posted: Kelvin, a peasant and resident of [[Meamnar:Hylar_City|Hylar City]], has been convicted on thirteen counts of theft, and is sentenced to hanging here at noon tomorrow.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Posted: Tomte Barbaerlun, aka [[Meamnar:Marbles_Barbaloot|Marbles Barbaloot]], a gnomish adventurer and resident of [[Meamnar:Hylar_City|Hylar City]], has been convicted on three counts of the crime of murder with intent, and is sentenced to hanging here at noon tomorrow.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
On the day of the execution, read or paraphrase the following.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;A crowd has gathered, a diverse group of peasants, at least a hundred and perhaps twice that.  A few vendors wind through the spectators, hawking various kinds of food and drink.  The hangman, dressed in black leather and a cloth hood, is checking the knots of three nooses that hang from a beam of the gallows.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;A door to the keep opens and a procession emerges onto the gallows platform.  A drummer leads an officer of the Red Guard and three prisoners.  Three additional Red Guardsmen are behind them and on their flanks.  The prisoners shuffle along in manacles and leg irons.  The first of the prisoners is a grisly man, middle-aged and unkempt.  The second is a wiry young man, visibly trembling.  The third is [[Meamnar:Marbles_Barbaloot|Marbles]], moving slowly and with great difficulty.  As he drags the irons along the walkway, two women pitch rotten tomatoes at him, one of which splatters upon his leg.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;As you watch, the three prisoners are led to the gallows, where the hangman fits the noose over each of their necks.  As he adjusts the knot of [[Meamnar:Marbles_Barbaloot|Marbles]]&#039; noose, the gnome looks toward your group and you see an odd sparkle of intelligence in his eyes.  He winks at you once, almost imperceptibly.  Unaware of what just transpired, the hangman then places, one by one, a cloth bag over each of the prisoners&#039; heads before stepping back to a wooden handle jutting up from the floor of the gallows.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;The drummer exchanges his rhythmic beat for a rapid drumroll.  The officer nods to the hangman, who immediately pulls the lever.  Three trapdoors open simultaneously, and two of the prisoners&#039; bodies drop, the ropes catching their fall with a snap.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;With the drummer silent, the crowd&#039;s gasp fills the air.  Where [[Meamnar:Marbles_Barbaloot|Marbles]] once was, the noose hangs empty.  The cloth hood slowly falls empty to the platform.  While the other two prisoners writhe and jerk at the end of their ropes, everyone else appears to be frozen for a moment, staring at the empty noose.  Less than a minute later, they expire and fall limp, their misery over.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Meanwhile, the guards rush forward, looking around the gallows in vain.  Two other men rush forward, one in crimson robes and the other wearing the armour of the Red Knight.  Simultaneously, they begin separate spells of divination, each quickly calling upon their own mystic powers.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;In the end, though, there is no answer.  The crowd, utterly confused, slowly disperses, with small groups chattering about the events as they depart.  The mage and cleric, their divinations fruitless, look blankly at the officer in charge, while the hangman and other guardsmen continue to search the area.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Later that day, the following is tacked to the gallows.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Reward: Tomte Barbaerlun, aka [[Meamnar:Marbles_Barbaloot|Marbles Barbaloot]], a convicted criminal.  Last seen yesterday at the gallows.  One thousand gold crowns offered.  Wanted dead or alive.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Once [[Meamnar:Marbles_Barbaloot|Marbles]]&#039; life was threatened by the noose, his contingency spell was triggered and he was immediately teleported to the plane of Elysia.  His intention is to remain there until his death, which he feels is near given his advanced age.&lt;br /&gt;
&lt;br /&gt;
===The Black Hand (EL 6)===&lt;br /&gt;
&lt;br /&gt;
Miranda, who is both Lutek&#039;s fence and a member of the Black Hand, has taken an interest in the party by now.  She suspects them of investigating her operation and has decided to take care of them.  She has sent her lieutenant, Ulfgar, and his band to ambush them at the earliest opportunity.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ulfgar, male human Rog3:&#039;&#039;&#039; CR 3; Size M (5 ft., 8 in. tall); HD 3d6+3; hp 19; Init +4 (+4 Dex); Spd 30 ft.; AC 14 (+4 Dex); Attack +3 melee, or +6 ranged; SV Fort +2, Ref +7, Will +3; AL NE; Str 12, Dex 18, Con 13, Int 12, Wis 15, Cha 14.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;Languages Spoken:&#039;&#039;&#039;&#039; Aquan, Common.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;Skills and feats:&#039;&#039;&#039;&#039; Climb +7, Craft (Woodworking) +6, Disable Device +7, Gather Information +7, Hide +10, Intimidate +8, Knowledge (Local) +4, Listen +7, Move Silently +4, Sense Motive +4, Spot +7, Use Magic Device +7, Use Rope +10; [Evasion], Point Blank Shot, Track, Weapon Focus (shortbow, composite).&lt;br /&gt;
&lt;br /&gt;
 Experience Points: 540&lt;br /&gt;
&lt;br /&gt;
==Concluding the Adventure==&lt;br /&gt;
&lt;br /&gt;
The group will likely try to travel to [[Meamnar:Poznan|Poznan]] to track down [[Meamnar:Serak_of_Poznan|Serak]].  If this is the case, [[Meamnar:Neva_of_Ardeon|Neva]] will help them by obtaining passage for them on a ship captained by someone friendly to the [[Meamnar:Balance|Balance]].&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;/div&gt;</summary>
		<author><name>Misfit815</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Meamnar:Lost_Marbles&amp;diff=54774</id>
		<title>Meamnar:Lost Marbles</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Meamnar:Lost_Marbles&amp;diff=54774"/>
		<updated>2007-07-09T16:50:38Z</updated>

		<summary type="html">&lt;p&gt;Misfit815: /* The Salty Parrot */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Lost Marbles is an adventure for five 3rd level player characters (PC&#039;s).  The adventure is set in the city of [[Meamnar:Hylar_City|Hylar]], the capital of the Northern Kingdom of [[Meamnar:Hylar|Hylar]] in the campaign setting of [[Meamnar:Main_Page|Meamnar]].  The adventure was included in the tabletop campaign [[Meamnar:Stoned|Stoned]].&lt;br /&gt;
&lt;br /&gt;
==Adventure Background==&lt;br /&gt;
&lt;br /&gt;
Marbles is a retired adventurer, an old gnome trickster who lives comfortably in a small, unassuming residence in [[Meamnar:Hylar_City|Hylar City]].  He&#039;s well-known throughout the city, and all who know him have an opinion of him.  Some think he&#039;s a harmless, senile, old fool.  Others are wary of him, concerned about his thieving past.  Still others are simply annoyed at his incessant pranks and practical jokes.  Many suspect that his senility is nothing more than an act, that underneath he is as cunning as ever.&lt;br /&gt;
&lt;br /&gt;
Not surprisingly, all of it is true to some extent.  For the most part, Marbles still has his wits about him.  Unfortunately, though, whether by old age or the wear of an adventuring spellcaster&#039;s life, Marbles suffers from occasional bouts of dementia.  He is aware of this, though, and is quite embarrassed by it.&lt;br /&gt;
&lt;br /&gt;
==Adventure Synopsis==&lt;br /&gt;
&lt;br /&gt;
Being so well-traveled, Marbles has a great deal of knowledge about [[Meamnar:Main_Page|Meamnar]], and any group of adventurers exploring the darker places in [[Meamnar:Hylar|Hylar]] are bound to seek him out sooner or later.  Such is the case in this adventure, which begins with the party arriving in [[Meamnar:Hylar_City|Hylar City]] to find that the old gnome they&#039;re seeking has been arrested.&lt;br /&gt;
&lt;br /&gt;
It seems that dear old Marbles has been charged with the crime of murdering three Red Guards.  He is expected to stand trial the day following the party&#039;s arrival.  Barring any intervention, he will be found guilty, sentenced to death, and then beheaded the following day.&lt;br /&gt;
&lt;br /&gt;
The party, of course, should feel compelled to intervene.  Unknown to them, however, the [[Meamnar:Balance|Balance]] is aware of what really happened, and was also planning to rescue Marbles.  Once they are aware of the party, though, they will step aside to see if the adventurers manage to save him.  If they do, then the [[Meamnar:Balance|Balance]] will become much more interested in the party in the future.  If they fail, though, the [[Meamnar:Balance|Balance]] is prepared to step in and rescue Marbles themselves.&lt;br /&gt;
&lt;br /&gt;
So what really did happen?  Three Red Guards are indeed dead, and Marbles is the one who killed them.&lt;br /&gt;
&lt;br /&gt;
==Beginning the Adventure==&lt;br /&gt;
&lt;br /&gt;
===Bad News===&lt;br /&gt;
&lt;br /&gt;
When the party arrives in town, they should be oblivious to the fact that Marbles has been arrested.  Their first clue should be the Arcane Lock on the door to his house, with a scroll tacked on it as well, reading &amp;quot;No Trespassing.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===House of Marbles (EL 2)===&lt;br /&gt;
&lt;br /&gt;
Should the party gain entry into Marbles&#039; house before investigators have been there, they will find it in its normally messy condition.  Should they begin searching the two-room residence, they may find any of the following:&lt;br /&gt;
&lt;br /&gt;
* A vial of sneezing powder (victim is [http://www.d20srd.org/srd/conditionSummary.htm#dazed Dazed] for two rounds, then once every 1d6 rounds thereafter for ten minutes).&lt;br /&gt;
* A sleeping [http://www.d20srd.org/srd/monsters/bat.htm bat], hanging from one of the rafters.&lt;br /&gt;
* Buried under a mass of scrolls, an angry [http://www.d20srd.org/srd/monsters/demon.htm#quasit quasit] in a cage that inhibits its Alternate Form ability.  The magical cage, which is 1&#039; wide, 1&#039; long, and 1.5&#039; tall, inhibits the supernatural shape-changing ability of any creature placed inside of it.&lt;br /&gt;
* A tan [http://www.d20srd.org/srd/magicItems/wondrousItems.htm#bagofTricks Bag of Tricks].&lt;br /&gt;
&lt;br /&gt;
The search should inevitably be interrupted before they find anything of value, by an investigator escorted by two guards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Investigator:&#039;&#039;&#039; CR 1/3; Medium Humanoid (Human); HD 1d6 (Exp1); hp 3; Init +0; Spd 20 ft.; AC 12, touch 10, flat-footed 10; Base Atk dagger +0 melee (1d4); Full Atk dagger +0 melee (1d4); Space/Reach 5 ft./5 ft.; AL LG; SV Fort +0, Ref +0, Will +2; Str 10, Dex 10, Con 10, Int 11, Wis 11, Cha 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Appraise +2, Decipher Script +2, Disable Device +2, Gather Information +6, Listen +2, Open Lock +2, Search +6, Sense Motive +2, Spellcraft +2, Spot +2; Investigator&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; Leather, dagger&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Red Guardsmen (2):&#039;&#039;&#039; CR 1/3; Medium Humanoid (Human); HD 1d8 (War1); hp 4; Init +0; Spd 20 ft.; AC 15, touch 10, flat-footed 10; Base Atk long sword +2 melee (1d8); Full Atk long sword +2 melee (1d8); Space/Reach 5 ft./5 ft.; AL LG; SV Fort +2, Ref +0, Will +0; Str 11, Dex 11, Con 11, Int 10, Wis 10, Cha 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Climb +2, Intimidate +2, Jump +2, Ride +2; Weapon Focus (long sword)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; Chainmail, long sword&lt;br /&gt;
&lt;br /&gt;
 Experience Points: 120 (Quasit), 90 (Investigators)&lt;br /&gt;
&lt;br /&gt;
===The Bullseye Inn and Tavern===&lt;br /&gt;
&lt;br /&gt;
This is a frequent hang-out for Marbles, less than two blocks from his house.  The proprietor, a halfling named Lars Oakenshield, is familiar with him, and is aware of the charges against him.  If asked, he would relay the following information about the incident.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Aye, I know Marbles.  Poor old fella.  From what I hear, he turned himself in yesterday, though I can&#039;t see why.  If I were him, I&#039;d be halfway to Lirath by now.  You don&#039;t rip a bolt o&#039; lightning through three guards and expect t&#039; get a slap on the wrist, y&#039;know?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===The Tanner&#039;s Shop===&lt;br /&gt;
&lt;br /&gt;
Randall Tanner owns a three-room shop near the docks where the stench of the harbor and fish market mask the odors of his trade.  His two daughters, Alissa and Juni, ages 12 and 9, are his apprentices.  His wife died three years ago of dragon fever.&lt;br /&gt;
&lt;br /&gt;
Randall is a member of the [[Meamnar:Balance|Balance]], and the back room of his shop is a common meeting place for the group.  [[Meamnar:Neva_of_Ardeon|Neva]] is staying with him while she is in [[Meamnar:Hylar_City|Hylar City]], and it is there that the group should be able to find her.&lt;br /&gt;
&lt;br /&gt;
Prior to his arrest, Randall was the only person in the area (besides Elias) who knew that [[Meamnar:Marbles_Barbaloot|Marbles]] worked for the [[Meamnar:Balance|Balance]].&lt;br /&gt;
&lt;br /&gt;
If more than a few hours have passed since [[Meamnar:Neva_of_Ardeon|Neva]] and the party entered the city, then she has had time to gather information on what happened to [[Meamnar:Marbles_Barbaloot|Marbles]].  An informant, a cook at the castle, told her that when the cleric of the Red Knight questioned the spirits of the dead guards, he learned that they were somehow on the take.  When the cleric informed Captain Krebb, the captain instructed him to never mention that fact again.&lt;br /&gt;
&lt;br /&gt;
The cook also learned that apparently [[Meamnar:Marbles_Barbaloot|Marbles]] wasn&#039;t alone when he attacked the guards.  There was apparently an accomplice, but his identity remains anonymous.&lt;br /&gt;
&lt;br /&gt;
===Sewers===&lt;br /&gt;
&lt;br /&gt;
If the party ventures into the sewers to investigate the scene of the crime, read or paraphrase the following.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;The slimy passage is typical for a main line of the city&#039;s sewers.  It is about five feet high, and just as wide.  The filth-covered walls are composed of stone bricks, and an archway is present every few feet to support the ceiling.  The water, if it could be called that, is only a couple of inches deep in the center and moves lazily down the passage.  The section is probably about thirty feet in length, separating two corners that are just tight enough to obscure what lies beyond them.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;There are definite signs of activity here.  Where the water does not reach the walls, there are plenty of footprints pressed into the muck.  Toward one corner, scorch marks blacken the wall and have burned away most of the moss-like vegetation that covers it elsewhere.  A lone spear lays half-submerged in the stream.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If they search the area, they may find (DC15) a symbol etched into one of the walls.  It is comparable to a backwards &#039;G&#039;, and was likely carved with a rock or other crude instrument.  The symbol is one used by the [[Meamnar:Balance|Balance]] and indicates that there is something of value in the direction indicated by the placement of the horizontal mark (in other words, if it was a normal &#039;G&#039;, the &amp;quot;something of value&amp;quot; would be in the opposite direction).&lt;br /&gt;
&lt;br /&gt;
Should they head in the direction indicated by the symbol, the group will find (DC10), just around the corner, another symbol on another brick in the wall.  This one, apparently carved with the same tool, is a circle inside an ellipse, and would appear to be an eye.  The brick is loose, and removing it will reveal a cavity behind it.&lt;br /&gt;
&lt;br /&gt;
In the cavity is an amulet, the Star of the Lost Princess.  The Star is made of gold, about three inches in diameter, with a pale sapphire set into the center.  It is on a delicate gold chain, about two feet in length.  Elven script is etched in a circle around it, reading, &amp;quot;May your daughter&#039;s star shine ever bright.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Marbles hid the amulet and placed a Magic Mouth upon it.  When triggered by the spoken word &amp;quot;Randall&amp;quot;, it will say, &amp;quot;Order two bottles of Valeran blackberry wine at the Salty Parrot.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
 Experience Points: 100 (finding the amulet)&lt;br /&gt;
&lt;br /&gt;
===The Salty Parrot===&lt;br /&gt;
&lt;br /&gt;
The Salty Parrot is a tavern in the docks district, especially popular with the sailors who come and go through [[Meamnar:Hylar_City|Hylar City]]&#039;s port.  After killing the guards, [[Meamnar:Marbles_Barbaloot|Marbles]] instructed Elias to go straight to this tavern and lay low until someone arrived.  The &#039;someone&#039; would be identifiable by trying to order two bottles of [[Meamnar:Valeris|Valeran]] blackberry wine from the bartender.  While the wine is a popular drink, and one of [[Meamnar:Marbles_Barbaloot|Marbles]]&#039; favorites, it is never stocked at the Parrot.&lt;br /&gt;
&lt;br /&gt;
Elias ship&#039;s carpenter (chip) on a [[Meamnar:Valeris|Valeran]] caravel, the Lazy Goose.  Above-board, the ship hauls leather and/or cheeses from [[Meamnar:Valeris|Valeris]] to [[Meamnar:Hylar|Hylar]], returning with pork and spices from abroad.  It also serves fences in [[Meamnar:Valeris|Valeris]], who sell the captain (Pawel Lutek) spoils that he then resells in [[Meamnar:Hylar_City|Hylar City]].&lt;br /&gt;
&lt;br /&gt;
[[Meamnar:Marbles_Barbaloot|Marbles]] is Elias&#039; handler, and was meeting with him in the sewers.  The guards were on the take and suspected Elias of wrongdoing.  They followed him as he left the Lazy Goose, and eventually to his meeting in the sewers.  [[Meamnar:Marbles_Barbaloot|Marbles]] discovered them, and killed all three accidentally (casting Lightning Bolt instead of Sleep), and turned himself in to protect Elias&#039; identity.&lt;br /&gt;
&lt;br /&gt;
Lutek did his business, and set sail for [[Meamnar:Valeris|Valeris]] the day before the party gets to [[Meamnar:Hylar_City|Hylar City]].  He suspects that Elias may be not what he seems, but the killing of the guards gave him no time to look into it.  He did, however, inform his local fence of his suspicions.  The fence, Miranda, is having an associate of hers, Ulfgar, keep tabs on Elias.&lt;br /&gt;
&lt;br /&gt;
The purpose of the meeting was for Elias to deliver the amulet and message.  He knows little of his mission, other than to move items between [[Meamnar:Marbles_Barbaloot|Marbles]] and the contact in [[Meamnar:Valeris|Valeris]] and to keep tabs on Lutek.&lt;br /&gt;
&lt;br /&gt;
This is a tavern near the harbor.  Here the party should be able to determine which ship Lutek sailed with.  After leaving the ship, Elias waits here for the [[Meamnar:Balance|Balance]] to catch up with him.  Elias carries a scroll from another member of the [[Meamnar:Balance|Balance]] working in [[Meamnar:Valeris|Valeris]].  The scroll uses a book cypher, the elven poem referenced by the amulet.&lt;br /&gt;
&lt;br /&gt;
 May Your Star Shine Ever Bright&lt;br /&gt;
&lt;br /&gt;
 May your star shine ever bright,&lt;br /&gt;
 May it always sail the sea of night,&lt;br /&gt;
 May it glimmer in the dark to guide your way,&lt;br /&gt;
 May it last through until the break of day.&lt;br /&gt;
&lt;br /&gt;
The code is as follows:&lt;br /&gt;
&lt;br /&gt;
 15 01&lt;br /&gt;
 04 04 28 04 08 02 27 01 26 01 20 04 12 02 21 02 16 02 04 02&lt;br /&gt;
 31 03 05 04 03 01 .  31 01 21 02 33 01 24 03 02 03 14 01 08&lt;br /&gt;
 02 32 01 02 03 12 00 06 05 05 03 20 01 .  05 01 09 02 32 01&lt;br /&gt;
 09 03 10 03 14 01 .  26 02 03 04 03 03 12 00 20 04 22 05 33&lt;br /&gt;
 01 02 04 12 01 06 01 31 01 05 01 23 04 04 01 .  31 01 28 03&lt;br /&gt;
 10 01 06 01 12 02 20 01 09 03 14 01 14 05 04 02 17 01 21 02&lt;br /&gt;
 29 05 20 01 20 02 04 04 20 01 24 02 10 04 31 03 .  28 07 14&lt;br /&gt;
 02 17 07 05 03 20 01 06 01 01 03 14 03 20 03 12 02 24 03 33&lt;br /&gt;
 01 09 03 07 02 23 04 34 00 21 01 32 01 34 00 10 03 29 02 33&lt;br /&gt;
 01 31 01 13 01 02 02 31 05 09 06 ,  27 03 12 00 20 03 21 02&lt;br /&gt;
 27 01 09 02 03 01 .&lt;br /&gt;
 10 01&lt;br /&gt;
&lt;br /&gt;
Decrypted, the cypher reads:&lt;br /&gt;
&lt;br /&gt;
 M&lt;br /&gt;
 Not like others.&lt;br /&gt;
 Body untouched.&lt;br /&gt;
 Elowin.&lt;br /&gt;
 Tracked robbers.&lt;br /&gt;
 Bribed with gold and ale.&lt;br /&gt;
 Hired by grey dwarf to find books, scrolls.&lt;br /&gt;
 S&lt;br /&gt;
&lt;br /&gt;
Elowin was an elf residing in [[Meamnar:Poznan|Poznan]].  She died in 1389, and was buried in the City of the Dead there.  Rindorn, on behalf of Janek, hired a local group of mercenaries to raid the tomb, searching for any information they might find about her daughter, [[Meamnar:Eleria_the_Enchantress|Eleria]].&lt;br /&gt;
&lt;br /&gt;
[[Meamnar:Serak_of_Poznan|Serak]], the [[Meamnar:Balance|Balance]] member in [[Meamnar:Poznan|Poznan]], has been tracking another group of graverobbers who have actually been taking the bodies of the deceased.  He began tracking this crime, assuming it was one more in the string, but found out that the perpetrators were a different group, and that they obviously had different motives.  He was able to acquire one of the pieces of jewelry they subsequently fenced, and sent it along with the message with Elias to [[Meamnar:Marbles_Barbaloot|Marbles]].&lt;br /&gt;
&lt;br /&gt;
 Experience Points: 500 (deciphering the code)&lt;br /&gt;
&lt;br /&gt;
===The Harbormaster===&lt;br /&gt;
&lt;br /&gt;
Thorgrym the Harbormaster is an ill-tempered dwarf who maintains very strict control over the activities at the harbor.  He should be able to identify any ship that has entered or left the harbor in the last three days.&lt;br /&gt;
&lt;br /&gt;
===Gallows===&lt;br /&gt;
&lt;br /&gt;
The following is tacked to the gallows the day after the party arrives in [[Meamnar:Hylar_City|Hylar City]].  This is a standard method that the city uses to disseminate news and information about accused and convicted criminals.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Posted: Barjin of [[Meamnar:Lirath|Lirath]], aka Barjin the Bear, a mercenary, has been convicted on two counts of the crime of murder with intent, and is sentenced to hanging here at noon tomorrow.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Posted: Kelvin, a peasant and resident of [[Meamnar:Hylar_City|Hylar City]], has been convicted on thirteen counts of theft, and is sentenced to hanging here at noon tomorrow.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Posted: Tomte Barbaerlun, aka [[Meamnar:Marbles_Barbaloot|Marbles Barbaloot]], a gnomish adventurer and resident of [[Meamnar:Hylar_City|Hylar City]], has been convicted on three counts of the crime of murder with intent, and is sentenced to hanging here at noon tomorrow.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
On the day of the execution, read or paraphrase the following.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;A crowd has gathered, a diverse group of peasants, at least a hundred and perhaps twice that.  A few vendors wind through the spectators, hawking various kinds of food and drink.  The hangman, dressed in black leather and a cloth hood, is checking the knots of three nooses that hang from a beam of the gallows.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;A door to the keep opens and a procession emerges onto the gallows platform.  A drummer leads an officer of the Red Guard and three prisoners.  Three additional Red Guardsmen are behind them and on their flanks.  The prisoners shuffle along in manacles and leg irons.  The first of the prisoners is a grisly man, middle-aged and unkempt.  The second is a wiry young man, visibly trembling.  The third is [[Meamnar:Marbles_Barbaloot|Marbles]], moving slowly and with great difficulty.  As he drags the irons along the walkway, two women pitch rotten tomatoes at him, one of which splatters upon his leg.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;As you watch, the three prisoners are led to the gallows, where the hangman fits the noose over each of their necks.  As he adjusts the knot of [[Meamnar:Marbles_Barbaloot|Marbles]]&#039; noose, the gnome looks toward your group and you see an odd sparkle of intelligence in his eyes.  He winks at you once, almost imperceptibly.  Unaware of what just transpired, the hangman then places, one by one, a cloth bag over each of the prisoners&#039; heads before stepping back to a wooden handle jutting up from the floor of the gallows.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;The drummer exchanges his rhythmic beat for a rapid drumroll.  The officer nods to the hangman, who immediately pulls the lever.  Three trapdoors open simultaneously, and two of the prisoners&#039; bodies drop, the ropes catching their fall with a snap.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;With the drummer silent, the crowd&#039;s gasp fills the air.  Where [[Meamnar:Marbles_Barbaloot|Marbles]] once was, the noose hangs empty.  The cloth hood slowly falls empty to the platform.  While the other two prisoners writhe and jerk at the end of their ropes, everyone else appears to be frozen for a moment, staring at the empty noose.  Less than a minute later, they expire and fall limp, their misery over.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Meanwhile, the guards rush forward, looking around the gallows in vain.  Two other men rush forward, one in crimson robes and the other wearing the armour of the Red Knight.  Simultaneously, they begin separate spells of divination, each quickly calling upon their own mystic powers.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;In the end, though, there is no answer.  The crowd, utterly confused, slowly disperses, with small groups chattering about the events as they depart.  The mage and cleric, their divinations fruitless, look blankly at the officer in charge, while the hangman and other guardsmen continue to search the area.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Later that day, the following is tacked to the gallows.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Reward: Tomte Barbaerlun, aka [[Meamnar:Marbles_Barbaloot|Marbles Barbaloot]], a convicted criminal.  Last seen yesterday at the gallows.  One thousand gold crowns offered.  Wanted dead or alive.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Once [[Meamnar:Marbles_Barbaloot|Marbles]]&#039; life was threatened by the noose, his contingency spell was triggered and he was immediately teleported to the plane of Elysia.  His intention is to remain there until his death, which he feels is near given his advanced age.&lt;br /&gt;
&lt;br /&gt;
===The Black Hand (EL 6)===&lt;br /&gt;
&lt;br /&gt;
 Experience Points: 540&lt;br /&gt;
&lt;br /&gt;
==Concluding the Adventure==&lt;br /&gt;
&lt;br /&gt;
The group will likely try to travel to [[Meamnar:Poznan|Poznan]] to track down [[Meamnar:Serak_of_Poznan|Serak]].  If this is the case, [[Meamnar:Neva_of_Ardeon|Neva]] will help them by obtaining passage for them on a ship captained by someone friendly to the [[Meamnar:Balance|Balance]].&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;/div&gt;</summary>
		<author><name>Misfit815</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Meamnar:Lost_Marbles&amp;diff=54773</id>
		<title>Meamnar:Lost Marbles</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Meamnar:Lost_Marbles&amp;diff=54773"/>
		<updated>2007-07-09T16:47:22Z</updated>

