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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  ® play document. To find out more about the RPGA and to learn more on how you can sanction and run 
  DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s Handbook, Dungeon 
  Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This material is 
  protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork 
  contained herein is prohibited without the express written permission of Wizards of the Coast, Inc. This product is a work of fiction. Any 
  similarity to actual people, organizations, places, or events is purely coincidental. © 2005 Wizards of the Coast, Inc and the adventure 
  author or authors. 
   
  Visit the LIVING GREYHAWK website at www.rpga.com. 
  For questions specific to this document and your region please e-mail your triad point of contact (POC) at keolandpoc@adelphia.net.  For 
  LIVING GREYHAWK campaign questions email rpgahq@wizards.com. 
  KEO7-09 
   
   
   
   
  Thick as Thieves 
  A One-Round D&D® LIVING GREYHAWKTM  
  Keoland Regional Adventure 
  Version 1.0 
   
  by Charles Skidmore with Dave Guerrieri 
  Reviewers: Keoland Triad 
  Circle Reviewer: Steven Conforti 
  As the Empire of Keoland rages with war, King Kimbertos plans an unusual ceremony to bolster his 
  peoples’ resolve. The mastermind behind the invasion desires to see the ceremony interrupted in order 
  to rob hope from a kingdom at war. What will ensue is a maze of manipulation and deceit, which can 
  only mean that the most dangerous weapon here is not made of steel but rather of influence. Welcome 
  to the recoronation of King Kimbertos Skotti the First.  
  A Keoland regional adventure for APLs 6-12. 
  Note: This adventure will be of particular interest to members of the Thieves Guilds. It is highly 
  recommended that each table have at least one hero capable of stealth. Heroes who are not allowed to 
  play in Keoland regional adventures for ANY reason MAY play in this adventure.  
   
   
  
  KEO7-09 Thick as Thieves 
   
  Page 1 
  RPGA SANCTIONED PLAY 
  Most likely you ordered this adventure as part of 
  an RPGA even from the RPGA website, or you 
  received it from your senior gamemaster. To play 
  this adventure as part of the LIVING GREYHAWK 
  campaign—a worldwide, ongoing D&D campaign 
  set in the GREYHAWK setting—you must sanction it 
  as part of an RPGA event. This event could be as 
  elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at 
  least a HERALD-LEVEL gamemaster. The person 
  who sanctions the event is called the senior 
  gamemaster, and is in charge of making sure the 
  event is sanctioned before play, runs smoothly on 
  the date sanctioned, and then reported back to the 
  RPGA in a timely manner. The person who runs 
  the game is called the table Dungeon Master (or 
  usually just DM). Sometimes (and almost all the 
  time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have 
  to be a HERALD-LEVEL GM to run this adventure if 
  you are not the senior GM.  
   
  By sanctioning and reporting this adventure 
  you accomplish a couple of things. First it is an 
  official game, and you can use the AR to advance 
  your LIVING GREYHAWK character. Second player 
  and DMs gain rewards for sanctioned RPGA play 
  if they are members of the DUNGEONS & DRAGONS 
  REWARDS program. Playing this adventure is 
  worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned 
  play on December 31, 2007.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, 
  visit the RPGA website at www.rpga.com. 
  PLAYERS READ NO 
  FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther 
  than this section, you’ll know too much about its 
  challenges, which kills the fun. Also, if you’re 
  playing this adventure as part of an RPGA-
  sanctioned event, reading beyond this point 
  makes you ineligible to do so. 
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need 
  copies of the following D&D books: Player’s 
  Handbook, Dungeon Master’s Guide, and the 
  Monster Manual.  
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase 
  or read aloud when appropriate. Sidebars contain 
  important information for you, including special 
  instruction on running the adventure. Information 
  on nonplayer characters (NPCs) and monsters 
  appear in abbreviated form in the adventure text. 
  Full information on NPCs and monsters are given 
  in the Appendices.  
  Along with this adventure you’ll find a RPGA 
  Table Tracking sheet. If you’re playing this 
  adventure as part of an RPGA-sanctioned event, 
  complete and turn in this sheet to your senior GM 
  directly after play. You’ll also find a LIVING 
  GREYHAWK Adventure Record (AR).  
  LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to 
  LIVING 
  GREYHAWK 
  games, 
  this 
  adventure’s 
  challenges are proportionate to the modified 
  average character level of the PCs participating in 
  the adventure. To determine this modified 
  Average Party Level (APL) follow the steps below: 
  1. Determine the character level for each of the 
  PCs participating in the adventure. 
  2. If PCs bring animals that have been trained 
  for combat (most likely dogs trained for war), 
  other than those brought by virtue of a class 
  ability (such as animal companions, familiars 
  paladin’s mounts) or the warhorse of a 
  character with the Mounted Combat feat, use 
  the sidebar chart to determine the number of 
  levels you add to the sum of step one. Add 
  each character’s animals separately. A single 
  PC may only bring four or fewer animals of 
  this type, and animals with different CRs are 
  added separately.  
  3. Sum the results of step 1 and 2, and divide by 
  the number of characters playing in the 
  adventure. Round to the nearest whole 
  number. 
  4. If you are running a table of six PCs, add one 
  to that average. 
  
  KEO7-09 Thick as Thieves 
   
  Page 2 
  Throughout this adventure, APLs categorize the 
  level of challenge the PCs face. APLS are given 
  in even-numbered increments. If the APL of your 
  group falls on an odd number, ask them before 
  the adventure begins whether they would like to 
  play a harder or easier adventure. Based on their 
  choice, use either the higher or the lower adjacent 
  APL. 
   
  APL also affects the amount of experience 
  and gold a PC can gain at the end of the 
  adventure. If a player character is three character 
  levels or more either higher or lower than the APL 
  at which this adventure is being played, that 
  character receives only one-half of the experience 
  points and gold for the adventure. This simulates 
  the fact that either the PC was not challenged as 
  much as normal or relied on help by higher-level 
  characters to reach the objectives.  
   
  Furthermore, a PC who is four or more levels 
  higher than the highest APL supported by the 
  adventure may not play the adventure. 
   
   
  LIVING GREYHAWK adventures are designed for 
  APL 2 and higher. Four or five 1st-level characters 
  may find the challenge of an APL 2 adventure 
  difficult. Suggest the following to these groups to 
  help increase their chances of success:  
  1. Enlist a sixth player. 
  2. Advise characters to buy riding dogs to help 
  protect them, and fight for them. 
  TIME UNITS AND UPKEEP 
  This is a standard one-round Regional adventure, 
  set in Keoland.  Characters native to Keoland pay 
  one Time Unit per round, all others pay two Time 
  Units per round. 
   
  Adventurer’s Standard Upkeep costs 12 gp 
  per Time Unit.  Rich Upkeep costs 50 gp per Time 
  Unit.  Luxury Upkeep costs 100 gp per Time Unit. 
  Characters that fail to pay at least Standard 
  Upkeep will retain temporary ability damage until 
  the 
  next 
  adventure, 
  must 
  buy 
  new 
  spell 
  component pouches and healer’s kits, and may 
  suffer other in-game penalties (or possibly gain in-
  game benefits) as may be detailed in this 
  adventure. 
   
  A character who does not pay for at least 
  Standard Upkeep may also avoid the above-
  described penalties by living off the wild.  If the 
  character possesses four or more ranks in the 
  Survival skill and succeeds at a Survival check 
  (DC 20), the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, 
  may refill spell component pouches and healer’s 
  kits, and may restock up to 20 arrows or bolts if 
  the character has at least four ranks in Craft 
  (bowmaking).  The player is allowed to Take 10 on 
  this roll. 
   
