PER6-07		The Schwartzstadt Heresy

Author	              Patrick Williamson



Password	intheevening



Convention	10-05-06

Game Days	11-05-06

Home Games 	12-05-06



Blurb

Perrenlands spiritual leader, the Hetvoorshoolmann, has called a conclave of the faithful to meet in Ulmt, the spiritual capital of the Old Kerk.  As a result of this decree, druids, clerics and bards of the Old Kerk are now travelling in great numbers towards this town.  Rumor-mongers are saying that a division has formed within the Old Kerk, and this division is being called the Schwartzstadt Heresy.  This is a Perrenland regional adventure for APLs 2-16. It will be of special interest to members of the Old Kerk, the KarHoosh, Diviners and the wielders of Boonbane. Please make sure that you bring your Favours of Perrenland sheet filled in for this game.



** Errata **



In Encounter 5B (at APL 8) there are no stats for the ghosts. Use the following stats:

      Ghosts (2): hp 32. See Monster Manual (Sample Ghost) for full statistics.



In Encounter 5B, Sanna's Bard spells say "Spells Known". This should be "Spells per day" (ie. the number of spells Sanna can cast per day).



**Clarifications **



This is not a scenario you ever want to speed prep. The DM needs to be well prepared to run this module.



The door in Encounter 5A is not locked and the bullet points make that pretty clear, hence PCs whom shoulder charge it have to make a balance check etc.



Sanna's domains have not been mentioned as it would blow the plot. It was a difficult choice but we decided to stick with it. The unnamed gods domains are far too revealing.



The rules for peace knots are strict, but not applying them at the gate simply means they are not given access via the gate and need to find another way in, costing an additional 1TU, this was in the previous edit from memory and I did not notice it had been taken out in this one.  PCs would have to attack the Sacraal Hund in order to bring about the PC death/2TU clause.



Attacking Sanna is pretty clear in the text the PC looses all their GP in Kopkris for the adventure, there is no imprisonment.



Again the penalty for injuring/killing civilians is pretty clear in the text, again there is no imprisonment unless the PCs can't pay the fines and this is handled by the adventure costing extra TUs.



The Wail of the Banshee traps are all separate traps, each requires a separate search and disable DC to get rid off.  I expect this to kill quite a few high level PCs and chew up favours of others.



As stated on page 21, the Lyre cannot be harmed, it is a greater artefact and sentient and nothing the PCs have can hurt it.

