TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & 
  DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
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  system license, please visit www.wizards.com/d20 
   
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  Coast, Inc. LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. 
  This scenario is intended for tournament use only and may not be reproduced without approval of the 
  RPGA Network.  
   
  URD5-I02 MM-B4 
   
   
   
   
   
   
  The Gift 
   
  A One-Round D&D LIVING GREYHAWK®  
  Duchy of Urnst Regional Mini-Mission 
  Version 0.2 
  Round 1 
  by Ian Seale 
   
   
  Politics is a dangerous game in the Duchy of Urnst.  Even the simple act of giving a gift can have serious 
  repercussions.  A mission well suited for those with larcenous skills and loose ethics.  For APL’s 2-12.
  
  Adventure Background 
  House Szabo wants to garner favor with the 
  Lorinar family.  They are planning to present three 
  matching gold rings, each set with a large 
  sapphire, to Ellis, Jolen and Broden Lorinar.  
  However, they suspect a plot to steal the rings.  
  So House Szabo is shipping a set of counterfeit 
  rings to Leukish as bait.  Meanwhile, the real rings 
  are brought to the city by more clandestine means. 
  Tamryn Uthalek is a spy working for Telek Szabo. 
   He has been instructed to formulate a plot to 
  discredit House Meissel. 
  Tamryn plans to hire the PC’s, disguised as an 
  agent of House Meissel, to switch the counterfeit 
  rings with a second set of counterfeit rings.  
  Tamryn plans on accusing the PC’s of the theft 
  and getting them to betray House Meissel.  Not 
  only will this make House Meissel look bad, it will 
  also make House Szabo look very competent. 
  Tamryn has spent a few days establishing a cover 
  identity as Tevan Ullaz, an agent of House 
  Meissel.  In order to accomplish his plan, Tamryn 
  has acquired a number of scrolls. 
  The counterfeit set of rings is currently being 
  stored in a Szabo warehouse in Leukish.  Malam 
  Szabo does not know that the rings are 
  counterfeit.  Malam has decided to look after the 
  rings personally.  As a result, Malam has brought 
  a number of hirelings with him to aid in guarding 
  the rings.  Malam is unaware of Tamryn’s 
  machinations.  
  Adventure Summary 
  The PC’s are hired by Tamryn Uthalek, disguised 
  as Tevan Ullaz, to switch a set of rings located in a 
  Lower Seltaren warehouse.  The PC’s break into 
  the warehouse and switch the rings.  Later, 
  Tamryn, disguised as Taergad Uridan, accuses 
  the PC’s of the crime.  The PC’s may see through 
  Tamryn’s disguise and capture him.  If the PC’s 
  fail to penetrate Tamryn’s lies, they will likely look 
  for clues of House Meissel’s involvement.  The 
  PC’s locate the evidence planted by Tamryn. 
  Preparation for Play 
  Players with exceptionally moral (Good) or ethical 
  (Lawful) characters may have trouble accepting 
  the plot hook for this mini-mission.  Such players 
  should be encouraged to play an alternate 
  character or participate in a different mini-mission. 
  The mini-mission will require a number of secret 
  skill checks.  Have the PC’s write down their skill 
  bonuses and ten d20 rolls before the mini-mission 
  begins. 
  Introduction 
  Read or paraphrase the following: 
  Leukish is positively alive with activity.  And 
  not surprising, what with the Coriner gala 
  scheduled for this evening.  Servants scurry to 
  and fro with last minute errands.  Numerous 
  carriages, many from out of town, drive up and 
  down the streets, ferrying their noble cargo. 
  Your group is approached by a young Sueloise 
  boy.  “A message for you sir”.  He hands you a 
  rolled piece of parchment sealed with the 
  symbol of a lantern. 
  Give the players Player Handout One. 
  Haddon: Male Suel Commoner 1; see DMG, 
  page 108. 
  If the PC’s ask Haddon about his employer, he will 
  say that a nice older man at the Golden Stag Inn 
  paid him a Gold Duke to find people matching the 
  PC’s description and deliver the message. 
  If the PC’s choose to go to the Golden Stag Inn, 
  go to Encounter One: 
  Encounter One: Lunch and 
  Larceny 
  Tamryn Uthalek is disguised as Tevan Ullaz, an 
  agent of house Meissel. 
  Tamryn Uthalek: Male Suel Rog 5/Spy 3; see 
  Appendix One. 
  Tamryn will be under the effect of a number of 
  spells cast from scrolls in his possession: 
  • 
  Alter Self, PHB page 197, CL 6th, duration 60 
  minutes. 
  • 
  Glibness, PHB page 235, CL 7th, duration 70 
  minutes. 
  • 
  Nondetection, PHB page 257, CL 6th, duration 
  6 hours. 
  In addition, Tamryn is under the following effects 
  due to his Spymaster class features: 
  • 
  Undetectable Alignment, PHB page 297, 
  duration permanent. 
  The Gift 
   