  More information about Lifestyle and Upkeep 
  can be found in the “Lifestyle and Upkeep” section 
  of Chapter 3 of the LIVING GREYHAWK Campaign 
  Sourcebook. 
  ADVENTURE BACKGROUND 
  The western marches of Keoland burn with war, 
  and invading forces move on the bastions of New 
  Silverdeep 
  and 
  Black 
  Top. 
  A 
  disastrous 
  counteroffensive has drained much of the Royal 
  Standard’s strength in Niole Dra, leaving the 
  populace fearful and worried. In order to restore 
  his peoples’ courage, King Kimbertos plans an 
  unusual event: a recoronation ceremony. 
  The Returned, he who leads the invading armies 
  on Keoland’s western border, learns of the event 
  and plans to disrupt it in a very visible fashion. His 
  goal is to continue to erode the populace’s faith in 
  their king and nobility.  
  Despite the heavy security surrounding the 
  recoronation, The Returned has learned the 
  specifics of the event and sets his sight on the 
  keystone of the event: the King’s Crown of 
  Keoland. The Returned’s plan is simple and 
  fiendish. He will have the crown replaced with a 
  magical replica which will disintegrate at his word. 
  The Returned intends on magically projecting 
  # of Animals 
  Mundane 
  Animals Effect 
  on APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  
  KEO7-09 Thick as Thieves 
   
  Page 3 
  himself into the recoronation hall, confronting King 
  Kimbertos, and then destroying the fake crown. 
  The linchpin in this plan is the Niole Dra thieves’ 
  guild. Rumored to be run by a mysterious figure 
  known as the Vermillion Queen, the guild has 
  grown in power over the last several years. Now 
  The Returned has located and approached the 
  Vermillion Queen with an offer: steal the King’s 
  Crown and replace it with the fabrication and be 
  granted a position of power in the Returned’s new 
  vision of the Kingdom. 
  The Vermillion Queen has decided that this is a 
  perfect opportunity for her. She agrees that the 
  recoronation ceremony will go a long way towards 
  strengthening the resolve of the Keoish people, 
  and that ruining the ceremony could cause fresh 
  waves of desertion among the remaining soldiers 
  in Niole Dra. After realizing this, she also realized 
  that there was only one proper course of action: to 
  play both sides against each other for maximum 
  profit! 
  She promptly agreed to The Returned’s plan and 
  met with The Returned’s most accomplished thief, 
  a 
  Marrusulk 
  named 
  Arra’kir. 
  Together 
  the 
  Vermillion Queen and Arra’kir developed a plan to 
  infiltrate the Royal Estates, steal the King’s 
  Crown, and replace it with a magical duplicate.  
  Afterwards, 
  she 
  immediately 
  contacted 
  her 
  highest ranking thieves and demanded that they 
  locate exceptional outside “talent” to hire for a 
  specific job, no questions asked. Her purpose: to 
  have the outside talent break into the Royal 
  Estates, steal the King’s Crown, replace it with a 
  magical duplicate and then break into Arra’kir’s 
  lair and place the real crown in Arra’kir’s 
  belongings. When Arra’kir then breaks into the 
  palace he will then unknowingly switch the real 
  crown for a fake, foiling the Returned’s plan. 
  If the heroes succeed, the Vermillion Queen gains 
  rewards and the trust of the Lion Throne. If the 
  heroes fail, she will gain the Returned’s favor. 
  Either way, the Vermillion Queen stands to gain 
  much for little effort.   
  ADVENTURE SUMMARY 
  In the Introduction, the heroes are contacted by 
  the Niole Dra thieves’ guild.  
  In Encounter One, the heroes meet the Vermillion 
  Queen and she reveals her plan in its entirety. 
  The heroes are given the chance to accept or 
  decline her offer. 
  In Encounter Two, the heroes make preparations 
  and break into the Keoish Royal Estates. This 
  encounter consists of seven subsections. 
  2A: The heroes use some time to perform 
  reconnaissance on the estates. This may open up 
  several options for how they go about the rest of 
  the encounter. 
  2B: The heroes gain entry to the outer areas of the 
  Royal Estates. This can be done through bribery, 
  impersonation/disguise or stealth/distraction. 
  2C: The heroes gain entry to the restricted areas 
  of the estate by obtaining a magical guard insignia 
  which prevents alarms from sounding. This can be 
  obtained by impersonation/disguise, stealth, non-
  lethal assault, or distraction. 
  2D: (optional) The heroes obtain the vault key 
  from the watch captain, Jorl “Angerhand” Rhola, a 
  minor noble posted to a secure station in the 
  Keoish Royal Standards in order to prevent him 
  being sent to the fighting. This can be obtained by 
  distraction, stealth or by drugging the captain’s 
  evening wine. 
  2E: The heroes open the vault in the estate, either 
  with the watch captain’s key or through their own 
  skills. If they do not have the proper key, there is 
  also a trap to contend with. The heroes swap the 
  fake crown for the real crown. The heroes meet an 
  unexpected visitor. 
  2F: The heroes must return any stolen means of 
  ingress to their proper locations without being 
  caught. The watch captain’s key and any guard 
  insignia must be returned or it will arouse 
  suspicion. 
  2G: The heroes must escape the estate without 
  being caught. This section changes depending on 
  how the heroes gain access to the estate.  
  In Encounter Three, the heroes must track Arra’kir 
  and enter his lair while he is away in order to 
  perform the final swap of the crown. Unknown to 
  the Vermillion Queen, Arra’kir has a few followers 
  in the city… 
  PREPARATION FOR PLAY 
  This adventure is designed with a minimum of 
  read aloud text past the opening scene. Feel free 
  to add to the scenery as necessary in order to 
  provide a rounded play experience.  
  The entirety of Encounter Two is designed to be 
  free-form. Some tables will take longer to scout 
  the area and take precautions; others will simply 
  
  KEO7-09 Thick as Thieves 
   
  Page 4 
  charge in and let the chips fall as they may. This 
  means that the adventure can either be very quick 
  or take the estimated time of four hours. Tailor 
  anything you add to your individual tables. 
  INTRODUCTION 
  Niole Dra once again beckons to you and your 
  companions. The seat of the Lion Throne 
  offers you comfort, respite and surcease from 
  the pains of your adventuring Oerth. As 
  another mild winter approaches, a last wave of 
  farmers and craftsmen attempt to sell their 
  wares before stocking up for the winter ahead. 
  You have taken rooms in The Golden Lion, a 
  newly reconstructed inn which heralds back to 
  the glories of Imperial Keoland. The walls are 
  festooned with aged banners from the realms 
  of the Sheldomar which used to call Niole Dra 
  mother, and Cryllor father.  
  These days reveling in past glories seems to 
  be a popular pursuit, as the inn itself is 
  booked to capacity. Every table is at least half 
  full 
  with 
  minor 
  nobility 
  and 
  successful 
  merchants. A bardic ensemble plays on a 
  raised dais, recounting the epic tales of former 
  Kings Luschan II, Malv II and Lanchaster II. 
  The bards gather the loudest round of 
  applause after they recount the tale of Tavish 
  the Great and the Two-headed Drake.  
  The past looks brighter than the future, for 
  Keoland is a kingdom sundered by war. For 
  weeks there has been no contact with the city 
  of Cryllor, and now rumors abound that a dark 
  army marches toward Black Top, the famous 
  meeting ground in the Good Hills. Refugees 
  flooding eastward bring tales of horror, of 
  monstrous men with the faces of dogs in 
  endless numbers. Compounding this fear is a 
  noticeably reduced presence by the Keoish 
  Royal 
  Standards 
  in 
  the 
  city 
  itself. 
  Rumormongers claim that a massive wave of 
  desertions has struck the ranks. 
  The door to the outside opens, admitting a 
  slightly chill draft and an immaculately 
  dressed man covered in the livery of one of 
  Keoland’s most respected offices: Herald.  
  The herald removes a heavy chain helm from 
  his head and with a voice like thunder he 
  quickly quiets the entire room.  
  “All present serve notice! This is a royal 
  announcement! Three days hence is hereby 
  declared a royal holiday. All public offices and 
  institutions will be closed.  
  All available citizens are invited to attend the 
  recoronation of King Kimbertos Skotti at 
  Dragon Stone at the tolling of the sixth bell. 
  Take heart citizens and your fears shall be laid 
  to rest.” 
  A rolling hubbub engulfs the inn as people 
  turn to their neighbors to discuss the import 
  of this sudden pronouncement. It is easy to 
  read a wide range of emotions on the many 
  faces assembled, but primarily you see 
  interest and the glimmer of hope. 
  Returning to your meal and companions, you 
  see that a folded piece of parchment has been 
  placed in the center of your table.  
  This parchment is Player Handout One.  
  This is a good time to do character introductions.  
  ENCOUNTER 1: MIDNIGHT 
  MEETING WITH THE QUEEN 
  This encounter takes place the same night, 
  assuming the heroes decide to take the meeting. 
  Heroes who decide that they will not attend the 
  meeting may not participate in the ensuing 
  adventure. 
  You quickly and easily follow the instructions 
  in the parchment from your table. The Ivory 
  Fountain has gained quite a reputation as a 
  location for travelers to visit in Niole Dra, so it 
  is unsurprising to find several people in the 
  square where it sits. 
  The fountain itself is unremarkable, although 
  the statue that sits atop it is. Carved in the 
  likeness of King Kimbertos, a large swath of 
  the statue became discolored by pranksters 
  after the King was slain by Holphin Neheli 
  years ago. Despite the triumphant return of the 
  King, the stone has stayed discolored and 
  uneven, a blemish that no scrubbing or magic 
  can erase. 
  A man with one leg and a crutch hobbles 
  towards you. As he approaches you can see 
  that his face is covered in pustulant lesions 
  and sores. 
  