		<summary type="html">&lt;p&gt;Misfit815: /* Sewers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Lost Marbles is an adventure for five 3rd level player characters (PC&#039;s).  The adventure is set in the city of [[Meamnar:Hylar_City|Hylar]], the capital of the Northern Kingdom of [[Meamnar:Hylar|Hylar]] in the campaign setting of [[Meamnar:Main_Page|Meamnar]].  The adventure was included in the tabletop campaign [[Meamnar:Stoned|Stoned]].&lt;br /&gt;
&lt;br /&gt;
==Adventure Background==&lt;br /&gt;
&lt;br /&gt;
Marbles is a retired adventurer, an old gnome trickster who lives comfortably in a small, unassuming residence in [[Meamnar:Hylar_City|Hylar City]].  He&#039;s well-known throughout the city, and all who know him have an opinion of him.  Some think he&#039;s a harmless, senile, old fool.  Others are wary of him, concerned about his thieving past.  Still others are simply annoyed at his incessant pranks and practical jokes.  Many suspect that his senility is nothing more than an act, that underneath he is as cunning as ever.&lt;br /&gt;
&lt;br /&gt;
Not surprisingly, all of it is true to some extent.  For the most part, Marbles still has his wits about him.  Unfortunately, though, whether by old age or the wear of an adventuring spellcaster&#039;s life, Marbles suffers from occasional bouts of dementia.  He is aware of this, though, and is quite embarrassed by it.&lt;br /&gt;
&lt;br /&gt;
==Adventure Synopsis==&lt;br /&gt;
&lt;br /&gt;
Being so well-traveled, Marbles has a great deal of knowledge about [[Meamnar:Main_Page|Meamnar]], and any group of adventurers exploring the darker places in [[Meamnar:Hylar|Hylar]] are bound to seek him out sooner or later.  Such is the case in this adventure, which begins with the party arriving in [[Meamnar:Hylar_City|Hylar City]] to find that the old gnome they&#039;re seeking has been arrested.&lt;br /&gt;
&lt;br /&gt;
It seems that dear old Marbles has been charged with the crime of murdering three Red Guards.  He is expected to stand trial the day following the party&#039;s arrival.  Barring any intervention, he will be found guilty, sentenced to death, and then beheaded the following day.&lt;br /&gt;
&lt;br /&gt;
The party, of course, should feel compelled to intervene.  Unknown to them, however, the [[Meamnar:Balance|Balance]] is aware of what really happened, and was also planning to rescue Marbles.  Once they are aware of the party, though, they will step aside to see if the adventurers manage to save him.  If they do, then the [[Meamnar:Balance|Balance]] will become much more interested in the party in the future.  If they fail, though, the [[Meamnar:Balance|Balance]] is prepared to step in and rescue Marbles themselves.&lt;br /&gt;
&lt;br /&gt;
So what really did happen?  Three Red Guards are indeed dead, and Marbles is the one who killed them.&lt;br /&gt;
&lt;br /&gt;
==Beginning the Adventure==&lt;br /&gt;
&lt;br /&gt;
===Bad News===&lt;br /&gt;
&lt;br /&gt;
When the party arrives in town, they should be oblivious to the fact that Marbles has been arrested.  Their first clue should be the Arcane Lock on the door to his house, with a scroll tacked on it as well, reading &amp;quot;No Trespassing.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===House of Marbles (EL 2)===&lt;br /&gt;
&lt;br /&gt;
Should the party gain entry into Marbles&#039; house before investigators have been there, they will find it in its normally messy condition.  Should they begin searching the two-room residence, they may find any of the following:&lt;br /&gt;
&lt;br /&gt;
* A vial of sneezing powder (victim is [http://www.d20srd.org/srd/conditionSummary.htm#dazed Dazed] for two rounds, then once every 1d6 rounds thereafter for ten minutes).&lt;br /&gt;
* A sleeping [http://www.d20srd.org/srd/monsters/bat.htm bat], hanging from one of the rafters.&lt;br /&gt;
* Buried under a mass of scrolls, an angry [http://www.d20srd.org/srd/monsters/demon.htm#quasit quasit] in a cage that inhibits its Alternate Form ability.  The magical cage, which is 1&#039; wide, 1&#039; long, and 1.5&#039; tall, inhibits the supernatural shape-changing ability of any creature placed inside of it.&lt;br /&gt;
* A tan [http://www.d20srd.org/srd/magicItems/wondrousItems.htm#bagofTricks Bag of Tricks].&lt;br /&gt;
&lt;br /&gt;
The search should inevitably be interrupted before they find anything of value, by an investigator escorted by two guards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Investigator:&#039;&#039;&#039; CR 1/3; Medium Humanoid (Human); HD 1d6 (Exp1); hp 3; Init +0; Spd 20 ft.; AC 12, touch 10, flat-footed 10; Base Atk dagger +0 melee (1d4); Full Atk dagger +0 melee (1d4); Space/Reach 5 ft./5 ft.; AL LG; SV Fort +0, Ref +0, Will +2; Str 10, Dex 10, Con 10, Int 11, Wis 11, Cha 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Appraise +2, Decipher Script +2, Disable Device +2, Gather Information +6, Listen +2, Open Lock +2, Search +6, Sense Motive +2, Spellcraft +2, Spot +2; Investigator&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; Leather, dagger&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Red Guardsmen (2):&#039;&#039;&#039; CR 1/3; Medium Humanoid (Human); HD 1d8 (War1); hp 4; Init +0; Spd 20 ft.; AC 15, touch 10, flat-footed 10; Base Atk long sword +2 melee (1d8); Full Atk long sword +2 melee (1d8); Space/Reach 5 ft./5 ft.; AL LG; SV Fort +2, Ref +0, Will +0; Str 11, Dex 11, Con 11, Int 10, Wis 10, Cha 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Climb +2, Intimidate +2, Jump +2, Ride +2; Weapon Focus (long sword)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; Chainmail, long sword&lt;br /&gt;
&lt;br /&gt;
 Experience Points: 120 (Quasit), 90 (Investigators)&lt;br /&gt;
&lt;br /&gt;
===The Bullseye Inn and Tavern===&lt;br /&gt;
&lt;br /&gt;
This is a frequent hang-out for Marbles, less than two blocks from his house.  The proprietor, a halfling named Lars Oakenshield, is familiar with him, and is aware of the charges against him.  If asked, he would relay the following information about the incident.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Aye, I know Marbles.  Poor old fella.  From what I hear, he turned himself in yesterday, though I can&#039;t see why.  If I were him, I&#039;d be halfway to Lirath by now.  You don&#039;t rip a bolt o&#039; lightning through three guards and expect t&#039; get a slap on the wrist, y&#039;know?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===The Tanner&#039;s Shop===&lt;br /&gt;
&lt;br /&gt;
Randall Tanner owns a three-room shop near the docks where the stench of the harbor and fish market mask the odors of his trade.  His two daughters, Alissa and Juni, ages 12 and 9, are his apprentices.  His wife died three years ago of dragon fever.&lt;br /&gt;
&lt;br /&gt;
Randall is a member of the [[Meamnar:Balance|Balance]], and the back room of his shop is a common meeting place for the group.  [[Meamnar:Neva_of_Ardeon|Neva]] is staying with him while she is in [[Meamnar:Hylar_City|Hylar City]], and it is there that the group should be able to find her.&lt;br /&gt;
&lt;br /&gt;
Prior to his arrest, Randall was the only person in the area (besides Elias) who knew that [[Meamnar:Marbles_Barbaloot|Marbles]] worked for the [[Meamnar:Balance|Balance]].&lt;br /&gt;
&lt;br /&gt;
If more than a few hours have passed since [[Meamnar:Neva_of_Ardeon|Neva]] and the party entered the city, then she has had time to gather information on what happened to [[Meamnar:Marbles_Barbaloot|Marbles]].  An informant, a cook at the castle, told her that when the cleric of the Red Knight questioned the spirits of the dead guards, he learned that they were somehow on the take.  When the cleric informed Captain Krebb, the captain instructed him to never mention that fact again.&lt;br /&gt;
&lt;br /&gt;
The cook also learned that apparently [[Meamnar:Marbles_Barbaloot|Marbles]] wasn&#039;t alone when he attacked the guards.  There was apparently an accomplice, but his identity remains anonymous.&lt;br /&gt;
&lt;br /&gt;
===Sewers===&lt;br /&gt;
&lt;br /&gt;
If the party ventures into the sewers to investigate the scene of the crime, read or paraphrase the following.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;The slimy passage is typical for a main line of the city&#039;s sewers.  It is about five feet high, and just as wide.  The filth-covered walls are composed of stone bricks, and an archway is present every few feet to support the ceiling.  The water, if it could be called that, is only a couple of inches deep in the center and moves lazily down the passage.  The section is probably about thirty feet in length, separating two corners that are just tight enough to obscure what lies beyond them.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;There are definite signs of activity here.  Where the water does not reach the walls, there are plenty of footprints pressed into the muck.  Toward one corner, scorch marks blacken the wall and have burned away most of the moss-like vegetation that covers it elsewhere.  A lone spear lays half-submerged in the stream.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If they search the area, they may find (DC15) a symbol etched into one of the walls.  It is comparable to a backwards &#039;G&#039;, and was likely carved with a rock or other crude instrument.  The symbol is one used by the [[Meamnar:Balance|Balance]] and indicates that there is something of value in the direction indicated by the placement of the horizontal mark (in other words, if it was a normal &#039;G&#039;, the &amp;quot;something of value&amp;quot; would be in the opposite direction).&lt;br /&gt;
&lt;br /&gt;
Should they head in the direction indicated by the symbol, the group will find (DC10), just around the corner, another symbol on another brick in the wall.  This one, apparently carved with the same tool, is a circle inside an ellipse, and would appear to be an eye.  The brick is loose, and removing it will reveal a cavity behind it.&lt;br /&gt;
&lt;br /&gt;
In the cavity is an amulet, the Star of the Lost Princess.  The Star is made of gold, about three inches in diameter, with a pale sapphire set into the center.  It is on a delicate gold chain, about two feet in length.  Elven script is etched in a circle around it, reading, &amp;quot;May your daughter&#039;s star shine ever bright.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Marbles hid the amulet and placed a Magic Mouth upon it.  When triggered by the spoken word &amp;quot;Randall&amp;quot;, it will say, &amp;quot;Order two bottles of Valeran blackberry wine at the Salty Parrot.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
 Experience Points: 100 (finding the amulet)&lt;br /&gt;
&lt;br /&gt;
===The Salty Parrot===&lt;br /&gt;
&lt;br /&gt;
The Salty Parrot is a tavern in the docks district, especially popular with the sailors who come and go through [[Meamnar:Hylar_City|Hylar City]]&#039;s port.  After killing the guards, [[Meamnar:Marbles_Barbaloot|Marbles]] instructed Elias to go straight to this tavern and lay low until someone arrived.  The &#039;someone&#039; would be identifiable by trying to order two bottles of [[Meamnar:Valeris|Valeran]] blackberry wine from the bartender.  While the wine is a popular drink, and one of [[Meamnar:Marbles_Barbaloot|Marbles]]&#039; favorites, it is never stocked at the Parrot.&lt;br /&gt;
&lt;br /&gt;
Elias ship&#039;s carpenter (chip) on a [[Meamnar:Valeris|Valeran]] caravel, the Lazy Goose.  Above-board, the ship hauls leather and/or cheeses from [[Meamnar:Valeris|Valeris]] to [[Meamnar:Hylar|Hylar]], returning with pork and spices from abroad.  It also serves fences in [[Meamnar:Valeris|Valeris]], who sell the captain (Pawel Lutek) spoils that he then resells in [[Meamnar:Hylar_City|Hylar City]].&lt;br /&gt;
&lt;br /&gt;
[[Meamnar:Marbles_Barbaloot|Marbles]] is Elias&#039; handler, and was meeting with him in the sewers.  The guards were on the take and suspected Elias of wrongdoing.  They followed him as he left the Lazy Goose, and eventually to his meeting in the sewers.  [[Meamnar:Marbles_Barbaloot|Marbles]] discovered them, and killed all three accidentally (casting Lightning Bolt instead of Sleep), and turned himself in to protect Elias&#039; identity.&lt;br /&gt;
&lt;br /&gt;
Lutek did his business, and set sail for [[Meamnar:Valeris|Valeris]] the day before the party gets to [[Meamnar:Hylar_City|Hylar City]].  He suspects that Elias may be not what he seems, but the killing of the guards gave him no time to look into it.  He did, however, inform his local fence of his suspicions.  The fence, Miranda, is having an associate of hers, Ulfgar, keep tabs on Elias.&lt;br /&gt;
&lt;br /&gt;
The purpose of the meeting was for Elias to deliver the amulet and message.  He knows little of his mission, other than to move items between [[Meamnar:Marbles_Barbaloot|Marbles]] and the contact in [[Meamnar:Valeris|Valeris]] and to keep tabs on Lutek.&lt;br /&gt;
&lt;br /&gt;
This is a tavern near the harbor.  Here the party should be able to determine which ship Lutek sailed with.  After leaving the ship, Elias waits here for the [[Meamnar:Balance|Balance]] to catch up with him.  Elias carries a scroll from another member of the [[Meamnar:Balance|Balance]] working in [[Meamnar:Valeris|Valeris]].  The scroll uses a book cypher, the elven poem referenced by the amulet.&lt;br /&gt;
&lt;br /&gt;
 May Your Star Shine Ever Bright&lt;br /&gt;
&lt;br /&gt;
 May your star shine ever bright,&lt;br /&gt;
 May it always sail the sea of night,&lt;br /&gt;
 May it glimmer in the dark to guide your way,&lt;br /&gt;
 May it last through until the break of day.&lt;br /&gt;
&lt;br /&gt;
The code is as follows:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;15 01&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;04 04 28 04 08 02 27 01 26 01 20 04 12 02 21 02 16 02 04 02 31 03 05 04 03 01.  31 01 21 02 33 01 24 03 02 03 14 01 08 02 32 01 02 03 12 00 06 05 05 03 20 01.  05 01 09 02 32 01 09 03 10 03 14 01.  26 02 03 04 03 03 12 00 20 04 22 05 33 01 02 04 12 01 06 01 31 01 05 01 23 04 04 01.  31 01 28 03 10 01 06 01 12 02 20 01 09 03 14 01 14 05 04 02 17 01 21 02 29 05 20 01 20 02 04 04 20 01 24 02 10 04 31 03.  28 07 14 02 17 07 05 03 20 01 06 01 01 03 14 03 20 03 12 02 24 03 33 01 09 03 07 02 23 04 34 00 21 01 32 01 34 00 10 03 29 02 33 01 31 01 13 01 02 02 31 05 09 06, 27 03 12 00 20 03 21 02 27 01 09 02 03 01.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;10 01&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Decrypted, the cypher reads:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;M&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Not like others.  Body untouched.  Elowin.  Tracked robbers.  Bribed with gold and ale.  Hired by grey dwarf to find books, scrolls.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;S&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Elowin was an elf residing in [[Meamnar:Poznan|Poznan]].  She died in 1389, and was buried in the City of the Dead there.  Rindorn, on behalf of Janek, hired a local group of mercenaries to raid the tomb, searching for any information they might find about her daughter, [[Meamnar:Eleria_the_Enchantress|Eleria]].&lt;br /&gt;
&lt;br /&gt;
[[Meamnar:Serak_of_Poznan|Serak]], the [[Meamnar:Balance|Balance]] member in [[Meamnar:Poznan|Poznan]], has been tracking another group of graverobbers who have actually been taking the bodies of the deceased.  He began tracking this crime, assuming it was one more in the string, but found out that the perpetrators were a different group, and that they obviously had different motives.  He was able to acquire one of the pieces of jewelry they subsequently fenced, and sent it along with the message with Elias to [[Meamnar:Marbles_Barbaloot|Marbles]].&lt;br /&gt;
&lt;br /&gt;
===The Harbormaster===&lt;br /&gt;
&lt;br /&gt;
Thorgrym the Harbormaster is an ill-tempered dwarf who maintains very strict control over the activities at the harbor.  He should be able to identify any ship that has entered or left the harbor in the last three days.&lt;br /&gt;
&lt;br /&gt;
===Gallows===&lt;br /&gt;
&lt;br /&gt;
The following is tacked to the gallows the day after the party arrives in [[Meamnar:Hylar_City|Hylar City]].  This is a standard method that the city uses to disseminate news and information about accused and convicted criminals.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Posted: Barjin of [[Meamnar:Lirath|Lirath]], aka Barjin the Bear, a mercenary, has been convicted on two counts of the crime of murder with intent, and is sentenced to hanging here at noon tomorrow.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Posted: Kelvin, a peasant and resident of [[Meamnar:Hylar_City|Hylar City]], has been convicted on thirteen counts of theft, and is sentenced to hanging here at noon tomorrow.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Posted: Tomte Barbaerlun, aka [[Meamnar:Marbles_Barbaloot|Marbles Barbaloot]], a gnomish adventurer and resident of [[Meamnar:Hylar_City|Hylar City]], has been convicted on three counts of the crime of murder with intent, and is sentenced to hanging here at noon tomorrow.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
On the day of the execution, read or paraphrase the following.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;A crowd has gathered, a diverse group of peasants, at least a hundred and perhaps twice that.  A few vendors wind through the spectators, hawking various kinds of food and drink.  The hangman, dressed in black leather and a cloth hood, is checking the knots of three nooses that hang from a beam of the gallows.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;A door to the keep opens and a procession emerges onto the gallows platform.  A drummer leads an officer of the Red Guard and three prisoners.  Three additional Red Guardsmen are behind them and on their flanks.  The prisoners shuffle along in manacles and leg irons.  The first of the prisoners is a grisly man, middle-aged and unkempt.  The second is a wiry young man, visibly trembling.  The third is [[Meamnar:Marbles_Barbaloot|Marbles]], moving slowly and with great difficulty.  As he drags the irons along the walkway, two women pitch rotten tomatoes at him, one of which splatters upon his leg.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;As you watch, the three prisoners are led to the gallows, where the hangman fits the noose over each of their necks.  As he adjusts the knot of [[Meamnar:Marbles_Barbaloot|Marbles]]&#039; noose, the gnome looks toward your group and you see an odd sparkle of intelligence in his eyes.  He winks at you once, almost imperceptibly.  Unaware of what just transpired, the hangman then places, one by one, a cloth bag over each of the prisoners&#039; heads before stepping back to a wooden handle jutting up from the floor of the gallows.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;The drummer exchanges his rhythmic beat for a rapid drumroll.  The officer nods to the hangman, who immediately pulls the lever.  Three trapdoors open simultaneously, and two of the prisoners&#039; bodies drop, the ropes catching their fall with a snap.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;With the drummer silent, the crowd&#039;s gasp fills the air.  Where [[Meamnar:Marbles_Barbaloot|Marbles]] once was, the noose hangs empty.  The cloth hood slowly falls empty to the platform.  While the other two prisoners writhe and jerk at the end of their ropes, everyone else appears to be frozen for a moment, staring at the empty noose.  Less than a minute later, they expire and fall limp, their misery over.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Meanwhile, the guards rush forward, looking around the gallows in vain.  Two other men rush forward, one in crimson robes and the other wearing the armour of the Red Knight.  Simultaneously, they begin separate spells of divination, each quickly calling upon their own mystic powers.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;In the end, though, there is no answer.  The crowd, utterly confused, slowly disperses, with small groups chattering about the events as they depart.  The mage and cleric, their divinations fruitless, look blankly at the officer in charge, while the hangman and other guardsmen continue to search the area.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Later that day, the following is tacked to the gallows.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Reward: Tomte Barbaerlun, aka [[Meamnar:Marbles_Barbaloot|Marbles Barbaloot]], a convicted criminal.  Last seen yesterday at the gallows.  One thousand gold crowns offered.  Wanted dead or alive.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Once [[Meamnar:Marbles_Barbaloot|Marbles]]&#039; life was threatened by the noose, his contingency spell was triggered and he was immediately teleported to the plane of Elysia.  His intention is to remain there until his death, which he feels is near given his advanced age.&lt;br /&gt;
&lt;br /&gt;
===The Black Hand (EL 6)===&lt;br /&gt;
&lt;br /&gt;
 Experience Points: 540&lt;br /&gt;
&lt;br /&gt;
==Concluding the Adventure==&lt;br /&gt;
&lt;br /&gt;
The group will likely try to travel to [[Meamnar:Poznan|Poznan]] to track down [[Meamnar:Serak_of_Poznan|Serak]].  If this is the case, [[Meamnar:Neva_of_Ardeon|Neva]] will help them by obtaining passage for them on a ship captained by someone friendly to the [[Meamnar:Balance|Balance]].&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;/div&gt;</summary>
		<author><name>Misfit815</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Meamnar:Lost_Marbles&amp;diff=54772</id>
		<title>Meamnar:Lost Marbles</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Meamnar:Lost_Marbles&amp;diff=54772"/>
		<updated>2007-07-09T16:46:45Z</updated>

		<summary type="html">&lt;p&gt;Misfit815: /* House of Marbles (EL 2) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Lost Marbles is an adventure for five 3rd level player characters (PC&#039;s).  The adventure is set in the city of [[Meamnar:Hylar_City|Hylar]], the capital of the Northern Kingdom of [[Meamnar:Hylar|Hylar]] in the campaign setting of [[Meamnar:Main_Page|Meamnar]].  The adventure was included in the tabletop campaign [[Meamnar:Stoned|Stoned]].&lt;br /&gt;
&lt;br /&gt;
==Adventure Background==&lt;br /&gt;
&lt;br /&gt;
Marbles is a retired adventurer, an old gnome trickster who lives comfortably in a small, unassuming residence in [[Meamnar:Hylar_City|Hylar City]].  He&#039;s well-known throughout the city, and all who know him have an opinion of him.  Some think he&#039;s a harmless, senile, old fool.  Others are wary of him, concerned about his thieving past.  Still others are simply annoyed at his incessant pranks and practical jokes.  Many suspect that his senility is nothing more than an act, that underneath he is as cunning as ever.&lt;br /&gt;
&lt;br /&gt;
Not surprisingly, all of it is true to some extent.  For the most part, Marbles still has his wits about him.  Unfortunately, though, whether by old age or the wear of an adventuring spellcaster&#039;s life, Marbles suffers from occasional bouts of dementia.  He is aware of this, though, and is quite embarrassed by it.&lt;br /&gt;
&lt;br /&gt;
==Adventure Synopsis==&lt;br /&gt;
&lt;br /&gt;
Being so well-traveled, Marbles has a great deal of knowledge about [[Meamnar:Main_Page|Meamnar]], and any group of adventurers exploring the darker places in [[Meamnar:Hylar|Hylar]] are bound to seek him out sooner or later.  Such is the case in this adventure, which begins with the party arriving in [[Meamnar:Hylar_City|Hylar City]] to find that the old gnome they&#039;re seeking has been arrested.&lt;br /&gt;
&lt;br /&gt;
It seems that dear old Marbles has been charged with the crime of murdering three Red Guards.  He is expected to stand trial the day following the party&#039;s arrival.  Barring any intervention, he will be found guilty, sentenced to death, and then beheaded the following day.&lt;br /&gt;
&lt;br /&gt;
The party, of course, should feel compelled to intervene.  Unknown to them, however, the [[Meamnar:Balance|Balance]] is aware of what really happened, and was also planning to rescue Marbles.  Once they are aware of the party, though, they will step aside to see if the adventurers manage to save him.  If they do, then the [[Meamnar:Balance|Balance]] will become much more interested in the party in the future.  If they fail, though, the [[Meamnar:Balance|Balance]] is prepared to step in and rescue Marbles themselves.&lt;br /&gt;
&lt;br /&gt;
So what really did happen?  Three Red Guards are indeed dead, and Marbles is the one who killed them.&lt;br /&gt;
&lt;br /&gt;
==Beginning the Adventure==&lt;br /&gt;
&lt;br /&gt;
===Bad News===&lt;br /&gt;
&lt;br /&gt;
When the party arrives in town, they should be oblivious to the fact that Marbles has been arrested.  Their first clue should be the Arcane Lock on the door to his house, with a scroll tacked on it as well, reading &amp;quot;No Trespassing.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===House of Marbles (EL 2)===&lt;br /&gt;
&lt;br /&gt;
Should the party gain entry into Marbles&#039; house before investigators have been there, they will find it in its normally messy condition.  Should they begin searching the two-room residence, they may find any of the following:&lt;br /&gt;
&lt;br /&gt;
* A vial of sneezing powder (victim is [http://www.d20srd.org/srd/conditionSummary.htm#dazed Dazed] for two rounds, then once every 1d6 rounds thereafter for ten minutes).&lt;br /&gt;
* A sleeping [http://www.d20srd.org/srd/monsters/bat.htm bat], hanging from one of the rafters.&lt;br /&gt;
* Buried under a mass of scrolls, an angry [http://www.d20srd.org/srd/monsters/demon.htm#quasit quasit] in a cage that inhibits its Alternate Form ability.  The magical cage, which is 1&#039; wide, 1&#039; long, and 1.5&#039; tall, inhibits the supernatural shape-changing ability of any creature placed inside of it.&lt;br /&gt;
* A tan [http://www.d20srd.org/srd/magicItems/wondrousItems.htm#bagofTricks Bag of Tricks].&lt;br /&gt;
&lt;br /&gt;
The search should inevitably be interrupted before they find anything of value, by an investigator escorted by two guards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Investigator:&#039;&#039;&#039; CR 1/3; Medium Humanoid (Human); HD 1d6 (Exp1); hp 3; Init +0; Spd 20 ft.; AC 12, touch 10, flat-footed 10; Base Atk dagger +0 melee (1d4); Full Atk dagger +0 melee (1d4); Space/Reach 5 ft./5 ft.; AL LG; SV Fort +0, Ref +0, Will +2; Str 10, Dex 10, Con 10, Int 11, Wis 11, Cha 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Appraise +2, Decipher Script +2, Disable Device +2, Gather Information +6, Listen +2, Open Lock +2, Search +6, Sense Motive +2, Spellcraft +2, Spot +2; Investigator&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; Leather, dagger&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Red Guardsmen (2):&#039;&#039;&#039; CR 1/3; Medium Humanoid (Human); HD 1d8 (War1); hp 4; Init +0; Spd 20 ft.; AC 15, touch 10, flat-footed 10; Base Atk long sword +2 melee (1d8); Full Atk long sword +2 melee (1d8); Space/Reach 5 ft./5 ft.; AL LG; SV Fort +2, Ref +0, Will +0; Str 11, Dex 11, Con 11, Int 10, Wis 10, Cha 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Climb +2, Intimidate +2, Jump +2, Ride +2; Weapon Focus (long sword)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; Chainmail, long sword&lt;br /&gt;
&lt;br /&gt;
 Experience Points: 120 (Quasit), 90 (Investigators)&lt;br /&gt;
&lt;br /&gt;
===The Bullseye Inn and Tavern===&lt;br /&gt;
&lt;br /&gt;
This is a frequent hang-out for Marbles, less than two blocks from his house.  The proprietor, a halfling named Lars Oakenshield, is familiar with him, and is aware of the charges against him.  If asked, he would relay the following information about the incident.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Aye, I know Marbles.  Poor old fella.  From what I hear, he turned himself in yesterday, though I can&#039;t see why.  If I were him, I&#039;d be halfway to Lirath by now.  You don&#039;t rip a bolt o&#039; lightning through three guards and expect t&#039; get a slap on the wrist, y&#039;know?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===The Tanner&#039;s Shop===&lt;br /&gt;
&lt;br /&gt;
Randall Tanner owns a three-room shop near the docks where the stench of the harbor and fish market mask the odors of his trade.  His two daughters, Alissa and Juni, ages 12 and 9, are his apprentices.  His wife died three years ago of dragon fever.&lt;br /&gt;
&lt;br /&gt;
Randall is a member of the [[Meamnar:Balance|Balance]], and the back room of his shop is a common meeting place for the group.  [[Meamnar:Neva_of_Ardeon|Neva]] is staying with him while she is in [[Meamnar:Hylar_City|Hylar City]], and it is there that the group should be able to find her.&lt;br /&gt;
&lt;br /&gt;
Prior to his arrest, Randall was the only person in the area (besides Elias) who knew that [[Meamnar:Marbles_Barbaloot|Marbles]] worked for the [[Meamnar:Balance|Balance]].&lt;br /&gt;
&lt;br /&gt;
If more than a few hours have passed since [[Meamnar:Neva_of_Ardeon|Neva]] and the party entered the city, then she has had time to gather information on what happened to [[Meamnar:Marbles_Barbaloot|Marbles]].  An informant, a cook at the castle, told her that when the cleric of the Red Knight questioned the spirits of the dead guards, he learned that they were somehow on the take.  When the cleric informed Captain Krebb, the captain instructed him to never mention that fact again.&lt;br /&gt;
&lt;br /&gt;
The cook also learned that apparently [[Meamnar:Marbles_Barbaloot|Marbles]] wasn&#039;t alone when he attacked the guards.  There was apparently an accomplice, but his identity remains anonymous.&lt;br /&gt;
&lt;br /&gt;
===Sewers===&lt;br /&gt;
&lt;br /&gt;
If the party ventures into the sewers to investigate the scene of the crime, read or paraphrase the following.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;The slimy passage is typical for a main line of the city&#039;s sewers.  It is about five feet high, and just as wide.  The filth-covered walls are composed of stone bricks, and an archway is present every few feet to support the ceiling.  The water, if it could be called that, is only a couple of inches deep in the center and moves lazily down the passage.  The section is probably about thirty feet in length, separating two corners that are just tight enough to obscure what lies beyond them.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;There are definite signs of activity here.  Where the water does not reach the walls, there are plenty of footprints pressed into the muck.  Toward one corner, scorch marks blacken the wall and have burned away most of the moss-like vegetation that covers it elsewhere.  A lone spear lays half-submerged in the stream.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If they search the area, they may find (DC15) a symbol etched into one of the walls.  It is comparable to a backwards &#039;G&#039;, and was likely carved with a rock or other crude instrument.  The symbol is one used by the [[Meamnar:Balance|Balance]] and indicates that there is something of value in the direction indicated by the placement of the horizontal mark (in other words, if it was a normal &#039;G&#039;, the &amp;quot;something of value&amp;quot; would be in the opposite direction).&lt;br /&gt;
&lt;br /&gt;
Should they head in the direction indicated by the symbol, the group will find (DC10), just around the corner, another symbol on another brick in the wall.  This one, apparently carved with the same tool, is a circle inside an ellipse, and would appear to be an eye.  The brick is loose, and removing it will reveal a cavity behind it.&lt;br /&gt;
&lt;br /&gt;
In the cavity is an amulet, the Star of the Lost Princess.  The Star is made of gold, about three inches in diameter, with a pale sapphire set into the center.  It is on a delicate gold chain, about two feet in length.  Elven script is etched in a circle around it, reading, &amp;quot;May your daughter&#039;s star shine ever bright.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Marbles hid the amulet and placed a Magic Mouth upon it.  When triggered by the spoken word &amp;quot;Randall&amp;quot;, it will say, &amp;quot;Order two bottles of Valeran blackberry wine at the Salty Parrot.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===The Salty Parrot===&lt;br /&gt;
&lt;br /&gt;
The Salty Parrot is a tavern in the docks district, especially popular with the sailors who come and go through [[Meamnar:Hylar_City|Hylar City]]&#039;s port.  After killing the guards, [[Meamnar:Marbles_Barbaloot|Marbles]] instructed Elias to go straight to this tavern and lay low until someone arrived.  The &#039;someone&#039; would be identifiable by trying to order two bottles of [[Meamnar:Valeris|Valeran]] blackberry wine from the bartender.  While the wine is a popular drink, and one of [[Meamnar:Marbles_Barbaloot|Marbles]]&#039; favorites, it is never stocked at the Parrot.&lt;br /&gt;
&lt;br /&gt;
Elias ship&#039;s carpenter (chip) on a [[Meamnar:Valeris|Valeran]] caravel, the Lazy Goose.  Above-board, the ship hauls leather and/or cheeses from [[Meamnar:Valeris|Valeris]] to [[Meamnar:Hylar|Hylar]], returning with pork and spices from abroad.  It also serves fences in [[Meamnar:Valeris|Valeris]], who sell the captain (Pawel Lutek) spoils that he then resells in [[Meamnar:Hylar_City|Hylar City]].&lt;br /&gt;
&lt;br /&gt;
[[Meamnar:Marbles_Barbaloot|Marbles]] is Elias&#039; handler, and was meeting with him in the sewers.  The guards were on the take and suspected Elias of wrongdoing.  They followed him as he left the Lazy Goose, and eventually to his meeting in the sewers.  [[Meamnar:Marbles_Barbaloot|Marbles]] discovered them, and killed all three accidentally (casting Lightning Bolt instead of Sleep), and turned himself in to protect Elias&#039; identity.&lt;br /&gt;
&lt;br /&gt;
Lutek did his business, and set sail for [[Meamnar:Valeris|Valeris]] the day before the party gets to [[Meamnar:Hylar_City|Hylar City]].  He suspects that Elias may be not what he seems, but the killing of the guards gave him no time to look into it.  He did, however, inform his local fence of his suspicions.  The fence, Miranda, is having an associate of hers, Ulfgar, keep tabs on Elias.&lt;br /&gt;
&lt;br /&gt;
The purpose of the meeting was for Elias to deliver the amulet and message.  He knows little of his mission, other than to move items between [[Meamnar:Marbles_Barbaloot|Marbles]] and the contact in [[Meamnar:Valeris|Valeris]] and to keep tabs on Lutek.&lt;br /&gt;
&lt;br /&gt;
This is a tavern near the harbor.  Here the party should be able to determine which ship Lutek sailed with.  After leaving the ship, Elias waits here for the [[Meamnar:Balance|Balance]] to catch up with him.  Elias carries a scroll from another member of the [[Meamnar:Balance|Balance]] working in [[Meamnar:Valeris|Valeris]].  The scroll uses a book cypher, the elven poem referenced by the amulet.&lt;br /&gt;
&lt;br /&gt;
 May Your Star Shine Ever Bright&lt;br /&gt;
&lt;br /&gt;
 May your star shine ever bright,&lt;br /&gt;
 May it always sail the sea of night,&lt;br /&gt;
 May it glimmer in the dark to guide your way,&lt;br /&gt;
 May it last through until the break of day.&lt;br /&gt;
&lt;br /&gt;
The code is as follows:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;15 01&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;04 04 28 04 08 02 27 01 26 01 20 04 12 02 21 02 16 02 04 02 31 03 05 04 03 01.  31 01 21 02 33 01 24 03 02 03 14 01 08 02 32 01 02 03 12 00 06 05 05 03 20 01.  05 01 09 02 32 01 09 03 10 03 14 01.  26 02 03 04 03 03 12 00 20 04 22 05 33 01 02 04 12 01 06 01 31 01 05 01 23 04 04 01.  31 01 28 03 10 01 06 01 12 02 20 01 09 03 14 01 14 05 04 02 17 01 21 02 29 05 20 01 20 02 04 04 20 01 24 02 10 04 31 03.  28 07 14 02 17 07 05 03 20 01 06 01 01 03 14 03 20 03 12 02 24 03 33 01 09 03 07 02 23 04 34 00 21 01 32 01 34 00 10 03 29 02 33 01 31 01 13 01 02 02 31 05 09 06, 27 03 12 00 20 03 21 02 27 01 09 02 03 01.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;10 01&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Decrypted, the cypher reads:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;M&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Not like others.  Body untouched.  Elowin.  Tracked robbers.  Bribed with gold and ale.  Hired by grey dwarf to find books, scrolls.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;S&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Elowin was an elf residing in [[Meamnar:Poznan|Poznan]].  She died in 1389, and was buried in the City of the Dead there.  Rindorn, on behalf of Janek, hired a local group of mercenaries to raid the tomb, searching for any information they might find about her daughter, [[Meamnar:Eleria_the_Enchantress|Eleria]].&lt;br /&gt;
&lt;br /&gt;
[[Meamnar:Serak_of_Poznan|Serak]], the [[Meamnar:Balance|Balance]] member in [[Meamnar:Poznan|Poznan]], has been tracking another group of graverobbers who have actually been taking the bodies of the deceased.  He began tracking this crime, assuming it was one more in the string, but found out that the perpetrators were a different group, and that they obviously had different motives.  He was able to acquire one of the pieces of jewelry they subsequently fenced, and sent it along with the message with Elias to [[Meamnar:Marbles_Barbaloot|Marbles]].&lt;br /&gt;
&lt;br /&gt;
===The Harbormaster===&lt;br /&gt;
&lt;br /&gt;
Thorgrym the Harbormaster is an ill-tempered dwarf who maintains very strict control over the activities at the harbor.  He should be able to identify any ship that has entered or left the harbor in the last three days.&lt;br /&gt;
&lt;br /&gt;
===Gallows===&lt;br /&gt;
&lt;br /&gt;
The following is tacked to the gallows the day after the party arrives in [[Meamnar:Hylar_City|Hylar City]].  This is a standard method that the city uses to disseminate news and information about accused and convicted criminals.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Posted: Barjin of [[Meamnar:Lirath|Lirath]], aka Barjin the Bear, a mercenary, has been convicted on two counts of the crime of murder with intent, and is sentenced to hanging here at noon tomorrow.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Posted: Kelvin, a peasant and resident of [[Meamnar:Hylar_City|Hylar City]], has been convicted on thirteen counts of theft, and is sentenced to hanging here at noon tomorrow.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Posted: Tomte Barbaerlun, aka [[Meamnar:Marbles_Barbaloot|Marbles Barbaloot]], a gnomish adventurer and resident of [[Meamnar:Hylar_City|Hylar City]], has been convicted on three counts of the crime of murder with intent, and is sentenced to hanging here at noon tomorrow.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
On the day of the execution, read or paraphrase the following.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;A crowd has gathered, a diverse group of peasants, at least a hundred and perhaps twice that.  A few vendors wind through the spectators, hawking various kinds of food and drink.  The hangman, dressed in black leather and a cloth hood, is checking the knots of three nooses that hang from a beam of the gallows.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;A door to the keep opens and a procession emerges onto the gallows platform.  A drummer leads an officer of the Red Guard and three prisoners.  Three additional Red Guardsmen are behind them and on their flanks.  The prisoners shuffle along in manacles and leg irons.  The first of the prisoners is a grisly man, middle-aged and unkempt.  The second is a wiry young man, visibly trembling.  The third is [[Meamnar:Marbles_Barbaloot|Marbles]], moving slowly and with great difficulty.  As he drags the irons along the walkway, two women pitch rotten tomatoes at him, one of which splatters upon his leg.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;As you watch, the three prisoners are led to the gallows, where the hangman fits the noose over each of their necks.  As he adjusts the knot of [[Meamnar:Marbles_Barbaloot|Marbles]]&#039; noose, the gnome looks toward your group and you see an odd sparkle of intelligence in his eyes.  He winks at you once, almost imperceptibly.  Unaware of what just transpired, the hangman then places, one by one, a cloth bag over each of the prisoners&#039; heads before stepping back to a wooden handle jutting up from the floor of the gallows.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;The drummer exchanges his rhythmic beat for a rapid drumroll.  The officer nods to the hangman, who immediately pulls the lever.  Three trapdoors open simultaneously, and two of the prisoners&#039; bodies drop, the ropes catching their fall with a snap.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;With the drummer silent, the crowd&#039;s gasp fills the air.  Where [[Meamnar:Marbles_Barbaloot|Marbles]] once was, the noose hangs empty.  The cloth hood slowly falls empty to the platform.  While the other two prisoners writhe and jerk at the end of their ropes, everyone else appears to be frozen for a moment, staring at the empty noose.  Less than a minute later, they expire and fall limp, their misery over.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Meanwhile, the guards rush forward, looking around the gallows in vain.  Two other men rush forward, one in crimson robes and the other wearing the armour of the Red Knight.  Simultaneously, they begin separate spells of divination, each quickly calling upon their own mystic powers.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;In the end, though, there is no answer.  The crowd, utterly confused, slowly disperses, with small groups chattering about the events as they depart.  The mage and cleric, their divinations fruitless, look blankly at the officer in charge, while the hangman and other guardsmen continue to search the area.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Later that day, the following is tacked to the gallows.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Reward: Tomte Barbaerlun, aka [[Meamnar:Marbles_Barbaloot|Marbles Barbaloot]], a convicted criminal.  Last seen yesterday at the gallows.  One thousand gold crowns offered.  Wanted dead or alive.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Once [[Meamnar:Marbles_Barbaloot|Marbles]]&#039; life was threatened by the noose, his contingency spell was triggered and he was immediately teleported to the plane of Elysia.  His intention is to remain there until his death, which he feels is near given his advanced age.&lt;br /&gt;
&lt;br /&gt;
===The Black Hand (EL 6)===&lt;br /&gt;
&lt;br /&gt;
 Experience Points: 540&lt;br /&gt;
&lt;br /&gt;
==Concluding the Adventure==&lt;br /&gt;
&lt;br /&gt;
The group will likely try to travel to [[Meamnar:Poznan|Poznan]] to track down [[Meamnar:Serak_of_Poznan|Serak]].  If this is the case, [[Meamnar:Neva_of_Ardeon|Neva]] will help them by obtaining passage for them on a ship captained by someone friendly to the [[Meamnar:Balance|Balance]].&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;/div&gt;</summary>
		<author><name>Misfit815</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Meamnar:Lost_Marbles&amp;diff=54771</id>
		<title>Meamnar:Lost Marbles</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Meamnar:Lost_Marbles&amp;diff=54771"/>
		<updated>2007-07-09T16:45:02Z</updated>