  Page 1 
  
  • 
  All of Tamryn’s magic items are concealed 
  with a Nystul’s Magic Aura, PHB page 257, 
  duration 3 days. 
  If the PC’s use Detect Magic, Arcane Sight or 
  similar divination magics against Tamryn, make a 
  secret caster level check against Tamryn’s 
  Nondetection spell, DC 21.  If questioned about 
  the magic auras, Tamryn will lie that they are 
  simple protective magics. 
  Tamryn’s Bluff skill plus the Glibness spell means 
  that it is effectively impossible (DC 47 + d20) for 
  the PC’s to pierce Tamryn’s lies. 
  Tamryn’s Disguise skill plus the Alter Self spell 
  plus Cover Identity means that it is very difficult for 
  the PC’s to see through Tamryn’s disguise.  Make 
  a secret Spot check for each PC against Tamryn’s 
  Disguise (DC 32 + d20). 
  Tamryn will use his Scroll of Detect Law to scan 
  the PC’s prior to speaking to them. 
  Read or paraphrase the following. 
  The Golden Stag is a high class hotel located 
  in Upper Seltaren.  It is where the well-to-do 
  stay in town if they do not have an estate of 
  their own. 
  The dining room is an elegant affair.  A number 
  of the city’s wealthy socialites dine here.  The 
  hot topic of conversation is the Coriner gala 
  and who will be there. 
  An older, overweight Sueloise man, wearing 
  black 
  and 
  silver 
  courtier’s 
  clothing, 
  approaches your group.  “Ah, good.  I’m glad 
  to see that you have decided to hear my 
  proposal.  I am Tevan Ullaz.  I have taken the 
  liberty of arranging a private room for our 
  discussion.” 
  A headwaiter will lead Tamryn and the PC’s into a 
  comfortable private dining room.  Tamryn will buy 
  the PC’s a Rich Lifestyle meal.  The headwaiter 
  takes the PC’s orders and then exits.  Tamryn will 
  ask each PC in turn what their name is and what 
  their specialty is.  Tamryn stands and addresses 
  all PC’s present. 
  Read or paraphrase the following: 
  I have a delicate matter that needs attention 
  and soon.  There is a certain set of items that 
  my employer wishes to be acquired and 
  replaced with duplicates.  These items are 
  well-guarded. This operation needs to be 
  discrete with a minimum of bloodshed.  I know 
  this task will be difficult, but that is why I 
  contacted you.  In exchange for your efforts, 
  you will be well rewarded.  Are you interested? 
  Tamryn will look for a sign of assent from each of 
  the PC’s.  Tamryn will use his Sense Motive to 
  assess the PC’s willingness to proceed.  As long 
  as the PC’s do not seem particularly suspicious or 
  outraged, Tamryn will answer their questions. 
  Who is your employer? 
  “I am an agent of House Meissel.  That is all 
  you need to know” 
  A Knowledge (Nobility), Knowledge (Local) or 
  Bardic Knowledge check reveals the following: 
  • 
  DC 10 – House Meissel is a noble merchant 
  house.  Their symbol is a silver lantern and 
  their house colors are silver and black. 
  • 
  DC 15 – House Meissel is a wealthy house 
  that trades in silver, electrum and gems. 
  • 
  DC 20 – House Meissel is rivals with House 
  Szabo. 
  • 
  DC 25 – Lord Urmen Meissel is one of the 
  most adept merchants in the Duchy of Urnst. 
  • 
  DC 30 – Lord Urmen’s health is failing.  His 
  three sons, Wefreid, Aldor and Uthor, are 
  vying for control of House Meissel. 
  What items are to be removed? 
  “There is a matched set of three gold rings, 
  each topped with a sapphire.” 
  Do you have the duplicates? 
  Tevan pulls a small wooden box out from 
  under his cloak.  He opens it revealing three 
  gold rings, each set with a sparkling sapphire. 
   Tevan says, “These are counterfeit, nothing 
  more than gold plating and cut glass.” 
  Who is guarding the rings? 
  “Your target is guarded by agents of House 
  Szabo.” 
  A Knowledge (Nobility), Knowledge (Local) or 
  Bardic Knowledge check reveals the following: 
  • 
  DC 10 – House Szabo is a noble merchant 
  house.  Their symbol is a gold cup and their 
  house colors are gold and blue. 
  • 
  DC 15 – House Szabo is a moderately 
  wealthy house that trades in semi-precious 
  gems. 
  The Gift 
   