  KEO7-09 Thick as Thieves 
   
  Page 5 
  “Alms for a poor soldier wounded in the 
  Dreadwood?” 
  The heroes should be able to pick up on the 
  connection between the handout and the beggar. 
  Once the heroes give the beggar any amount of 
  money: 
  The beggar leans in towards you, and 
  whispers, “Come with me now, and act like I’m 
  guiding you to a tavern. We’re being watched, 
  most likely.” 
  The beggar will lead the heroes down several 
  streets, heading to a notably poorer section of the 
  city. After about ten minutes of walking, he will 
  push aside a barely noticeable rotten door set in 
  an alley wall and usher them inside. The beggar 
  will answer no questions and will not attempt to 
  cajole the heroes along in any way, merely letting 
  them decide for themselves what they want to do. 
  The beggar leads you to a small and shabby 
  house. The interior is laid out with piles of 
  blankets used as beds and shoddy furniture. 
  Seated at a rickety table is a woman of nearly 
  unimaginable grace and beauty. Her hair is so 
  blonde as to almost be white and her eyes are 
  an enchanting shade of blue. Her skin is 
  unmarred by scar, blemish, or makeup and her 
  clothes are finery such as is usually reserved 
  for high nobility. The long gown she wears is a 
  deep red in color, as is a pendant around her 
  neck and her finely polished fingernails. She 
  smiles at you warmly and speaks in a voice 
  that sounds as though it is on loan from the 
  highest angel for her time on Oerth. 
  “Greetings, travelers. I thank you for coming 
  with such alacrity after receiving my missive. I 
  apologize for the hamhanded nature in which I 
  must bring you to me, but time is of the 
  essence. 
  I became aware of your return to Niole Dra 
  only yesterday. You do not realize it, but you 
  have worked for me before, and I was much 
  pleased with your results. This is why I bring 
  you here. 
  I am the Vermillion Queen, guildmistress of the 
  Niole Dra thieves. I need you to perform a task 
  for me.” 
  The woman goes silent, clearly waiting. 
  The heroes likely have many things to say, or ask. 
  Read or paraphrase the following responses.  
  Knowledge (Local-Metaregion One) DC 10: The 
  Vermillion Queen is the name attached to the 
  guildmaster of the Niole Dra guilds, but very few 
  can claim to have ever seen her or know who she 
  is. 
  “What do you need us to do?” 
  “To put it simply, I need you to steal King 
  Kimbertos’ crown and replace it with a 
  fabrication before his recoronation ceremony.” 
  “What?/Why?” 
  “I was recently approached by the one who 
  calls himself The Returned. He claims that he 
  brings an army to Niole Dra’s door, and I 
  believe him. He has tasked me with the same 
  task I require of you; replace King Kimbertos’ 
  crown. I have come to the decision that I shall 
  not be his marionette. This is where you enter 
  my plans.” 
  “Huh? What do you mean?” 
  “The Returned has sent his most trusted thief 
  to my city. An odious creature named Arra’kir, 
  it plans on stealing the King’s crown and 
  replacing it with a fabrication. The Returned 
  intends on somehow destroying the fake 
  during the ceremony, ruining the event and 
  robbing Keoland of hope.  
  What I intend is to pull a double switch, but to 
  do so in such a manner that The Returned is 
  the one who loses support. You steal the 
  crown, replace it with a fake. Then you swap 
  the real crown with the fake that Arra’kir 
  keeps. He will then break into the estate and 
  swap 
  the 
  real 
  crown 
  for 
  the 
  fake, 
  unknowingly.” 
  “Is the real crown safe from destruction?” 
  “Yes. The Returned made it clear that he 
  cannot destroy the real crown. He said 
  something about Niole Dra offering its king 
  magical protection. He would not elaborate, 
  but I have since contacted several sages who 
  all agree. Niole Dra was constructed here due 
  to some kind of magical protection the site 
  offers. It is all over the tales.” 
  “Where is the real crown?” 
  “The crown is in a set of royal estates within 
  the city called Senestal’s Rest. I believe it is 
  located in the spire on the grounds, secured 
  inside a vault.  My understanding is that the 
  crown has been recently moved there in 
  
  KEO7-09 Thick as Thieves 
   
  Page 6 
  preparation for the recoronation. There is also 
  rumors that the crown may have some 
  “magical protections” Niole Dra benefits 
  from.” 
  “How do you expect us to steal the crown? (We’re 
  not stealthy/thieves/we’re paladins) 
  “The details are, of course, up to you. I’ve 
  spent many resources on obtaining auguries, 
  and they all confirm that you are the ones I 
  seek. If your morals or ethics would prevent 
  you from walking this course, I ask you to 
  think of the consequences of your refusal. I 
  know Arra’kir is capable of stealing the real 
  crown. It is up to you to foil his plan.” 
  “Why don’t we just tell the authorities?” 
  “That would bring unforeseen ruin. The 
  Returned would undoubtedly know that I am 
  not playing his game and would move in a 
  more direct manner, one which we can not 
  control, predict, or prevent.” 
  “How do we know you are really the Vermillion 
  Queen?” 
  “The short answer is that you don’t. The long 
  answer is that you must decide for yourself if 
  you believe the rumors. That a powerful 
  woman does indeed pull the levers on the 
  guild within Niole Dra, and that this person 
  knows for a fact that Cryllor as we knew it is 
  no longer. You must decide if you trust a 
  person who does not wish to be made a 
  puppet, and who fears for the city she loves.” 
  “Can you help us gather information/materials?” 
  “I cannot. The auguries stated very specifically 
  that if I aid you, you will fail.” 
  “Where do we take the crown?” 
  “My agents will provide you with the location 
  of Arra’Kir’s safehouse. Once you have the 
  real crown.” 
  When the heroes are done asking questions: 
  The Vermillion Queen dips her head slightly. 
  “I know this task may seem beyond your 
  grasp, yet succeed you must. Arra’kir will 
  likely move on the early morning before the 
  recoronation. You have only a limited time 
  frame in which to come up with a plan and 
  execute it. I suggest you begin quickly.” 
  Without seeing her move, there is suddenly a 
  platinum circlet on the table, adorned with 
  jewels.  
  “One last thing. You must NOT be caught. You 
  must not bring attention to this plan. If you do 
  something that puts too much attention on the 
  Royal Estates before the recoronation, the 
  plan will fail. If the authorities find out that the 
  crown is stolen, they will surely cancel the 
  recoronation. If they catch thieves trying to 
  steal the crown, they will likely do the same. If 
  they piece things together after the fact, then 
  that is acceptable but you must not draw 
  attention before the ceremony or Keoland will 
  suffer.” 
  Allow the heroes any more reasonable questions. 
  Foolhardy actions such as attacking the Vermillion 
  Queen or attempting to contact the authorities will 
  end the adventure. 
  ENCOUNTER 2: STEALING 
  AN EMPIRE 
  This 
  encounter 
  is 
  divided 
  into 
  numerous 
  subsections; all dealing with an individual step the 
  heroes may have to take in order to progress with 
  their plan. At all times you are encouraged to be 
  flexible in regards to the heroes’ actions. If the 
  heroes come up with a reasonable plan of action, 
  allow a skill check at a reasonable DC (if 
  applicable) or simply allow that part of the plan to 
  succeed.  
  The heroes begin this encounter at 6 pm on Day 
  1. They have until 6 am on Day 4 to formulate and 
  complete a plan. Ensure that proper time is 
  tracked. 
  The most important thing in this encounter for the 
  heroes is for them to avoid drawing attention to 
  themselves. If the heroes fail or get caught, 
  proceed to Conclusion: Failure! 
  2A: Reconnaissance 
  The first step in breaking into the estate is 
  gathering proper intelligence. It is important to 
  note that the estate is NOT the castle itself, but 
  rather a series of villas in a separate part of the 
  city near the river.  
  The estate is well known and public streets adjoin 
  it. As such it requires no skill checks to find. If any 
  hero simply watches the estate area they gain the 
  following 
  information 
  and 
  may 
  make 
  the 
  appropriate skill checks following. 
  