		<summary type="html">&lt;p&gt;Misfit815: /* House of Marbles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Lost Marbles is an adventure for five 3rd level player characters (PC&#039;s).  The adventure is set in the city of [[Meamnar:Hylar_City|Hylar]], the capital of the Northern Kingdom of [[Meamnar:Hylar|Hylar]] in the campaign setting of [[Meamnar:Main_Page|Meamnar]].  The adventure was included in the tabletop campaign [[Meamnar:Stoned|Stoned]].&lt;br /&gt;
&lt;br /&gt;
==Adventure Background==&lt;br /&gt;
&lt;br /&gt;
Marbles is a retired adventurer, an old gnome trickster who lives comfortably in a small, unassuming residence in [[Meamnar:Hylar_City|Hylar City]].  He&#039;s well-known throughout the city, and all who know him have an opinion of him.  Some think he&#039;s a harmless, senile, old fool.  Others are wary of him, concerned about his thieving past.  Still others are simply annoyed at his incessant pranks and practical jokes.  Many suspect that his senility is nothing more than an act, that underneath he is as cunning as ever.&lt;br /&gt;
&lt;br /&gt;
Not surprisingly, all of it is true to some extent.  For the most part, Marbles still has his wits about him.  Unfortunately, though, whether by old age or the wear of an adventuring spellcaster&#039;s life, Marbles suffers from occasional bouts of dementia.  He is aware of this, though, and is quite embarrassed by it.&lt;br /&gt;
&lt;br /&gt;
==Adventure Synopsis==&lt;br /&gt;
&lt;br /&gt;
Being so well-traveled, Marbles has a great deal of knowledge about [[Meamnar:Main_Page|Meamnar]], and any group of adventurers exploring the darker places in [[Meamnar:Hylar|Hylar]] are bound to seek him out sooner or later.  Such is the case in this adventure, which begins with the party arriving in [[Meamnar:Hylar_City|Hylar City]] to find that the old gnome they&#039;re seeking has been arrested.&lt;br /&gt;
&lt;br /&gt;
It seems that dear old Marbles has been charged with the crime of murdering three Red Guards.  He is expected to stand trial the day following the party&#039;s arrival.  Barring any intervention, he will be found guilty, sentenced to death, and then beheaded the following day.&lt;br /&gt;
&lt;br /&gt;
The party, of course, should feel compelled to intervene.  Unknown to them, however, the [[Meamnar:Balance|Balance]] is aware of what really happened, and was also planning to rescue Marbles.  Once they are aware of the party, though, they will step aside to see if the adventurers manage to save him.  If they do, then the [[Meamnar:Balance|Balance]] will become much more interested in the party in the future.  If they fail, though, the [[Meamnar:Balance|Balance]] is prepared to step in and rescue Marbles themselves.&lt;br /&gt;
&lt;br /&gt;
So what really did happen?  Three Red Guards are indeed dead, and Marbles is the one who killed them.&lt;br /&gt;
&lt;br /&gt;
==Beginning the Adventure==&lt;br /&gt;
&lt;br /&gt;
===Bad News===&lt;br /&gt;
&lt;br /&gt;
When the party arrives in town, they should be oblivious to the fact that Marbles has been arrested.  Their first clue should be the Arcane Lock on the door to his house, with a scroll tacked on it as well, reading &amp;quot;No Trespassing.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===House of Marbles (EL 2)===&lt;br /&gt;
&lt;br /&gt;
Should the party gain entry into Marbles&#039; house before investigators have been there, they will find it in its normally messy condition.  Should they begin searching the two-room residence, they may find any of the following:&lt;br /&gt;
&lt;br /&gt;
* A vial of sneezing powder (victim is [http://www.d20srd.org/srd/conditionSummary.htm#dazed Dazed] for two rounds, then once every 1d6 rounds thereafter for ten minutes).&lt;br /&gt;
* A sleeping [http://www.d20srd.org/srd/monsters/bat.htm bat], hanging from one of the rafters.&lt;br /&gt;
* Buried under a mass of scrolls, an angry [http://www.d20srd.org/srd/monsters/demon.htm#quasit quasit] in a cage that inhibits its Alternate Form ability.  The magical cage, which is 1&#039; wide, 1&#039; long, and 1.5&#039; tall, inhibits the supernatural shape-changing ability of any creature placed inside of it.&lt;br /&gt;
* A tan [http://www.d20srd.org/srd/magicItems/wondrousItems.htm#bagofTricks Bag of Tricks].&lt;br /&gt;
&lt;br /&gt;
The search should inevitably be interrupted before they find anything of value, by an investigator escorted by two guards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Investigator:&#039;&#039;&#039; CR 1/3; Medium Humanoid (Human); HD 1d6 (Exp1); hp 3; Init +0; Spd 20 ft.; AC 12, touch 10, flat-footed 10; Base Atk dagger +0 melee (1d4); Full Atk dagger +0 melee (1d4); Space/Reach 5 ft./5 ft.; AL LG; SV Fort +0, Ref +0, Will +2; Str 10, Dex 10, Con 10, Int 11, Wis 11, Cha 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Appraise +2, Decipher Script +2, Disable Device +2, Gather Information +6, Listen +2, Open Lock +2, Search +6, Sense Motive +2, Spellcraft +2, Spot +2; Investigator&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; Leather, dagger&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Red Guardsmen (2):&#039;&#039;&#039; CR 1/3; Medium Humanoid (Human); HD 1d8 (War1); hp 4; Init +0; Spd 20 ft.; AC 15, touch 10, flat-footed 10; Base Atk long sword +2 melee (1d8); Full Atk long sword +2 melee (1d8); Space/Reach 5 ft./5 ft.; AL LG; SV Fort +2, Ref +0, Will +0; Str 11, Dex 11, Con 11, Int 10, Wis 10, Cha 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Climb +2, Intimidate +2, Jump +2, Ride +2; Weapon Focus (long sword)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; Chainmail, long sword&lt;br /&gt;
&lt;br /&gt;
 Experience Points: 90&lt;br /&gt;
&lt;br /&gt;
===The Bullseye Inn and Tavern===&lt;br /&gt;
&lt;br /&gt;
This is a frequent hang-out for Marbles, less than two blocks from his house.  The proprietor, a halfling named Lars Oakenshield, is familiar with him, and is aware of the charges against him.  If asked, he would relay the following information about the incident.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Aye, I know Marbles.  Poor old fella.  From what I hear, he turned himself in yesterday, though I can&#039;t see why.  If I were him, I&#039;d be halfway to Lirath by now.  You don&#039;t rip a bolt o&#039; lightning through three guards and expect t&#039; get a slap on the wrist, y&#039;know?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===The Tanner&#039;s Shop===&lt;br /&gt;
&lt;br /&gt;
Randall Tanner owns a three-room shop near the docks where the stench of the harbor and fish market mask the odors of his trade.  His two daughters, Alissa and Juni, ages 12 and 9, are his apprentices.  His wife died three years ago of dragon fever.&lt;br /&gt;
&lt;br /&gt;
Randall is a member of the [[Meamnar:Balance|Balance]], and the back room of his shop is a common meeting place for the group.  [[Meamnar:Neva_of_Ardeon|Neva]] is staying with him while she is in [[Meamnar:Hylar_City|Hylar City]], and it is there that the group should be able to find her.&lt;br /&gt;
&lt;br /&gt;
Prior to his arrest, Randall was the only person in the area (besides Elias) who knew that [[Meamnar:Marbles_Barbaloot|Marbles]] worked for the [[Meamnar:Balance|Balance]].&lt;br /&gt;
&lt;br /&gt;
If more than a few hours have passed since [[Meamnar:Neva_of_Ardeon|Neva]] and the party entered the city, then she has had time to gather information on what happened to [[Meamnar:Marbles_Barbaloot|Marbles]].  An informant, a cook at the castle, told her that when the cleric of the Red Knight questioned the spirits of the dead guards, he learned that they were somehow on the take.  When the cleric informed Captain Krebb, the captain instructed him to never mention that fact again.&lt;br /&gt;
&lt;br /&gt;
The cook also learned that apparently [[Meamnar:Marbles_Barbaloot|Marbles]] wasn&#039;t alone when he attacked the guards.  There was apparently an accomplice, but his identity remains anonymous.&lt;br /&gt;
&lt;br /&gt;
===Sewers===&lt;br /&gt;
&lt;br /&gt;
If the party ventures into the sewers to investigate the scene of the crime, read or paraphrase the following.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;The slimy passage is typical for a main line of the city&#039;s sewers.  It is about five feet high, and just as wide.  The filth-covered walls are composed of stone bricks, and an archway is present every few feet to support the ceiling.  The water, if it could be called that, is only a couple of inches deep in the center and moves lazily down the passage.  The section is probably about thirty feet in length, separating two corners that are just tight enough to obscure what lies beyond them.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;There are definite signs of activity here.  Where the water does not reach the walls, there are plenty of footprints pressed into the muck.  Toward one corner, scorch marks blacken the wall and have burned away most of the moss-like vegetation that covers it elsewhere.  A lone spear lays half-submerged in the stream.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If they search the area, they may find (DC15) a symbol etched into one of the walls.  It is comparable to a backwards &#039;G&#039;, and was likely carved with a rock or other crude instrument.  The symbol is one used by the [[Meamnar:Balance|Balance]] and indicates that there is something of value in the direction indicated by the placement of the horizontal mark (in other words, if it was a normal &#039;G&#039;, the &amp;quot;something of value&amp;quot; would be in the opposite direction).&lt;br /&gt;
&lt;br /&gt;
Should they head in the direction indicated by the symbol, the group will find (DC10), just around the corner, another symbol on another brick in the wall.  This one, apparently carved with the same tool, is a circle inside an ellipse, and would appear to be an eye.  The brick is loose, and removing it will reveal a cavity behind it.&lt;br /&gt;
&lt;br /&gt;
In the cavity is an amulet, the Star of the Lost Princess.  The Star is made of gold, about three inches in diameter, with a pale sapphire set into the center.  It is on a delicate gold chain, about two feet in length.  Elven script is etched in a circle around it, reading, &amp;quot;May your daughter&#039;s star shine ever bright.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Marbles hid the amulet and placed a Magic Mouth upon it.  When triggered by the spoken word &amp;quot;Randall&amp;quot;, it will say, &amp;quot;Order two bottles of Valeran blackberry wine at the Salty Parrot.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===The Salty Parrot===&lt;br /&gt;
&lt;br /&gt;
The Salty Parrot is a tavern in the docks district, especially popular with the sailors who come and go through [[Meamnar:Hylar_City|Hylar City]]&#039;s port.  After killing the guards, [[Meamnar:Marbles_Barbaloot|Marbles]] instructed Elias to go straight to this tavern and lay low until someone arrived.  The &#039;someone&#039; would be identifiable by trying to order two bottles of [[Meamnar:Valeris|Valeran]] blackberry wine from the bartender.  While the wine is a popular drink, and one of [[Meamnar:Marbles_Barbaloot|Marbles]]&#039; favorites, it is never stocked at the Parrot.&lt;br /&gt;
&lt;br /&gt;
Elias ship&#039;s carpenter (chip) on a [[Meamnar:Valeris|Valeran]] caravel, the Lazy Goose.  Above-board, the ship hauls leather and/or cheeses from [[Meamnar:Valeris|Valeris]] to [[Meamnar:Hylar|Hylar]], returning with pork and spices from abroad.  It also serves fences in [[Meamnar:Valeris|Valeris]], who sell the captain (Pawel Lutek) spoils that he then resells in [[Meamnar:Hylar_City|Hylar City]].&lt;br /&gt;
&lt;br /&gt;
[[Meamnar:Marbles_Barbaloot|Marbles]] is Elias&#039; handler, and was meeting with him in the sewers.  The guards were on the take and suspected Elias of wrongdoing.  They followed him as he left the Lazy Goose, and eventually to his meeting in the sewers.  [[Meamnar:Marbles_Barbaloot|Marbles]] discovered them, and killed all three accidentally (casting Lightning Bolt instead of Sleep), and turned himself in to protect Elias&#039; identity.&lt;br /&gt;
&lt;br /&gt;
Lutek did his business, and set sail for [[Meamnar:Valeris|Valeris]] the day before the party gets to [[Meamnar:Hylar_City|Hylar City]].  He suspects that Elias may be not what he seems, but the killing of the guards gave him no time to look into it.  He did, however, inform his local fence of his suspicions.  The fence, Miranda, is having an associate of hers, Ulfgar, keep tabs on Elias.&lt;br /&gt;
&lt;br /&gt;
The purpose of the meeting was for Elias to deliver the amulet and message.  He knows little of his mission, other than to move items between [[Meamnar:Marbles_Barbaloot|Marbles]] and the contact in [[Meamnar:Valeris|Valeris]] and to keep tabs on Lutek.&lt;br /&gt;
&lt;br /&gt;
This is a tavern near the harbor.  Here the party should be able to determine which ship Lutek sailed with.  After leaving the ship, Elias waits here for the [[Meamnar:Balance|Balance]] to catch up with him.  Elias carries a scroll from another member of the [[Meamnar:Balance|Balance]] working in [[Meamnar:Valeris|Valeris]].  The scroll uses a book cypher, the elven poem referenced by the amulet.&lt;br /&gt;
&lt;br /&gt;
 May Your Star Shine Ever Bright&lt;br /&gt;
&lt;br /&gt;
 May your star shine ever bright,&lt;br /&gt;
 May it always sail the sea of night,&lt;br /&gt;
 May it glimmer in the dark to guide your way,&lt;br /&gt;
 May it last through until the break of day.&lt;br /&gt;
&lt;br /&gt;
The code is as follows:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;15 01&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;04 04 28 04 08 02 27 01 26 01 20 04 12 02 21 02 16 02 04 02 31 03 05 04 03 01.  31 01 21 02 33 01 24 03 02 03 14 01 08 02 32 01 02 03 12 00 06 05 05 03 20 01.  05 01 09 02 32 01 09 03 10 03 14 01.  26 02 03 04 03 03 12 00 20 04 22 05 33 01 02 04 12 01 06 01 31 01 05 01 23 04 04 01.  31 01 28 03 10 01 06 01 12 02 20 01 09 03 14 01 14 05 04 02 17 01 21 02 29 05 20 01 20 02 04 04 20 01 24 02 10 04 31 03.  28 07 14 02 17 07 05 03 20 01 06 01 01 03 14 03 20 03 12 02 24 03 33 01 09 03 07 02 23 04 34 00 21 01 32 01 34 00 10 03 29 02 33 01 31 01 13 01 02 02 31 05 09 06, 27 03 12 00 20 03 21 02 27 01 09 02 03 01.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;10 01&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Decrypted, the cypher reads:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;M&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Not like others.  Body untouched.  Elowin.  Tracked robbers.  Bribed with gold and ale.  Hired by grey dwarf to find books, scrolls.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;S&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Elowin was an elf residing in [[Meamnar:Poznan|Poznan]].  She died in 1389, and was buried in the City of the Dead there.  Rindorn, on behalf of Janek, hired a local group of mercenaries to raid the tomb, searching for any information they might find about her daughter, [[Meamnar:Eleria_the_Enchantress|Eleria]].&lt;br /&gt;
&lt;br /&gt;
[[Meamnar:Serak_of_Poznan|Serak]], the [[Meamnar:Balance|Balance]] member in [[Meamnar:Poznan|Poznan]], has been tracking another group of graverobbers who have actually been taking the bodies of the deceased.  He began tracking this crime, assuming it was one more in the string, but found out that the perpetrators were a different group, and that they obviously had different motives.  He was able to acquire one of the pieces of jewelry they subsequently fenced, and sent it along with the message with Elias to [[Meamnar:Marbles_Barbaloot|Marbles]].&lt;br /&gt;
&lt;br /&gt;
===The Harbormaster===&lt;br /&gt;
&lt;br /&gt;
Thorgrym the Harbormaster is an ill-tempered dwarf who maintains very strict control over the activities at the harbor.  He should be able to identify any ship that has entered or left the harbor in the last three days.&lt;br /&gt;
&lt;br /&gt;
===Gallows===&lt;br /&gt;
&lt;br /&gt;
The following is tacked to the gallows the day after the party arrives in [[Meamnar:Hylar_City|Hylar City]].  This is a standard method that the city uses to disseminate news and information about accused and convicted criminals.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Posted: Barjin of [[Meamnar:Lirath|Lirath]], aka Barjin the Bear, a mercenary, has been convicted on two counts of the crime of murder with intent, and is sentenced to hanging here at noon tomorrow.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Posted: Kelvin, a peasant and resident of [[Meamnar:Hylar_City|Hylar City]], has been convicted on thirteen counts of theft, and is sentenced to hanging here at noon tomorrow.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Posted: Tomte Barbaerlun, aka [[Meamnar:Marbles_Barbaloot|Marbles Barbaloot]], a gnomish adventurer and resident of [[Meamnar:Hylar_City|Hylar City]], has been convicted on three counts of the crime of murder with intent, and is sentenced to hanging here at noon tomorrow.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
On the day of the execution, read or paraphrase the following.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;A crowd has gathered, a diverse group of peasants, at least a hundred and perhaps twice that.  A few vendors wind through the spectators, hawking various kinds of food and drink.  The hangman, dressed in black leather and a cloth hood, is checking the knots of three nooses that hang from a beam of the gallows.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;A door to the keep opens and a procession emerges onto the gallows platform.  A drummer leads an officer of the Red Guard and three prisoners.  Three additional Red Guardsmen are behind them and on their flanks.  The prisoners shuffle along in manacles and leg irons.  The first of the prisoners is a grisly man, middle-aged and unkempt.  The second is a wiry young man, visibly trembling.  The third is [[Meamnar:Marbles_Barbaloot|Marbles]], moving slowly and with great difficulty.  As he drags the irons along the walkway, two women pitch rotten tomatoes at him, one of which splatters upon his leg.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;As you watch, the three prisoners are led to the gallows, where the hangman fits the noose over each of their necks.  As he adjusts the knot of [[Meamnar:Marbles_Barbaloot|Marbles]]&#039; noose, the gnome looks toward your group and you see an odd sparkle of intelligence in his eyes.  He winks at you once, almost imperceptibly.  Unaware of what just transpired, the hangman then places, one by one, a cloth bag over each of the prisoners&#039; heads before stepping back to a wooden handle jutting up from the floor of the gallows.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;The drummer exchanges his rhythmic beat for a rapid drumroll.  The officer nods to the hangman, who immediately pulls the lever.  Three trapdoors open simultaneously, and two of the prisoners&#039; bodies drop, the ropes catching their fall with a snap.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;With the drummer silent, the crowd&#039;s gasp fills the air.  Where [[Meamnar:Marbles_Barbaloot|Marbles]] once was, the noose hangs empty.  The cloth hood slowly falls empty to the platform.  While the other two prisoners writhe and jerk at the end of their ropes, everyone else appears to be frozen for a moment, staring at the empty noose.  Less than a minute later, they expire and fall limp, their misery over.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Meanwhile, the guards rush forward, looking around the gallows in vain.  Two other men rush forward, one in crimson robes and the other wearing the armour of the Red Knight.  Simultaneously, they begin separate spells of divination, each quickly calling upon their own mystic powers.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;In the end, though, there is no answer.  The crowd, utterly confused, slowly disperses, with small groups chattering about the events as they depart.  The mage and cleric, their divinations fruitless, look blankly at the officer in charge, while the hangman and other guardsmen continue to search the area.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Later that day, the following is tacked to the gallows.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Reward: Tomte Barbaerlun, aka [[Meamnar:Marbles_Barbaloot|Marbles Barbaloot]], a convicted criminal.  Last seen yesterday at the gallows.  One thousand gold crowns offered.  Wanted dead or alive.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Once [[Meamnar:Marbles_Barbaloot|Marbles]]&#039; life was threatened by the noose, his contingency spell was triggered and he was immediately teleported to the plane of Elysia.  His intention is to remain there until his death, which he feels is near given his advanced age.&lt;br /&gt;
&lt;br /&gt;
===The Black Hand (EL 6)===&lt;br /&gt;
&lt;br /&gt;
 Experience Points: 540&lt;br /&gt;
&lt;br /&gt;
==Concluding the Adventure==&lt;br /&gt;
&lt;br /&gt;
The group will likely try to travel to [[Meamnar:Poznan|Poznan]] to track down [[Meamnar:Serak_of_Poznan|Serak]].  If this is the case, [[Meamnar:Neva_of_Ardeon|Neva]] will help them by obtaining passage for them on a ship captained by someone friendly to the [[Meamnar:Balance|Balance]].&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;/div&gt;</summary>
		<author><name>Misfit815</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Meamnar:Lost_Marbles&amp;diff=54770</id>
		<title>Meamnar:Lost Marbles</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Meamnar:Lost_Marbles&amp;diff=54770"/>
		<updated>2007-07-09T16:43:51Z</updated>