  Page 2 
  
  • 
  DC 20 – House Szabo is rivals with House 
  Meissel. 
  • 
  DC 25 – House Szabo used to own a rich vein 
  of corundum gems.  However, forty years ago, 
  the mine ran dry.  House Szabo was forced to 
  maintain their power with lesser gemstones. 
  • 
  DC 30 – Recently, House Szabo has been 
  trying to acquire favor with House Lorinar. 
  Where are the rings located? 
  “The rings are currently in a small warehouse 
  near the docks.”  Tevan gives you directions 
  for how to get there. 
  How much are we getting paid? 
  “I can offer you (25 x APL) Gold Dukes in 
  advance and an additional (50 x APL) Gold 
  Dukes when you deliver the rings to me.” 
  Where do we deliver the rings? 
  “Deliver the rings to me here tonight, at the 
  Golden Stag Inn, after the Coriner gala is 
  complete.” 
  What happens if there are complications? 
  “With a matter as sensitive as this, House 
  Meissel will be forced to disavow any 
  involvement in this affair.” 
  Once the PC’s have run out of questions, Tamryn 
  will add the following: 
  “I wish to stress that this is not to be a 
  slaughter.  Under no circumstances is anyone 
  to be killed.  Do I make myself clear?” 
  Once the PC’s have agreed to do the job, Tamryn 
  will give the PC’s the fake rings and their payment 
  up front.  Tamryn will leave the PC’s to finish their 
  meals.  Once Tamryn is out of sight, he will 
  disguise himself as a servant and depart the 
  Golden Stag Inn. 
  If the PC’s decide to go ahead with the heist, 
  proceed to Encounter Two. 
  If the PC’s accuse Tamryn of lying or attack him, 
  Tamryn will attempt to flee, using his Scroll of 
  Dimension Door if able.  If Tamryn is captured, go 
  to Encounter Four. 
  Encounter Two: The 
  Warehouse 
  Read or paraphrase the following: 
  Compared to the bustle of Upper Seltaren, the 
  slums below are relatively tranquil.  The 
  denizens 
  of 
  Lower 
  Seltaren 
  seem quite 
  indifferent to the rarified concerns of the 
  nobility. 
  Teamsters, stevedores and bargemen work 
  hard to move the large volume of goods that 
  flow through Leukish.  The warehouse you 
  seek is located near the western end of the 
  docks district.  The doors are all closed and 
  each is branded with the symbol of a cup. 
  Give the players Player Handout Two. 
   
  Street Traffic:  Every 2d4 minutes some 
  people wander by the warehouse.  Roll d% 
  • 
  01-25 – A teamster drives a loaded cart down 
  the street. 
  • 
  26-50 – A pair of stevedores carry a heavy 
  load down the street. 
  • 
  51-60 – A crew of Rhenee sailors pole a barge 
  into or out of the harbor. 
  • 
  61-70 – A lone rider on horseback gallops by. 
  • 
  71-80 – A pair of drunkards stagger along the 
  waterfront, singing off key. 
  • 
  81-90 – A suspicious looking character lurks in 
  a nearby alley for a minute, and then skulks 
  away. 
  • 
  91-00 – A small patrol of five city watch march 
  by. 
   
  Walls: Wooden; hardness 5; hp 60; 20’ Tall, 
  Climb DC 21. 
   
  Small Doors: Strong wooden; hardness 5; hp 
  20; Break DC 25.  Average Lock, DC 25. 
   
  Large Wooden Doors: Strong wooden; 
  hardness 5; hp 30; Break DC 25.  Barred from the 
  inside. 
   
  Windows: 1’ x 1’ panes, ¼ inch thick, set in 
  wooden frame; hardness 1; hp 1; Break DC 5.  All 
  windows are 15’ above the ground, except the 
  windows connected to the office.  The office 
  windows are at ground level.  The windows are 
  dusty and soot-stained.  They bestow an (APL - 2) 
  circumstance penalty to Spot checks. 
   
  Illumination: The gloomy interior of the 
  warehouse is lit by pale shafts of light coming from 
  the dirty windows.  All characters without a light 
  source inside the warehouse are considered to 
  The Gift 
   