  KEO7-09 Thick as Thieves 
   
  Page 7 
  1. The estates take up a sprawling stretch of 
  land, about a mile long on each side. The 
  entire estate is surrounded by a high (15’) 
  stone wall, topped with gargoyle statuary 
  every 50 feet. At each corner of the estate is a 
  guard tower that rises to 25’. Several buildings 
  can be seen rising above wall height within 
  the estate, the tallest of which is a spire like 
  tower rising to around 40’.  
  2. There are two gates, one on the southern wall 
  and one on the eastern. The eastern gate 
  sees more traffic, as it appears to be the gate 
  through which goods are delivered and 
  servants come and go. 
  3. There is a foursquad of guards on duty at both 
  gates at all times. In addition, recently a robed 
  member of the National Academy of Wizardry 
  stands guard at each gate. The towers cannot 
  be easily seen into. (if some magical means is 
  used, each tower is seen to contain another 
  pair of guards apiece) 
  4. There is some kind of badge or insignia that 
  must 
  be 
  worn 
  when 
  within 
  the 
  inner 
  compound. All servants and visitors must 
  check in at the guard house. 
  Eventually the heroes may wish to Gather 
  Information on the estate and the people 
  attached to it. Each attempt takes 1d4+1 hours as 
  listed in the PHB. The following information is all 
  true, although you can feel free to sprinkle in a 
  few false pieces of information. Just be careful of 
  stalling the players with too much extraneous 
  information.  
  DC 5: The estate is commonly called “Senestal’s 
  Rest” after Senestal II of Keoland. Senestal II was 
  king before Skotti’s predecessor, and commonly 
  threw balls and galas at the estate.  
  DC 10: King Kimbertos does not use Senestal’s 
  Rest frequently, preferring instead other private 
  locations. The estate itself has received less 
  upkeep over the previous few years and is 
  beginning to slip into disrepair. 
  DC 12: The estate employs a fair number of 
  servants, most of who live in other parts of Niole 
  Dra. There is a high turnover. 
  DC 10+APL: The guard strength has recently 
  been doubled and is made up of younger Royal 
  Standards who need to earn extra coin. They are 
  paid a substantial weekly bonus for their posting, 
  which is in addition to their normal duties. Several 
  of the Royal Standards reportedly have run up 
  quite a debt at some of the local gambling 
  establishments. 
  DC 12+APL: The guards are led by guard captain 
  Jorl “Angerhand” Rhola. He is permanently 
  stationed in the estate, is reportedly a horror to 
  work for, and is rumored to enjoy his wine very, 
  very much. 
  DC 15+APL: The NAW wizards have set up wards 
  that will trigger alarms if any powerful spells are 
  used within the vicinity. (4th level or above) The 
  wards are not particularly delicate so as to allow 
  the daily functioning of the estate to continue. 
  They are primarily designed to stop people from 
  teleporting in. 
  DC 15+APL: The National Academy of Wizardry 
  has recently begun posting some of its members 
  with 
  the 
  Royal 
  Standards. 
  These 
  wizards 
  reportedly scan the area for magical intrusion. 
  More Information 
  Eventually the heroes may want to attempt to 
  gather more information on the inside of the villa. 
  To do so they will need to either bribe or gather 
  information from someone with knowledge of the 
  interior. A successful Gather Information DC 
  10+APL will give the heroes two leads: a servant 
  dissatisfied with his job and a Royal Standard in 
  heavy debt. 
  Both leads share the same mechanic, simply 
  allow the heroes to choose which one (or both) to 
  approach.  
  Servant: 
  The servant, Allie Wister, hates her position within 
  the estate. She is particularly upset by the way the 
  guard captain leers at her and gets drunk every 
  night. 
  Royal Standard: 
  The Royal Standard, Private Fillion Hantha, is a 
  disreputable gambler on the verge of washing out 
  of service. He can also be bribed by offering to 
  pay off his gambling debt (40 gold per APL) 
  Either character can be bribed (Bluff DC 15), 
  cajoled (Diplomacy DC 20) or Intimidated (DC 
  15) into giving the following information: 
  1. The watch captain, Jorl “Angerhand” Rhola, is 
  a drunk. Every night he drinks several bottles 
  of wine, forcing the serving staff to get them 
  for him and drinking them down in a gulp. 
  2. Anyone entering the inner compound thorugh 
  the guard house must be logged in and must 
  