		<summary type="html">&lt;p&gt;Misfit815: /* The Black Hand */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Lost Marbles is an adventure for five 3rd level player characters (PC&#039;s).  The adventure is set in the city of [[Meamnar:Hylar_City|Hylar]], the capital of the Northern Kingdom of [[Meamnar:Hylar|Hylar]] in the campaign setting of [[Meamnar:Main_Page|Meamnar]].  The adventure was included in the tabletop campaign [[Meamnar:Stoned|Stoned]].&lt;br /&gt;
&lt;br /&gt;
==Adventure Background==&lt;br /&gt;
&lt;br /&gt;
Marbles is a retired adventurer, an old gnome trickster who lives comfortably in a small, unassuming residence in [[Meamnar:Hylar_City|Hylar City]].  He&#039;s well-known throughout the city, and all who know him have an opinion of him.  Some think he&#039;s a harmless, senile, old fool.  Others are wary of him, concerned about his thieving past.  Still others are simply annoyed at his incessant pranks and practical jokes.  Many suspect that his senility is nothing more than an act, that underneath he is as cunning as ever.&lt;br /&gt;
&lt;br /&gt;
Not surprisingly, all of it is true to some extent.  For the most part, Marbles still has his wits about him.  Unfortunately, though, whether by old age or the wear of an adventuring spellcaster&#039;s life, Marbles suffers from occasional bouts of dementia.  He is aware of this, though, and is quite embarrassed by it.&lt;br /&gt;
&lt;br /&gt;
==Adventure Synopsis==&lt;br /&gt;
&lt;br /&gt;
Being so well-traveled, Marbles has a great deal of knowledge about [[Meamnar:Main_Page|Meamnar]], and any group of adventurers exploring the darker places in [[Meamnar:Hylar|Hylar]] are bound to seek him out sooner or later.  Such is the case in this adventure, which begins with the party arriving in [[Meamnar:Hylar_City|Hylar City]] to find that the old gnome they&#039;re seeking has been arrested.&lt;br /&gt;
&lt;br /&gt;
It seems that dear old Marbles has been charged with the crime of murdering three Red Guards.  He is expected to stand trial the day following the party&#039;s arrival.  Barring any intervention, he will be found guilty, sentenced to death, and then beheaded the following day.&lt;br /&gt;
&lt;br /&gt;
The party, of course, should feel compelled to intervene.  Unknown to them, however, the [[Meamnar:Balance|Balance]] is aware of what really happened, and was also planning to rescue Marbles.  Once they are aware of the party, though, they will step aside to see if the adventurers manage to save him.  If they do, then the [[Meamnar:Balance|Balance]] will become much more interested in the party in the future.  If they fail, though, the [[Meamnar:Balance|Balance]] is prepared to step in and rescue Marbles themselves.&lt;br /&gt;
&lt;br /&gt;
So what really did happen?  Three Red Guards are indeed dead, and Marbles is the one who killed them.&lt;br /&gt;
&lt;br /&gt;
==Beginning the Adventure==&lt;br /&gt;
&lt;br /&gt;
===Bad News===&lt;br /&gt;
&lt;br /&gt;
When the party arrives in town, they should be oblivious to the fact that Marbles has been arrested.  Their first clue should be the Arcane Lock on the door to his house, with a scroll tacked on it as well, reading &amp;quot;No Trespassing.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===House of Marbles===&lt;br /&gt;
&lt;br /&gt;
Should the party gain entry into Marbles&#039; house before investigators have been there, they will find it in its normally messy condition.  Should they begin searching the two-room residence, they may find any of the following:&lt;br /&gt;
&lt;br /&gt;
* A vial of sneezing powder (victim is [http://www.d20srd.org/srd/conditionSummary.htm#dazed Dazed] for two rounds, then once every 1d6 rounds thereafter for ten minutes).&lt;br /&gt;
* A sleeping [http://www.d20srd.org/srd/monsters/bat.htm bat], hanging from one of the rafters.&lt;br /&gt;
* Buried under a mass of scrolls, an angry [http://www.d20srd.org/srd/monsters/demon.htm#quasit quasit] in a cage that inhibits its Alternate Form ability.  The magical cage, which is 1&#039; wide, 1&#039; long, and 1.5&#039; tall, inhibits the supernatural shape-changing ability of any creature placed inside of it.&lt;br /&gt;
* A tan [http://www.d20srd.org/srd/magicItems/wondrousItems.htm#bagofTricks Bag of Tricks].&lt;br /&gt;
&lt;br /&gt;
The search should inevitably be interrupted before they find anything of value, by an investigator escorted by two guards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Investigator:&#039;&#039;&#039; CR 1/3; Medium Humanoid (Human); HD 1d6 (Exp1); hp 3; Init +0; Spd 20 ft.; AC 12, touch 10, flat-footed 10; Base Atk dagger +0 melee (1d4); Full Atk dagger +0 melee (1d4); Space/Reach 5 ft./5 ft.; AL LG; SV Fort +0, Ref +0, Will +2; Str 10, Dex 10, Con 10, Int 11, Wis 11, Cha 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Appraise +2, Decipher Script +2, Disable Device +2, Gather Information +6, Listen +2, Open Lock +2, Search +6, Sense Motive +2, Spellcraft +2, Spot +2; Investigator&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; Leather, dagger&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Red Guardsmen (2):&#039;&#039;&#039; CR 1/3; Medium Humanoid (Human); HD 1d8 (War1); hp 4; Init +0; Spd 20 ft.; AC 15, touch 10, flat-footed 10; Base Atk long sword +2 melee (1d8); Full Atk long sword +2 melee (1d8); Space/Reach 5 ft./5 ft.; AL LG; SV Fort +2, Ref +0, Will +0; Str 11, Dex 11, Con 11, Int 10, Wis 10, Cha 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Climb +2, Intimidate +2, Jump +2, Ride +2; Weapon Focus (long sword)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; Chainmail, long sword&lt;br /&gt;
&lt;br /&gt;
===The Bullseye Inn and Tavern===&lt;br /&gt;
&lt;br /&gt;
This is a frequent hang-out for Marbles, less than two blocks from his house.  The proprietor, a halfling named Lars Oakenshield, is familiar with him, and is aware of the charges against him.  If asked, he would relay the following information about the incident.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Aye, I know Marbles.  Poor old fella.  From what I hear, he turned himself in yesterday, though I can&#039;t see why.  If I were him, I&#039;d be halfway to Lirath by now.  You don&#039;t rip a bolt o&#039; lightning through three guards and expect t&#039; get a slap on the wrist, y&#039;know?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===The Tanner&#039;s Shop===&lt;br /&gt;
&lt;br /&gt;
Randall Tanner owns a three-room shop near the docks where the stench of the harbor and fish market mask the odors of his trade.  His two daughters, Alissa and Juni, ages 12 and 9, are his apprentices.  His wife died three years ago of dragon fever.&lt;br /&gt;
&lt;br /&gt;
Randall is a member of the [[Meamnar:Balance|Balance]], and the back room of his shop is a common meeting place for the group.  [[Meamnar:Neva_of_Ardeon|Neva]] is staying with him while she is in [[Meamnar:Hylar_City|Hylar City]], and it is there that the group should be able to find her.&lt;br /&gt;
&lt;br /&gt;
Prior to his arrest, Randall was the only person in the area (besides Elias) who knew that [[Meamnar:Marbles_Barbaloot|Marbles]] worked for the [[Meamnar:Balance|Balance]].&lt;br /&gt;
&lt;br /&gt;
If more than a few hours have passed since [[Meamnar:Neva_of_Ardeon|Neva]] and the party entered the city, then she has had time to gather information on what happened to [[Meamnar:Marbles_Barbaloot|Marbles]].  An informant, a cook at the castle, told her that when the cleric of the Red Knight questioned the spirits of the dead guards, he learned that they were somehow on the take.  When the cleric informed Captain Krebb, the captain instructed him to never mention that fact again.&lt;br /&gt;
&lt;br /&gt;
The cook also learned that apparently [[Meamnar:Marbles_Barbaloot|Marbles]] wasn&#039;t alone when he attacked the guards.  There was apparently an accomplice, but his identity remains anonymous.&lt;br /&gt;
&lt;br /&gt;
===Sewers===&lt;br /&gt;
&lt;br /&gt;
If the party ventures into the sewers to investigate the scene of the crime, read or paraphrase the following.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;The slimy passage is typical for a main line of the city&#039;s sewers.  It is about five feet high, and just as wide.  The filth-covered walls are composed of stone bricks, and an archway is present every few feet to support the ceiling.  The water, if it could be called that, is only a couple of inches deep in the center and moves lazily down the passage.  The section is probably about thirty feet in length, separating two corners that are just tight enough to obscure what lies beyond them.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;There are definite signs of activity here.  Where the water does not reach the walls, there are plenty of footprints pressed into the muck.  Toward one corner, scorch marks blacken the wall and have burned away most of the moss-like vegetation that covers it elsewhere.  A lone spear lays half-submerged in the stream.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If they search the area, they may find (DC15) a symbol etched into one of the walls.  It is comparable to a backwards &#039;G&#039;, and was likely carved with a rock or other crude instrument.  The symbol is one used by the [[Meamnar:Balance|Balance]] and indicates that there is something of value in the direction indicated by the placement of the horizontal mark (in other words, if it was a normal &#039;G&#039;, the &amp;quot;something of value&amp;quot; would be in the opposite direction).&lt;br /&gt;
&lt;br /&gt;
Should they head in the direction indicated by the symbol, the group will find (DC10), just around the corner, another symbol on another brick in the wall.  This one, apparently carved with the same tool, is a circle inside an ellipse, and would appear to be an eye.  The brick is loose, and removing it will reveal a cavity behind it.&lt;br /&gt;
&lt;br /&gt;
In the cavity is an amulet, the Star of the Lost Princess.  The Star is made of gold, about three inches in diameter, with a pale sapphire set into the center.  It is on a delicate gold chain, about two feet in length.  Elven script is etched in a circle around it, reading, &amp;quot;May your daughter&#039;s star shine ever bright.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Marbles hid the amulet and placed a Magic Mouth upon it.  When triggered by the spoken word &amp;quot;Randall&amp;quot;, it will say, &amp;quot;Order two bottles of Valeran blackberry wine at the Salty Parrot.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===The Salty Parrot===&lt;br /&gt;
&lt;br /&gt;
The Salty Parrot is a tavern in the docks district, especially popular with the sailors who come and go through [[Meamnar:Hylar_City|Hylar City]]&#039;s port.  After killing the guards, [[Meamnar:Marbles_Barbaloot|Marbles]] instructed Elias to go straight to this tavern and lay low until someone arrived.  The &#039;someone&#039; would be identifiable by trying to order two bottles of [[Meamnar:Valeris|Valeran]] blackberry wine from the bartender.  While the wine is a popular drink, and one of [[Meamnar:Marbles_Barbaloot|Marbles]]&#039; favorites, it is never stocked at the Parrot.&lt;br /&gt;
&lt;br /&gt;
Elias ship&#039;s carpenter (chip) on a [[Meamnar:Valeris|Valeran]] caravel, the Lazy Goose.  Above-board, the ship hauls leather and/or cheeses from [[Meamnar:Valeris|Valeris]] to [[Meamnar:Hylar|Hylar]], returning with pork and spices from abroad.  It also serves fences in [[Meamnar:Valeris|Valeris]], who sell the captain (Pawel Lutek) spoils that he then resells in [[Meamnar:Hylar_City|Hylar City]].&lt;br /&gt;
&lt;br /&gt;
[[Meamnar:Marbles_Barbaloot|Marbles]] is Elias&#039; handler, and was meeting with him in the sewers.  The guards were on the take and suspected Elias of wrongdoing.  They followed him as he left the Lazy Goose, and eventually to his meeting in the sewers.  [[Meamnar:Marbles_Barbaloot|Marbles]] discovered them, and killed all three accidentally (casting Lightning Bolt instead of Sleep), and turned himself in to protect Elias&#039; identity.&lt;br /&gt;
&lt;br /&gt;
Lutek did his business, and set sail for [[Meamnar:Valeris|Valeris]] the day before the party gets to [[Meamnar:Hylar_City|Hylar City]].  He suspects that Elias may be not what he seems, but the killing of the guards gave him no time to look into it.  He did, however, inform his local fence of his suspicions.  The fence, Miranda, is having an associate of hers, Ulfgar, keep tabs on Elias.&lt;br /&gt;
&lt;br /&gt;
The purpose of the meeting was for Elias to deliver the amulet and message.  He knows little of his mission, other than to move items between [[Meamnar:Marbles_Barbaloot|Marbles]] and the contact in [[Meamnar:Valeris|Valeris]] and to keep tabs on Lutek.&lt;br /&gt;
&lt;br /&gt;
This is a tavern near the harbor.  Here the party should be able to determine which ship Lutek sailed with.  After leaving the ship, Elias waits here for the [[Meamnar:Balance|Balance]] to catch up with him.  Elias carries a scroll from another member of the [[Meamnar:Balance|Balance]] working in [[Meamnar:Valeris|Valeris]].  The scroll uses a book cypher, the elven poem referenced by the amulet.&lt;br /&gt;
&lt;br /&gt;
 May Your Star Shine Ever Bright&lt;br /&gt;
&lt;br /&gt;
 May your star shine ever bright,&lt;br /&gt;
 May it always sail the sea of night,&lt;br /&gt;
 May it glimmer in the dark to guide your way,&lt;br /&gt;
 May it last through until the break of day.&lt;br /&gt;
&lt;br /&gt;
The code is as follows:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;15 01&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;04 04 28 04 08 02 27 01 26 01 20 04 12 02 21 02 16 02 04 02 31 03 05 04 03 01.  31 01 21 02 33 01 24 03 02 03 14 01 08 02 32 01 02 03 12 00 06 05 05 03 20 01.  05 01 09 02 32 01 09 03 10 03 14 01.  26 02 03 04 03 03 12 00 20 04 22 05 33 01 02 04 12 01 06 01 31 01 05 01 23 04 04 01.  31 01 28 03 10 01 06 01 12 02 20 01 09 03 14 01 14 05 04 02 17 01 21 02 29 05 20 01 20 02 04 04 20 01 24 02 10 04 31 03.  28 07 14 02 17 07 05 03 20 01 06 01 01 03 14 03 20 03 12 02 24 03 33 01 09 03 07 02 23 04 34 00 21 01 32 01 34 00 10 03 29 02 33 01 31 01 13 01 02 02 31 05 09 06, 27 03 12 00 20 03 21 02 27 01 09 02 03 01.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;10 01&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Decrypted, the cypher reads:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;M&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Not like others.  Body untouched.  Elowin.  Tracked robbers.  Bribed with gold and ale.  Hired by grey dwarf to find books, scrolls.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;S&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Elowin was an elf residing in [[Meamnar:Poznan|Poznan]].  She died in 1389, and was buried in the City of the Dead there.  Rindorn, on behalf of Janek, hired a local group of mercenaries to raid the tomb, searching for any information they might find about her daughter, [[Meamnar:Eleria_the_Enchantress|Eleria]].&lt;br /&gt;
&lt;br /&gt;
[[Meamnar:Serak_of_Poznan|Serak]], the [[Meamnar:Balance|Balance]] member in [[Meamnar:Poznan|Poznan]], has been tracking another group of graverobbers who have actually been taking the bodies of the deceased.  He began tracking this crime, assuming it was one more in the string, but found out that the perpetrators were a different group, and that they obviously had different motives.  He was able to acquire one of the pieces of jewelry they subsequently fenced, and sent it along with the message with Elias to [[Meamnar:Marbles_Barbaloot|Marbles]].&lt;br /&gt;
&lt;br /&gt;
===The Harbormaster===&lt;br /&gt;
&lt;br /&gt;
Thorgrym the Harbormaster is an ill-tempered dwarf who maintains very strict control over the activities at the harbor.  He should be able to identify any ship that has entered or left the harbor in the last three days.&lt;br /&gt;
&lt;br /&gt;
===Gallows===&lt;br /&gt;
&lt;br /&gt;
The following is tacked to the gallows the day after the party arrives in [[Meamnar:Hylar_City|Hylar City]].  This is a standard method that the city uses to disseminate news and information about accused and convicted criminals.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Posted: Barjin of [[Meamnar:Lirath|Lirath]], aka Barjin the Bear, a mercenary, has been convicted on two counts of the crime of murder with intent, and is sentenced to hanging here at noon tomorrow.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Posted: Kelvin, a peasant and resident of [[Meamnar:Hylar_City|Hylar City]], has been convicted on thirteen counts of theft, and is sentenced to hanging here at noon tomorrow.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Posted: Tomte Barbaerlun, aka [[Meamnar:Marbles_Barbaloot|Marbles Barbaloot]], a gnomish adventurer and resident of [[Meamnar:Hylar_City|Hylar City]], has been convicted on three counts of the crime of murder with intent, and is sentenced to hanging here at noon tomorrow.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
On the day of the execution, read or paraphrase the following.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;A crowd has gathered, a diverse group of peasants, at least a hundred and perhaps twice that.  A few vendors wind through the spectators, hawking various kinds of food and drink.  The hangman, dressed in black leather and a cloth hood, is checking the knots of three nooses that hang from a beam of the gallows.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;A door to the keep opens and a procession emerges onto the gallows platform.  A drummer leads an officer of the Red Guard and three prisoners.  Three additional Red Guardsmen are behind them and on their flanks.  The prisoners shuffle along in manacles and leg irons.  The first of the prisoners is a grisly man, middle-aged and unkempt.  The second is a wiry young man, visibly trembling.  The third is [[Meamnar:Marbles_Barbaloot|Marbles]], moving slowly and with great difficulty.  As he drags the irons along the walkway, two women pitch rotten tomatoes at him, one of which splatters upon his leg.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;As you watch, the three prisoners are led to the gallows, where the hangman fits the noose over each of their necks.  As he adjusts the knot of [[Meamnar:Marbles_Barbaloot|Marbles]]&#039; noose, the gnome looks toward your group and you see an odd sparkle of intelligence in his eyes.  He winks at you once, almost imperceptibly.  Unaware of what just transpired, the hangman then places, one by one, a cloth bag over each of the prisoners&#039; heads before stepping back to a wooden handle jutting up from the floor of the gallows.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;The drummer exchanges his rhythmic beat for a rapid drumroll.  The officer nods to the hangman, who immediately pulls the lever.  Three trapdoors open simultaneously, and two of the prisoners&#039; bodies drop, the ropes catching their fall with a snap.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;With the drummer silent, the crowd&#039;s gasp fills the air.  Where [[Meamnar:Marbles_Barbaloot|Marbles]] once was, the noose hangs empty.  The cloth hood slowly falls empty to the platform.  While the other two prisoners writhe and jerk at the end of their ropes, everyone else appears to be frozen for a moment, staring at the empty noose.  Less than a minute later, they expire and fall limp, their misery over.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Meanwhile, the guards rush forward, looking around the gallows in vain.  Two other men rush forward, one in crimson robes and the other wearing the armour of the Red Knight.  Simultaneously, they begin separate spells of divination, each quickly calling upon their own mystic powers.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;In the end, though, there is no answer.  The crowd, utterly confused, slowly disperses, with small groups chattering about the events as they depart.  The mage and cleric, their divinations fruitless, look blankly at the officer in charge, while the hangman and other guardsmen continue to search the area.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Later that day, the following is tacked to the gallows.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Reward: Tomte Barbaerlun, aka [[Meamnar:Marbles_Barbaloot|Marbles Barbaloot]], a convicted criminal.  Last seen yesterday at the gallows.  One thousand gold crowns offered.  Wanted dead or alive.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Once [[Meamnar:Marbles_Barbaloot|Marbles]]&#039; life was threatened by the noose, his contingency spell was triggered and he was immediately teleported to the plane of Elysia.  His intention is to remain there until his death, which he feels is near given his advanced age.&lt;br /&gt;
&lt;br /&gt;
===The Black Hand (EL 6)===&lt;br /&gt;
&lt;br /&gt;
 Experience Points: 540&lt;br /&gt;
&lt;br /&gt;
==Concluding the Adventure==&lt;br /&gt;
&lt;br /&gt;
The group will likely try to travel to [[Meamnar:Poznan|Poznan]] to track down [[Meamnar:Serak_of_Poznan|Serak]].  If this is the case, [[Meamnar:Neva_of_Ardeon|Neva]] will help them by obtaining passage for them on a ship captained by someone friendly to the [[Meamnar:Balance|Balance]].&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;/div&gt;</summary>
		<author><name>Misfit815</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Meamnar:Wolf_Den&amp;diff=53458</id>
		<title>Meamnar:Wolf Den</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Meamnar:Wolf_Den&amp;diff=53458"/>
		<updated>2007-06-22T20:43:54Z</updated>

		<summary type="html">&lt;p&gt;Misfit815: /* 2. Ornate Fountain */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Wolf Den is an adventure for five 3rd level player characters (PC&#039;s).  The adventure is set in the Northern Kingdom of [[Meamnar:Hylar|Hylar]] in the campaign setting of [[Meamnar:Main_Page|Meamnar]].  The adventure was included in the tabletop campaign [[Meamnar:Stoned|Stoned]].&lt;br /&gt;
&lt;br /&gt;
==Adventure Background==&lt;br /&gt;
&lt;br /&gt;
While floating on a barge down the Running River, the party is beset by a horrendous thunderstorm.  The captain of the barge quickly determines that his best course of action is to bring it ashore, but he and his crew are unable to prevail against the strong winds.  Instead of safely reaching the western shore, the barge crashes on the rocks of the eastern one, where the group must quickly find shelter from the storm.  A seemingly abandoned manor house is nearby...&lt;br /&gt;
&lt;br /&gt;
==Adventure Synopsis==&lt;br /&gt;
&lt;br /&gt;
The party is traveling with an NPC, a rogue named Neva.  Once in the courtyard of the manor, she elects to explore the area.  As soon as she is separated from the rest of the group, a scream is heard.&lt;br /&gt;
&lt;br /&gt;
The &#039;owner&#039; of the house, a [http://www.d20srd.org/srd/monsters/lycanthrope.htm lycanthrope] named Farregon is responsible for Neva&#039;s disappearance, employing a strategy that has worked for him in the past; kidnap one member of the party, then ambush the rest, one by one, while they search for her.&lt;br /&gt;
&lt;br /&gt;
[http://www.wizards.com/dnd/images/HoH_MW/03_HeroesHorror_300_ppi_b20w.jpg Shadow House Map (jpg)]&lt;br /&gt;
&lt;br /&gt;
==Beginning the Adventure==&lt;br /&gt;
&lt;br /&gt;
===The Crew===&lt;br /&gt;
&lt;br /&gt;
The barge, is a flat rectangular vessel approximately 20&#039; wide by 40&#039; long, and manned by a crew of 3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Captain John:&#039;&#039;&#039; CR 1; Medium Humanoid (Human); HD 2d8 (War2); hp 12; Init +0; Spd 30 ft.; AC 12, touch 10, flat-footed 12; Base Atk dagger +3 melee (1d4); Full Atk dagger +3 melee (1d4); Space/Reach 5 ft./5 ft.; AL NG; SV Fort +3, Ref +0, Will +0; Str 11, Dex 11, Con 11, Int 10, Wis 11, Cha 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Climb +2, Handle Animal +1, Intimidate +2, Jump +1, Profession (Sailor) +4, Ride +2, Swim +3; Weapon Focus (dagger)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; Leather, dagger&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sully and Cort:&#039;&#039;&#039; CR 1/2 (each); Medium Humanoid (Human); HD 1d8 (War1); hp 7, 6; Init +0; Spd 30 ft.; AC 12, touch 10, flat-footed 12; Base Atk dagger +2 melee (1d4); Full Atk dagger +2 melee (1d4); Space/Reach 5 ft./5 ft.; AL NG; SV Fort +2, Ref +0, Will +0; Str 11, Dex 11, Con 11, Int 10, Wis 10, Cha 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Climb +2, Handle Animal +1, Intimidate +1, Jump +1, Profession (Sailor) +3, Ride +1, Swim +3; Weapon Focus (dagger)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; Leather, dagger&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: Profession is not normally a class skill for Warriors.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Neva:&#039;&#039;&#039; CR 2; Medium Humanoid (Human); HD 2d6 (Brd2); hp 9; Init +2; Spd 30 ft.; AC 14, touch 12, flat-footed 12; Base Atk short sword +3 melee (1d6), shortbow +3 ranged (1d6); Full Atk short sword +3 melee (1d6), shortbow +3 ranged (1d6); Space/Reach 5 ft./5 ft.; AL CG; SV Fort +0, Ref +5, Will +4; Str 11, Dex 14, Con 11, Int 12, Wis 12, Cha 15&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Balance +4, Bluff +5, Concentration +2, Decipher Script +3, Diplomacy +7, Disguise +4, Gather Information +5, Knowledge (Hylar) +4, Listen +3, Move Silently +4, Perform +6, Sense Motive +5, Sleight of Hand +4, Spellcraft +3, Use Magic Device +4; Weapon Finesse, Negotiator&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; Leather, short sword, shortbow&lt;br /&gt;
&lt;br /&gt;
===Bad Weather===&lt;br /&gt;
&lt;br /&gt;
When the barge leaves Ardeon, the weather is hot and humid, but with no sign of a storm approaching.  Read or paraphrase the following:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;After only a few miles, the weather begins to change drastically.  A wind from the west picks up, and stormclouds can be seen forming on the northwest horizon.  The captain&#039;s reaction is to continue on course and hope that they pass to the north, and at first they appear to do just that.  Within half an hour, though, the wind shifts, the sky darkens, and thunder rumbles through the valley.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;A few minutes later, the clouds are overhead and rain begins to fall.  The crew is no longer guiding the barge downstream, but is instead attempting to run it aground on the western bank, looking for a place to wait out the storm.  The winds have picked up quickly and drastically, though, and the current of the river keeps the barge from reaching the shore.  &amp;quot;Strap yourselves down,&amp;quot; the captain calls out to you, gesturing toward several ropes on the deck.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;As the conditions worsen, the captain calls out to his men, pointing to the dark forbidding forest of the eastern shore.  Reluctantly, they steer toward it, still looking for a safe harbor.  The storm&#039;s intensity continues to grow, though, and as the barge approaches a relatively smooth stretch of shoreline, a gust of wind throws it off course.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;The rocks almost seem to appear out of nowhere.  An unmistakable crack is heard, as the barge splits almost instantly upon impact.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At this point, all characters (both PC and NPC) need to make a Reflex save (DC15).  If they fail, they are thrown into the river, where they are swept downstream into a network of tree branches that overhang down into the water.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;The two halves of the barge fall away from each other, one bouncing off a pair of boulders before crashing into the shore.  The other appears to be headed downriver, before being swept onto the shore as well, about 50&#039; downstream from the first.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Roll 1d6 for each character still on the barge.  On a roll of 1-3, they were on the left-side barge piece, and sustained 1d6 points of damage among the rocks.  On a roll of 4-6, they were on the right-side piece, and managed to reach the shore unscathed.  Those thrown overboard sustain 1d6 points of damage as well, but have a chance for a second Reflex save (DC15) as they are swept into a maze of low-hanging branches just downstream of the rocks.  A successful roll means that they are clinging to the branches and will need assistance to be rescued.  A failed roll means that they are swept away by the current, their fate at the discretion of the DM.&lt;br /&gt;
&lt;br /&gt;
===The Manor===&lt;br /&gt;
&lt;br /&gt;
====1. Gate====&lt;br /&gt;
&lt;br /&gt;
====2. Ornate Fountain====&lt;br /&gt;
&lt;br /&gt;
Once the party is positioned near this fountain, expect the wolves from the Dining Hall (13) to attack.  During the melee, Neva will fall toward the back of the formation, perhaps even up to the Barbican (26), to use her bow on the wolves.  At that point, Farregon will try to subdue her and take her to the Garderobe (19).&lt;br /&gt;
&lt;br /&gt;
Alternatively, if the group tries to weather the storm outside, Farregon could kidnap Neva from their encampment, and then bring her back to the manor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[http://www.d20srd.org/srd/monsters/lycanthrope.htm#werewolf Farregon, Human Form]:&#039;&#039;&#039; CR 4; Medium Humanoid (Human, Shapechanger); HD 4d8+8; hp 29; Init +4; Spd 30 ft.; AC 12, touch 10, flat-footed 12; Base Atk heavy mace +5 melee (1d8+2); Full Atk heavy mace +5 melee (1d8+2); Space/Reach 5 ft./5 ft.; SQ Alternate Form, Wolf Empathy, Low-Light Vision, Scent; AL CE; SV Fort +5, Ref +1, Will +3; Str 13, Dex 11, Con 12, Int 10, Wis 11, Cha 8&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Climb +1, Hide +2, Intimidate +3, Jump +1, Listen +2, Move Silently +2, Ride +1, Spot +2, Swim +1; Improved Initiative, Iron Will, Weapon Focus (heavy mace), Weapon Focus (bite)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[http://www.d20srd.org/srd/monsters/lycanthrope.htm#werewolf Farregon, Hybrid Form]:&#039;&#039;&#039; CR 4; Medium Humanoid (Human, Shapechanger); HD 4d8+8; hp 29; Init +6; Spd 30 ft.; AC 16, touch 12, flat-footed 14; Base Atk heavy mace +5 melee (1d8+2) or claw +4 melee (1d4+2); Full Atk heavy mace +5 melee (1d8+2) or 2 claws +4 melee (1d4+2) and bite +0 melee (1d6+1); Space/Reach 5 ft./5 ft.; SA Curse of Lycanthropy; SQ Alternate Form, Wolf Empathy, Damage Reduction 10/silver, Low-Light Vision, Scent; AL CE; SV Fort +7, Ref +3, Will +3; Str 15, Dex 15, Con 16, Int 10, Wis 11, Cha 8&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Climb +1, Hide +7, Intimidate +3, Jump +1, Listen +2, Move Silently +6, Ride +1, Spot +2, Swim +1; Improved Initiative, Iron Will, Weapon Focus (heavy mace), Weapon Focus (bite)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[http://www.d20srd.org/srd/monsters/lycanthrope.htm#werewolf Farregon, Wolf Form]:&#039;&#039;&#039; CR 4; Medium Humanoid (Human, Shapechanger); HD 4d8+8; hp 29; Init +6; Spd 50 ft.; AC 16, touch 12, flat-footed 14; Base Atk bite +5 melee (1d6+3); Full Atk bite +5 melee (1d6+3); Space/Reach 5 ft./5 ft.; SA Curse of Lycanthropy, Trip; SQ Alternate Form, Wolf Empathy, Damage Reduction 10/silver, Low-Light Vision, Scent; AL CE; SV Fort +7, Ref +3, Will +3; Str 15, Dex 15, Con 16, Int 10, Wis 11, Cha 8&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Climb +1, Hide +7, Intimidate +3, Jump +1, Listen +2, Move Silently +6, Ride +1, Spot +2, Swim +1; Improved Initiative, Iron Will, Weapon Focus (heavy mace), Weapon Focus (bite)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; Heavy Mace +1&lt;br /&gt;
&lt;br /&gt;
====3. Stone Well====&lt;br /&gt;
&lt;br /&gt;
====4. Smithy====&lt;br /&gt;
&lt;br /&gt;
====5. Stablehouse====&lt;br /&gt;
&lt;br /&gt;
This is now the lair of a monstrous spider.  It will be suspended above the doorway, waiting for the first creature to enter.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[http://www.d20srd.org/srd/monsters/monstrousSpider.htm Monstrous Spider, Large]:&#039;&#039;&#039; CR 1; Large Vermin; HD 4d8+4; hp 22; Init +3; Spd 30 ft., climb 20 ft.; AC 14, touch 12, flat-footed 11; Base Atk bite +4 melee (1d8+3, poison); Full Atk bite +4 melee (1d8+3, poison); Space/Reach 5 ft./5 ft.; SA Poison, Web; SQ Darkvision 60 ft., Tremorsense 60 ft., Vermin Traits; AL N; SV Fort +5, Ref +4, Will +0; Str 15, Dex 17, Con 12, Int 0, Wis 10, Cha 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Climb +11, Hide +3*, Jump +0*, Spot +4*&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; None&lt;br /&gt;
&lt;br /&gt;
====6. Tower====&lt;br /&gt;
&lt;br /&gt;
====7. Main Hall====&lt;br /&gt;
&lt;br /&gt;
About two-thirds of the way up the spiral stairs is a trap set by Farregon.  When triggered, rocks are released down the stairs, targeting anyone along the entire staircase.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[http://www.d20srd.org/srd/traps.htm#cr1RollingRockTrap Rolling Rock Trap]:&#039;&#039;&#039; CR 1; Attack +10 melee (2d6, rock); Search DC 20; Disable Device DC 22&lt;br /&gt;
&lt;br /&gt;
====8. Parlor====&lt;br /&gt;
&lt;br /&gt;
====9. Smoking Room====&lt;br /&gt;
&lt;br /&gt;
Farregon encountered a couple of ghouls when he first arrived, and managed to lure them into this room.  The door is locked (DC10).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[http://www.d20srd.org/srd/monsters/ghoul.htm Ghouls] (2):&#039;&#039;&#039; CR 1; Medium Undead; HD 2d12; hp 13 each; Init +2; Spd 30 ft.; AC 14, touch 12, flat-footed 12; Base Atk bite +2 melee (1d6+1, paralysis); Full Atk bite +2 melee (1d6+1, paralysis) and 2 claws +0 melee (1d3, paralysis); Space/Reach 5 ft./5 ft.; SA Ghoul Fever, Paralysis; AL CE; SV Fort +0, Ref +2, Will +5; Str 13, Dex 15, Con 0, Int 13, Wis 14, Cha 12&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Balance +6, Climb +5, Hide +6, Jump +5, Move Silently +6, Spot +7; Multiattack&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; None&lt;br /&gt;
&lt;br /&gt;
====10. Kitchen====&lt;br /&gt;
&lt;br /&gt;
====11. Garderobe====&lt;br /&gt;
&lt;br /&gt;
====12. Storage====&lt;br /&gt;
&lt;br /&gt;
====13. Dining Hall====&lt;br /&gt;
&lt;br /&gt;
A pack of 7 wolves have made this ruined hall their den.  They are likely to emerge through the rubble of the northwest corner out into the courtyard and engage the party.  If Neva hasn&#039;t disappeared by this point, it is likely that Farregon will take the opportunity to capture her during the melee.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[http://www.d20srd.org/srd/monsters/wolf.htm Wolves] (7):&#039;&#039;&#039; CR 1; Medium Animal; HD 2d8+4; hp 13 each; Init +2; Spd 50 ft.; AC 14, touch 12, flat-footed 12; Base Atk bite +3 melee (1d6+1); Full Atk bite +3 melee (1d6+1); Space/Reach 5 ft./5 ft.; AL N; SV Fort +5, Ref +5, Will +1; Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Hide +2, Listen +3, Move Silently +3, Spot +3, Survival +1*; Track, Weapon Focus (bite)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; None&lt;br /&gt;
&lt;br /&gt;
====14. Upstairs Hallway====&lt;br /&gt;
&lt;br /&gt;
====15. Master Bedroom====&lt;br /&gt;
&lt;br /&gt;
====16. Library====&lt;br /&gt;
&lt;br /&gt;
Most of the few remaining books and scrolls are ruined beyond recognition.  The survivors are:&lt;br /&gt;
&lt;br /&gt;
* A scroll of Acid Arrow&lt;br /&gt;
* A book entitled &#039;Efreeti Ecology&#039;&lt;br /&gt;
* A book entitled &#039;The Mostly Complete History of Keeltown&#039;&lt;br /&gt;
* A scroll of Shatter&lt;br /&gt;
* A scroll identifying itself as the deed to this manor.&lt;br /&gt;
&lt;br /&gt;
====17. Study====&lt;br /&gt;
&lt;br /&gt;
====18. Secret Workroom====&lt;br /&gt;
&lt;br /&gt;
====19. Garderobe====&lt;br /&gt;
&lt;br /&gt;
Farregon keeps prisoners bound and gagged in here.  The door is locked (DC20).&lt;br /&gt;
&lt;br /&gt;
====20. Bedroom====&lt;br /&gt;
&lt;br /&gt;
Farregon uses this room as his personal bedroom.  In a drawer of the desk is a 10&amp;quot;x6&amp;quot;x2&amp;quot; sandalwood box containing two red spinel gems (90gp, 120gp), two gold bars (50gp each), and a small leather bag with 137gp, 119sp, and 261cp.&lt;br /&gt;
&lt;br /&gt;
====21. Ruined Bedroom====&lt;br /&gt;
&lt;br /&gt;
====22. Storage Closet====&lt;br /&gt;
&lt;br /&gt;
====23. Bedroom====&lt;br /&gt;
&lt;br /&gt;
====24. Collapsed Bedroom====&lt;br /&gt;
&lt;br /&gt;
====25. Causeway====&lt;br /&gt;
&lt;br /&gt;
====26. Barbican====&lt;br /&gt;
&lt;br /&gt;
====27. Tower====&lt;br /&gt;
&lt;br /&gt;
==Concluding the Adventure==&lt;br /&gt;
&lt;br /&gt;
Should the party manage to clear the manor, they are welcome to use it as a base of operations.  The eastern side of the Running River is within the borders of Hylar, but is generally considered unclaimed territory.  Quite simply, there are too many orcs, goblins, and other foul creatures to bother.&lt;br /&gt;
&lt;br /&gt;
Getting back on course is a matter of either constructing a way back across the river, waiting for another barge to pass (and hoping they will stop), or traveling the east bank of the river on foot.  The last option should generate several random encounters along the way.&lt;/div&gt;</summary>
		<author><name>Misfit815</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Meamnar:Wolf_Den&amp;diff=53456</id>
		<title>Meamnar:Wolf Den</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Meamnar:Wolf_Den&amp;diff=53456"/>
		<updated>2007-06-22T20:32:54Z</updated>