  Page 3 
  
  have bright illumination out to 15’ and shadowy 
  illumination out to 30’. 
  The rings are kept in a small ornate wooden box 
  concealed inside a barrel of apples near the office. 
   The Search DC is 8 + APL.  It will take 5 minutes 
  to do a quick search of the entire warehouse.  A 
  specific 5’ square takes a full round action to 
  search.  Scraps will be lying beside the barrel. 
  The wooden box is locked (Average Lock, DC 25) 
  and trapped (Poison Needle, Search DC (18 + 
  APL), Disable DC (13 + APL), Melee Attack + (8 + 
  APL) to hit, 1 point of damage plus Blue Whinnis 
  poison (See DMG, page 297)). 
  If the PC’s examine the rings closely, make a 
  secret Appraise, Craft (Jewelry) or Forgery check, 
  DC 20.  A successful check reveals that the rings 
  from the warehouse are also counterfeit. 
  APL 2 (EL 1) 
  Tyso the Watchman: Male Suel Com1; see 
  Appendix Two. 
  Scraps: Small Dog, see MM, page 271.  
  APL 4 (EL 3) 
  Tyso the Watchman: Male Suel Com3; see 
  Appendix Two. 
  Scraps: Riding Dog, see MM, page 272. 
  APL 6 (EL 5) 
  Tyso the Watchman: Male Suel Com5; see 
  Appendix Two. 
  Scraps and Digger: Riding Dog x2, see MM, 
  page 272. 
  APL 8 (EL 7) 
  Oswold, Szabo Guard: Male Suel War5; see 
  Appendix One. 
  Tyso the Watchman: Male Suel Com5; see 
  Appendix Two. 
  Scraps and Digger: Riding Dog x2  
  APL 10 (EL 9) 
  Malam Szabo: Male Suel Ari7; see Appendix 
  Two. 
  Oswold, Szabo Guard: Male Suel War5; see 
  Appendix One. 
  Tyso the Watchman: Male Suel Com5; see 
  Appendix Two. 
  Scraps and Digger: Riding Dog x2 
  APL 12 (EL 11) 
  Norice, Szabo Security Expert: Female Suel 
  Exp9; see Appendix Two. 
  Malam Szabo: Male Suel Ari7; see Appendix 
  Two. 
  Oswold, Szabo Guard: Male Suel War5; see 
  Appendix One. 
  Tyso the Watchman: Male Suel Com5; see 
  Appendix Two. 
  Scraps and Digger: Riding Dog x2 
  Tyso will spend most of his time sitting on a barrel 
  near the northwestern small door, whittling a stick. 
   Once every hour, Tyso will walk around the 
  outside perimeter of the warehouse to stretch his 
  legs.  He will then take a short break to smoke his 
  pipe out on the dock. 
  Scraps has been commanded by Tyso to guard 
  the box containing the rings.  Scraps will growl at 
  anyone coming within 10’ of the box.  If the 
  intruder doesn’t leave immediately, Scraps will 
  start barking.  A Handle Animal or Wild Empathy 
  check, DC 15 will keep Scraps quiet.  Scraps is 
  hungry and will easily be distracted for a round or 
  two by a chunk of meat. 
  Digger, if present, will accompany Tyso wherever 
  he goes. 
  Oswold, if present, is sleeping in the back of the 
  wagon.  His sleep is fitful (-5 to Listen Checks).  A 
  Lullaby, 
  Sleep 
  or 
  Deep 
  Slumber 
  spell 
  automatically succeeds against Oswold.  A 
  character who makes a Perform (Sing) check, DC 
  10 will send Oswold into peaceful slumber (-10 to 
  Listen checks). 
  Malam, if present, will be in the office.  He will be 
  practicing quick-drawing his rapier and shadow 
  dueling.  Every half-hour, Malam will go and check 
  on the rings. 
  Norice, if present, will be hidden on top of the 
  stack of crates south of the office, keeping an eye 
  on the rings.  Every fifteen minutes, Norice walks 
  around the interior of the warehouse, checking the 
  doors and windows. 
  Encounter Two ends when one of the following 
  conditions is met: 
  • 
  The PC’s successfully switch the rings. 
  • 
  The PC’s give up. 
  • 
  The PC’s are caught. 
  The Gift 
   