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  Page 8 
  wear a special insignia at all times while within 
  the compound. It is said to be magical in 
  nature.  
  3. A rough map. The heroes can create Player 
  Handout 2: Rough Map from what the 
  disaffected NPC knows.  
  4. The NPC can also direct the heroes to the 
  spire, which houses the vault in it’s basement. 
  If they are successful the heroes should now have 
  several leads for more information or ways into 
  the estate. 
  Using Magic: 
  As noted above, the use of magic within the 
  estates will cause serious problems for the heroes. 
  Casting any spell of 4th level or above will set off 
  immediate alarms, ruining the break-in attempt. 
  Heroes who use spells such as clairvoyance, 
  clairaudience will receive correct information. 
  Provide hints and clues as you see fit to make 
  such actions profitable for the heroes.  
  2B: Gaining Entry 
  The primary means of breaking into the estate will 
  be:  
  1. Bribery  
  A Bluff DC 10+APL will allow the heroes to bribe 
  a guard to allow them access. This also requires a 
  Diplomacy DC 10+APL to convince the guard 
  that the heroes have a purpose within the estate 
  that is non-threatening. The heroes must come up 
  with a suitable cover story. Allow the heroes to 
  roleplay here as needed. Remember guards such 
  as these earn less than 10 silver a day, so bribing 
  one is cheap. 
  2. Impersonation/Disguise 
  Alternately, the heroes can make a Bluff DC 
  10+APL check to persuade one of the servants to 
  have them hired on for a day (or night). The 
  heroes could also attempt to slip in with a servant 
  shift change, although this will require a Disguise 
  check DC 15+APL. If the heroes attempt to 
  disguise 
  themselves 
  and 
  fail 
  without 
  also 
  attempting to make a successful bribe, they could 
  find themselves in deep trouble depending on how 
  they deal with the situation.  
  3. Stealth/Distraction 
  The most difficult path, breaking into the villa in a 
  stealthy manner is still possible. The exterior wall 
  is not patrolled and so heroes can climb it with a 
  DC 10 climb. Any hero doing this must also make 
  a Hide check DC 10+APL. Allow the party to plan 
  and be creative here, and use common sense as 
  a judge. 
  The heroes can also attempt to create a 
  distraction to lure the guards away from the gate. 
  Allow the heroes imagination to run wild here. 
  Several options that will work to empty the guard 
  house are a fire, a bar brawl across the street, et 
  cetera.  
  This is the only area in which casting a 4th level 
  spell or higher will nor ruin the break-in. Casting 
  such spells further into the estate will bring trouble 
  to the heroes. 
  4. Magic 
  Heroes who attempt any magic of 4th level or 
  higher to gain entry will find themselves in deep 
  trouble. Spells of 3rd and lower can be cast safely 
  to gain access. A combination of Invisibility, Fly 
  and other spells can easily gain the heroes 
  access. 
  The Interior Grounds 
  The inner circle of buildings is patrolled regularly 
  by Royal Standards on the hour. The guards 
  follow the paths on the grounds for their patrols, 
  taking about 15 minutes for a complete round. 
  The external grounds and outer wall area are not 
  well lit at night. Depending on the type of table 
  you have, the heroes may have to make 
  applicable skill checks to hide from the guards, 
  bribe them, or bluff them. 
  The Guards 
  All Royal Standards attached to the Royal Estate 
  are 5th level fighters as detailed in the NPC 
  section of the DMG. Assume any NAW members 
  are 1st level adepts; use 1st level wizard stats from 
  the same location. 
  The Alarm 
  If a Royal Standard finds something amiss, it is 
  his duty to get to the nearest alarm station and 
  ring a bell. The tolling of these bells will be quickly 
  echoed throughout the estate, ruining the break in 
  attempt. Silence and other magical effects to stop 
  the bell work normally but the heroes must still 
  deal with the guard himself. Alarms are located at 
  the south gate, the stables, the barracks, the spire 
  and the manor house. 
  Combat with the Guards 
  
  KEO7-09 Thick as Thieves 
   
  Page 9 
  The Royal Standards here are loyal servants of 
  the empire. Getting in a fight with any guards 
  OTHER than the guards in area 2C will likely 
  result in deep trouble for the heroes. If any fight 
  occurs one KRS immediately runs for the nearest 
  guard station while his partner attempts to delay 
  the intruders.  
  Additionally, these guards are not evil in any way 
  shape or form. Harming Royal Standards with 
  lethal damage is a potentially evil act.  
  The bottom line is that this is a break-in, not a bar 
  brawl. Players who want to fight their way into the 
  estate will likely fail the mission. Have mercy on 
  heroes who make a simple mistake, have no 
  mercy on heroes who want a bloodbath. 
  2C: Obtaining a guard insignia 
  Once the heroes are within the estate, their next 
  challenge is to gain access to the inner buildings. 
  This portion is considered an EL+2 encounter and 
  experience is awarded for completing it in several 
  fashions. 
  Within the guard house at all times are two Royal 
  Standards. In order to get further into the estate 
  without setting off any alarms the heroes must 
  each obtain an insignia from the guards. This can 
  be accomplished in one of several ways. 
  1. Impersonation/Disguise.  
  The heroes can attempt to pass themselves off as 
  someone who belongs here, whether a servant, a 
  Royal Standard, et cetera. During daylight hours it 
  is not uncommon for a servant or other person to 
  need to go deeper into the estate or leave the 
  grounds. All people coming and going are logged 
  into a logbook kept in this room. 
  The guards here are vigilant and any disguise the 
  heroes are wearing will come under scrutiny as 
  described in the PHB. The guards will see through 
  any disguise roll less than DC 10+APL. If the 
  heroes are here with another person (such as a 
  servant or KRS) who is signing them in, the 
  guards will only see through disguises less than 
  DC 5+APL. If the heroes attempt to come through 
  this room after 6pm and before 6am on any night, 
  they will also need to make a Bluff DC 8+APL to 
  explain their appearance. 
  Failure here results in the guards attempting to 
  sound the alarm.  
  2. Stealth.  
  A hero (or heroes) capable of stealth can attempt 
  to sneak into the guard office and steal some 
  insignias. A hero here will need Hide and Move 
  Silently DC 15+APL in order to succeed. Failure 
  leads to either bluffing or combat. 
  3. Distraction 
  Heroes may attempt to get the guards to leave the 
  room by starting a fire or causing a disturbance in 
  another area of the estate. Use your best 
  judgment in adjudicating this scenario. 
  4. Non-lethal combat. 
  If the heroes attempt to subdue the guards they 
  must fight two 5th level NPC fighters as detailed in 
  the DMG. The guards immediately try to reach the 
  alarm bell and ring it, an action which takes two 
  rounds to complete. Dealing lethal damage here is 
  a capital offense and a borderline evil act as well 
  as an action that will draw attention to the theft. 
  Fighting here will NOT fail the mission, but it 
  should be the last resort for heroes with any other 
  option.  
  5. Bribery/Magical Charms 
  The guards here can be bribed to let a SINGLE 
  hero pass for 20 gp per APL.  
  2D: Obtaining the Vault Key (optional) 
  This section is listed as optional because it is 
  possible to enter the vault without interacting with 
  the guard captain. 
  The guard captain spends his nights in the 
  barracks. Any time after 8 pm he is drunk and 
  belligerent, snapping at servants and demanding 
  more drink. He carries the vault key on him at all 
  time. During the day he is found in building manor 
  house sleeping off the previous night’s excess. 
  There are several ways to acquire the vault key. 
  1. Distraction/Stealth  
  A hero may attempt to create a distraction or pick 
  the guard captain’s pocket for the key. A hero here 
  will need Hide and Move Silently and/or Sleight 
  of Hand DC 15+APL in order to succeed. Again, 
  use judge’s discretion. Failure leads to either 
  bluffing or combat. 
  2. Drugging 
  A hero may either attempt to get the captain to 
  pass out early or drug his wine. Drugging the 
  captain will require locating an appropriate 
  sedative through a skill check or other means. 
  Allow reasonable ways to find appropriate 
  substances. 
  3. Social interaction. 
  