		<summary type="html">&lt;p&gt;Misfit815: /* 2. Ornate Fountain */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Wolf Den is an adventure for five 3rd level player characters (PC&#039;s).  The adventure is set in the Northern Kingdom of [[Meamnar:Hylar|Hylar]] in the campaign setting of [[Meamnar:Main_Page|Meamnar]].  The adventure was included in the tabletop campaign [[Meamnar:Stoned|Stoned]].&lt;br /&gt;
&lt;br /&gt;
==Adventure Background==&lt;br /&gt;
&lt;br /&gt;
While floating on a barge down the Running River, the party is beset by a horrendous thunderstorm.  The captain of the barge quickly determines that his best course of action is to bring it ashore, but he and his crew are unable to prevail against the strong winds.  Instead of safely reaching the western shore, the barge crashes on the rocks of the eastern one, where the group must quickly find shelter from the storm.  A seemingly abandoned manor house is nearby...&lt;br /&gt;
&lt;br /&gt;
==Adventure Synopsis==&lt;br /&gt;
&lt;br /&gt;
The party is traveling with an NPC, a rogue named Neva.  Once in the courtyard of the manor, she elects to explore the area.  As soon as she is separated from the rest of the group, a scream is heard.&lt;br /&gt;
&lt;br /&gt;
The &#039;owner&#039; of the house, a [http://www.d20srd.org/srd/monsters/lycanthrope.htm lycanthrope] named Farregon is responsible for Neva&#039;s disappearance, employing a strategy that has worked for him in the past; kidnap one member of the party, then ambush the rest, one by one, while they search for her.&lt;br /&gt;
&lt;br /&gt;
[http://www.wizards.com/dnd/images/HoH_MW/03_HeroesHorror_300_ppi_b20w.jpg Shadow House Map (jpg)]&lt;br /&gt;
&lt;br /&gt;
==Beginning the Adventure==&lt;br /&gt;
&lt;br /&gt;
===The Crew===&lt;br /&gt;
&lt;br /&gt;
The barge, is a flat rectangular vessel approximately 20&#039; wide by 40&#039; long, and manned by a crew of 3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Captain John:&#039;&#039;&#039; CR 1; Medium Humanoid (Human); HD 2d8 (War2); hp 12; Init +0; Spd 30 ft.; AC 12, touch 10, flat-footed 12; Base Atk dagger +3 melee (1d4); Full Atk dagger +3 melee (1d4); Space/Reach 5 ft./5 ft.; AL NG; SV Fort +3, Ref +0, Will +0; Str 11, Dex 11, Con 11, Int 10, Wis 11, Cha 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Climb +2, Handle Animal +1, Intimidate +2, Jump +1, Profession (Sailor) +4, Ride +2, Swim +3; Weapon Focus (dagger)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; Leather, dagger&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sully and Cort:&#039;&#039;&#039; CR 1/2 (each); Medium Humanoid (Human); HD 1d8 (War1); hp 7, 6; Init +0; Spd 30 ft.; AC 12, touch 10, flat-footed 12; Base Atk dagger +2 melee (1d4); Full Atk dagger +2 melee (1d4); Space/Reach 5 ft./5 ft.; AL NG; SV Fort +2, Ref +0, Will +0; Str 11, Dex 11, Con 11, Int 10, Wis 10, Cha 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Climb +2, Handle Animal +1, Intimidate +1, Jump +1, Profession (Sailor) +3, Ride +1, Swim +3; Weapon Focus (dagger)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; Leather, dagger&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: Profession is not normally a class skill for Warriors.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Neva:&#039;&#039;&#039; CR 2; Medium Humanoid (Human); HD 2d6 (Brd2); hp 9; Init +2; Spd 30 ft.; AC 14, touch 12, flat-footed 12; Base Atk short sword +3 melee (1d6), shortbow +3 ranged (1d6); Full Atk short sword +3 melee (1d6), shortbow +3 ranged (1d6); Space/Reach 5 ft./5 ft.; AL CG; SV Fort +0, Ref +5, Will +4; Str 11, Dex 14, Con 11, Int 12, Wis 12, Cha 15&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Balance +4, Bluff +5, Concentration +2, Decipher Script +3, Diplomacy +7, Disguise +4, Gather Information +5, Knowledge (Hylar) +4, Listen +3, Move Silently +4, Perform +6, Sense Motive +5, Sleight of Hand +4, Spellcraft +3, Use Magic Device +4; Weapon Finesse, Negotiator&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; Leather, short sword, shortbow&lt;br /&gt;
&lt;br /&gt;
===Bad Weather===&lt;br /&gt;
&lt;br /&gt;
When the barge leaves Ardeon, the weather is hot and humid, but with no sign of a storm approaching.  Read or paraphrase the following:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;After only a few miles, the weather begins to change drastically.  A wind from the west picks up, and stormclouds can be seen forming on the northwest horizon.  The captain&#039;s reaction is to continue on course and hope that they pass to the north, and at first they appear to do just that.  Within half an hour, though, the wind shifts, the sky darkens, and thunder rumbles through the valley.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;A few minutes later, the clouds are overhead and rain begins to fall.  The crew is no longer guiding the barge downstream, but is instead attempting to run it aground on the western bank, looking for a place to wait out the storm.  The winds have picked up quickly and drastically, though, and the current of the river keeps the barge from reaching the shore.  &amp;quot;Strap yourselves down,&amp;quot; the captain calls out to you, gesturing toward several ropes on the deck.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;As the conditions worsen, the captain calls out to his men, pointing to the dark forbidding forest of the eastern shore.  Reluctantly, they steer toward it, still looking for a safe harbor.  The storm&#039;s intensity continues to grow, though, and as the barge approaches a relatively smooth stretch of shoreline, a gust of wind throws it off course.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;The rocks almost seem to appear out of nowhere.  An unmistakable crack is heard, as the barge splits almost instantly upon impact.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At this point, all characters (both PC and NPC) need to make a Reflex save (DC15).  If they fail, they are thrown into the river, where they are swept downstream into a network of tree branches that overhang down into the water.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;The two halves of the barge fall away from each other, one bouncing off a pair of boulders before crashing into the shore.  The other appears to be headed downriver, before being swept onto the shore as well, about 50&#039; downstream from the first.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Roll 1d6 for each character still on the barge.  On a roll of 1-3, they were on the left-side barge piece, and sustained 1d6 points of damage among the rocks.  On a roll of 4-6, they were on the right-side piece, and managed to reach the shore unscathed.  Those thrown overboard sustain 1d6 points of damage as well, but have a chance for a second Reflex save (DC15) as they are swept into a maze of low-hanging branches just downstream of the rocks.  A successful roll means that they are clinging to the branches and will need assistance to be rescued.  A failed roll means that they are swept away by the current, their fate at the discretion of the DM.&lt;br /&gt;
&lt;br /&gt;
===The Manor===&lt;br /&gt;
&lt;br /&gt;
====1. Gate====&lt;br /&gt;
&lt;br /&gt;
====2. Ornate Fountain====&lt;br /&gt;
&lt;br /&gt;
Once the party is positioned near this fountain, expect the wolves from the Dining Hall (13) to attack.  During the melee, Neva will fall toward the back of the formation, perhaps even up to the Barbican (26), to use her bow on the wolves.  At that point, Farregon will try to subdue her and take her to the Garderobe (19).&lt;br /&gt;
&lt;br /&gt;
Alternatively, if the group tries to weather the storm outside, Farregon could kidnap Neva from their encampment, and then bring her back to the manor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[http://www.d20srd.org/srd/monsters/lycanthrope.htm Farregon, Human Form]:&#039;&#039;&#039; CR 4; Medium Humanoid (Human, Shapechanger); HD 4d8+8; hp 29; Init +4; Spd 30 ft.; AC 12, touch 10, flat-footed 12; Base Atk heavy mace +5 melee (1d8+2); Full Atk heavy mace +5 melee (1d8+2); Space/Reach 5 ft./5 ft.; SQ Alternate Form, Wolf Empathy, Low-Light Vision, Scent; AL CE; SV Fort +5, Ref +1, Will +3; Str 13, Dex 11, Con 12, Int 10, Wis 11, Cha 8&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Climb +1, Hide +2, Intimidate +3, Jump +1, Listen +2, Move Silently +2, Ride +1, Spot +2, Swim +1; Improved Initiative, Iron Will, Weapon Focus (heavy mace), Weapon Focus (bite)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; Heavy Mace +1&lt;br /&gt;
&lt;br /&gt;
====3. Stone Well====&lt;br /&gt;
&lt;br /&gt;
====4. Smithy====&lt;br /&gt;
&lt;br /&gt;
====5. Stablehouse====&lt;br /&gt;
&lt;br /&gt;
This is now the lair of a monstrous spider.  It will be suspended above the doorway, waiting for the first creature to enter.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[http://www.d20srd.org/srd/monsters/monstrousSpider.htm Monstrous Spider, Large]:&#039;&#039;&#039; CR 1; Large Vermin; HD 4d8+4; hp 22; Init +3; Spd 30 ft., climb 20 ft.; AC 14, touch 12, flat-footed 11; Base Atk bite +4 melee (1d8+3, poison); Full Atk bite +4 melee (1d8+3, poison); Space/Reach 5 ft./5 ft.; SA Poison, Web; SQ Darkvision 60 ft., Tremorsense 60 ft., Vermin Traits; AL N; SV Fort +5, Ref +4, Will +0; Str 15, Dex 17, Con 12, Int 0, Wis 10, Cha 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Climb +11, Hide +3*, Jump +0*, Spot +4*&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; None&lt;br /&gt;
&lt;br /&gt;
====6. Tower====&lt;br /&gt;
&lt;br /&gt;
====7. Main Hall====&lt;br /&gt;
&lt;br /&gt;
About two-thirds of the way up the spiral stairs is a trap set by Farregon.  When triggered, rocks are released down the stairs, targeting anyone along the entire staircase.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[http://www.d20srd.org/srd/traps.htm#cr1RollingRockTrap Rolling Rock Trap]:&#039;&#039;&#039; CR 1; Attack +10 melee (2d6, rock); Search DC 20; Disable Device DC 22&lt;br /&gt;
&lt;br /&gt;
====8. Parlor====&lt;br /&gt;
&lt;br /&gt;
====9. Smoking Room====&lt;br /&gt;
&lt;br /&gt;
Farregon encountered a couple of ghouls when he first arrived, and managed to lure them into this room.  The door is locked (DC10).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[http://www.d20srd.org/srd/monsters/ghoul.htm Ghouls] (2):&#039;&#039;&#039; CR 1; Medium Undead; HD 2d12; hp 13 each; Init +2; Spd 30 ft.; AC 14, touch 12, flat-footed 12; Base Atk bite +2 melee (1d6+1, paralysis); Full Atk bite +2 melee (1d6+1, paralysis) and 2 claws +0 melee (1d3, paralysis); Space/Reach 5 ft./5 ft.; SA Ghoul Fever, Paralysis; AL CE; SV Fort +0, Ref +2, Will +5; Str 13, Dex 15, Con 0, Int 13, Wis 14, Cha 12&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Balance +6, Climb +5, Hide +6, Jump +5, Move Silently +6, Spot +7; Multiattack&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; None&lt;br /&gt;
&lt;br /&gt;
====10. Kitchen====&lt;br /&gt;
&lt;br /&gt;
====11. Garderobe====&lt;br /&gt;
&lt;br /&gt;
====12. Storage====&lt;br /&gt;
&lt;br /&gt;
====13. Dining Hall====&lt;br /&gt;
&lt;br /&gt;
A pack of 7 wolves have made this ruined hall their den.  They are likely to emerge through the rubble of the northwest corner out into the courtyard and engage the party.  If Neva hasn&#039;t disappeared by this point, it is likely that Farregon will take the opportunity to capture her during the melee.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[http://www.d20srd.org/srd/monsters/wolf.htm Wolves] (7):&#039;&#039;&#039; CR 1; Medium Animal; HD 2d8+4; hp 13 each; Init +2; Spd 50 ft.; AC 14, touch 12, flat-footed 12; Base Atk bite +3 melee (1d6+1); Full Atk bite +3 melee (1d6+1); Space/Reach 5 ft./5 ft.; AL N; SV Fort +5, Ref +5, Will +1; Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Hide +2, Listen +3, Move Silently +3, Spot +3, Survival +1*; Track, Weapon Focus (bite)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; None&lt;br /&gt;
&lt;br /&gt;
====14. Upstairs Hallway====&lt;br /&gt;
&lt;br /&gt;
====15. Master Bedroom====&lt;br /&gt;
&lt;br /&gt;
====16. Library====&lt;br /&gt;
&lt;br /&gt;
Most of the few remaining books and scrolls are ruined beyond recognition.  The survivors are:&lt;br /&gt;
&lt;br /&gt;
* A scroll of Acid Arrow&lt;br /&gt;
* A book entitled &#039;Efreeti Ecology&#039;&lt;br /&gt;
* A book entitled &#039;The Mostly Complete History of Keeltown&#039;&lt;br /&gt;
* A scroll of Shatter&lt;br /&gt;
* A scroll identifying itself as the deed to this manor.&lt;br /&gt;
&lt;br /&gt;
====17. Study====&lt;br /&gt;
&lt;br /&gt;
====18. Secret Workroom====&lt;br /&gt;
&lt;br /&gt;
====19. Garderobe====&lt;br /&gt;
&lt;br /&gt;
Farregon keeps prisoners bound and gagged in here.  The door is locked (DC20).&lt;br /&gt;
&lt;br /&gt;
====20. Bedroom====&lt;br /&gt;
&lt;br /&gt;
Farregon uses this room as his personal bedroom.  In a drawer of the desk is a 10&amp;quot;x6&amp;quot;x2&amp;quot; sandalwood box containing two red spinel gems (90gp, 120gp), two gold bars (50gp each), and a small leather bag with 137gp, 119sp, and 261cp.&lt;br /&gt;
&lt;br /&gt;
====21. Ruined Bedroom====&lt;br /&gt;
&lt;br /&gt;
====22. Storage Closet====&lt;br /&gt;
&lt;br /&gt;
====23. Bedroom====&lt;br /&gt;
&lt;br /&gt;
====24. Collapsed Bedroom====&lt;br /&gt;
&lt;br /&gt;
====25. Causeway====&lt;br /&gt;
&lt;br /&gt;
====26. Barbican====&lt;br /&gt;
&lt;br /&gt;
====27. Tower====&lt;br /&gt;
&lt;br /&gt;
==Concluding the Adventure==&lt;br /&gt;
&lt;br /&gt;
Should the party manage to clear the manor, they are welcome to use it as a base of operations.  The eastern side of the Running River is within the borders of Hylar, but is generally considered unclaimed territory.  Quite simply, there are too many orcs, goblins, and other foul creatures to bother.&lt;br /&gt;
&lt;br /&gt;
Getting back on course is a matter of either constructing a way back across the river, waiting for another barge to pass (and hoping they will stop), or traveling the east bank of the river on foot.  The last option should generate several random encounters along the way.&lt;/div&gt;</summary>
		<author><name>Misfit815</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Meamnar:Wolf_Den&amp;diff=53449</id>
		<title>Meamnar:Wolf Den</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Meamnar:Wolf_Den&amp;diff=53449"/>
		<updated>2007-06-22T19:21:39Z</updated>

		<summary type="html">&lt;p&gt;Misfit815: /* 2. Ornate Fountain */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Wolf Den is an adventure for five 3rd level player characters (PC&#039;s).  The adventure is set in the Northern Kingdom of [[Meamnar:Hylar|Hylar]] in the campaign setting of [[Meamnar:Main_Page|Meamnar]].  The adventure was included in the tabletop campaign [[Meamnar:Stoned|Stoned]].&lt;br /&gt;
&lt;br /&gt;
==Adventure Background==&lt;br /&gt;
&lt;br /&gt;
While floating on a barge down the Running River, the party is beset by a horrendous thunderstorm.  The captain of the barge quickly determines that his best course of action is to bring it ashore, but he and his crew are unable to prevail against the strong winds.  Instead of safely reaching the western shore, the barge crashes on the rocks of the eastern one, where the group must quickly find shelter from the storm.  A seemingly abandoned manor house is nearby...&lt;br /&gt;
&lt;br /&gt;
==Adventure Synopsis==&lt;br /&gt;
&lt;br /&gt;
The party is traveling with an NPC, a rogue named Neva.  Once in the courtyard of the manor, she elects to explore the area.  As soon as she is separated from the rest of the group, a scream is heard.&lt;br /&gt;
&lt;br /&gt;
The &#039;owner&#039; of the house, a [http://www.d20srd.org/srd/monsters/lycanthrope.htm lycanthrope] named Farregon is responsible for Neva&#039;s disappearance, employing a strategy that has worked for him in the past; kidnap one member of the party, then ambush the rest, one by one, while they search for her.&lt;br /&gt;
&lt;br /&gt;
[http://www.wizards.com/dnd/images/HoH_MW/03_HeroesHorror_300_ppi_b20w.jpg Shadow House Map (jpg)]&lt;br /&gt;
&lt;br /&gt;
==Beginning the Adventure==&lt;br /&gt;
&lt;br /&gt;
===The Crew===&lt;br /&gt;
&lt;br /&gt;
The barge, is a flat rectangular vessel approximately 20&#039; wide by 40&#039; long, and manned by a crew of 3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Captain John:&#039;&#039;&#039; CR 1; Medium Humanoid (Human); HD 2d8 (War2); hp 12; Init +0; Spd 30 ft.; AC 12, touch 10, flat-footed 12; Base Atk dagger +3 melee (1d4); Full Atk dagger +3 melee (1d4); Space/Reach 5 ft./5 ft.; AL NG; SV Fort +3, Ref +0, Will +0; Str 11, Dex 11, Con 11, Int 10, Wis 11, Cha 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Climb +2, Handle Animal +1, Intimidate +2, Jump +1, Profession (Sailor) +4, Ride +2, Swim +3; Weapon Focus (dagger)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; Leather, dagger&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sully and Cort:&#039;&#039;&#039; CR 1/2 (each); Medium Humanoid (Human); HD 1d8 (War1); hp 7, 6; Init +0; Spd 30 ft.; AC 12, touch 10, flat-footed 12; Base Atk dagger +2 melee (1d4); Full Atk dagger +2 melee (1d4); Space/Reach 5 ft./5 ft.; AL NG; SV Fort +2, Ref +0, Will +0; Str 11, Dex 11, Con 11, Int 10, Wis 10, Cha 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Climb +2, Handle Animal +1, Intimidate +1, Jump +1, Profession (Sailor) +3, Ride +1, Swim +3; Weapon Focus (dagger)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; Leather, dagger&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: Profession is not normally a class skill for Warriors.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Neva:&#039;&#039;&#039; CR 2; Medium Humanoid (Human); HD 2d6 (Brd2); hp 9; Init +2; Spd 30 ft.; AC 14, touch 12, flat-footed 12; Base Atk short sword +3 melee (1d6), shortbow +3 ranged (1d6); Full Atk short sword +3 melee (1d6), shortbow +3 ranged (1d6); Space/Reach 5 ft./5 ft.; AL CG; SV Fort +0, Ref +5, Will +4; Str 11, Dex 14, Con 11, Int 12, Wis 12, Cha 15&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Balance +4, Bluff +5, Concentration +2, Decipher Script +3, Diplomacy +7, Disguise +4, Gather Information +5, Knowledge (Hylar) +4, Listen +3, Move Silently +4, Perform +6, Sense Motive +5, Sleight of Hand +4, Spellcraft +3, Use Magic Device +4; Weapon Finesse, Negotiator&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; Leather, short sword, shortbow&lt;br /&gt;
&lt;br /&gt;
===Bad Weather===&lt;br /&gt;
&lt;br /&gt;
When the barge leaves Ardeon, the weather is hot and humid, but with no sign of a storm approaching.  Read or paraphrase the following:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;After only a few miles, the weather begins to change drastically.  A wind from the west picks up, and stormclouds can be seen forming on the northwest horizon.  The captain&#039;s reaction is to continue on course and hope that they pass to the north, and at first they appear to do just that.  Within half an hour, though, the wind shifts, the sky darkens, and thunder rumbles through the valley.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;A few minutes later, the clouds are overhead and rain begins to fall.  The crew is no longer guiding the barge downstream, but is instead attempting to run it aground on the western bank, looking for a place to wait out the storm.  The winds have picked up quickly and drastically, though, and the current of the river keeps the barge from reaching the shore.  &amp;quot;Strap yourselves down,&amp;quot; the captain calls out to you, gesturing toward several ropes on the deck.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;As the conditions worsen, the captain calls out to his men, pointing to the dark forbidding forest of the eastern shore.  Reluctantly, they steer toward it, still looking for a safe harbor.  The storm&#039;s intensity continues to grow, though, and as the barge approaches a relatively smooth stretch of shoreline, a gust of wind throws it off course.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;The rocks almost seem to appear out of nowhere.  An unmistakable crack is heard, as the barge splits almost instantly upon impact.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At this point, all characters (both PC and NPC) need to make a Reflex save (DC15).  If they fail, they are thrown into the river, where they are swept downstream into a network of tree branches that overhang down into the water.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;The two halves of the barge fall away from each other, one bouncing off a pair of boulders before crashing into the shore.  The other appears to be headed downriver, before being swept onto the shore as well, about 50&#039; downstream from the first.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Roll 1d6 for each character still on the barge.  On a roll of 1-3, they were on the left-side barge piece, and sustained 1d6 points of damage among the rocks.  On a roll of 4-6, they were on the right-side piece, and managed to reach the shore unscathed.  Those thrown overboard sustain 1d6 points of damage as well, but have a chance for a second Reflex save (DC15) as they are swept into a maze of low-hanging branches just downstream of the rocks.  A successful roll means that they are clinging to the branches and will need assistance to be rescued.  A failed roll means that they are swept away by the current, their fate at the discretion of the DM.&lt;br /&gt;
&lt;br /&gt;
===The Manor===&lt;br /&gt;
&lt;br /&gt;
====1. Gate====&lt;br /&gt;
&lt;br /&gt;
====2. Ornate Fountain====&lt;br /&gt;
&lt;br /&gt;
Once the party is positioned near this fountain, expect the wolves from the Dining Hall (13) to attack.  During the melee, Neva will fall toward the back of the formation, perhaps even up to the Barbican (26), to use her bow on the wolves.  At that point, Farregon will try to subdue her and take her to the Garderobe (19).&lt;br /&gt;
&lt;br /&gt;
Alternatively, if the group tries to weather the storm outside, Farregon could kidnap Neva from their encampment, and then bring her back to the manor.&lt;br /&gt;
&lt;br /&gt;
====3. Stone Well====&lt;br /&gt;
&lt;br /&gt;
====4. Smithy====&lt;br /&gt;
&lt;br /&gt;
====5. Stablehouse====&lt;br /&gt;
&lt;br /&gt;
This is now the lair of a monstrous spider.  It will be suspended above the doorway, waiting for the first creature to enter.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[http://www.d20srd.org/srd/monsters/monstrousSpider.htm Monstrous Spider, Large]:&#039;&#039;&#039; CR 1; Large Vermin; HD 4d8+4; hp 22; Init +3; Spd 30 ft., climb 20 ft.; AC 14, touch 12, flat-footed 11; Base Atk bite +4 melee (1d8+3, poison); Full Atk bite +4 melee (1d8+3, poison); Space/Reach 5 ft./5 ft.; SA Poison, Web; SQ Darkvision 60 ft., Tremorsense 60 ft., Vermin Traits; AL N; SV Fort +5, Ref +4, Will +0; Str 15, Dex 17, Con 12, Int 0, Wis 10, Cha 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Climb +11, Hide +3*, Jump +0*, Spot +4*&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; None&lt;br /&gt;
&lt;br /&gt;
====6. Tower====&lt;br /&gt;
&lt;br /&gt;
====7. Main Hall====&lt;br /&gt;
&lt;br /&gt;
About two-thirds of the way up the spiral stairs is a trap set by Farregon.  When triggered, rocks are released down the stairs, targeting anyone along the entire staircase.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[http://www.d20srd.org/srd/traps.htm#cr1RollingRockTrap Rolling Rock Trap]:&#039;&#039;&#039; CR 1; Attack +10 melee (2d6, rock); Search DC 20; Disable Device DC 22&lt;br /&gt;
&lt;br /&gt;
====8. Parlor====&lt;br /&gt;
&lt;br /&gt;
====9. Smoking Room====&lt;br /&gt;
&lt;br /&gt;
Farregon encountered a couple of ghouls when he first arrived, and managed to lure them into this room.  The door is locked (DC10).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[http://www.d20srd.org/srd/monsters/ghoul.htm Ghouls] (2):&#039;&#039;&#039; CR 1; Medium Undead; HD 2d12; hp 13 each; Init +2; Spd 30 ft.; AC 14, touch 12, flat-footed 12; Base Atk bite +2 melee (1d6+1, paralysis); Full Atk bite +2 melee (1d6+1, paralysis) and 2 claws +0 melee (1d3, paralysis); Space/Reach 5 ft./5 ft.; SA Ghoul Fever, Paralysis; AL CE; SV Fort +0, Ref +2, Will +5; Str 13, Dex 15, Con 0, Int 13, Wis 14, Cha 12&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Balance +6, Climb +5, Hide +6, Jump +5, Move Silently +6, Spot +7; Multiattack&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; None&lt;br /&gt;
&lt;br /&gt;
====10. Kitchen====&lt;br /&gt;
&lt;br /&gt;
====11. Garderobe====&lt;br /&gt;
&lt;br /&gt;
====12. Storage====&lt;br /&gt;
&lt;br /&gt;
====13. Dining Hall====&lt;br /&gt;
&lt;br /&gt;
A pack of 7 wolves have made this ruined hall their den.  They are likely to emerge through the rubble of the northwest corner out into the courtyard and engage the party.  If Neva hasn&#039;t disappeared by this point, it is likely that Farregon will take the opportunity to capture her during the melee.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[http://www.d20srd.org/srd/monsters/wolf.htm Wolves] (7):&#039;&#039;&#039; CR 1; Medium Animal; HD 2d8+4; hp 13 each; Init +2; Spd 50 ft.; AC 14, touch 12, flat-footed 12; Base Atk bite +3 melee (1d6+1); Full Atk bite +3 melee (1d6+1); Space/Reach 5 ft./5 ft.; AL N; SV Fort +5, Ref +5, Will +1; Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Hide +2, Listen +3, Move Silently +3, Spot +3, Survival +1*; Track, Weapon Focus (bite)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; None&lt;br /&gt;
&lt;br /&gt;
====14. Upstairs Hallway====&lt;br /&gt;
&lt;br /&gt;
====15. Master Bedroom====&lt;br /&gt;
&lt;br /&gt;
====16. Library====&lt;br /&gt;
&lt;br /&gt;
Most of the few remaining books and scrolls are ruined beyond recognition.  The survivors are:&lt;br /&gt;
&lt;br /&gt;
* A scroll of Acid Arrow&lt;br /&gt;
* A book entitled &#039;Efreeti Ecology&#039;&lt;br /&gt;
* A book entitled &#039;The Mostly Complete History of Keeltown&#039;&lt;br /&gt;
* A scroll of Shatter&lt;br /&gt;
* A scroll identifying itself as the deed to this manor.&lt;br /&gt;
&lt;br /&gt;
====17. Study====&lt;br /&gt;
&lt;br /&gt;
====18. Secret Workroom====&lt;br /&gt;
&lt;br /&gt;
====19. Garderobe====&lt;br /&gt;
&lt;br /&gt;
Farregon keeps prisoners bound and gagged in here.  The door is locked (DC20).&lt;br /&gt;
&lt;br /&gt;
====20. Bedroom====&lt;br /&gt;
&lt;br /&gt;
Farregon uses this room as his personal bedroom.  In a drawer of the desk is a 10&amp;quot;x6&amp;quot;x2&amp;quot; sandalwood box containing two red spinel gems (90gp, 120gp), two gold bars (50gp each), and a small leather bag with 137gp, 119sp, and 261cp.&lt;br /&gt;
&lt;br /&gt;
====21. Ruined Bedroom====&lt;br /&gt;
&lt;br /&gt;
====22. Storage Closet====&lt;br /&gt;
&lt;br /&gt;
====23. Bedroom====&lt;br /&gt;
&lt;br /&gt;
====24. Collapsed Bedroom====&lt;br /&gt;
&lt;br /&gt;
====25. Causeway====&lt;br /&gt;
&lt;br /&gt;
====26. Barbican====&lt;br /&gt;
&lt;br /&gt;
====27. Tower====&lt;br /&gt;
&lt;br /&gt;
==Concluding the Adventure==&lt;br /&gt;
&lt;br /&gt;
Should the party manage to clear the manor, they are welcome to use it as a base of operations.  The eastern side of the Running River is within the borders of Hylar, but is generally considered unclaimed territory.  Quite simply, there are too many orcs, goblins, and other foul creatures to bother.&lt;br /&gt;
&lt;br /&gt;
Getting back on course is a matter of either constructing a way back across the river, waiting for another barge to pass (and hoping they will stop), or traveling the east bank of the river on foot.  The last option should generate several random encounters along the way.&lt;/div&gt;</summary>
		<author><name>Misfit815</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Meamnar:Wolf_Den&amp;diff=53448</id>
		<title>Meamnar:Wolf Den</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Meamnar:Wolf_Den&amp;diff=53448"/>
		<updated>2007-06-22T19:12:39Z</updated>

		<summary type="html">&lt;p&gt;Misfit815: /* Adventure Synopsis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Wolf Den is an adventure for five 3rd level player characters (PC&#039;s).  The adventure is set in the Northern Kingdom of [[Meamnar:Hylar|Hylar]] in the campaign setting of [[Meamnar:Main_Page|Meamnar]].  The adventure was included in the tabletop campaign [[Meamnar:Stoned|Stoned]].&lt;br /&gt;
&lt;br /&gt;
==Adventure Background==&lt;br /&gt;
&lt;br /&gt;
While floating on a barge down the Running River, the party is beset by a horrendous thunderstorm.  The captain of the barge quickly determines that his best course of action is to bring it ashore, but he and his crew are unable to prevail against the strong winds.  Instead of safely reaching the western shore, the barge crashes on the rocks of the eastern one, where the group must quickly find shelter from the storm.  A seemingly abandoned manor house is nearby...&lt;br /&gt;
&lt;br /&gt;
==Adventure Synopsis==&lt;br /&gt;
&lt;br /&gt;
The party is traveling with an NPC, a rogue named Neva.  Once in the courtyard of the manor, she elects to explore the area.  As soon as she is separated from the rest of the group, a scream is heard.&lt;br /&gt;
&lt;br /&gt;
The &#039;owner&#039; of the house, a [http://www.d20srd.org/srd/monsters/lycanthrope.htm lycanthrope] named Farregon is responsible for Neva&#039;s disappearance, employing a strategy that has worked for him in the past; kidnap one member of the party, then ambush the rest, one by one, while they search for her.&lt;br /&gt;
&lt;br /&gt;
[http://www.wizards.com/dnd/images/HoH_MW/03_HeroesHorror_300_ppi_b20w.jpg Shadow House Map (jpg)]&lt;br /&gt;
&lt;br /&gt;
==Beginning the Adventure==&lt;br /&gt;
&lt;br /&gt;
===The Crew===&lt;br /&gt;
&lt;br /&gt;
The barge, is a flat rectangular vessel approximately 20&#039; wide by 40&#039; long, and manned by a crew of 3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Captain John:&#039;&#039;&#039; CR 1; Medium Humanoid (Human); HD 2d8 (War2); hp 12; Init +0; Spd 30 ft.; AC 12, touch 10, flat-footed 12; Base Atk dagger +3 melee (1d4); Full Atk dagger +3 melee (1d4); Space/Reach 5 ft./5 ft.; AL NG; SV Fort +3, Ref +0, Will +0; Str 11, Dex 11, Con 11, Int 10, Wis 11, Cha 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Climb +2, Handle Animal +1, Intimidate +2, Jump +1, Profession (Sailor) +4, Ride +2, Swim +3; Weapon Focus (dagger)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; Leather, dagger&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sully and Cort:&#039;&#039;&#039; CR 1/2 (each); Medium Humanoid (Human); HD 1d8 (War1); hp 7, 6; Init +0; Spd 30 ft.; AC 12, touch 10, flat-footed 12; Base Atk dagger +2 melee (1d4); Full Atk dagger +2 melee (1d4); Space/Reach 5 ft./5 ft.; AL NG; SV Fort +2, Ref +0, Will +0; Str 11, Dex 11, Con 11, Int 10, Wis 10, Cha 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Climb +2, Handle Animal +1, Intimidate +1, Jump +1, Profession (Sailor) +3, Ride +1, Swim +3; Weapon Focus (dagger)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; Leather, dagger&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: Profession is not normally a class skill for Warriors.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Neva:&#039;&#039;&#039; CR 2; Medium Humanoid (Human); HD 2d6 (Brd2); hp 9; Init +2; Spd 30 ft.; AC 14, touch 12, flat-footed 12; Base Atk short sword +3 melee (1d6), shortbow +3 ranged (1d6); Full Atk short sword +3 melee (1d6), shortbow +3 ranged (1d6); Space/Reach 5 ft./5 ft.; AL CG; SV Fort +0, Ref +5, Will +4; Str 11, Dex 14, Con 11, Int 12, Wis 12, Cha 15&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Balance +4, Bluff +5, Concentration +2, Decipher Script +3, Diplomacy +7, Disguise +4, Gather Information +5, Knowledge (Hylar) +4, Listen +3, Move Silently +4, Perform +6, Sense Motive +5, Sleight of Hand +4, Spellcraft +3, Use Magic Device +4; Weapon Finesse, Negotiator&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; Leather, short sword, shortbow&lt;br /&gt;
&lt;br /&gt;
===Bad Weather===&lt;br /&gt;
&lt;br /&gt;
When the barge leaves Ardeon, the weather is hot and humid, but with no sign of a storm approaching.  Read or paraphrase the following:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;After only a few miles, the weather begins to change drastically.  A wind from the west picks up, and stormclouds can be seen forming on the northwest horizon.  The captain&#039;s reaction is to continue on course and hope that they pass to the north, and at first they appear to do just that.  Within half an hour, though, the wind shifts, the sky darkens, and thunder rumbles through the valley.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;A few minutes later, the clouds are overhead and rain begins to fall.  The crew is no longer guiding the barge downstream, but is instead attempting to run it aground on the western bank, looking for a place to wait out the storm.  The winds have picked up quickly and drastically, though, and the current of the river keeps the barge from reaching the shore.  &amp;quot;Strap yourselves down,&amp;quot; the captain calls out to you, gesturing toward several ropes on the deck.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;As the conditions worsen, the captain calls out to his men, pointing to the dark forbidding forest of the eastern shore.  Reluctantly, they steer toward it, still looking for a safe harbor.  The storm&#039;s intensity continues to grow, though, and as the barge approaches a relatively smooth stretch of shoreline, a gust of wind throws it off course.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;The rocks almost seem to appear out of nowhere.  An unmistakable crack is heard, as the barge splits almost instantly upon impact.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At this point, all characters (both PC and NPC) need to make a Reflex save (DC15).  If they fail, they are thrown into the river, where they are swept downstream into a network of tree branches that overhang down into the water.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;The two halves of the barge fall away from each other, one bouncing off a pair of boulders before crashing into the shore.  The other appears to be headed downriver, before being swept onto the shore as well, about 50&#039; downstream from the first.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Roll 1d6 for each character still on the barge.  On a roll of 1-3, they were on the left-side barge piece, and sustained 1d6 points of damage among the rocks.  On a roll of 4-6, they were on the right-side piece, and managed to reach the shore unscathed.  Those thrown overboard sustain 1d6 points of damage as well, but have a chance for a second Reflex save (DC15) as they are swept into a maze of low-hanging branches just downstream of the rocks.  A successful roll means that they are clinging to the branches and will need assistance to be rescued.  A failed roll means that they are swept away by the current, their fate at the discretion of the DM.&lt;br /&gt;
&lt;br /&gt;
===The Manor===&lt;br /&gt;
&lt;br /&gt;
====1. Gate====&lt;br /&gt;
&lt;br /&gt;
====2. Ornate Fountain====&lt;br /&gt;
&lt;br /&gt;
Once the party is positioned near this fountain, expect the wolves from the Dining Hall (13) to attack.  During the melee, Neva will fall toward the back of the formation, perhaps even up to the Barbican (26), to use her bow on the wolves.  At that point, Farregon will try to subdue her and take her to the Garderobe (19).&lt;br /&gt;
&lt;br /&gt;
====3. Stone Well====&lt;br /&gt;
&lt;br /&gt;
====4. Smithy====&lt;br /&gt;
&lt;br /&gt;
====5. Stablehouse====&lt;br /&gt;
&lt;br /&gt;
This is now the lair of a monstrous spider.  It will be suspended above the doorway, waiting for the first creature to enter.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[http://www.d20srd.org/srd/monsters/monstrousSpider.htm Monstrous Spider, Large]:&#039;&#039;&#039; CR 1; Large Vermin; HD 4d8+4; hp 22; Init +3; Spd 30 ft., climb 20 ft.; AC 14, touch 12, flat-footed 11; Base Atk bite +4 melee (1d8+3, poison); Full Atk bite +4 melee (1d8+3, poison); Space/Reach 5 ft./5 ft.; SA Poison, Web; SQ Darkvision 60 ft., Tremorsense 60 ft., Vermin Traits; AL N; SV Fort +5, Ref +4, Will +0; Str 15, Dex 17, Con 12, Int 0, Wis 10, Cha 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Climb +11, Hide +3*, Jump +0*, Spot +4*&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; None&lt;br /&gt;
&lt;br /&gt;
====6. Tower====&lt;br /&gt;
&lt;br /&gt;
====7. Main Hall====&lt;br /&gt;
&lt;br /&gt;
About two-thirds of the way up the spiral stairs is a trap set by Farregon.  When triggered, rocks are released down the stairs, targeting anyone along the entire staircase.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[http://www.d20srd.org/srd/traps.htm#cr1RollingRockTrap Rolling Rock Trap]:&#039;&#039;&#039; CR 1; Attack +10 melee (2d6, rock); Search DC 20; Disable Device DC 22&lt;br /&gt;
&lt;br /&gt;
====8. Parlor====&lt;br /&gt;
&lt;br /&gt;
====9. Smoking Room====&lt;br /&gt;
&lt;br /&gt;
Farregon encountered a couple of ghouls when he first arrived, and managed to lure them into this room.  The door is locked (DC10).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[http://www.d20srd.org/srd/monsters/ghoul.htm Ghouls] (2):&#039;&#039;&#039; CR 1; Medium Undead; HD 2d12; hp 13 each; Init +2; Spd 30 ft.; AC 14, touch 12, flat-footed 12; Base Atk bite +2 melee (1d6+1, paralysis); Full Atk bite +2 melee (1d6+1, paralysis) and 2 claws +0 melee (1d3, paralysis); Space/Reach 5 ft./5 ft.; SA Ghoul Fever, Paralysis; AL CE; SV Fort +0, Ref +2, Will +5; Str 13, Dex 15, Con 0, Int 13, Wis 14, Cha 12&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Balance +6, Climb +5, Hide +6, Jump +5, Move Silently +6, Spot +7; Multiattack&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; None&lt;br /&gt;
&lt;br /&gt;
====10. Kitchen====&lt;br /&gt;
&lt;br /&gt;
====11. Garderobe====&lt;br /&gt;
&lt;br /&gt;
====12. Storage====&lt;br /&gt;
&lt;br /&gt;
====13. Dining Hall====&lt;br /&gt;
&lt;br /&gt;
A pack of 7 wolves have made this ruined hall their den.  They are likely to emerge through the rubble of the northwest corner out into the courtyard and engage the party.  If Neva hasn&#039;t disappeared by this point, it is likely that Farregon will take the opportunity to capture her during the melee.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[http://www.d20srd.org/srd/monsters/wolf.htm Wolves] (7):&#039;&#039;&#039; CR 1; Medium Animal; HD 2d8+4; hp 13 each; Init +2; Spd 50 ft.; AC 14, touch 12, flat-footed 12; Base Atk bite +3 melee (1d6+1); Full Atk bite +3 melee (1d6+1); Space/Reach 5 ft./5 ft.; AL N; SV Fort +5, Ref +5, Will +1; Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Hide +2, Listen +3, Move Silently +3, Spot +3, Survival +1*; Track, Weapon Focus (bite)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; None&lt;br /&gt;
&lt;br /&gt;
====14. Upstairs Hallway====&lt;br /&gt;
&lt;br /&gt;
====15. Master Bedroom====&lt;br /&gt;
&lt;br /&gt;
====16. Library====&lt;br /&gt;
&lt;br /&gt;
Most of the few remaining books and scrolls are ruined beyond recognition.  The survivors are:&lt;br /&gt;
&lt;br /&gt;
* A scroll of Acid Arrow&lt;br /&gt;
* A book entitled &#039;Efreeti Ecology&#039;&lt;br /&gt;
* A book entitled &#039;The Mostly Complete History of Keeltown&#039;&lt;br /&gt;
* A scroll of Shatter&lt;br /&gt;
* A scroll identifying itself as the deed to this manor.&lt;br /&gt;
&lt;br /&gt;
====17. Study====&lt;br /&gt;
&lt;br /&gt;
====18. Secret Workroom====&lt;br /&gt;
&lt;br /&gt;
====19. Garderobe====&lt;br /&gt;
&lt;br /&gt;
Farregon keeps prisoners bound and gagged in here.  The door is locked (DC20).&lt;br /&gt;
&lt;br /&gt;
====20. Bedroom====&lt;br /&gt;
&lt;br /&gt;
Farregon uses this room as his personal bedroom.  In a drawer of the desk is a 10&amp;quot;x6&amp;quot;x2&amp;quot; sandalwood box containing two red spinel gems (90gp, 120gp), two gold bars (50gp each), and a small leather bag with 137gp, 119sp, and 261cp.&lt;br /&gt;
&lt;br /&gt;
====21. Ruined Bedroom====&lt;br /&gt;
&lt;br /&gt;
====22. Storage Closet====&lt;br /&gt;
&lt;br /&gt;
====23. Bedroom====&lt;br /&gt;
&lt;br /&gt;
====24. Collapsed Bedroom====&lt;br /&gt;
&lt;br /&gt;
====25. Causeway====&lt;br /&gt;
&lt;br /&gt;
====26. Barbican====&lt;br /&gt;
&lt;br /&gt;
====27. Tower====&lt;br /&gt;
&lt;br /&gt;
==Concluding the Adventure==&lt;br /&gt;
&lt;br /&gt;
Should the party manage to clear the manor, they are welcome to use it as a base of operations.  The eastern side of the Running River is within the borders of Hylar, but is generally considered unclaimed territory.  Quite simply, there are too many orcs, goblins, and other foul creatures to bother.&lt;br /&gt;
&lt;br /&gt;
Getting back on course is a matter of either constructing a way back across the river, waiting for another barge to pass (and hoping they will stop), or traveling the east bank of the river on foot.  The last option should generate several random encounters along the way.&lt;/div&gt;</summary>
		<author><name>Misfit815</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Meamnar:Wolf_Den&amp;diff=53447</id>
		<title>Meamnar:Wolf Den</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Meamnar:Wolf_Den&amp;diff=53447"/>
		<updated>2007-06-22T18:46:53Z</updated>