  Page 4 
  
  • 
  After four hours of game time have elapsed. 
  • 
  Fifteen minutes of real time before the end of 
  the mini-mission. 
  If Encounter Two ends before the PC’s have 
  switched the rings, House Szabo will remove the 
  rings from the warehouse.  A carriage bearing the 
  markings of House Szabo will arrive to pick up the 
  rings.  The carriage will contain any NPC’s that 
  were not present at the warehouse.  Oswold, 
  Malam and Norice will take the rings and depart, 
  leaving 
  Tyso, 
  Scraps 
  and 
  Digger 
  at 
  the 
  warehouse. 
  Once Encounter Two has ended, proceed to 
  Encounter Three. 
  Encounter Three: To Catch a 
  Thief 
  One hour after the rings are removed from the 
  warehouse, Tamyrn will approach the PC’s and 
  accuse them of stealing the rings (or at least trying 
  to). 
  Tamryn knows which inn the PC’s were staying at, 
  since he sought them out in the first place.  If the 
  PC’s avoid returning to the same inn, Tamryn will 
  use a Scroll of Locate Object in order to track 
  down whichever set of counterfeit rings are in the 
  PC’s possession.  If Tamryn cannot locate the 
  PC’s, he will try to seek out the PC’s at the Coriner 
  gala, just before it begins.  
  Read or paraphrase the following: 
  You are approached by a young, slender Suel 
  man wearing a blue and gold uniform.  He is 
  flanked by four guards wearing uniforms with 
  matching colors. 
  His voice is cool and even as he says, “I would 
  like to speak to you about a warehouse in the 
  docks district.  I want to know why you did it 
  and who you are working for.” 
  Tamryn Uthalek: Male Suel Rog 5/Spy 3; see 
  Appendix One. 
  Four Szabo Guards: Male Suel War5; see 
  Appendix One. 
  Tamryn will be disguised as Taergad Uridan, an 
  agent of House Szabo. 
  • 
  Tamryn is no longer under the effects of 
  Glibness.  He only had one scroll, so is forced 
  to rely on his natural Bluff skill (DC 17 + d20). 
  • 
  Tamryn is no longer under the effects of Alter 
  Self, but he will be using his Hat of Disguise.  
  Taergad Uridan is not a Cover Identity, so 
  Tamryn’s Disguise score is lower (DC 28 + 
  d20). 
  • 
  The Nondetection spell will still be functioning 
  unless Tamryn is forced to find the PC’s at the 
  Coriner gala. 
  If the PC’s did not switch the rings: 
  Tamryn will claim that there was a witness who 
  saw the PC’s break into the warehouse.  The PC’s 
  may become suspicious if they didn’t actually 
  break in. 
  If the PC’s did switch the rings: 
  Tamryn will claim that he used a Locate Object 
  spell in order to track the PC’s down.  The PC’s 
  may become suspicious if they stored the rings in 
  a lead-lined container or extra-dimensional space. 
  If the PC’s mention that the rings in the warehouse 
  were fakes or the PC’s ask how he found out 
  about the switch so quickly: 
  Tamryn will explain that House Szabo suspected 
  there might be trouble with the rings.  So they 
  arranged for a set of counterfeit duplicates to be 
  shipped to Leukish.  Meanwhile, the real rings 
  were brought by a more clandestine route (truth).  
  The counterfeit rings each bear a tiny mark to 
  distinguish them from the real ones (truth). 
  Tamryn’s goal is to get the PC’s to confess that 
  they were working for House Meissel.  He will “let 
  them off easy” if they agree to find evidence of 
  House Meissel’s involvement.  He will even offer 
  (50 x APL) GP each for their assistance. 
  If the PC’s accuse Tamryn of lying or attack him, 
  Tamryn will attempt to flee, using his Scroll of 
  Dimension Door if able.  The Szabo Guards know 
  nothing about the Tamryn’s plot, nor his real 
  identity.  The guards will defend Tamryn as best 
  they can, but will surrender if badly hurt.  If Tamryn 
  is captured, go to Encounter Four. 
  If the PC’s agree to find evidence against House 
  Meissel, go to Encounter Five.  
  Encounter Four: Tables 
  Turned 
  Tamryn is loyal to House Szabo.  He will not 
  betray them unless he thinks his life is in danger. 
  The Gift 
   