  KEO7-09 Thick as Thieves 
   
  Page 10 
  Heroes may attempt to Bluff the captain. This 
  requires a DC 15+APL if he is sober, and a DC 
  10+APL if he is drunk. He will give the vault key 
  to a subordinate or servant who needs it in order 
  to spend more time with his wine.  
  4. Seduction.  
  Although possible, this should not be an area that 
  is emphasized or led to. If a hero thinks of this on 
  his/her own and they want to try it they may. Any 
  female hero can successfully seduce the captain, 
  who will fall asleep after an hour alone. Under no 
  circumstances is this situation to become graphic. 
  2E: Opening the Vault 
  Now the heroes have to locate and open the vault 
  in the basement of the spire.There are a number 
  of rooms in the spire, so it is normal for people to 
  enter it, though it has the least amount of traffic of 
  any of the building in the inner compound.  
  By following the 10’ wide stairs down behind the 
  spire’s main door, the heroes can easily find the 
  vault. The stairs end in a 10 foot square room, 
  with the door centered in the wall opposite the 
  stairs. The door is a 5’ wide solid iron door, and 
  the wall is comprised of granite blocks, with lead, 
  silver andd gold mixed into the mortar binding the 
  blocks.  
  Entering the vault can be done in one of three 
  ways. 
  1. Pick the lock. Opening the lock in this manner 
  requires an Open Lock DC 20+APL. If the 
  vault is opened without the captain’s key, the 
  heroes will also have to deal with a trap on the 
  vault door. 
  APL 6 (EL 8) 
  Fireball Trap: CR 5; magic device; touch trigger; 
  automatic reset; spell effect (fireball, 8th-level 
  wizard, 8d6 fire, DC 14 Reflex save half damage); 
  Search DC 28; Disable Device DC 28.  
  Blade Barrier Trap: CR 7; magic device; 
  proximity trigger (alarm); automatic reset; spell 
  effect (blade barrier, 11th-level cleric, 11d6 
  slashing, DC 19 Reflex save half damage); 
  Search DC 31; Disable Device DC 31.  
  APL 8 (EL 10) 
  Blade Barrier Trap: CR 7; magic device; 
  proximity trigger (alarm); automatic reset; spell 
  effect (blade barrier, 11th-level cleric, 11d6 
  slashing, DC 19 Reflex save half damage); 
  Search DC 31; Disable Device DC 31. 
  Incendiary Cloud Trap: CR 9; magic device; 
  proximity trigger (alarm); automatic reset; spell 
  effect 
  (incendiary 
  cloud, 
  15th-level 
  wizard, 
  4d6/round for 15 rounds, DC 22 Reflex save half 
  damage); Search DC 33; Disable Device DC 33.  
  APL 10 (EL 12) 
  Blade Barrier Trap: CR 10; magic device; 
  proximity trigger (alarm); automatic reset; spell 
  effect (blade barrier, 15th-level cleric, 15d6 
  slashing, DC 25 Reflex save half damage); 
  Search DC 31; Disable Device DC 31.  
  Crushing Wall Trap: CR 10; mechanical; location 
  trigger; automatic reset; no attack roll required 
  (18d6, crush); Search DC 20; Disable Device DC 
  25.  
  APL 12 (EL 14) 
  Energy Drain Trap: CR 10; magic device; visual 
  trigger (true seeing); automatic reset; Atk +8 
  ranged touch; spell effect (energy drain, 17th-level 
  wizard, 2d4 negative levels for 24 hours, DC 23 
  Fortitude save negates); Search DC 34; Disable 
  Device DC 34.  
  Crushing Room: CR 13; mechanical; location 
  trigger; automatic reset; walls move together 
  (18d6, crush); multiple targets (all targets in a 10-
  ft.-by-10-ft. room); never miss; onset delay (2 
  rounds); Search DC 29; Disable Device DC 29.  
   
  2. The Guard Captain’s Key. Using the guard 
  captain’s key disables the trap and opens the 
  vault door easily. 
  3. Magical means. As noted previously casting 
  any spell above 3rd level will result in the 
  triggering of alarms and failure in the 
  adventure, but resourceful heroes may come 
  up with another solution. Reward ingenuity. 
  When the heroes open/enter the vault: 
  The 
  interior 
  of 
  this 
  vault 
  is 
  almost 
  underwhelming. Two suits of rusting armor 
  flank a short pillar. Resting on the pillar are a 
  pair of items, a platinum circlet adorned with a 
  shimmering jewels, and some kind of bow that 
  appears to be fashioned from bones. 
  A voice rattles through the vault. 
  “Before you touch those, we should talk.” 
  Standing in a corner of the room where there 
  was previously nothing is now a woman in 
  pure white robes. A black cast iron mask 
  
  KEO7-09 Thick as Thieves 
   
  Page 11 
  covers her face but piercing green eyes stare 
  out through caged eyeslits. 
  “I must tell you that to touch that bow is to 
  damn this empire to further darkness.” 
  The woman takes a single step forward, and as 
  she does so she becomes partly translucent, 
  solidifying completely again as she stops. 
  “Who are you, and why are you here?” 
  The heroes can answer in any way they desire. 
  Eventually they will ask the woman who she is, 
  and read or paraphrase the following. 
  “I am Jeslin Proudlin, Woestave of the Silent 
  Ones. I am the only remaining guardian of this 
  relic. Many years ago it was used by an orc 
  archer and his companion to hunt and kill 
  elves of this kingdom. After a long hunt the 
  orc was slain but not before he laid a curse on 
  his weapon. Should it ever see daylight, it 
  would bring thousands of years of darkness. 
  I was tasked with creating a safe vault for 
  this…thing, and I dedicated my life to the task. 
  It took nearly a decade but I was eventually 
  able to fashion a demiplane for the bow, and 
  found a guardian for it. 
  Unfortunately, 
  the 
  laws 
  of 
  magic 
  are 
  immutable. All locks must have a key, and all 
  bindings can be unbound. In order to move 
  the bow into the demiplane, something had to 
  hold it there. That something was my essence. 
  So I died and was buried in Godakin Keep, and 
  my soul stayed with this wretched bow. The 
  vault was broken into and ransacked but 
  forces of weal were able to spirit the bow here.  
  I came to consciousness when King Kimbertos 
  removed the bow’s shroud. Now I watch over 
  it and pray that the harm can be undone.” 
  The heroes can interact with Jeslin however they 
  please, but violence will likely end badly for them 
  as Jeslin is now a neutral good angel. 
  Jeslin is a proud and old member of the Silent 
  Ones. She will gladly interact with any newer 
  members of her order, though it is clear that she 
  considers herself to be their superior even if they 
  are also a woestave. Jeslin does not believe that 
  the curse’s full effect has been triggered, 
  otherwise her spirit would have been released to 
  true death. 
  Jeslin will NOT let the heroes attempt to take the 
  bow. Any such attempt will cause her to manifest 
  her full powers and initiate combat. 
  All APLs (Untiered Encounter) 
   
  Jeslin 
  Proudlin, 
  angel, 
  planetar; 
  See 
  Monster Manual. 
  Jeslin is very curious as to why the heroes are 
  here. She is not tasked to guard the crown but she 
  has no compulsion to keep the knowledge for 
  herself. Being a former Silent One, she finds such 
  knowledge to be of much power and she will 
  desire something in return for her silence. 
  “I will let you take this crown without hue and 
  cry, and I will let the one who comes after you 
  take your fake. In return, I ask for one small 
  thing, a trifle really.” 
  Jeslin extends one hand, translucent. 
  “I need to live again, in order to create another 
  realm to hide the bow. In order to do that, I 
  need one of you to willingly give me life by 
  giving me yours. The scales must balance, and 
  none of you can protect this kingdom as well 
  as I can. Will one of you sacrifice your life as I 
  have?” 
  Jeslin’s bargain is a test of how much the heroes 
  are willing to sacrifice in order to protect the 
  kingdom. In reality, she will not prevent the heroes 
  from leaving nor will she stop their plan. 
  Allow the heroes to ask Jeslin anything they wish 
  and discuss the matter for themselves. Any hero 
  who makes a Knoweledge: Arcana DC 15 will 
  know that balance is a theoretically sound 
  principle in magic. What she is proposing holds 
  water, magically speaking. 
  When the heroes come to a decision: 
  A Hero Agrees: 
  Jeslin smiles and nods. “I knew I had not 
  misjudged the fiber of your fabric. Take the 
  crown and go. I shall keep your secret.” 
  No Hero Agrees: 
  Jeslin shakes her head slowly. “A shame that 
  none shall take the call to duty. Take your 
  crown, and I shall keep your secret.” 
  Eventually the heroes will have to make their way 
  out of the estates. 
  