		<summary type="html">&lt;p&gt;Misfit815: /* 7. Main Hall */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Wolf Den is an adventure for five 3rd level player characters (PC&#039;s).  The adventure is set in the Northern Kingdom of [[Meamnar:Hylar|Hylar]] in the campaign setting of [[Meamnar:Main_Page|Meamnar]].  The adventure was included in the tabletop campaign [[Meamnar:Stoned|Stoned]].&lt;br /&gt;
&lt;br /&gt;
==Adventure Background==&lt;br /&gt;
&lt;br /&gt;
While floating on a barge down the Running River, the party is beset by a horrendous thunderstorm.  The captain of the barge quickly determines that his best course of action is to bring it ashore, but he and his crew are unable to prevail against the strong winds.  Instead of safely reaching the western shore, the barge crashes on the rocks of the eastern one, where the group must quickly find shelter from the storm.  A seemingly abandoned manor house is nearby...&lt;br /&gt;
&lt;br /&gt;
==Adventure Synopsis==&lt;br /&gt;
&lt;br /&gt;
The party is traveling with an NPC, a rogue named Neva.  Once in the courtyard of the manor, she elects to explore the area.  As soon as she is separated from the rest of the group, a scream is heard.&lt;br /&gt;
&lt;br /&gt;
The &#039;owner&#039; of the house, a [http://www.d20srd.org/srd/monsters/lycanthrope.htm lycanthrope] named Farregon is responsible for Neva&#039;s disappearance, employing a strategy that has worked for him in the past; kidnap one member of the party, then ambush the rest, one by one, while they search for her.&lt;br /&gt;
&lt;br /&gt;
==Beginning the Adventure==&lt;br /&gt;
&lt;br /&gt;
===The Crew===&lt;br /&gt;
&lt;br /&gt;
The barge, is a flat rectangular vessel approximately 20&#039; wide by 40&#039; long, and manned by a crew of 3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Captain John:&#039;&#039;&#039; CR 1; Medium Humanoid (Human); HD 2d8 (War2); hp 12; Init +0; Spd 30 ft.; AC 12, touch 10, flat-footed 12; Base Atk dagger +3 melee (1d4); Full Atk dagger +3 melee (1d4); Space/Reach 5 ft./5 ft.; AL NG; SV Fort +3, Ref +0, Will +0; Str 11, Dex 11, Con 11, Int 10, Wis 11, Cha 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Climb +2, Handle Animal +1, Intimidate +2, Jump +1, Profession (Sailor) +4, Ride +2, Swim +3; Weapon Focus (dagger)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; Leather, dagger&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sully and Cort:&#039;&#039;&#039; CR 1/2 (each); Medium Humanoid (Human); HD 1d8 (War1); hp 7, 6; Init +0; Spd 30 ft.; AC 12, touch 10, flat-footed 12; Base Atk dagger +2 melee (1d4); Full Atk dagger +2 melee (1d4); Space/Reach 5 ft./5 ft.; AL NG; SV Fort +2, Ref +0, Will +0; Str 11, Dex 11, Con 11, Int 10, Wis 10, Cha 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Climb +2, Handle Animal +1, Intimidate +1, Jump +1, Profession (Sailor) +3, Ride +1, Swim +3; Weapon Focus (dagger)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; Leather, dagger&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: Profession is not normally a class skill for Warriors.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Neva:&#039;&#039;&#039; CR 2; Medium Humanoid (Human); HD 2d6 (Brd2); hp 9; Init +2; Spd 30 ft.; AC 14, touch 12, flat-footed 12; Base Atk short sword +3 melee (1d6), shortbow +3 ranged (1d6); Full Atk short sword +3 melee (1d6), shortbow +3 ranged (1d6); Space/Reach 5 ft./5 ft.; AL CG; SV Fort +0, Ref +5, Will +4; Str 11, Dex 14, Con 11, Int 12, Wis 12, Cha 15&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Balance +4, Bluff +5, Concentration +2, Decipher Script +3, Diplomacy +7, Disguise +4, Gather Information +5, Knowledge (Hylar) +4, Listen +3, Move Silently +4, Perform +6, Sense Motive +5, Sleight of Hand +4, Spellcraft +3, Use Magic Device +4; Weapon Finesse, Negotiator&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; Leather, short sword, shortbow&lt;br /&gt;
&lt;br /&gt;
===Bad Weather===&lt;br /&gt;
&lt;br /&gt;
When the barge leaves Ardeon, the weather is hot and humid, but with no sign of a storm approaching.  Read or paraphrase the following:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;After only a few miles, the weather begins to change drastically.  A wind from the west picks up, and stormclouds can be seen forming on the northwest horizon.  The captain&#039;s reaction is to continue on course and hope that they pass to the north, and at first they appear to do just that.  Within half an hour, though, the wind shifts, the sky darkens, and thunder rumbles through the valley.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;A few minutes later, the clouds are overhead and rain begins to fall.  The crew is no longer guiding the barge downstream, but is instead attempting to run it aground on the western bank, looking for a place to wait out the storm.  The winds have picked up quickly and drastically, though, and the current of the river keeps the barge from reaching the shore.  &amp;quot;Strap yourselves down,&amp;quot; the captain calls out to you, gesturing toward several ropes on the deck.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;As the conditions worsen, the captain calls out to his men, pointing to the dark forbidding forest of the eastern shore.  Reluctantly, they steer toward it, still looking for a safe harbor.  The storm&#039;s intensity continues to grow, though, and as the barge approaches a relatively smooth stretch of shoreline, a gust of wind throws it off course.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;The rocks almost seem to appear out of nowhere.  An unmistakable crack is heard, as the barge splits almost instantly upon impact.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At this point, all characters (both PC and NPC) need to make a Reflex save (DC15).  If they fail, they are thrown into the river, where they are swept downstream into a network of tree branches that overhang down into the water.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;The two halves of the barge fall away from each other, one bouncing off a pair of boulders before crashing into the shore.  The other appears to be headed downriver, before being swept onto the shore as well, about 50&#039; downstream from the first.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Roll 1d6 for each character still on the barge.  On a roll of 1-3, they were on the left-side barge piece, and sustained 1d6 points of damage among the rocks.  On a roll of 4-6, they were on the right-side piece, and managed to reach the shore unscathed.  Those thrown overboard sustain 1d6 points of damage as well, but have a chance for a second Reflex save (DC15) as they are swept into a maze of low-hanging branches just downstream of the rocks.  A successful roll means that they are clinging to the branches and will need assistance to be rescued.  A failed roll means that they are swept away by the current, their fate at the discretion of the DM.&lt;br /&gt;
&lt;br /&gt;
===The Manor===&lt;br /&gt;
&lt;br /&gt;
====1. Gate====&lt;br /&gt;
&lt;br /&gt;
====2. Ornate Fountain====&lt;br /&gt;
&lt;br /&gt;
Once the party is positioned near this fountain, expect the wolves from the Dining Hall (13) to attack.  During the melee, Neva will fall toward the back of the formation, perhaps even up to the Barbican (26), to use her bow on the wolves.  At that point, Farregon will try to subdue her and take her to the Garderobe (19).&lt;br /&gt;
&lt;br /&gt;
====3. Stone Well====&lt;br /&gt;
&lt;br /&gt;
====4. Smithy====&lt;br /&gt;
&lt;br /&gt;
====5. Stablehouse====&lt;br /&gt;
&lt;br /&gt;
This is now the lair of a monstrous spider.  It will be suspended above the doorway, waiting for the first creature to enter.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[http://www.d20srd.org/srd/monsters/monstrousSpider.htm Monstrous Spider, Large]:&#039;&#039;&#039; CR 1; Large Vermin; HD 4d8+4; hp 22; Init +3; Spd 30 ft., climb 20 ft.; AC 14, touch 12, flat-footed 11; Base Atk bite +4 melee (1d8+3, poison); Full Atk bite +4 melee (1d8+3, poison); Space/Reach 5 ft./5 ft.; SA Poison, Web; SQ Darkvision 60 ft., Tremorsense 60 ft., Vermin Traits; AL N; SV Fort +5, Ref +4, Will +0; Str 15, Dex 17, Con 12, Int 0, Wis 10, Cha 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Climb +11, Hide +3*, Jump +0*, Spot +4*&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; None&lt;br /&gt;
&lt;br /&gt;
====6. Tower====&lt;br /&gt;
&lt;br /&gt;
====7. Main Hall====&lt;br /&gt;
&lt;br /&gt;
About two-thirds of the way up the spiral stairs is a trap set by Farregon.  When triggered, rocks are released down the stairs, targeting anyone along the entire staircase.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[http://www.d20srd.org/srd/traps.htm#cr1RollingRockTrap Rolling Rock Trap]:&#039;&#039;&#039; CR 1; Attack +10 melee (2d6, rock); Search DC 20; Disable Device DC 22&lt;br /&gt;
&lt;br /&gt;
====8. Parlor====&lt;br /&gt;
&lt;br /&gt;
====9. Smoking Room====&lt;br /&gt;
&lt;br /&gt;
Farregon encountered a couple of ghouls when he first arrived, and managed to lure them into this room.  The door is locked (DC10).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[http://www.d20srd.org/srd/monsters/ghoul.htm Ghouls] (2):&#039;&#039;&#039; CR 1; Medium Undead; HD 2d12; hp 13 each; Init +2; Spd 30 ft.; AC 14, touch 12, flat-footed 12; Base Atk bite +2 melee (1d6+1, paralysis); Full Atk bite +2 melee (1d6+1, paralysis) and 2 claws +0 melee (1d3, paralysis); Space/Reach 5 ft./5 ft.; SA Ghoul Fever, Paralysis; AL CE; SV Fort +0, Ref +2, Will +5; Str 13, Dex 15, Con 0, Int 13, Wis 14, Cha 12&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Balance +6, Climb +5, Hide +6, Jump +5, Move Silently +6, Spot +7; Multiattack&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; None&lt;br /&gt;
&lt;br /&gt;
====10. Kitchen====&lt;br /&gt;
&lt;br /&gt;
====11. Garderobe====&lt;br /&gt;
&lt;br /&gt;
====12. Storage====&lt;br /&gt;
&lt;br /&gt;
====13. Dining Hall====&lt;br /&gt;
&lt;br /&gt;
A pack of 7 wolves have made this ruined hall their den.  They are likely to emerge through the rubble of the northwest corner out into the courtyard and engage the party.  If Neva hasn&#039;t disappeared by this point, it is likely that Farregon will take the opportunity to capture her during the melee.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[http://www.d20srd.org/srd/monsters/wolf.htm Wolves] (7):&#039;&#039;&#039; CR 1; Medium Animal; HD 2d8+4; hp 13 each; Init +2; Spd 50 ft.; AC 14, touch 12, flat-footed 12; Base Atk bite +3 melee (1d6+1); Full Atk bite +3 melee (1d6+1); Space/Reach 5 ft./5 ft.; AL N; SV Fort +5, Ref +5, Will +1; Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Hide +2, Listen +3, Move Silently +3, Spot +3, Survival +1*; Track, Weapon Focus (bite)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; None&lt;br /&gt;
&lt;br /&gt;
====14. Upstairs Hallway====&lt;br /&gt;
&lt;br /&gt;
====15. Master Bedroom====&lt;br /&gt;
&lt;br /&gt;
====16. Library====&lt;br /&gt;
&lt;br /&gt;
Most of the few remaining books and scrolls are ruined beyond recognition.  The survivors are:&lt;br /&gt;
&lt;br /&gt;
* A scroll of Acid Arrow&lt;br /&gt;
* A book entitled &#039;Efreeti Ecology&#039;&lt;br /&gt;
* A book entitled &#039;The Mostly Complete History of Keeltown&#039;&lt;br /&gt;
* A scroll of Shatter&lt;br /&gt;
* A scroll identifying itself as the deed to this manor.&lt;br /&gt;
&lt;br /&gt;
====17. Study====&lt;br /&gt;
&lt;br /&gt;
====18. Secret Workroom====&lt;br /&gt;
&lt;br /&gt;
====19. Garderobe====&lt;br /&gt;
&lt;br /&gt;
Farregon keeps prisoners bound and gagged in here.  The door is locked (DC20).&lt;br /&gt;
&lt;br /&gt;
====20. Bedroom====&lt;br /&gt;
&lt;br /&gt;
Farregon uses this room as his personal bedroom.  In a drawer of the desk is a 10&amp;quot;x6&amp;quot;x2&amp;quot; sandalwood box containing two red spinel gems (90gp, 120gp), two gold bars (50gp each), and a small leather bag with 137gp, 119sp, and 261cp.&lt;br /&gt;
&lt;br /&gt;
====21. Ruined Bedroom====&lt;br /&gt;
&lt;br /&gt;
====22. Storage Closet====&lt;br /&gt;
&lt;br /&gt;
====23. Bedroom====&lt;br /&gt;
&lt;br /&gt;
====24. Collapsed Bedroom====&lt;br /&gt;
&lt;br /&gt;
====25. Causeway====&lt;br /&gt;
&lt;br /&gt;
====26. Barbican====&lt;br /&gt;
&lt;br /&gt;
====27. Tower====&lt;br /&gt;
&lt;br /&gt;
==Concluding the Adventure==&lt;br /&gt;
&lt;br /&gt;
Should the party manage to clear the manor, they are welcome to use it as a base of operations.  The eastern side of the Running River is within the borders of Hylar, but is generally considered unclaimed territory.  Quite simply, there are too many orcs, goblins, and other foul creatures to bother.&lt;br /&gt;
&lt;br /&gt;
Getting back on course is a matter of either constructing a way back across the river, waiting for another barge to pass (and hoping they will stop), or traveling the east bank of the river on foot.  The last option should generate several random encounters along the way.&lt;/div&gt;</summary>
		<author><name>Misfit815</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Meamnar:Wolf_Den&amp;diff=53446</id>
		<title>Meamnar:Wolf Den</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Meamnar:Wolf_Den&amp;diff=53446"/>
		<updated>2007-06-22T18:44:35Z</updated>

		<summary type="html">&lt;p&gt;Misfit815: /* 5. Stablehouse */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Wolf Den is an adventure for five 3rd level player characters (PC&#039;s).  The adventure is set in the Northern Kingdom of [[Meamnar:Hylar|Hylar]] in the campaign setting of [[Meamnar:Main_Page|Meamnar]].  The adventure was included in the tabletop campaign [[Meamnar:Stoned|Stoned]].&lt;br /&gt;
&lt;br /&gt;
==Adventure Background==&lt;br /&gt;
&lt;br /&gt;
While floating on a barge down the Running River, the party is beset by a horrendous thunderstorm.  The captain of the barge quickly determines that his best course of action is to bring it ashore, but he and his crew are unable to prevail against the strong winds.  Instead of safely reaching the western shore, the barge crashes on the rocks of the eastern one, where the group must quickly find shelter from the storm.  A seemingly abandoned manor house is nearby...&lt;br /&gt;
&lt;br /&gt;
==Adventure Synopsis==&lt;br /&gt;
&lt;br /&gt;
The party is traveling with an NPC, a rogue named Neva.  Once in the courtyard of the manor, she elects to explore the area.  As soon as she is separated from the rest of the group, a scream is heard.&lt;br /&gt;
&lt;br /&gt;
The &#039;owner&#039; of the house, a [http://www.d20srd.org/srd/monsters/lycanthrope.htm lycanthrope] named Farregon is responsible for Neva&#039;s disappearance, employing a strategy that has worked for him in the past; kidnap one member of the party, then ambush the rest, one by one, while they search for her.&lt;br /&gt;
&lt;br /&gt;
==Beginning the Adventure==&lt;br /&gt;
&lt;br /&gt;
===The Crew===&lt;br /&gt;
&lt;br /&gt;
The barge, is a flat rectangular vessel approximately 20&#039; wide by 40&#039; long, and manned by a crew of 3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Captain John:&#039;&#039;&#039; CR 1; Medium Humanoid (Human); HD 2d8 (War2); hp 12; Init +0; Spd 30 ft.; AC 12, touch 10, flat-footed 12; Base Atk dagger +3 melee (1d4); Full Atk dagger +3 melee (1d4); Space/Reach 5 ft./5 ft.; AL NG; SV Fort +3, Ref +0, Will +0; Str 11, Dex 11, Con 11, Int 10, Wis 11, Cha 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Climb +2, Handle Animal +1, Intimidate +2, Jump +1, Profession (Sailor) +4, Ride +2, Swim +3; Weapon Focus (dagger)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; Leather, dagger&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sully and Cort:&#039;&#039;&#039; CR 1/2 (each); Medium Humanoid (Human); HD 1d8 (War1); hp 7, 6; Init +0; Spd 30 ft.; AC 12, touch 10, flat-footed 12; Base Atk dagger +2 melee (1d4); Full Atk dagger +2 melee (1d4); Space/Reach 5 ft./5 ft.; AL NG; SV Fort +2, Ref +0, Will +0; Str 11, Dex 11, Con 11, Int 10, Wis 10, Cha 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Climb +2, Handle Animal +1, Intimidate +1, Jump +1, Profession (Sailor) +3, Ride +1, Swim +3; Weapon Focus (dagger)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; Leather, dagger&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: Profession is not normally a class skill for Warriors.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Neva:&#039;&#039;&#039; CR 2; Medium Humanoid (Human); HD 2d6 (Brd2); hp 9; Init +2; Spd 30 ft.; AC 14, touch 12, flat-footed 12; Base Atk short sword +3 melee (1d6), shortbow +3 ranged (1d6); Full Atk short sword +3 melee (1d6), shortbow +3 ranged (1d6); Space/Reach 5 ft./5 ft.; AL CG; SV Fort +0, Ref +5, Will +4; Str 11, Dex 14, Con 11, Int 12, Wis 12, Cha 15&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Balance +4, Bluff +5, Concentration +2, Decipher Script +3, Diplomacy +7, Disguise +4, Gather Information +5, Knowledge (Hylar) +4, Listen +3, Move Silently +4, Perform +6, Sense Motive +5, Sleight of Hand +4, Spellcraft +3, Use Magic Device +4; Weapon Finesse, Negotiator&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; Leather, short sword, shortbow&lt;br /&gt;
&lt;br /&gt;
===Bad Weather===&lt;br /&gt;
&lt;br /&gt;
When the barge leaves Ardeon, the weather is hot and humid, but with no sign of a storm approaching.  Read or paraphrase the following:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;After only a few miles, the weather begins to change drastically.  A wind from the west picks up, and stormclouds can be seen forming on the northwest horizon.  The captain&#039;s reaction is to continue on course and hope that they pass to the north, and at first they appear to do just that.  Within half an hour, though, the wind shifts, the sky darkens, and thunder rumbles through the valley.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;A few minutes later, the clouds are overhead and rain begins to fall.  The crew is no longer guiding the barge downstream, but is instead attempting to run it aground on the western bank, looking for a place to wait out the storm.  The winds have picked up quickly and drastically, though, and the current of the river keeps the barge from reaching the shore.  &amp;quot;Strap yourselves down,&amp;quot; the captain calls out to you, gesturing toward several ropes on the deck.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;As the conditions worsen, the captain calls out to his men, pointing to the dark forbidding forest of the eastern shore.  Reluctantly, they steer toward it, still looking for a safe harbor.  The storm&#039;s intensity continues to grow, though, and as the barge approaches a relatively smooth stretch of shoreline, a gust of wind throws it off course.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;The rocks almost seem to appear out of nowhere.  An unmistakable crack is heard, as the barge splits almost instantly upon impact.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At this point, all characters (both PC and NPC) need to make a Reflex save (DC15).  If they fail, they are thrown into the river, where they are swept downstream into a network of tree branches that overhang down into the water.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;The two halves of the barge fall away from each other, one bouncing off a pair of boulders before crashing into the shore.  The other appears to be headed downriver, before being swept onto the shore as well, about 50&#039; downstream from the first.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Roll 1d6 for each character still on the barge.  On a roll of 1-3, they were on the left-side barge piece, and sustained 1d6 points of damage among the rocks.  On a roll of 4-6, they were on the right-side piece, and managed to reach the shore unscathed.  Those thrown overboard sustain 1d6 points of damage as well, but have a chance for a second Reflex save (DC15) as they are swept into a maze of low-hanging branches just downstream of the rocks.  A successful roll means that they are clinging to the branches and will need assistance to be rescued.  A failed roll means that they are swept away by the current, their fate at the discretion of the DM.&lt;br /&gt;
&lt;br /&gt;
===The Manor===&lt;br /&gt;
&lt;br /&gt;
====1. Gate====&lt;br /&gt;
&lt;br /&gt;
====2. Ornate Fountain====&lt;br /&gt;
&lt;br /&gt;
Once the party is positioned near this fountain, expect the wolves from the Dining Hall (13) to attack.  During the melee, Neva will fall toward the back of the formation, perhaps even up to the Barbican (26), to use her bow on the wolves.  At that point, Farregon will try to subdue her and take her to the Garderobe (19).&lt;br /&gt;
&lt;br /&gt;
====3. Stone Well====&lt;br /&gt;
&lt;br /&gt;
====4. Smithy====&lt;br /&gt;
&lt;br /&gt;
====5. Stablehouse====&lt;br /&gt;
&lt;br /&gt;
This is now the lair of a monstrous spider.  It will be suspended above the doorway, waiting for the first creature to enter.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[http://www.d20srd.org/srd/monsters/monstrousSpider.htm Monstrous Spider, Large]:&#039;&#039;&#039; CR 1; Large Vermin; HD 4d8+4; hp 22; Init +3; Spd 30 ft., climb 20 ft.; AC 14, touch 12, flat-footed 11; Base Atk bite +4 melee (1d8+3, poison); Full Atk bite +4 melee (1d8+3, poison); Space/Reach 5 ft./5 ft.; SA Poison, Web; SQ Darkvision 60 ft., Tremorsense 60 ft., Vermin Traits; AL N; SV Fort +5, Ref +4, Will +0; Str 15, Dex 17, Con 12, Int 0, Wis 10, Cha 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Climb +11, Hide +3*, Jump +0*, Spot +4*&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; None&lt;br /&gt;
&lt;br /&gt;
====6. Tower====&lt;br /&gt;
&lt;br /&gt;
====7. Main Hall====&lt;br /&gt;
&lt;br /&gt;
About two-thirds of the way up the spiral stairs is a trap set by Farregon.  When triggered, rocks are released down the stairs, targeting anyone along the entire staircase.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rolling Rock Trap:&#039;&#039;&#039; CR 1; Attack +10 melee (2d6, rock); Search DC 20; Disable Device DC 22&lt;br /&gt;
&lt;br /&gt;
====8. Parlor====&lt;br /&gt;
&lt;br /&gt;
====9. Smoking Room====&lt;br /&gt;
&lt;br /&gt;
Farregon encountered a couple of ghouls when he first arrived, and managed to lure them into this room.  The door is locked (DC10).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[http://www.d20srd.org/srd/monsters/ghoul.htm Ghouls] (2):&#039;&#039;&#039; CR 1; Medium Undead; HD 2d12; hp 13 each; Init +2; Spd 30 ft.; AC 14, touch 12, flat-footed 12; Base Atk bite +2 melee (1d6+1, paralysis); Full Atk bite +2 melee (1d6+1, paralysis) and 2 claws +0 melee (1d3, paralysis); Space/Reach 5 ft./5 ft.; SA Ghoul Fever, Paralysis; AL CE; SV Fort +0, Ref +2, Will +5; Str 13, Dex 15, Con 0, Int 13, Wis 14, Cha 12&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Balance +6, Climb +5, Hide +6, Jump +5, Move Silently +6, Spot +7; Multiattack&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; None&lt;br /&gt;
&lt;br /&gt;
====10. Kitchen====&lt;br /&gt;
&lt;br /&gt;
====11. Garderobe====&lt;br /&gt;
&lt;br /&gt;
====12. Storage====&lt;br /&gt;
&lt;br /&gt;
====13. Dining Hall====&lt;br /&gt;
&lt;br /&gt;
A pack of 7 wolves have made this ruined hall their den.  They are likely to emerge through the rubble of the northwest corner out into the courtyard and engage the party.  If Neva hasn&#039;t disappeared by this point, it is likely that Farregon will take the opportunity to capture her during the melee.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[http://www.d20srd.org/srd/monsters/wolf.htm Wolves] (7):&#039;&#039;&#039; CR 1; Medium Animal; HD 2d8+4; hp 13 each; Init +2; Spd 50 ft.; AC 14, touch 12, flat-footed 12; Base Atk bite +3 melee (1d6+1); Full Atk bite +3 melee (1d6+1); Space/Reach 5 ft./5 ft.; AL N; SV Fort +5, Ref +5, Will +1; Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Hide +2, Listen +3, Move Silently +3, Spot +3, Survival +1*; Track, Weapon Focus (bite)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; None&lt;br /&gt;
&lt;br /&gt;
====14. Upstairs Hallway====&lt;br /&gt;
&lt;br /&gt;
====15. Master Bedroom====&lt;br /&gt;
&lt;br /&gt;
====16. Library====&lt;br /&gt;
&lt;br /&gt;
Most of the few remaining books and scrolls are ruined beyond recognition.  The survivors are:&lt;br /&gt;
&lt;br /&gt;
* A scroll of Acid Arrow&lt;br /&gt;
* A book entitled &#039;Efreeti Ecology&#039;&lt;br /&gt;
* A book entitled &#039;The Mostly Complete History of Keeltown&#039;&lt;br /&gt;
* A scroll of Shatter&lt;br /&gt;
* A scroll identifying itself as the deed to this manor.&lt;br /&gt;
&lt;br /&gt;
====17. Study====&lt;br /&gt;
&lt;br /&gt;
====18. Secret Workroom====&lt;br /&gt;
&lt;br /&gt;
====19. Garderobe====&lt;br /&gt;
&lt;br /&gt;
Farregon keeps prisoners bound and gagged in here.  The door is locked (DC20).&lt;br /&gt;
&lt;br /&gt;
====20. Bedroom====&lt;br /&gt;
&lt;br /&gt;
Farregon uses this room as his personal bedroom.  In a drawer of the desk is a 10&amp;quot;x6&amp;quot;x2&amp;quot; sandalwood box containing two red spinel gems (90gp, 120gp), two gold bars (50gp each), and a small leather bag with 137gp, 119sp, and 261cp.&lt;br /&gt;
&lt;br /&gt;
====21. Ruined Bedroom====&lt;br /&gt;
&lt;br /&gt;
====22. Storage Closet====&lt;br /&gt;
&lt;br /&gt;
====23. Bedroom====&lt;br /&gt;
&lt;br /&gt;
====24. Collapsed Bedroom====&lt;br /&gt;
&lt;br /&gt;
====25. Causeway====&lt;br /&gt;
&lt;br /&gt;
====26. Barbican====&lt;br /&gt;
&lt;br /&gt;
====27. Tower====&lt;br /&gt;
&lt;br /&gt;
==Concluding the Adventure==&lt;br /&gt;
&lt;br /&gt;
Should the party manage to clear the manor, they are welcome to use it as a base of operations.  The eastern side of the Running River is within the borders of Hylar, but is generally considered unclaimed territory.  Quite simply, there are too many orcs, goblins, and other foul creatures to bother.&lt;br /&gt;
&lt;br /&gt;
Getting back on course is a matter of either constructing a way back across the river, waiting for another barge to pass (and hoping they will stop), or traveling the east bank of the river on foot.  The last option should generate several random encounters along the way.&lt;/div&gt;</summary>
		<author><name>Misfit815</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Meamnar:Wolf_Den&amp;diff=53445</id>
		<title>Meamnar:Wolf Den</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Meamnar:Wolf_Den&amp;diff=53445"/>
		<updated>2007-06-22T18:42:13Z</updated>