  Page 5 
  
  If the PC’s interrogate Tamryn, have them make 
  an Intimidate check.  Each check takes one hour 
  of game time.  Reducing Tamryn to 10 hit points or 
  less will give the PC’s a +5 circumstance bonus. 
  • 
  DC 9 or less – Tamryn refuses to talk. 
  • 
  DC 10 – Tamryn persists that he works for 
  House Meissel (lie). 
  • 
  DC 15 – Tamryn will claim that he in fact 
  works for House Saevil and that this was a 
  plot to discredit House Meissel (lie). 
  • 
  DC 20 – Tamryn will claim that this heist was 
  his own idea because he has a personal 
  grudge against Urmen Meissel (lie). 
  • 
  DC 25 – Tamryn will crack and admit that he 
  works for House Szabo (truth). 
  • 
  DC 30 – Tamryn is broken.  He tearfully 
  confesses that he is working for Telek Szabo 
  (truth). 
  Encounter Five: Gone 
  without a Trace 
  Have the PC’s make a Gather Information check: 
  • 
  DC 10 – Tevan Ullaz has a room at the 
  Golden Stag Inn. 
  • 
  DC 15 – Tevan Ullaz has been making 
  inquiries all over Leukish looking for talented 
  adventurers. 
  • 
  DC 20 – Tevan Ullaz arrived in Leukish a 
  week ago. 
  • 
  DC 25 – Tevan Ullaz purchased a number of 
  scrolls both from the Temple of Lydia and from 
  Stonor Baelvore, a powerful transmuter in 
  Seltaren. 
  • 
  DC 30 – Tevan Ullaz even had a scroll 
  commissioned from a Bard. 
  • 
  DC 35 – Tevan Ullaz was an agent of House 
  Meissel.  However, he died of a heart attack 
  over a year ago. 
  If the PC’s investigate the Golden Stag Inn: 
  The innkeeper will inform the PC’s that Tevan 
  Ullaz is staying in room eight and that Tevan paid 
  him a week in advance.  The innkeeper will also 
  mention that a messenger arrived for Tevan not 
  more than an hour ago. 
  The innkeeper will be reluctant to let the PC’s into 
  Tevan’s room or show them the message.  A Bluff, 
  Diplomacy or Intimidate check, DC 15, will 
  convince the innkeeper to give the message to the 
  PC’s (give them Player Handout #3).  Make a 
  secret Forgery check against Tamryn’s Forgery 
  skill (16 + d20).  A successful check will reveal 
  that the message is in fact a clever forgery. 
  A DC 30 Bluff, Diplomacy or Intimidate check will 
  convince the innkeeper to let the PC’s into Tevan’s 
  room.  In the room is a spare set of silver and 
  black courtier’s clothes.  A search of Tevan’s 
  room, DC 15, will locate a cloak clasp, shaped like 
  a silver lantern, between the bed frame and the 
  wall.  The clothing and the clasp were planted in 
  the room by Tamryn. 
  No one knows Tevan Ullaz’s current whereabouts. 
   It is as if he disappeared without a trace. 
  If the PC’s turn the evidence over to Tamryn, he 
  will pay them the promised sum of gold.  Tamryn 
  will warn the PC’s against accepting work from 
  House Meissel in the future. 
  Conclusion 
  The DM needs to inform the Event Coordinator 
  about the outcome of the mini-mission: 
  • 
  Did the PC’s switch the rings? 
  • 
  Did the PC’s do anything overt at the 
  warehouse? 
  • 
  Was House Meissel implicated in the crime? 
  • 
  Was House Szabo’s plot uncovered? 
  • 
  Did the PC’s discover the truth about Tamryn 
  Uthalek? 
  • 
  Was Tamryn Uthalek captured or killed? 
  • 
  Was Malam Szabo permanently harmed? 
  The End 
  The Gift 
   
  Page 6 
  
  Appendix One – All APL’s
  Tamryn Uthalek: Male Suel Rog 5/Spy 3; CR 8; 
  Medium Humanoid [Human]; HD 8d6; hp 28; Init 
  +0; Spd 30 ft; AC 10, touch 10, flat-footed 10; 
  BAB/Grp: +5/+5;  Atk: +6 melee [1d6+1, 
  dagger]; Full Atk: +6 melee [1d6+1, dagger]; SA 
  Sneak Attack +4d6; SQ Cover Identity, Evasion, 
  Magic Aura, Quick Change, Scrying Defense, 
  Trap Sense, Uncanny Dodge, Undetectable 
  Alignment; AL N; SV Fort +2, Ref +7, Will +4; Str 
  10, Dex 10, Con 10, Int 16, Wis 14, Cha 14[16].  
  Skills: Speak Ancient Sueloise, Flan, Old 
  Oeridian, Rhopan; Bluff +17, Diplomacy +18, 
  Disguise +18, Forgery +16, Gather Information 
  +14 (+16 in NMR), Intimidate +11, Knowledge 
  (Local, NMR) +14, Listen +13, Sense Motive 
  +16, Sleight of Hand +13, Spellcraft +10 (+12 to 
  decipher scrolls), Spot +13, Use Magic Device 
  +16 (+18 to activate scrolls) 
  Feats: Deceitful, Magical Aptitude, Skill Focus 
  (Bluff), Skill Focus (Sense Motive). 
  Cover Identity (Ex): Tamryn gains a +4 
  circumstance bonus to Disguise checks and a 
  +2 circumstance bonus to Bluff and Gather 
  Information checks while using a specific cover 
  identity.  Tamryn’s current cover identity is 
  Tevan Ullaz, an agent of House Meissel. 
  Evasion (Ex): Tamryn takes no damage if he 
  makes a successful Reflex saving throw against 
  an attack that normally deals half damage on a 
  successful save. He does not gain this benefit if 
  helpless. 
  Magic Aura (Sp): Able to use Nystul’s Magic 
  Aura at will.  Caster level 3. 
  Quick Change (Ex): Able to don a disguise in 
  one-tenth the time (1d3 minutes). 
  Scrying Defense (Ex): Gains a +3 bonus to Will 
  saves against Divination (Scrying) spells.  Also 
  gains a +3 to Spot checks made to notice 
  magical sensors. 
  Trap Sense (Ex): Tamryn gains a +1 bonus on 
  Reflex saves made to avoid traps and a +1 
  dodge bonus to AC against attacks made by 
  traps. 
  Uncanny Dodge (Ex): Tamryn retains his 
  dexterity bonus to AC even if he is caught flat-
  footed or struck by an invisible attacker. 
  Undetectable Alignment (Ex): Acts as an 
  Undetectable Alignment spell, except that it is 
  always on. 
   