  KEO7-09 Thick as Thieves 
   
  Page 12 
  2F: Returning Borrowed Goods 
  At this point the heroes have to be concerned 
  about returning the guard insignias and the vault 
  key if necessary. This part should not be too 
  difficult, only requiring skill checks of the 
  appropriate sort if the heroes used stealth to gain 
  access to the estate. 
  2G: Leaving the Estate 
  As above, leaving the estate should not prevent a 
  huge logistical obstacle unless the heroes need to 
  bluff their way out or use other appropriate skill 
  checks. Feel free to make the heroes duck some 
  random guard patrols in order to increase the 
  tension but if they have come this far allow them 
  to continue without too much of a problem. 
  ENCOUNTER 3: STEALING A 
  FAKE 
  Now the heroes have the real crown and they 
  must find a way to swap it with the fake Arra’Kir 
  has in order to complete the job.  
  If the heroes did not ask earlier, the Vermillion 
  Queen will have a set of directions sent to the 
  heroes. A beggar will find the heroes, hand them a 
  note, and disappear into a crowd. 
  The immaculate handwriting on the letter 
  reads “Arra’kir has taken residence in an 
  empty cobbler’s shop near Onyx Lane. Look 
  for an inn called the Poor Boy in the area.” 
  The area itself is not hard to find. If any hero is 
  from Niole Dra or has 2 ranks of Knowledge 
  (Sheldomar Valley) then it takes an hour to find 
  the Poor Boy. Otherwise it requires 1d4 hours. 
  Unknown to the Vermillion Queen, Arra’Kir has 
  taken a second bolt-hole for himself since he does 
  not trust her. Only his guardians are left at the 
  cobbler’s and the heroes will have to dispatch it in 
  order to perform the swap.  
  The cobblers shop is currently under repair and 
  remodeling, and is completely open on the inside, 
  which is 70’ wide and 80’ long. In the back right 
  corner away from the door are stairs leading to the 
  second floor. In the back left corner is a partially 
  concealed trap door leading to the basement. A 
  Search DC10+APL is enough to find the trap 
  door, as it is covered by construction supplies and 
  tools. Steeps stairs, nearly a ladder, leads down to 
  the basement. 
  As you head down the stairs in the abandoned 
  shop, you see a workbench against the far wall 
  in this 20 x 20 room.   The air is thick with 
  mildew, and the right wall appears to show 
  signs of water damage.   There are crates and 
  boxes stacked here and there.  The workbench 
  has several objects arranged on the benchtop, 
  and appears to be several inches off the back 
  wall, as if hastily moved and put back. 
  The creatures in the room are actually hidden in 
  plain sight. At all APLs, the workbench is actually 
  a Mimic (as detailed below), and the other 
  creature in the room is invisible (as per the potion) 
  and hiding (take 10+2 circumstance bonus for 
  boxes). The other creature will wait until a hero 
  touches the mimic and is adhered, or until combat 
  initiates, whichever comes first. 
  APL 6 (EL 9) 
  Mimic: hp 58; see Monster Manual page 186 
  Ogre Mage: hp 51; Hide 30; see Monster 
  Manual page 200 
  APL 8 (EL 11) 
  Mimic: hp 58; see Monster Manual page 186 
  Rakshasa: hp 58; Hide 34; see Monster 
  Manual page 211 
  APL 10 (EL 13) 
  Mimic: hp 58; see Monster Manual p 186 
  Slaad, Gray (2): hp 98, 98; Hide 48; see 
  Monster Manual page 231ppendix 3 
  APL 12 (EL 15) 
  Mimic: hp 58; see Monster Manual p 186 
  Slaad, Death: hp 146; Hide 56; see Monster 
  Manual page 231 
  After the combat, the heroes can search the area. 
  Arra’kir has hidden his gear/crown in the 
  basement of the cobbler’s shop. The trap door to 
  the basement requires a Search DC15+APL The 
  crown is simplied stored in a small wooden box, 
  locked (Open Locks DC20+APL to open. Arra’kir 
  expects no trouble, as it is only a fake crown, but 
  has still taken other precautions. The PCs must 
  make a Search or Spot DC 15+APL to determine 
  that Arra’kir has left a few hairs on the crown, to 
  determine if it has been tampered with. It will take 
  a Disable Device or Disguise DC 15+APL to place 
  the hairs back carefully enough that Arra’kir will 
  not notice the exchange. The destruction of his 
  guardians will not faze Arra’kir in the slightest, as 
  
  KEO7-09 Thick as Thieves 
   
  Page 13 
  he will assume that interlopers didn’t find his fake 
  crown when he finds it still in its place.  
  If 
  the 
  heroes 
  are 
  successful, 
  proceed 
  to 
  Conclusion: Success! 
  CONCLUSION: FAILURE 
  Despite your heroic efforts, you were unable to 
  fulfill the task presented to you by the 
  Vermillion 
  Queen. 
  The 
  hour 
  of 
  King 
  Kimbertos’ recoronation draws nigh, with 
  crowds of nobility and commoners packed 
  side by side to watch the event. 
  The event itself is a gala of festivities. Highly 
  trained Royal Standards perform precise 
  marching 
  drills 
  for 
  inspection, 
  drawing 
  raucous cheers from the crowd. Several 
  members of the clergy pronounce prayers for 
  good health over the crowd, and minstrels 
  play favorite tunes. 
  Eventually, the crowd settles down as King 
  Kimbertos addresses the crowd, his voice 
  magically augmented by one of the attending 
  wizards.  
  “People of Keoland! I call you together in a 
  time of encroaching darkness, in order to 
  dispel the rumors and the evil that infects our 
  kingdom. Sadly I must tell you that some 
  rumors are true. Our bountiful kingdom has 
  been invaded on our western border, and even 
  now the loyal forces of the Royal Standards 
  work ceaselessly to ward the Good Hills from 
  this evil. 
  Furthermore, the city of Cryllor has ceased all 
  communication, and the city of Flen has been 
  taken by the enemy. Our hearts ache for those 
  who have lost friends and family to this 
  sudden act of aggression.  
  However, I have come here today not simply to 
  tell you of the ill that opposes us, but to light 
  our path! A group of adventurers loyal to the 
  Lion Throne has saved the lives of a pair of 
  powerful allies, one who was hunted by the 
  invaders and one who was formerly a servant 
  of the invaders and now opposes their cause. 
  First, I present to you an agent of the higher 
  planes. A beneficent sign that the forces of 
  good support the Lion Throne. He is named 
  Gustavren, Hound Archon!” 
  At this pronouncement a short figure wearing 
  robes over armor strides purposefully towards 
  King Kimbertos, throwing back his hood to 
  reveal that his head is that of a noble mastiff’s. 
  The crowd falls to a dead silence, hundreds of 
  years of inbred hostility to those things alien 
  warring with the evident nobility of the one 
  standing before them. Without uttering a 
  sound, 
  Gustavren 
  kneels 
  before 
  King 
  Kimbertos and the crowd erupts in a frenzy of 
  cheering and yelling. 
  Raising his hands for quiet, King Kimbertos 
  looks over the crowd. 
  “Secondly, I present to you a member of the 
  eldest races of all. Hunted by the invaders 
  because they feared his ferocity, he is named 
  Xasnelre, but he asks that should you meet 
  him, that you call him Sunsurge! 
  Look, people of Keoland, above you and see 
  our greatest ally, Sunsurge the Brass Dragon!” 
  As one the assembled crowd turns their head 
  upwards, straining to see something that is 
  only a legend. For a second there is nothing, 
  and then from over the distant treeline a bright 
  flash reaches the crowd. Again, the crowd falls 
  silent, warring against ages of unrestrained 
  distrust.  
  The bright flash grows and grows as it 
  approaches with frightening rapidity. Some at 
  the edge of the crowd turn to flee, but most 
  are held in place by their own curiosity. 
  With a bellowing roar the massive creature 
  wheels overhead, the evening sun shining 
  magnificently off its scales. The crowd’s 
  answering roar of joy resounds off the bells in 
  nearby clock towers, causing a cheering 
  cacophony. The form of the brass dragon 
  quickly recedes, flying towards the horizon, 
  but not before releasing something from its 
  talons. 
  Floating down as light as a feather, King 
  Kimbertos catches it easily and holds it aloft. 
  In his hand he holds a symbol of Keoish 
  authority, the crown of the king. 
  “My people. The time ahead will not be purely 
  light. We have a stiff struggle coming, but we 
  shall weather it and grow more bountiful as 
  the forest grows after a fire. Today I pledge to 
  YOU my unswerving loyalty as the King…” 
  “..THE KING OF NOTHING!” 
  