		<summary type="html">&lt;p&gt;Misfit815: /* 5. Stablehouse */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Wolf Den is an adventure for five 3rd level player characters (PC&#039;s).  The adventure is set in the Northern Kingdom of [[Meamnar:Hylar|Hylar]] in the campaign setting of [[Meamnar:Main_Page|Meamnar]].  The adventure was included in the tabletop campaign [[Meamnar:Stoned|Stoned]].&lt;br /&gt;
&lt;br /&gt;
==Adventure Background==&lt;br /&gt;
&lt;br /&gt;
While floating on a barge down the Running River, the party is beset by a horrendous thunderstorm.  The captain of the barge quickly determines that his best course of action is to bring it ashore, but he and his crew are unable to prevail against the strong winds.  Instead of safely reaching the western shore, the barge crashes on the rocks of the eastern one, where the group must quickly find shelter from the storm.  A seemingly abandoned manor house is nearby...&lt;br /&gt;
&lt;br /&gt;
==Adventure Synopsis==&lt;br /&gt;
&lt;br /&gt;
The party is traveling with an NPC, a rogue named Neva.  Once in the courtyard of the manor, she elects to explore the area.  As soon as she is separated from the rest of the group, a scream is heard.&lt;br /&gt;
&lt;br /&gt;
The &#039;owner&#039; of the house, a [http://www.d20srd.org/srd/monsters/lycanthrope.htm lycanthrope] named Farregon is responsible for Neva&#039;s disappearance, employing a strategy that has worked for him in the past; kidnap one member of the party, then ambush the rest, one by one, while they search for her.&lt;br /&gt;
&lt;br /&gt;
==Beginning the Adventure==&lt;br /&gt;
&lt;br /&gt;
===The Crew===&lt;br /&gt;
&lt;br /&gt;
The barge, is a flat rectangular vessel approximately 20&#039; wide by 40&#039; long, and manned by a crew of 3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Captain John:&#039;&#039;&#039; CR 1; Medium Humanoid (Human); HD 2d8 (War2); hp 12; Init +0; Spd 30 ft.; AC 12, touch 10, flat-footed 12; Base Atk dagger +3 melee (1d4); Full Atk dagger +3 melee (1d4); Space/Reach 5 ft./5 ft.; AL NG; SV Fort +3, Ref +0, Will +0; Str 11, Dex 11, Con 11, Int 10, Wis 11, Cha 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Climb +2, Handle Animal +1, Intimidate +2, Jump +1, Profession (Sailor) +4, Ride +2, Swim +3; Weapon Focus (dagger)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; Leather, dagger&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sully and Cort:&#039;&#039;&#039; CR 1/2 (each); Medium Humanoid (Human); HD 1d8 (War1); hp 7, 6; Init +0; Spd 30 ft.; AC 12, touch 10, flat-footed 12; Base Atk dagger +2 melee (1d4); Full Atk dagger +2 melee (1d4); Space/Reach 5 ft./5 ft.; AL NG; SV Fort +2, Ref +0, Will +0; Str 11, Dex 11, Con 11, Int 10, Wis 10, Cha 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Climb +2, Handle Animal +1, Intimidate +1, Jump +1, Profession (Sailor) +3, Ride +1, Swim +3; Weapon Focus (dagger)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; Leather, dagger&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: Profession is not normally a class skill for Warriors.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Neva:&#039;&#039;&#039; CR 2; Medium Humanoid (Human); HD 2d6 (Brd2); hp 9; Init +2; Spd 30 ft.; AC 14, touch 12, flat-footed 12; Base Atk short sword +3 melee (1d6), shortbow +3 ranged (1d6); Full Atk short sword +3 melee (1d6), shortbow +3 ranged (1d6); Space/Reach 5 ft./5 ft.; AL CG; SV Fort +0, Ref +5, Will +4; Str 11, Dex 14, Con 11, Int 12, Wis 12, Cha 15&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Balance +4, Bluff +5, Concentration +2, Decipher Script +3, Diplomacy +7, Disguise +4, Gather Information +5, Knowledge (Hylar) +4, Listen +3, Move Silently +4, Perform +6, Sense Motive +5, Sleight of Hand +4, Spellcraft +3, Use Magic Device +4; Weapon Finesse, Negotiator&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; Leather, short sword, shortbow&lt;br /&gt;
&lt;br /&gt;
===Bad Weather===&lt;br /&gt;
&lt;br /&gt;
When the barge leaves Ardeon, the weather is hot and humid, but with no sign of a storm approaching.  Read or paraphrase the following:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;After only a few miles, the weather begins to change drastically.  A wind from the west picks up, and stormclouds can be seen forming on the northwest horizon.  The captain&#039;s reaction is to continue on course and hope that they pass to the north, and at first they appear to do just that.  Within half an hour, though, the wind shifts, the sky darkens, and thunder rumbles through the valley.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;A few minutes later, the clouds are overhead and rain begins to fall.  The crew is no longer guiding the barge downstream, but is instead attempting to run it aground on the western bank, looking for a place to wait out the storm.  The winds have picked up quickly and drastically, though, and the current of the river keeps the barge from reaching the shore.  &amp;quot;Strap yourselves down,&amp;quot; the captain calls out to you, gesturing toward several ropes on the deck.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;As the conditions worsen, the captain calls out to his men, pointing to the dark forbidding forest of the eastern shore.  Reluctantly, they steer toward it, still looking for a safe harbor.  The storm&#039;s intensity continues to grow, though, and as the barge approaches a relatively smooth stretch of shoreline, a gust of wind throws it off course.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;The rocks almost seem to appear out of nowhere.  An unmistakable crack is heard, as the barge splits almost instantly upon impact.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At this point, all characters (both PC and NPC) need to make a Reflex save (DC15).  If they fail, they are thrown into the river, where they are swept downstream into a network of tree branches that overhang down into the water.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;The two halves of the barge fall away from each other, one bouncing off a pair of boulders before crashing into the shore.  The other appears to be headed downriver, before being swept onto the shore as well, about 50&#039; downstream from the first.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Roll 1d6 for each character still on the barge.  On a roll of 1-3, they were on the left-side barge piece, and sustained 1d6 points of damage among the rocks.  On a roll of 4-6, they were on the right-side piece, and managed to reach the shore unscathed.  Those thrown overboard sustain 1d6 points of damage as well, but have a chance for a second Reflex save (DC15) as they are swept into a maze of low-hanging branches just downstream of the rocks.  A successful roll means that they are clinging to the branches and will need assistance to be rescued.  A failed roll means that they are swept away by the current, their fate at the discretion of the DM.&lt;br /&gt;
&lt;br /&gt;
===The Manor===&lt;br /&gt;
&lt;br /&gt;
====1. Gate====&lt;br /&gt;
&lt;br /&gt;
====2. Ornate Fountain====&lt;br /&gt;
&lt;br /&gt;
Once the party is positioned near this fountain, expect the wolves from the Dining Hall (13) to attack.  During the melee, Neva will fall toward the back of the formation, perhaps even up to the Barbican (26), to use her bow on the wolves.  At that point, Farregon will try to subdue her and take her to the Garderobe (19).&lt;br /&gt;
&lt;br /&gt;
====3. Stone Well====&lt;br /&gt;
&lt;br /&gt;
====4. Smithy====&lt;br /&gt;
&lt;br /&gt;
====5. Stablehouse====&lt;br /&gt;
&lt;br /&gt;
This is now the lair of a monstrous spider.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[http://www.d20srd.org/srd/monsters/monstrousSpider.htm Monstrous Spider, Large]:&#039;&#039;&#039; CR 1; Large Vermin; HD 4d8+4; hp 22; Init +3; Spd 30 ft., climb 20 ft.; AC 14, touch 12, flat-footed 11; Base Atk bite +4 melee (1d8+3, poison); Full Atk bite +4 melee (1d8+3, poison); Space/Reach 5 ft./5 ft.; SA Poison, Web; SQ Darkvision 60 ft., Tremorsense 60 ft., Vermin Traits; AL N; SV Fort +5, Ref +4, Will +0; Str 15, Dex 17, Con 12, Int 0, Wis 10, Cha 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Climb +11, Hide +3*, Jump +0*, Spot +4*&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; None&lt;br /&gt;
&lt;br /&gt;
====6. Tower====&lt;br /&gt;
&lt;br /&gt;
====7. Main Hall====&lt;br /&gt;
&lt;br /&gt;
About two-thirds of the way up the spiral stairs is a trap set by Farregon.  When triggered, rocks are released down the stairs, targeting anyone along the entire staircase.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rolling Rock Trap:&#039;&#039;&#039; CR 1; Attack +10 melee (2d6, rock); Search DC 20; Disable Device DC 22&lt;br /&gt;
&lt;br /&gt;
====8. Parlor====&lt;br /&gt;
&lt;br /&gt;
====9. Smoking Room====&lt;br /&gt;
&lt;br /&gt;
Farregon encountered a couple of ghouls when he first arrived, and managed to lure them into this room.  The door is locked (DC10).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[http://www.d20srd.org/srd/monsters/ghoul.htm Ghouls] (2):&#039;&#039;&#039; CR 1; Medium Undead; HD 2d12; hp 13 each; Init +2; Spd 30 ft.; AC 14, touch 12, flat-footed 12; Base Atk bite +2 melee (1d6+1, paralysis); Full Atk bite +2 melee (1d6+1, paralysis) and 2 claws +0 melee (1d3, paralysis); Space/Reach 5 ft./5 ft.; SA Ghoul Fever, Paralysis; AL CE; SV Fort +0, Ref +2, Will +5; Str 13, Dex 15, Con 0, Int 13, Wis 14, Cha 12&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Balance +6, Climb +5, Hide +6, Jump +5, Move Silently +6, Spot +7; Multiattack&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; None&lt;br /&gt;
&lt;br /&gt;
====10. Kitchen====&lt;br /&gt;
&lt;br /&gt;
====11. Garderobe====&lt;br /&gt;
&lt;br /&gt;
====12. Storage====&lt;br /&gt;
&lt;br /&gt;
====13. Dining Hall====&lt;br /&gt;
&lt;br /&gt;
A pack of 7 wolves have made this ruined hall their den.  They are likely to emerge through the rubble of the northwest corner out into the courtyard and engage the party.  If Neva hasn&#039;t disappeared by this point, it is likely that Farregon will take the opportunity to capture her during the melee.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[http://www.d20srd.org/srd/monsters/wolf.htm Wolves] (7):&#039;&#039;&#039; CR 1; Medium Animal; HD 2d8+4; hp 13 each; Init +2; Spd 50 ft.; AC 14, touch 12, flat-footed 12; Base Atk bite +3 melee (1d6+1); Full Atk bite +3 melee (1d6+1); Space/Reach 5 ft./5 ft.; AL N; SV Fort +5, Ref +5, Will +1; Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Hide +2, Listen +3, Move Silently +3, Spot +3, Survival +1*; Track, Weapon Focus (bite)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; None&lt;br /&gt;
&lt;br /&gt;
====14. Upstairs Hallway====&lt;br /&gt;
&lt;br /&gt;
====15. Master Bedroom====&lt;br /&gt;
&lt;br /&gt;
====16. Library====&lt;br /&gt;
&lt;br /&gt;
Most of the few remaining books and scrolls are ruined beyond recognition.  The survivors are:&lt;br /&gt;
&lt;br /&gt;
* A scroll of Acid Arrow&lt;br /&gt;
* A book entitled &#039;Efreeti Ecology&#039;&lt;br /&gt;
* A book entitled &#039;The Mostly Complete History of Keeltown&#039;&lt;br /&gt;
* A scroll of Shatter&lt;br /&gt;
* A scroll identifying itself as the deed to this manor.&lt;br /&gt;
&lt;br /&gt;
====17. Study====&lt;br /&gt;
&lt;br /&gt;
====18. Secret Workroom====&lt;br /&gt;
&lt;br /&gt;
====19. Garderobe====&lt;br /&gt;
&lt;br /&gt;
Farregon keeps prisoners bound and gagged in here.  The door is locked (DC20).&lt;br /&gt;
&lt;br /&gt;
====20. Bedroom====&lt;br /&gt;
&lt;br /&gt;
Farregon uses this room as his personal bedroom.  In a drawer of the desk is a 10&amp;quot;x6&amp;quot;x2&amp;quot; sandalwood box containing two red spinel gems (90gp, 120gp), two gold bars (50gp each), and a small leather bag with 137gp, 119sp, and 261cp.&lt;br /&gt;
&lt;br /&gt;
====21. Ruined Bedroom====&lt;br /&gt;
&lt;br /&gt;
====22. Storage Closet====&lt;br /&gt;
&lt;br /&gt;
====23. Bedroom====&lt;br /&gt;
&lt;br /&gt;
====24. Collapsed Bedroom====&lt;br /&gt;
&lt;br /&gt;
====25. Causeway====&lt;br /&gt;
&lt;br /&gt;
====26. Barbican====&lt;br /&gt;
&lt;br /&gt;
====27. Tower====&lt;br /&gt;
&lt;br /&gt;
==Concluding the Adventure==&lt;br /&gt;
&lt;br /&gt;
Should the party manage to clear the manor, they are welcome to use it as a base of operations.  The eastern side of the Running River is within the borders of Hylar, but is generally considered unclaimed territory.  Quite simply, there are too many orcs, goblins, and other foul creatures to bother.&lt;br /&gt;
&lt;br /&gt;
Getting back on course is a matter of either constructing a way back across the river, waiting for another barge to pass (and hoping they will stop), or traveling the east bank of the river on foot.  The last option should generate several random encounters along the way.&lt;/div&gt;</summary>
		<author><name>Misfit815</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Meamnar:Wolf_Den&amp;diff=53443</id>
		<title>Meamnar:Wolf Den</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Meamnar:Wolf_Den&amp;diff=53443"/>
		<updated>2007-06-22T17:50:05Z</updated>

		<summary type="html">&lt;p&gt;Misfit815: /* 20. Bedroom */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Wolf Den is an adventure for five 3rd level player characters (PC&#039;s).  The adventure is set in the Northern Kingdom of [[Meamnar:Hylar|Hylar]] in the campaign setting of [[Meamnar:Main_Page|Meamnar]].  The adventure was included in the tabletop campaign [[Meamnar:Stoned|Stoned]].&lt;br /&gt;
&lt;br /&gt;
==Adventure Background==&lt;br /&gt;
&lt;br /&gt;
While floating on a barge down the Running River, the party is beset by a horrendous thunderstorm.  The captain of the barge quickly determines that his best course of action is to bring it ashore, but he and his crew are unable to prevail against the strong winds.  Instead of safely reaching the western shore, the barge crashes on the rocks of the eastern one, where the group must quickly find shelter from the storm.  A seemingly abandoned manor house is nearby...&lt;br /&gt;
&lt;br /&gt;
==Adventure Synopsis==&lt;br /&gt;
&lt;br /&gt;
The party is traveling with an NPC, a rogue named Neva.  Once in the courtyard of the manor, she elects to explore the area.  As soon as she is separated from the rest of the group, a scream is heard.&lt;br /&gt;
&lt;br /&gt;
The &#039;owner&#039; of the house, a [http://www.d20srd.org/srd/monsters/lycanthrope.htm lycanthrope] named Farregon is responsible for Neva&#039;s disappearance, employing a strategy that has worked for him in the past; kidnap one member of the party, then ambush the rest, one by one, while they search for her.&lt;br /&gt;
&lt;br /&gt;
==Beginning the Adventure==&lt;br /&gt;
&lt;br /&gt;
===The Crew===&lt;br /&gt;
&lt;br /&gt;
The barge, is a flat rectangular vessel approximately 20&#039; wide by 40&#039; long, and manned by a crew of 3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Captain John:&#039;&#039;&#039; CR 1; Medium Humanoid (Human); HD 2d8 (War2); hp 12; Init +0; Spd 30 ft.; AC 12, touch 10, flat-footed 12; Base Atk dagger +3 melee (1d4); Full Atk dagger +3 melee (1d4); Space/Reach 5 ft./5 ft.; AL NG; SV Fort +3, Ref +0, Will +0; Str 11, Dex 11, Con 11, Int 10, Wis 11, Cha 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Climb +2, Handle Animal +1, Intimidate +2, Jump +1, Profession (Sailor) +4, Ride +2, Swim +3; Weapon Focus (dagger)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; Leather, dagger&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sully and Cort:&#039;&#039;&#039; CR 1/2 (each); Medium Humanoid (Human); HD 1d8 (War1); hp 7, 6; Init +0; Spd 30 ft.; AC 12, touch 10, flat-footed 12; Base Atk dagger +2 melee (1d4); Full Atk dagger +2 melee (1d4); Space/Reach 5 ft./5 ft.; AL NG; SV Fort +2, Ref +0, Will +0; Str 11, Dex 11, Con 11, Int 10, Wis 10, Cha 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Climb +2, Handle Animal +1, Intimidate +1, Jump +1, Profession (Sailor) +3, Ride +1, Swim +3; Weapon Focus (dagger)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; Leather, dagger&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: Profession is not normally a class skill for Warriors.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Neva:&#039;&#039;&#039; CR 2; Medium Humanoid (Human); HD 2d6 (Brd2); hp 9; Init +2; Spd 30 ft.; AC 14, touch 12, flat-footed 12; Base Atk short sword +3 melee (1d6), shortbow +3 ranged (1d6); Full Atk short sword +3 melee (1d6), shortbow +3 ranged (1d6); Space/Reach 5 ft./5 ft.; AL CG; SV Fort +0, Ref +5, Will +4; Str 11, Dex 14, Con 11, Int 12, Wis 12, Cha 15&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Balance +4, Bluff +5, Concentration +2, Decipher Script +3, Diplomacy +7, Disguise +4, Gather Information +5, Knowledge (Hylar) +4, Listen +3, Move Silently +4, Perform +6, Sense Motive +5, Sleight of Hand +4, Spellcraft +3, Use Magic Device +4; Weapon Finesse, Negotiator&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; Leather, short sword, shortbow&lt;br /&gt;
&lt;br /&gt;
===Bad Weather===&lt;br /&gt;
&lt;br /&gt;
When the barge leaves Ardeon, the weather is hot and humid, but with no sign of a storm approaching.  Read or paraphrase the following:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;After only a few miles, the weather begins to change drastically.  A wind from the west picks up, and stormclouds can be seen forming on the northwest horizon.  The captain&#039;s reaction is to continue on course and hope that they pass to the north, and at first they appear to do just that.  Within half an hour, though, the wind shifts, the sky darkens, and thunder rumbles through the valley.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;A few minutes later, the clouds are overhead and rain begins to fall.  The crew is no longer guiding the barge downstream, but is instead attempting to run it aground on the western bank, looking for a place to wait out the storm.  The winds have picked up quickly and drastically, though, and the current of the river keeps the barge from reaching the shore.  &amp;quot;Strap yourselves down,&amp;quot; the captain calls out to you, gesturing toward several ropes on the deck.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;As the conditions worsen, the captain calls out to his men, pointing to the dark forbidding forest of the eastern shore.  Reluctantly, they steer toward it, still looking for a safe harbor.  The storm&#039;s intensity continues to grow, though, and as the barge approaches a relatively smooth stretch of shoreline, a gust of wind throws it off course.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;The rocks almost seem to appear out of nowhere.  An unmistakable crack is heard, as the barge splits almost instantly upon impact.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At this point, all characters (both PC and NPC) need to make a Reflex save (DC15).  If they fail, they are thrown into the river, where they are swept downstream into a network of tree branches that overhang down into the water.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;The two halves of the barge fall away from each other, one bouncing off a pair of boulders before crashing into the shore.  The other appears to be headed downriver, before being swept onto the shore as well, about 50&#039; downstream from the first.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Roll 1d6 for each character still on the barge.  On a roll of 1-3, they were on the left-side barge piece, and sustained 1d6 points of damage among the rocks.  On a roll of 4-6, they were on the right-side piece, and managed to reach the shore unscathed.  Those thrown overboard sustain 1d6 points of damage as well, but have a chance for a second Reflex save (DC15) as they are swept into a maze of low-hanging branches just downstream of the rocks.  A successful roll means that they are clinging to the branches and will need assistance to be rescued.  A failed roll means that they are swept away by the current, their fate at the discretion of the DM.&lt;br /&gt;
&lt;br /&gt;
===The Manor===&lt;br /&gt;
&lt;br /&gt;
====1. Gate====&lt;br /&gt;
&lt;br /&gt;
====2. Ornate Fountain====&lt;br /&gt;
&lt;br /&gt;
Once the party is positioned near this fountain, expect the wolves from the Dining Hall (13) to attack.  During the melee, Neva will fall toward the back of the formation, perhaps even up to the Barbican (26), to use her bow on the wolves.  At that point, Farregon will try to subdue her and take her to the Garderobe (19).&lt;br /&gt;
&lt;br /&gt;
====3. Stone Well====&lt;br /&gt;
&lt;br /&gt;
====4. Smithy====&lt;br /&gt;
&lt;br /&gt;
====5. Stablehouse====&lt;br /&gt;
&lt;br /&gt;
This is now the lair of a monstrous spider.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[http://www.d20srd.org/srd/monsters/monstrousSpider.htm Monstrous Spider, Medium]:&#039;&#039;&#039; CR 1; Medium Vermin; HD 2d8+2; hp 11; Init +3; Spd 30 ft., climb 20 ft.; AC 14, touch 13, flat-footed 11; Base Atk bite +4 melee (1d6, poison); Full Atk bite +4 melee (1d6, poison); Space/Reach 5 ft./5 ft.; SA Poison, Web; SQ Darkvision 60 ft., Tremorsense 60 ft., Vermin Traits; AL N; SV Fort +4, Ref +3, Will +0; Str 11, Dex 17, Con 12, Int 0, Wis 10, Cha 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Climb +11, Hide +7, Jump +0, Spot +4; Weapon Finesse&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; None&lt;br /&gt;
&lt;br /&gt;
====6. Tower====&lt;br /&gt;
&lt;br /&gt;
====7. Main Hall====&lt;br /&gt;
&lt;br /&gt;
About two-thirds of the way up the spiral stairs is a trap set by Farregon.  When triggered, rocks are released down the stairs, targeting anyone along the entire staircase.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rolling Rock Trap:&#039;&#039;&#039; CR 1; Attack +10 melee (2d6, rock); Search DC 20; Disable Device DC 22&lt;br /&gt;
&lt;br /&gt;
====8. Parlor====&lt;br /&gt;
&lt;br /&gt;
====9. Smoking Room====&lt;br /&gt;
&lt;br /&gt;
Farregon encountered a couple of ghouls when he first arrived, and managed to lure them into this room.  The door is locked (DC10).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[http://www.d20srd.org/srd/monsters/ghoul.htm Ghouls] (2):&#039;&#039;&#039; CR 1; Medium Undead; HD 2d12; hp 13 each; Init +2; Spd 30 ft.; AC 14, touch 12, flat-footed 12; Base Atk bite +2 melee (1d6+1, paralysis); Full Atk bite +2 melee (1d6+1, paralysis) and 2 claws +0 melee (1d3, paralysis); Space/Reach 5 ft./5 ft.; SA Ghoul Fever, Paralysis; AL CE; SV Fort +0, Ref +2, Will +5; Str 13, Dex 15, Con 0, Int 13, Wis 14, Cha 12&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Balance +6, Climb +5, Hide +6, Jump +5, Move Silently +6, Spot +7; Multiattack&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; None&lt;br /&gt;
&lt;br /&gt;
====10. Kitchen====&lt;br /&gt;
&lt;br /&gt;
====11. Garderobe====&lt;br /&gt;
&lt;br /&gt;
====12. Storage====&lt;br /&gt;
&lt;br /&gt;
====13. Dining Hall====&lt;br /&gt;
&lt;br /&gt;
A pack of 7 wolves have made this ruined hall their den.  They are likely to emerge through the rubble of the northwest corner out into the courtyard and engage the party.  If Neva hasn&#039;t disappeared by this point, it is likely that Farregon will take the opportunity to capture her during the melee.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[http://www.d20srd.org/srd/monsters/wolf.htm Wolves] (7):&#039;&#039;&#039; CR 1; Medium Animal; HD 2d8+4; hp 13 each; Init +2; Spd 50 ft.; AC 14, touch 12, flat-footed 12; Base Atk bite +3 melee (1d6+1); Full Atk bite +3 melee (1d6+1); Space/Reach 5 ft./5 ft.; AL N; SV Fort +5, Ref +5, Will +1; Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Hide +2, Listen +3, Move Silently +3, Spot +3, Survival +1*; Track, Weapon Focus (bite)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; None&lt;br /&gt;
&lt;br /&gt;
====14. Upstairs Hallway====&lt;br /&gt;
&lt;br /&gt;
====15. Master Bedroom====&lt;br /&gt;
&lt;br /&gt;
====16. Library====&lt;br /&gt;
&lt;br /&gt;
Most of the few remaining books and scrolls are ruined beyond recognition.  The survivors are:&lt;br /&gt;
&lt;br /&gt;
* A scroll of Acid Arrow&lt;br /&gt;
* A book entitled &#039;Efreeti Ecology&#039;&lt;br /&gt;
* A book entitled &#039;The Mostly Complete History of Keeltown&#039;&lt;br /&gt;
* A scroll of Shatter&lt;br /&gt;
* A scroll identifying itself as the deed to this manor.&lt;br /&gt;
&lt;br /&gt;
====17. Study====&lt;br /&gt;
&lt;br /&gt;
====18. Secret Workroom====&lt;br /&gt;
&lt;br /&gt;
====19. Garderobe====&lt;br /&gt;
&lt;br /&gt;
Farregon keeps prisoners bound and gagged in here.  The door is locked (DC20).&lt;br /&gt;
&lt;br /&gt;
====20. Bedroom====&lt;br /&gt;
&lt;br /&gt;
Farregon uses this room as his personal bedroom.  In a drawer of the desk is a 10&amp;quot;x6&amp;quot;x2&amp;quot; sandalwood box containing two red spinel gems (90gp, 120gp), two gold bars (50gp each), and a small leather bag with 137gp, 119sp, and 261cp.&lt;br /&gt;
&lt;br /&gt;
====21. Ruined Bedroom====&lt;br /&gt;
&lt;br /&gt;
====22. Storage Closet====&lt;br /&gt;
&lt;br /&gt;
====23. Bedroom====&lt;br /&gt;
&lt;br /&gt;
====24. Collapsed Bedroom====&lt;br /&gt;
&lt;br /&gt;
====25. Causeway====&lt;br /&gt;
&lt;br /&gt;
====26. Barbican====&lt;br /&gt;
&lt;br /&gt;
====27. Tower====&lt;br /&gt;
&lt;br /&gt;
==Concluding the Adventure==&lt;br /&gt;
&lt;br /&gt;
Should the party manage to clear the manor, they are welcome to use it as a base of operations.  The eastern side of the Running River is within the borders of Hylar, but is generally considered unclaimed territory.  Quite simply, there are too many orcs, goblins, and other foul creatures to bother.&lt;br /&gt;
&lt;br /&gt;
Getting back on course is a matter of either constructing a way back across the river, waiting for another barge to pass (and hoping they will stop), or traveling the east bank of the river on foot.  The last option should generate several random encounters along the way.&lt;/div&gt;</summary>
		<author><name>Misfit815</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Meamnar:Wolf_Den&amp;diff=53442</id>
		<title>Meamnar:Wolf Den</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Meamnar:Wolf_Den&amp;diff=53442"/>
		<updated>2007-06-22T17:45:07Z</updated>

		<summary type="html">&lt;p&gt;Misfit815: /* 7. Main Hall */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Wolf Den is an adventure for five 3rd level player characters (PC&#039;s).  The adventure is set in the Northern Kingdom of [[Meamnar:Hylar|Hylar]] in the campaign setting of [[Meamnar:Main_Page|Meamnar]].  The adventure was included in the tabletop campaign [[Meamnar:Stoned|Stoned]].&lt;br /&gt;
&lt;br /&gt;
==Adventure Background==&lt;br /&gt;
&lt;br /&gt;
While floating on a barge down the Running River, the party is beset by a horrendous thunderstorm.  The captain of the barge quickly determines that his best course of action is to bring it ashore, but he and his crew are unable to prevail against the strong winds.  Instead of safely reaching the western shore, the barge crashes on the rocks of the eastern one, where the group must quickly find shelter from the storm.  A seemingly abandoned manor house is nearby...&lt;br /&gt;
&lt;br /&gt;
==Adventure Synopsis==&lt;br /&gt;
&lt;br /&gt;
The party is traveling with an NPC, a rogue named Neva.  Once in the courtyard of the manor, she elects to explore the area.  As soon as she is separated from the rest of the group, a scream is heard.&lt;br /&gt;
&lt;br /&gt;
The &#039;owner&#039; of the house, a [http://www.d20srd.org/srd/monsters/lycanthrope.htm lycanthrope] named Farregon is responsible for Neva&#039;s disappearance, employing a strategy that has worked for him in the past; kidnap one member of the party, then ambush the rest, one by one, while they search for her.&lt;br /&gt;
&lt;br /&gt;
==Beginning the Adventure==&lt;br /&gt;
&lt;br /&gt;
===The Crew===&lt;br /&gt;
&lt;br /&gt;
The barge, is a flat rectangular vessel approximately 20&#039; wide by 40&#039; long, and manned by a crew of 3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Captain John:&#039;&#039;&#039; CR 1; Medium Humanoid (Human); HD 2d8 (War2); hp 12; Init +0; Spd 30 ft.; AC 12, touch 10, flat-footed 12; Base Atk dagger +3 melee (1d4); Full Atk dagger +3 melee (1d4); Space/Reach 5 ft./5 ft.; AL NG; SV Fort +3, Ref +0, Will +0; Str 11, Dex 11, Con 11, Int 10, Wis 11, Cha 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Climb +2, Handle Animal +1, Intimidate +2, Jump +1, Profession (Sailor) +4, Ride +2, Swim +3; Weapon Focus (dagger)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; Leather, dagger&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sully and Cort:&#039;&#039;&#039; CR 1/2 (each); Medium Humanoid (Human); HD 1d8 (War1); hp 7, 6; Init +0; Spd 30 ft.; AC 12, touch 10, flat-footed 12; Base Atk dagger +2 melee (1d4); Full Atk dagger +2 melee (1d4); Space/Reach 5 ft./5 ft.; AL NG; SV Fort +2, Ref +0, Will +0; Str 11, Dex 11, Con 11, Int 10, Wis 10, Cha 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Climb +2, Handle Animal +1, Intimidate +1, Jump +1, Profession (Sailor) +3, Ride +1, Swim +3; Weapon Focus (dagger)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; Leather, dagger&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: Profession is not normally a class skill for Warriors.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Neva:&#039;&#039;&#039; CR 2; Medium Humanoid (Human); HD 2d6 (Brd2); hp 9; Init +2; Spd 30 ft.; AC 14, touch 12, flat-footed 12; Base Atk short sword +3 melee (1d6), shortbow +3 ranged (1d6); Full Atk short sword +3 melee (1d6), shortbow +3 ranged (1d6); Space/Reach 5 ft./5 ft.; AL CG; SV Fort +0, Ref +5, Will +4; Str 11, Dex 14, Con 11, Int 12, Wis 12, Cha 15&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Balance +4, Bluff +5, Concentration +2, Decipher Script +3, Diplomacy +7, Disguise +4, Gather Information +5, Knowledge (Hylar) +4, Listen +3, Move Silently +4, Perform +6, Sense Motive +5, Sleight of Hand +4, Spellcraft +3, Use Magic Device +4; Weapon Finesse, Negotiator&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; Leather, short sword, shortbow&lt;br /&gt;
&lt;br /&gt;
===Bad Weather===&lt;br /&gt;
&lt;br /&gt;
When the barge leaves Ardeon, the weather is hot and humid, but with no sign of a storm approaching.  Read or paraphrase the following:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;After only a few miles, the weather begins to change drastically.  A wind from the west picks up, and stormclouds can be seen forming on the northwest horizon.  The captain&#039;s reaction is to continue on course and hope that they pass to the north, and at first they appear to do just that.  Within half an hour, though, the wind shifts, the sky darkens, and thunder rumbles through the valley.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;A few minutes later, the clouds are overhead and rain begins to fall.  The crew is no longer guiding the barge downstream, but is instead attempting to run it aground on the western bank, looking for a place to wait out the storm.  The winds have picked up quickly and drastically, though, and the current of the river keeps the barge from reaching the shore.  &amp;quot;Strap yourselves down,&amp;quot; the captain calls out to you, gesturing toward several ropes on the deck.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;As the conditions worsen, the captain calls out to his men, pointing to the dark forbidding forest of the eastern shore.  Reluctantly, they steer toward it, still looking for a safe harbor.  The storm&#039;s intensity continues to grow, though, and as the barge approaches a relatively smooth stretch of shoreline, a gust of wind throws it off course.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;The rocks almost seem to appear out of nowhere.  An unmistakable crack is heard, as the barge splits almost instantly upon impact.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At this point, all characters (both PC and NPC) need to make a Reflex save (DC15).  If they fail, they are thrown into the river, where they are swept downstream into a network of tree branches that overhang down into the water.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;The two halves of the barge fall away from each other, one bouncing off a pair of boulders before crashing into the shore.  The other appears to be headed downriver, before being swept onto the shore as well, about 50&#039; downstream from the first.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Roll 1d6 for each character still on the barge.  On a roll of 1-3, they were on the left-side barge piece, and sustained 1d6 points of damage among the rocks.  On a roll of 4-6, they were on the right-side piece, and managed to reach the shore unscathed.  Those thrown overboard sustain 1d6 points of damage as well, but have a chance for a second Reflex save (DC15) as they are swept into a maze of low-hanging branches just downstream of the rocks.  A successful roll means that they are clinging to the branches and will need assistance to be rescued.  A failed roll means that they are swept away by the current, their fate at the discretion of the DM.&lt;br /&gt;
&lt;br /&gt;
===The Manor===&lt;br /&gt;
&lt;br /&gt;
====1. Gate====&lt;br /&gt;
&lt;br /&gt;
====2. Ornate Fountain====&lt;br /&gt;
&lt;br /&gt;
Once the party is positioned near this fountain, expect the wolves from the Dining Hall (13) to attack.  During the melee, Neva will fall toward the back of the formation, perhaps even up to the Barbican (26), to use her bow on the wolves.  At that point, Farregon will try to subdue her and take her to the Garderobe (19).&lt;br /&gt;
&lt;br /&gt;
====3. Stone Well====&lt;br /&gt;
&lt;br /&gt;
====4. Smithy====&lt;br /&gt;
&lt;br /&gt;
====5. Stablehouse====&lt;br /&gt;
&lt;br /&gt;
This is now the lair of a monstrous spider.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[http://www.d20srd.org/srd/monsters/monstrousSpider.htm Monstrous Spider, Medium]:&#039;&#039;&#039; CR 1; Medium Vermin; HD 2d8+2; hp 11; Init +3; Spd 30 ft., climb 20 ft.; AC 14, touch 13, flat-footed 11; Base Atk bite +4 melee (1d6, poison); Full Atk bite +4 melee (1d6, poison); Space/Reach 5 ft./5 ft.; SA Poison, Web; SQ Darkvision 60 ft., Tremorsense 60 ft., Vermin Traits; AL N; SV Fort +4, Ref +3, Will +0; Str 11, Dex 17, Con 12, Int 0, Wis 10, Cha 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Climb +11, Hide +7, Jump +0, Spot +4; Weapon Finesse&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; None&lt;br /&gt;
&lt;br /&gt;
====6. Tower====&lt;br /&gt;
&lt;br /&gt;
====7. Main Hall====&lt;br /&gt;
&lt;br /&gt;
About two-thirds of the way up the spiral stairs is a trap set by Farregon.  When triggered, rocks are released down the stairs, targeting anyone along the entire staircase.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rolling Rock Trap:&#039;&#039;&#039; CR 1; Attack +10 melee (2d6, rock); Search DC 20; Disable Device DC 22&lt;br /&gt;
&lt;br /&gt;
====8. Parlor====&lt;br /&gt;
&lt;br /&gt;
====9. Smoking Room====&lt;br /&gt;
&lt;br /&gt;
Farregon encountered a couple of ghouls when he first arrived, and managed to lure them into this room.  The door is locked (DC10).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[http://www.d20srd.org/srd/monsters/ghoul.htm Ghouls] (2):&#039;&#039;&#039; CR 1; Medium Undead; HD 2d12; hp 13 each; Init +2; Spd 30 ft.; AC 14, touch 12, flat-footed 12; Base Atk bite +2 melee (1d6+1, paralysis); Full Atk bite +2 melee (1d6+1, paralysis) and 2 claws +0 melee (1d3, paralysis); Space/Reach 5 ft./5 ft.; SA Ghoul Fever, Paralysis; AL CE; SV Fort +0, Ref +2, Will +5; Str 13, Dex 15, Con 0, Int 13, Wis 14, Cha 12&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Balance +6, Climb +5, Hide +6, Jump +5, Move Silently +6, Spot +7; Multiattack&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; None&lt;br /&gt;
&lt;br /&gt;
====10. Kitchen====&lt;br /&gt;
&lt;br /&gt;
====11. Garderobe====&lt;br /&gt;
&lt;br /&gt;
====12. Storage====&lt;br /&gt;
&lt;br /&gt;
====13. Dining Hall====&lt;br /&gt;
&lt;br /&gt;
A pack of 7 wolves have made this ruined hall their den.  They are likely to emerge through the rubble of the northwest corner out into the courtyard and engage the party.  If Neva hasn&#039;t disappeared by this point, it is likely that Farregon will take the opportunity to capture her during the melee.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[http://www.d20srd.org/srd/monsters/wolf.htm Wolves] (7):&#039;&#039;&#039; CR 1; Medium Animal; HD 2d8+4; hp 13 each; Init +2; Spd 50 ft.; AC 14, touch 12, flat-footed 12; Base Atk bite +3 melee (1d6+1); Full Atk bite +3 melee (1d6+1); Space/Reach 5 ft./5 ft.; AL N; SV Fort +5, Ref +5, Will +1; Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Hide +2, Listen +3, Move Silently +3, Spot +3, Survival +1*; Track, Weapon Focus (bite)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; None&lt;br /&gt;
&lt;br /&gt;
====14. Upstairs Hallway====&lt;br /&gt;
&lt;br /&gt;
====15. Master Bedroom====&lt;br /&gt;
&lt;br /&gt;
====16. Library====&lt;br /&gt;
&lt;br /&gt;
Most of the few remaining books and scrolls are ruined beyond recognition.  The survivors are:&lt;br /&gt;
&lt;br /&gt;
* A scroll of Acid Arrow&lt;br /&gt;
* A book entitled &#039;Efreeti Ecology&#039;&lt;br /&gt;
* A book entitled &#039;The Mostly Complete History of Keeltown&#039;&lt;br /&gt;
* A scroll of Shatter&lt;br /&gt;
* A scroll identifying itself as the deed to this manor.&lt;br /&gt;
&lt;br /&gt;
====17. Study====&lt;br /&gt;
&lt;br /&gt;
====18. Secret Workroom====&lt;br /&gt;
&lt;br /&gt;
====19. Garderobe====&lt;br /&gt;
&lt;br /&gt;
Farregon keeps prisoners bound and gagged in here.  The door is locked (DC20).&lt;br /&gt;
&lt;br /&gt;
====20. Bedroom====&lt;br /&gt;
&lt;br /&gt;
Farregon uses this room as his personal bedroom.&lt;br /&gt;
&lt;br /&gt;
====21. Ruined Bedroom====&lt;br /&gt;
&lt;br /&gt;
====22. Storage Closet====&lt;br /&gt;
&lt;br /&gt;
====23. Bedroom====&lt;br /&gt;
&lt;br /&gt;
====24. Collapsed Bedroom====&lt;br /&gt;
&lt;br /&gt;
====25. Causeway====&lt;br /&gt;
&lt;br /&gt;
====26. Barbican====&lt;br /&gt;
&lt;br /&gt;
====27. Tower====&lt;br /&gt;
&lt;br /&gt;
==Concluding the Adventure==&lt;br /&gt;
&lt;br /&gt;
Should the party manage to clear the manor, they are welcome to use it as a base of operations.  The eastern side of the Running River is within the borders of Hylar, but is generally considered unclaimed territory.  Quite simply, there are too many orcs, goblins, and other foul creatures to bother.&lt;br /&gt;
&lt;br /&gt;
Getting back on course is a matter of either constructing a way back across the river, waiting for another barge to pass (and hoping they will stop), or traveling the east bank of the river on foot.  The last option should generate several random encounters along the way.&lt;/div&gt;</summary>
		<author><name>Misfit815</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Meamnar:Wolf_Den&amp;diff=53441</id>
		<title>Meamnar:Wolf Den</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Meamnar:Wolf_Den&amp;diff=53441"/>
		<updated>2007-06-22T17:44:48Z</updated>