  Possessions: Courtier’s Clothes, Cloak of 
  Charisma1 +2, Hat of Disguise1, Small Wooden 
  Box containing Three Counterfeit Sapphire 
  Rings, 300 x APL GP, +1 Dagger coated with 
  Blue Whinnis1,2,3, Scroll Case2 x 2, Scroll of Alter 
  Self1,2, Scroll of Detect Law1,2, Scroll of Detect 
  Magic1,2 x 2, Scroll of Dimension Door1,2, Scroll 
  of Glibness1,2, Scroll of Invisibility1,2 x 2,  Scroll 
  of Knock1,2, Scroll of Locate Object1,2, Scroll of 
  Nondetection1,2, Scroll of Silence1,2 x 2 
  1) Covered with Nystul’s Magic Aura to appear 
  non-magical. 
  2) Concealed.  See PHB, page 81. 
  3) Poison.  See DMG, page 297. 
   
  Physical Description:  
  As Tevan Ullaz, mid-thirties, slightly overweight 
  Suel male, wearing silver and black courtier’s 
  clothes. 
   
  As Taergad Uridan, early-twenties, slim build 
  Suel male, wearing a gold and blue uniform. 
   
  As Tamryn Uthalek, late-twenties, average build 
  Oeridian-Suel male, wearing non-descript street 
  clothing. 
   
  Szabo Guard: Male Suel War5; CR 4; Medium 
  Humanoid [Human]; HD 5d8+5; hp 27; Init +0; 
  Spd 20 ft.; AC 17 (Breastplate +5, Shield +2), 
  touch 10, flat-footed 17; BAB/Grp: +5/+6;  Atk: 
  +7 melee [1d8+1, long sword]; Full Atk: +7 
  melee [1d8+1, long sword]; AL N; SV Fort +5, 
  Ref +1, Will +1; Str 13, Dex 11, Con 12, Int 10, 
  Wis 10, Cha 8.  
  Skills: Climb +9, Intimidate +7, Ride +8. 
  Feats: Endurance, Run, Weapon Focus (Long 
  Sword) 
   
  Possessions: 
  House 
  Szabo 
  Uniform, 
  Breastplate, Large Wooden Shield, Long Sword, 
  Signal Whistle. 
  The Gift 
   
  Page 7 
  
  Appendix Two – Encounter Two
  APL 2 
  Tyso the Watchman: Male Suel Com1; CR 1/2; 
  Medium Humanoid [Human]; HD 1d4; hp 2; Init 
  +0; Spd 30 ft.; AC 12 (Leather +2), touch 10, 
  flat-footed 12; BAB/Grp: +0/+0;  Atk: +0 melee 
  [1d6, light mace]; Full Atk: +0 melee [1d6, light 
  mace]; AL N; SV Fort +0, Ref +0, Will +0; Str 11, 
  Dex 10, Con 11, Int 10, Wis 11, Cha 10.  
  Skills: Handle Animal +4, Listen +6, Spot +6 
  Feats: Alertness, Light Armor Proficiency 
   
  Possessions: Commoner’s Outfit, Leather 
  Armor, Light Mace, Signal Whistle, 1 lb 
  Tobacco, Clay Pipe, Warehouse Keys. 
  APL 4 
  Tyso the Watchman: Male Suel Com3; CR 2; 
  Medium Humanoid [Human]; HD 3d4; hp 7; Init 
  +0; Spd 30 ft.; AC 12 (Leather +2), touch 10, 
  flat-footed 12; BAB/Grp: +1/+1;  Atk: +1 melee 
  [1d6, light mace]; Full Atk: +1 melee [1d6, light 
  mace]; AL N; SV Fort +1, Ref +1, Will +1; Str 11, 
  Dex 10, Con 11, Int 10, Wis 11, Cha 10.  
  Skills: Handle Animal +9, Listen +8, Spot +8 
  Feats: Alertness, Light Armor Proficiency, Skill 
  Focus (Handle Animal) 
   