		<summary type="html">&lt;p&gt;Misfit815: /* 7. Main Hall */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Wolf Den is an adventure for five 3rd level player characters (PC&#039;s).  The adventure is set in the Northern Kingdom of [[Meamnar:Hylar|Hylar]] in the campaign setting of [[Meamnar:Main_Page|Meamnar]].  The adventure was included in the tabletop campaign [[Meamnar:Stoned|Stoned]].&lt;br /&gt;
&lt;br /&gt;
==Adventure Background==&lt;br /&gt;
&lt;br /&gt;
While floating on a barge down the Running River, the party is beset by a horrendous thunderstorm.  The captain of the barge quickly determines that his best course of action is to bring it ashore, but he and his crew are unable to prevail against the strong winds.  Instead of safely reaching the western shore, the barge crashes on the rocks of the eastern one, where the group must quickly find shelter from the storm.  A seemingly abandoned manor house is nearby...&lt;br /&gt;
&lt;br /&gt;
==Adventure Synopsis==&lt;br /&gt;
&lt;br /&gt;
The party is traveling with an NPC, a rogue named Neva.  Once in the courtyard of the manor, she elects to explore the area.  As soon as she is separated from the rest of the group, a scream is heard.&lt;br /&gt;
&lt;br /&gt;
The &#039;owner&#039; of the house, a [http://www.d20srd.org/srd/monsters/lycanthrope.htm lycanthrope] named Farregon is responsible for Neva&#039;s disappearance, employing a strategy that has worked for him in the past; kidnap one member of the party, then ambush the rest, one by one, while they search for her.&lt;br /&gt;
&lt;br /&gt;
==Beginning the Adventure==&lt;br /&gt;
&lt;br /&gt;
===The Crew===&lt;br /&gt;
&lt;br /&gt;
The barge, is a flat rectangular vessel approximately 20&#039; wide by 40&#039; long, and manned by a crew of 3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Captain John:&#039;&#039;&#039; CR 1; Medium Humanoid (Human); HD 2d8 (War2); hp 12; Init +0; Spd 30 ft.; AC 12, touch 10, flat-footed 12; Base Atk dagger +3 melee (1d4); Full Atk dagger +3 melee (1d4); Space/Reach 5 ft./5 ft.; AL NG; SV Fort +3, Ref +0, Will +0; Str 11, Dex 11, Con 11, Int 10, Wis 11, Cha 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Climb +2, Handle Animal +1, Intimidate +2, Jump +1, Profession (Sailor) +4, Ride +2, Swim +3; Weapon Focus (dagger)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; Leather, dagger&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sully and Cort:&#039;&#039;&#039; CR 1/2 (each); Medium Humanoid (Human); HD 1d8 (War1); hp 7, 6; Init +0; Spd 30 ft.; AC 12, touch 10, flat-footed 12; Base Atk dagger +2 melee (1d4); Full Atk dagger +2 melee (1d4); Space/Reach 5 ft./5 ft.; AL NG; SV Fort +2, Ref +0, Will +0; Str 11, Dex 11, Con 11, Int 10, Wis 10, Cha 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Climb +2, Handle Animal +1, Intimidate +1, Jump +1, Profession (Sailor) +3, Ride +1, Swim +3; Weapon Focus (dagger)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; Leather, dagger&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: Profession is not normally a class skill for Warriors.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Neva:&#039;&#039;&#039; CR 2; Medium Humanoid (Human); HD 2d6 (Brd2); hp 9; Init +2; Spd 30 ft.; AC 14, touch 12, flat-footed 12; Base Atk short sword +3 melee (1d6), shortbow +3 ranged (1d6); Full Atk short sword +3 melee (1d6), shortbow +3 ranged (1d6); Space/Reach 5 ft./5 ft.; AL CG; SV Fort +0, Ref +5, Will +4; Str 11, Dex 14, Con 11, Int 12, Wis 12, Cha 15&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Balance +4, Bluff +5, Concentration +2, Decipher Script +3, Diplomacy +7, Disguise +4, Gather Information +5, Knowledge (Hylar) +4, Listen +3, Move Silently +4, Perform +6, Sense Motive +5, Sleight of Hand +4, Spellcraft +3, Use Magic Device +4; Weapon Finesse, Negotiator&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; Leather, short sword, shortbow&lt;br /&gt;
&lt;br /&gt;
===Bad Weather===&lt;br /&gt;
&lt;br /&gt;
When the barge leaves Ardeon, the weather is hot and humid, but with no sign of a storm approaching.  Read or paraphrase the following:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;After only a few miles, the weather begins to change drastically.  A wind from the west picks up, and stormclouds can be seen forming on the northwest horizon.  The captain&#039;s reaction is to continue on course and hope that they pass to the north, and at first they appear to do just that.  Within half an hour, though, the wind shifts, the sky darkens, and thunder rumbles through the valley.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;A few minutes later, the clouds are overhead and rain begins to fall.  The crew is no longer guiding the barge downstream, but is instead attempting to run it aground on the western bank, looking for a place to wait out the storm.  The winds have picked up quickly and drastically, though, and the current of the river keeps the barge from reaching the shore.  &amp;quot;Strap yourselves down,&amp;quot; the captain calls out to you, gesturing toward several ropes on the deck.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;As the conditions worsen, the captain calls out to his men, pointing to the dark forbidding forest of the eastern shore.  Reluctantly, they steer toward it, still looking for a safe harbor.  The storm&#039;s intensity continues to grow, though, and as the barge approaches a relatively smooth stretch of shoreline, a gust of wind throws it off course.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;The rocks almost seem to appear out of nowhere.  An unmistakable crack is heard, as the barge splits almost instantly upon impact.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At this point, all characters (both PC and NPC) need to make a Reflex save (DC15).  If they fail, they are thrown into the river, where they are swept downstream into a network of tree branches that overhang down into the water.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;The two halves of the barge fall away from each other, one bouncing off a pair of boulders before crashing into the shore.  The other appears to be headed downriver, before being swept onto the shore as well, about 50&#039; downstream from the first.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Roll 1d6 for each character still on the barge.  On a roll of 1-3, they were on the left-side barge piece, and sustained 1d6 points of damage among the rocks.  On a roll of 4-6, they were on the right-side piece, and managed to reach the shore unscathed.  Those thrown overboard sustain 1d6 points of damage as well, but have a chance for a second Reflex save (DC15) as they are swept into a maze of low-hanging branches just downstream of the rocks.  A successful roll means that they are clinging to the branches and will need assistance to be rescued.  A failed roll means that they are swept away by the current, their fate at the discretion of the DM.&lt;br /&gt;
&lt;br /&gt;
===The Manor===&lt;br /&gt;
&lt;br /&gt;
====1. Gate====&lt;br /&gt;
&lt;br /&gt;
====2. Ornate Fountain====&lt;br /&gt;
&lt;br /&gt;
Once the party is positioned near this fountain, expect the wolves from the Dining Hall (13) to attack.  During the melee, Neva will fall toward the back of the formation, perhaps even up to the Barbican (26), to use her bow on the wolves.  At that point, Farregon will try to subdue her and take her to the Garderobe (19).&lt;br /&gt;
&lt;br /&gt;
====3. Stone Well====&lt;br /&gt;
&lt;br /&gt;
====4. Smithy====&lt;br /&gt;
&lt;br /&gt;
====5. Stablehouse====&lt;br /&gt;
&lt;br /&gt;
This is now the lair of a monstrous spider.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[http://www.d20srd.org/srd/monsters/monstrousSpider.htm Monstrous Spider, Medium]:&#039;&#039;&#039; CR 1; Medium Vermin; HD 2d8+2; hp 11; Init +3; Spd 30 ft., climb 20 ft.; AC 14, touch 13, flat-footed 11; Base Atk bite +4 melee (1d6, poison); Full Atk bite +4 melee (1d6, poison); Space/Reach 5 ft./5 ft.; SA Poison, Web; SQ Darkvision 60 ft., Tremorsense 60 ft., Vermin Traits; AL N; SV Fort +4, Ref +3, Will +0; Str 11, Dex 17, Con 12, Int 0, Wis 10, Cha 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Climb +11, Hide +7, Jump +0, Spot +4; Weapon Finesse&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; None&lt;br /&gt;
&lt;br /&gt;
====6. Tower====&lt;br /&gt;
&lt;br /&gt;
====7. Main Hall====&lt;br /&gt;
&lt;br /&gt;
About two-thirds of the way up the spiral stairs is a trap set by Farregon.  When triggers, rocks are released down the stairs, targeting anyone along the entire staircase.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rolling Rock Trap:&#039;&#039;&#039; CR 1; Attack +10 melee (2d6, rock); Search DC 20; Disable Device DC 22&lt;br /&gt;
&lt;br /&gt;
====8. Parlor====&lt;br /&gt;
&lt;br /&gt;
====9. Smoking Room====&lt;br /&gt;
&lt;br /&gt;
Farregon encountered a couple of ghouls when he first arrived, and managed to lure them into this room.  The door is locked (DC10).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[http://www.d20srd.org/srd/monsters/ghoul.htm Ghouls] (2):&#039;&#039;&#039; CR 1; Medium Undead; HD 2d12; hp 13 each; Init +2; Spd 30 ft.; AC 14, touch 12, flat-footed 12; Base Atk bite +2 melee (1d6+1, paralysis); Full Atk bite +2 melee (1d6+1, paralysis) and 2 claws +0 melee (1d3, paralysis); Space/Reach 5 ft./5 ft.; SA Ghoul Fever, Paralysis; AL CE; SV Fort +0, Ref +2, Will +5; Str 13, Dex 15, Con 0, Int 13, Wis 14, Cha 12&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Balance +6, Climb +5, Hide +6, Jump +5, Move Silently +6, Spot +7; Multiattack&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; None&lt;br /&gt;
&lt;br /&gt;
====10. Kitchen====&lt;br /&gt;
&lt;br /&gt;
====11. Garderobe====&lt;br /&gt;
&lt;br /&gt;
====12. Storage====&lt;br /&gt;
&lt;br /&gt;
====13. Dining Hall====&lt;br /&gt;
&lt;br /&gt;
A pack of 7 wolves have made this ruined hall their den.  They are likely to emerge through the rubble of the northwest corner out into the courtyard and engage the party.  If Neva hasn&#039;t disappeared by this point, it is likely that Farregon will take the opportunity to capture her during the melee.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[http://www.d20srd.org/srd/monsters/wolf.htm Wolves] (7):&#039;&#039;&#039; CR 1; Medium Animal; HD 2d8+4; hp 13 each; Init +2; Spd 50 ft.; AC 14, touch 12, flat-footed 12; Base Atk bite +3 melee (1d6+1); Full Atk bite +3 melee (1d6+1); Space/Reach 5 ft./5 ft.; AL N; SV Fort +5, Ref +5, Will +1; Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Hide +2, Listen +3, Move Silently +3, Spot +3, Survival +1*; Track, Weapon Focus (bite)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; None&lt;br /&gt;
&lt;br /&gt;
====14. Upstairs Hallway====&lt;br /&gt;
&lt;br /&gt;
====15. Master Bedroom====&lt;br /&gt;
&lt;br /&gt;
====16. Library====&lt;br /&gt;
&lt;br /&gt;
Most of the few remaining books and scrolls are ruined beyond recognition.  The survivors are:&lt;br /&gt;
&lt;br /&gt;
* A scroll of Acid Arrow&lt;br /&gt;
* A book entitled &#039;Efreeti Ecology&#039;&lt;br /&gt;
* A book entitled &#039;The Mostly Complete History of Keeltown&#039;&lt;br /&gt;
* A scroll of Shatter&lt;br /&gt;
* A scroll identifying itself as the deed to this manor.&lt;br /&gt;
&lt;br /&gt;
====17. Study====&lt;br /&gt;
&lt;br /&gt;
====18. Secret Workroom====&lt;br /&gt;
&lt;br /&gt;
====19. Garderobe====&lt;br /&gt;
&lt;br /&gt;
Farregon keeps prisoners bound and gagged in here.  The door is locked (DC20).&lt;br /&gt;
&lt;br /&gt;
====20. Bedroom====&lt;br /&gt;
&lt;br /&gt;
Farregon uses this room as his personal bedroom.&lt;br /&gt;
&lt;br /&gt;
====21. Ruined Bedroom====&lt;br /&gt;
&lt;br /&gt;
====22. Storage Closet====&lt;br /&gt;
&lt;br /&gt;
====23. Bedroom====&lt;br /&gt;
&lt;br /&gt;
====24. Collapsed Bedroom====&lt;br /&gt;
&lt;br /&gt;
====25. Causeway====&lt;br /&gt;
&lt;br /&gt;
====26. Barbican====&lt;br /&gt;
&lt;br /&gt;
====27. Tower====&lt;br /&gt;
&lt;br /&gt;
==Concluding the Adventure==&lt;br /&gt;
&lt;br /&gt;
Should the party manage to clear the manor, they are welcome to use it as a base of operations.  The eastern side of the Running River is within the borders of Hylar, but is generally considered unclaimed territory.  Quite simply, there are too many orcs, goblins, and other foul creatures to bother.&lt;br /&gt;
&lt;br /&gt;
Getting back on course is a matter of either constructing a way back across the river, waiting for another barge to pass (and hoping they will stop), or traveling the east bank of the river on foot.  The last option should generate several random encounters along the way.&lt;/div&gt;</summary>
		<author><name>Misfit815</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Meamnar:Wolf_Den&amp;diff=53440</id>
		<title>Meamnar:Wolf Den</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Meamnar:Wolf_Den&amp;diff=53440"/>
		<updated>2007-06-22T17:44:37Z</updated>

		<summary type="html">&lt;p&gt;Misfit815: /* 7. Main Hall */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Wolf Den is an adventure for five 3rd level player characters (PC&#039;s).  The adventure is set in the Northern Kingdom of [[Meamnar:Hylar|Hylar]] in the campaign setting of [[Meamnar:Main_Page|Meamnar]].  The adventure was included in the tabletop campaign [[Meamnar:Stoned|Stoned]].&lt;br /&gt;
&lt;br /&gt;
==Adventure Background==&lt;br /&gt;
&lt;br /&gt;
While floating on a barge down the Running River, the party is beset by a horrendous thunderstorm.  The captain of the barge quickly determines that his best course of action is to bring it ashore, but he and his crew are unable to prevail against the strong winds.  Instead of safely reaching the western shore, the barge crashes on the rocks of the eastern one, where the group must quickly find shelter from the storm.  A seemingly abandoned manor house is nearby...&lt;br /&gt;
&lt;br /&gt;
==Adventure Synopsis==&lt;br /&gt;
&lt;br /&gt;
The party is traveling with an NPC, a rogue named Neva.  Once in the courtyard of the manor, she elects to explore the area.  As soon as she is separated from the rest of the group, a scream is heard.&lt;br /&gt;
&lt;br /&gt;
The &#039;owner&#039; of the house, a [http://www.d20srd.org/srd/monsters/lycanthrope.htm lycanthrope] named Farregon is responsible for Neva&#039;s disappearance, employing a strategy that has worked for him in the past; kidnap one member of the party, then ambush the rest, one by one, while they search for her.&lt;br /&gt;
&lt;br /&gt;
==Beginning the Adventure==&lt;br /&gt;
&lt;br /&gt;
===The Crew===&lt;br /&gt;
&lt;br /&gt;
The barge, is a flat rectangular vessel approximately 20&#039; wide by 40&#039; long, and manned by a crew of 3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Captain John:&#039;&#039;&#039; CR 1; Medium Humanoid (Human); HD 2d8 (War2); hp 12; Init +0; Spd 30 ft.; AC 12, touch 10, flat-footed 12; Base Atk dagger +3 melee (1d4); Full Atk dagger +3 melee (1d4); Space/Reach 5 ft./5 ft.; AL NG; SV Fort +3, Ref +0, Will +0; Str 11, Dex 11, Con 11, Int 10, Wis 11, Cha 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Climb +2, Handle Animal +1, Intimidate +2, Jump +1, Profession (Sailor) +4, Ride +2, Swim +3; Weapon Focus (dagger)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; Leather, dagger&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sully and Cort:&#039;&#039;&#039; CR 1/2 (each); Medium Humanoid (Human); HD 1d8 (War1); hp 7, 6; Init +0; Spd 30 ft.; AC 12, touch 10, flat-footed 12; Base Atk dagger +2 melee (1d4); Full Atk dagger +2 melee (1d4); Space/Reach 5 ft./5 ft.; AL NG; SV Fort +2, Ref +0, Will +0; Str 11, Dex 11, Con 11, Int 10, Wis 10, Cha 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Climb +2, Handle Animal +1, Intimidate +1, Jump +1, Profession (Sailor) +3, Ride +1, Swim +3; Weapon Focus (dagger)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; Leather, dagger&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: Profession is not normally a class skill for Warriors.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Neva:&#039;&#039;&#039; CR 2; Medium Humanoid (Human); HD 2d6 (Brd2); hp 9; Init +2; Spd 30 ft.; AC 14, touch 12, flat-footed 12; Base Atk short sword +3 melee (1d6), shortbow +3 ranged (1d6); Full Atk short sword +3 melee (1d6), shortbow +3 ranged (1d6); Space/Reach 5 ft./5 ft.; AL CG; SV Fort +0, Ref +5, Will +4; Str 11, Dex 14, Con 11, Int 12, Wis 12, Cha 15&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Balance +4, Bluff +5, Concentration +2, Decipher Script +3, Diplomacy +7, Disguise +4, Gather Information +5, Knowledge (Hylar) +4, Listen +3, Move Silently +4, Perform +6, Sense Motive +5, Sleight of Hand +4, Spellcraft +3, Use Magic Device +4; Weapon Finesse, Negotiator&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; Leather, short sword, shortbow&lt;br /&gt;
&lt;br /&gt;
===Bad Weather===&lt;br /&gt;
&lt;br /&gt;
When the barge leaves Ardeon, the weather is hot and humid, but with no sign of a storm approaching.  Read or paraphrase the following:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;After only a few miles, the weather begins to change drastically.  A wind from the west picks up, and stormclouds can be seen forming on the northwest horizon.  The captain&#039;s reaction is to continue on course and hope that they pass to the north, and at first they appear to do just that.  Within half an hour, though, the wind shifts, the sky darkens, and thunder rumbles through the valley.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;A few minutes later, the clouds are overhead and rain begins to fall.  The crew is no longer guiding the barge downstream, but is instead attempting to run it aground on the western bank, looking for a place to wait out the storm.  The winds have picked up quickly and drastically, though, and the current of the river keeps the barge from reaching the shore.  &amp;quot;Strap yourselves down,&amp;quot; the captain calls out to you, gesturing toward several ropes on the deck.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;As the conditions worsen, the captain calls out to his men, pointing to the dark forbidding forest of the eastern shore.  Reluctantly, they steer toward it, still looking for a safe harbor.  The storm&#039;s intensity continues to grow, though, and as the barge approaches a relatively smooth stretch of shoreline, a gust of wind throws it off course.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;The rocks almost seem to appear out of nowhere.  An unmistakable crack is heard, as the barge splits almost instantly upon impact.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At this point, all characters (both PC and NPC) need to make a Reflex save (DC15).  If they fail, they are thrown into the river, where they are swept downstream into a network of tree branches that overhang down into the water.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;The two halves of the barge fall away from each other, one bouncing off a pair of boulders before crashing into the shore.  The other appears to be headed downriver, before being swept onto the shore as well, about 50&#039; downstream from the first.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Roll 1d6 for each character still on the barge.  On a roll of 1-3, they were on the left-side barge piece, and sustained 1d6 points of damage among the rocks.  On a roll of 4-6, they were on the right-side piece, and managed to reach the shore unscathed.  Those thrown overboard sustain 1d6 points of damage as well, but have a chance for a second Reflex save (DC15) as they are swept into a maze of low-hanging branches just downstream of the rocks.  A successful roll means that they are clinging to the branches and will need assistance to be rescued.  A failed roll means that they are swept away by the current, their fate at the discretion of the DM.&lt;br /&gt;
&lt;br /&gt;
===The Manor===&lt;br /&gt;
&lt;br /&gt;
====1. Gate====&lt;br /&gt;
&lt;br /&gt;
====2. Ornate Fountain====&lt;br /&gt;
&lt;br /&gt;
Once the party is positioned near this fountain, expect the wolves from the Dining Hall (13) to attack.  During the melee, Neva will fall toward the back of the formation, perhaps even up to the Barbican (26), to use her bow on the wolves.  At that point, Farregon will try to subdue her and take her to the Garderobe (19).&lt;br /&gt;
&lt;br /&gt;
====3. Stone Well====&lt;br /&gt;
&lt;br /&gt;
====4. Smithy====&lt;br /&gt;
&lt;br /&gt;
====5. Stablehouse====&lt;br /&gt;
&lt;br /&gt;
This is now the lair of a monstrous spider.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[http://www.d20srd.org/srd/monsters/monstrousSpider.htm Monstrous Spider, Medium]:&#039;&#039;&#039; CR 1; Medium Vermin; HD 2d8+2; hp 11; Init +3; Spd 30 ft., climb 20 ft.; AC 14, touch 13, flat-footed 11; Base Atk bite +4 melee (1d6, poison); Full Atk bite +4 melee (1d6, poison); Space/Reach 5 ft./5 ft.; SA Poison, Web; SQ Darkvision 60 ft., Tremorsense 60 ft., Vermin Traits; AL N; SV Fort +4, Ref +3, Will +0; Str 11, Dex 17, Con 12, Int 0, Wis 10, Cha 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Climb +11, Hide +7, Jump +0, Spot +4; Weapon Finesse&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; None&lt;br /&gt;
&lt;br /&gt;
====6. Tower====&lt;br /&gt;
&lt;br /&gt;
====7. Main Hall====&lt;br /&gt;
&lt;br /&gt;
About two-thirds of the way up the stairs is a trap set by Farregon.  When triggers, rocks are released down the stairs, targeting anyone along the entire staircase.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rolling Rock Trap:&#039;&#039;&#039; CR 1; Attack +10 melee (2d6, rock); Search DC 20; Disable Device DC 22&lt;br /&gt;
&lt;br /&gt;
====8. Parlor====&lt;br /&gt;
&lt;br /&gt;
====9. Smoking Room====&lt;br /&gt;
&lt;br /&gt;
Farregon encountered a couple of ghouls when he first arrived, and managed to lure them into this room.  The door is locked (DC10).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[http://www.d20srd.org/srd/monsters/ghoul.htm Ghouls] (2):&#039;&#039;&#039; CR 1; Medium Undead; HD 2d12; hp 13 each; Init +2; Spd 30 ft.; AC 14, touch 12, flat-footed 12; Base Atk bite +2 melee (1d6+1, paralysis); Full Atk bite +2 melee (1d6+1, paralysis) and 2 claws +0 melee (1d3, paralysis); Space/Reach 5 ft./5 ft.; SA Ghoul Fever, Paralysis; AL CE; SV Fort +0, Ref +2, Will +5; Str 13, Dex 15, Con 0, Int 13, Wis 14, Cha 12&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Balance +6, Climb +5, Hide +6, Jump +5, Move Silently +6, Spot +7; Multiattack&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; None&lt;br /&gt;
&lt;br /&gt;
====10. Kitchen====&lt;br /&gt;
&lt;br /&gt;
====11. Garderobe====&lt;br /&gt;
&lt;br /&gt;
====12. Storage====&lt;br /&gt;
&lt;br /&gt;
====13. Dining Hall====&lt;br /&gt;
&lt;br /&gt;
A pack of 7 wolves have made this ruined hall their den.  They are likely to emerge through the rubble of the northwest corner out into the courtyard and engage the party.  If Neva hasn&#039;t disappeared by this point, it is likely that Farregon will take the opportunity to capture her during the melee.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[http://www.d20srd.org/srd/monsters/wolf.htm Wolves] (7):&#039;&#039;&#039; CR 1; Medium Animal; HD 2d8+4; hp 13 each; Init +2; Spd 50 ft.; AC 14, touch 12, flat-footed 12; Base Atk bite +3 melee (1d6+1); Full Atk bite +3 melee (1d6+1); Space/Reach 5 ft./5 ft.; AL N; SV Fort +5, Ref +5, Will +1; Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills and Feats:&#039;&#039; Hide +2, Listen +3, Move Silently +3, Spot +3, Survival +1*; Track, Weapon Focus (bite)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment:&#039;&#039; None&lt;br /&gt;
&lt;br /&gt;
====14. Upstairs Hallway====&lt;br /&gt;
&lt;br /&gt;
====15. Master Bedroom====&lt;br /&gt;
&lt;br /&gt;
====16. Library====&lt;br /&gt;
&lt;br /&gt;
Most of the few remaining books and scrolls are ruined beyond recognition.  The survivors are:&lt;br /&gt;
&lt;br /&gt;
* A scroll of Acid Arrow&lt;br /&gt;
* A book entitled &#039;Efreeti Ecology&#039;&lt;br /&gt;
* A book entitled &#039;The Mostly Complete History of Keeltown&#039;&lt;br /&gt;
* A scroll of Shatter&lt;br /&gt;
* A scroll identifying itself as the deed to this manor.&lt;br /&gt;
&lt;br /&gt;
====17. Study====&lt;br /&gt;
&lt;br /&gt;
====18. Secret Workroom====&lt;br /&gt;
&lt;br /&gt;
====19. Garderobe====&lt;br /&gt;
&lt;br /&gt;
Farregon keeps prisoners bound and gagged in here.  The door is locked (DC20).&lt;br /&gt;
&lt;br /&gt;
====20. Bedroom====&lt;br /&gt;
&lt;br /&gt;
Farregon uses this room as his personal bedroom.&lt;br /&gt;
&lt;br /&gt;
====21. Ruined Bedroom====&lt;br /&gt;
&lt;br /&gt;
====22. Storage Closet====&lt;br /&gt;
&lt;br /&gt;
====23. Bedroom====&lt;br /&gt;
&lt;br /&gt;
====24. Collapsed Bedroom====&lt;br /&gt;
&lt;br /&gt;
====25. Causeway====&lt;br /&gt;
&lt;br /&gt;
====26. Barbican====&lt;br /&gt;
&lt;br /&gt;
====27. Tower====&lt;br /&gt;
&lt;br /&gt;
==Concluding the Adventure==&lt;br /&gt;
&lt;br /&gt;
Should the party manage to clear the manor, they are welcome to use it as a base of operations.  The eastern side of the Running River is within the borders of Hylar, but is generally considered unclaimed territory.  Quite simply, there are too many orcs, goblins, and other foul creatures to bother.&lt;br /&gt;
&lt;br /&gt;
Getting back on course is a matter of either constructing a way back across the river, waiting for another barge to pass (and hoping they will stop), or traveling the east bank of the river on foot.  The last option should generate several random encounters along the way.&lt;/div&gt;</summary>
		<author><name>Misfit815</name></author>
	</entry>
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