  Possessions: Commoner’s Outfit, Leather 
  Armor, Light Mace, Signal Whistle, 1 lb 
  Tobacco, Clay Pipe, Warehouse Keys. 
  APL 6 - 12 
  Tyso the Watchman: Male Suel Com5; CR 4; 
  Medium Humanoid [Human]; HD 5d4+5; hp 17; 
  Init +0; Spd 30 ft.; AC 12 (Leather +2), touch 10, 
  flat-footed 12; BAB/Grp: +2/+2;  Atk: +2 melee 
  [1d6, light mace]; Full Atk: +2 melee [1d6, light 
  mace]; AL N; SV Fort +2, Ref +1, Will +1; Str 11, 
  Dex 10, Con 12, Int 10, Wis 11, Cha 10.  
  Skills: Handle Animal +11, Listen +10, Spot +10 
  Feats: Alertness, Light Armor Proficiency, Skill 
  Focus (Handle Animal) 
   
  Possessions: Commoner’s Outfit, Leather 
  Armor, Light Mace, Signal Whistle, 1 lb 
  Tobacco, Clay Pipe, Warehouse Keys. 
  APL 10 - 12 
  Malam Szabo: Male Suel Ari7; CR 6; Medium 
  Humanoid [Human]; HD 7d8; hp 31; Init +5; Spd 
  30 ft.; AC 16, touch 12, flat-footed 14; BAB/Grp: 
  +5/+5;  Atk: +7 melee [1d6, rapier]; Full Atk: +7 
  melee [1d6, rapier]; AL N; SV Fort +2, Ref +3, 
  Will +5; Str 10, Dex 13, Con 10, Int 10, Wis 10, 
  Cha 12.  
  Skills: Diplomacy +11, Knowledge (Nobility) +10, 
  Listen +10, Sense Motive +10, Spot +10 
  Feats: Dodge, Improved Initiative, Quick Draw, 
  Weapon Focus (Rapier). 
   
  Possessions: Noble’s Outfit, MW Chain 
  Shirt, MW Rapier, House Szabo Signet Ring, 
  Small Ornate Key for wooden box. 
  APL 12 
  Norice, Szabo Security Expert: Female Suel 
  Exp9; CR 8; Medium Humanoid [Human]; HD 
  9d6; hp 31; Init +0; Spd 30 ft.; AC 15, touch 12, 
  flat-footed 13; BAB/Grp: +6/+6;  Atk: +8 ranged 
  [1d8, light crossbow] or +6 melee [1d6, light 
  mace]; Full Atk: +6/+6/+1 ranged [1d8, light 
  crossbow] or +6/+1 melee [1d6, light mace]; AL 
  N; SV Fort +3, Ref +4, Will +6; Str 10, Dex 13, 
  Con 10, Int 12, Wis 10, Cha 10.  
  Skills: 
  Speak 
  Ancient 
  Sueloise; 
  Craft 
  (Trapmaking) +13, Disable Device +13, Hide 
  +13, Listen +12, Move Silently +13, Open Lock 
  +13, Search +13, Spot +12 
  Feats: Dodge, Point Blank Shot, Precise Shot, 
  Rapid Reload, Rapid Shot. 
   
  Possessions: Explorer’s Outfit, MW Studded 
  Leather, MW Light Crossbow, 20 Bolts, Light 
  Mace, MW Thief’s Tools. 
  The Gift 
   
  Page 8 
  
  Judge Aid – Szabo Warehouse Map 
   
   
   
   
  The Gift 
   
  Page 9 
  
  Player Handout #1 
   
  Esteemed Adventurers, 
   
  I have some difficult business that needs attending to.  I have been told that you possess unique skills well suited to the task.   
   
  Please come to the Golden Stag Inn at midday.   We will discuss the particulars of the matter over lunch. 
   
   
  Sincerely, 
   
  Tevan Ullaz 
  The Gift 
   
  Page 10 
  
  Player Handout #2 
   
   
   
   
   
   
  The Gift 
   
  Page 11 
  
  Player Handout #3 
   
  This rolled up parchment is sealed with the symbol of House Meissel. 
   
  My servant, Tevan Ullaz 
   
  How goes our plan to steal the rings right out from under the noses of those dullards of House 
  Szabo?  I wish I could see their faces when they find out their “gift” is worthless. 
   
  Send the rings to me as soon as you have acquired them.  Make sure to silence any dupes 
  involved in the affair.  We can’t have any of this getting out. 
   
  Soon we shall be rid of those accursed churches and return to the golden age of Justinian once 
  again. 
   
  Skeptically, 
   
  Wefried Meissel 
  The Gift 
   
  Page 12 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Duchy of Urnst/595/Interactives/URD5-I02 - The Rules of Engagement (APL 2-16)/URD5-I02 MM-B4 - The Gift.pdf