  KEO7-09 Thick as Thieves 
   
  Page 14 
  In the blink of an eye the space before King 
  Kimbertos is filled with a tall man, his face 
  obscured with swirling colors. He points a 
  finger at King Kimbertos. Behind the King, 
  Archmage 
  Lashton 
  and 
  a 
  dozen 
  other 
  protectors begin to ward the King, but not 
  before the interloper acts. 
  “Your crown is pathetic! Your vassals flee 
  your reign to join mine. The Kingdom of 
  Keoland is DEAD! Aktis Aranek!” 
  As the final syllables of the interloper’s chant 
  ring out, King Kimbertos looks up in horror to 
  see the crown in his hand shatter like ice 
  under the weight of the world. The figure 
  disappears and the screaming begins. 
  CONCLUSION: SUCCESS! 
  Because ofe your heroic efforts, you were able 
  to fulfill the task presented to you by the 
  Vermillion 
  Queen. 
  The 
  hour 
  of 
  King 
  Kimbertos’ recoronation draws nigh, with 
  crowds of nobility and commoners packed 
  side by side to watch the event. 
  The event itself is a gala of festivities. Highly 
  trained Royal Standards perform precise 
  marching 
  drills 
  for 
  inspection, 
  drawing 
  raucous cheers from the crowd. Several 
  members of the clergy pronounce prayers for 
  good health over the crowd, and minstrels 
  play favorite tunes. 
  Eventually, the crowd settles down as King 
  Kimbertos addresses the crowd, his voice 
  magically augmented by one of the attending 
  wizards.  
  “People of Keoland! I call you together in a 
  time of encroaching darkness, in order to 
  dispel the rumors and the evil that infects our 
  kingdom. Sadly I must tell you that some 
  rumors are true. Our bountiful kingdom has 
  been invaded on our western border, and even 
  now the loyal forces of the Royal Standards 
  work ceaselessly to ward the Good Hills from 
  this evil. 
  Furthermore, the city of Cryllor has ceased all 
  communication, and the city of Flen has been 
  taken by the enemy. Our hearts ache for those 
  who have lost friends and family to this 
  sudden act of aggression.  
  However, I have come here today not simply to 
  tell you of the ill that opposes us, but to light 
  our path! A group of adventurers loyal to the 
  Lion Throne has saved the lives of a pair of 
  powerful allies, one who was hunted by the 
  invaders and one who was formerly a servant 
  of the invaders and now opposes their cause. 
  First, I present to you an agent of the higher 
  planes. A beneficent sign that the forces of 
  good support the Lion Throne. He is named 
  Gustavren, Hound Archon!” 
  At this pronouncement a short figure wearing 
  robes over armor strides purposefully towards 
  King Kimbertos, throwing back his hood to 
  reveal that his head is that of a noble mastiff’s. 
  The crowd falls to a dead silence, hundreds of 
  years of inbred hostility to those things alien 
  warring with the evident nobility of the one 
  standing before them. Without uttering a 
  sound, 
  Gustavren 
  kneels 
  before 
  King 
  Kimbertos and the crowd erupts in a frenzy of 
  cheering and yelling. 
  Raising his hands for quiet, King Kimbertos 
  looks over the crowd. 
  “Secondly, I present to you a member of the 
  eldest races of all. Hunted by the invaders 
  because they feared his ferocity, he is named 
  Xasnelre, but he asks that should you meet 
  him, that you call him Sunsurge! 
  Look, people of Keoland, above you and see 
  our greatest ally, Sunsurge the Brass Dragon!” 
  As one the assembled crowd turns their head 
  upwards, straining to see something that is 
  only a legend. For a second there is nothing, 
  and then from over the distant treeline a bright 
  flash reaches the crowd. Again, the crowd falls 
  silent, warring against ages of unrestrained 
  distrust.  
  The bright flash grows and grows as it 
  approaches with frightening rapidity. Some at 
  the edge of the crowd turn to flee, but most 
  are held in place by their own curiousity. 
  With a bellowing roar the massive creature 
  wheels overhead, the evening sun shining 
  magnificently off its scales. The crowd’s 
  answering roar of joy resounds off the bells in 
  nearby clock towers, causing a cheering 
  cacophony. The form of the brass dragon 
  quickly recedes, flying towards the horizon, 
  but not before releasing something from its 
  talons. 
  
  KEO7-09 Thick as Thieves 
   
  Page 15 
  Floating down as light as a feather, King 
  Kimbertos catches it easily and holds it aloft. 
  In his hand he holds a symbol of Keoish 
  authority, the crown of the king 
  “My people. The time ahead will not be purely 
  light. We have a stiff struggle coming, but we 
  shall weather it and grow more bountiful as 
  the forest grows after a fire. Today I pledge to 
  YOU my unswerving loyalty as the King…” 
  “..THE KING OF NOTHING!” 
  In the blink of an eye the space before King 
  Kimbertos is filled with a tall man, his face 
  obscured with swirling colors. He points a 
  finger at King Kimbertos. Behind the King, 
  Archmage 
  Lashton 
  and 
  a 
  dozen 
  other 
  protectors begin to ward the King, but not 
  before the interloper acts. 
  “Your crown is pathetic! Your vassals flee 
  your reign to join mine. The Kingdom of 
  Keoland is DEAD! Aktis Aranek!” 
  As the final syllables of the interloper’s chant 
  ring out, King Kimbertos smiles at the 
  interloper and gently rests the crown upon his 
  own brow.  
  “You will find that the lands here are protected 
  against your dark magics, Returned one. Niole 
  Dra itself is proof against your evil. My host 
  will meet you soon, and you will see that 
  Keoland is not a country of people who have 
  had the courage bred out of them. 
  For the Lion Throne!” 
  Quick as an adder, King Kimbertos draws a 
  sword from his hip and lunges. The sword 
  passes through the Returned, visibly slowing 
  as it destroys the image. 
  Emboldened by their king, the people of Niole 
  Dra let out a cheer that dwarfs a dragon’s. 
  Several days later, you wake up to find a small 
  sack full of gems at the base of your bed. 
  Someone must have put it there while you 
  slept…. 
   
  The End 
   
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up 
  the values for the objectives accomplished. Then 
  assign the experience award.  Award the total 
  value (objectives plus roleplaying) to each 
  character. 
  Encounter 2: Obtain a Guard Insignia. 
   
  APL 6: 210 xp. 
   
  APL 8: 270 xp. 
   
  APL 10: 330 xp. 
   
  APL 12: 390 xp. 
  Encounter 2: Enter the Vault/Defeat the Trap. 
   
  APL 6: 240 xp. 
   
  APL 8: 300 xp. 
   
  APL 10: 360 xp. 
   
  APL 12: 420 xp. 
  Encounter 3: Defeat Arra’kir’s guardians. 
   
  APL 6: 270 xp. 
   
  APL 8: 330 xp. 
   
  APL 10: 390 xp. 
   
  APL 12: 450 xp.. 
  Story Award 
  Prevent the recoronation from being ruined. 
   
  APL 6: 180 xp. 
   
  APL 8: 225 xp. 
   
  APL 10: 270 xp. 
   
  APL 12: 315 xp. 
  Total possible experience 
   
  APL 6: 900 xp. 
   
  APL 8: 1,125 xp. 
   
  APL 10: 1,350 xp. 
   
  APL 12: 1,575 xp. 
  TREASURE SUMMARY 
  During 
  an 
  adventure, 
  characters 
  encounter 
  treasure, usually finding it in the possession of 
  their foes.  Every encounter that features treasure 
  has a “treasure” section within the encounter 
  description, giving information about the loot, 
  coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces 
  each character gains if the foes are plundered of 
  all their earthly possessions.  Looting the bodies 
  takes at least 10 minutes per every 5 enemies, 
  
  KEO7-09 Thick as Thieves 
   
  Page 16 
  and if the characters cannot take the time to loot 
  the bodies, they do not gain this gold.  If you feel it 
  is reasonable that characters can go back to loot 
  the bodies, and those bodies are there (i.e., not 
  carted off by dungeon scavengers, removed from 
  the scene by the local watch, and so on), 
  characters may return to retrieve loot.  If the 
  characters do not loot the body, the gold piece 
  value for the loot is subtracted from the encounter 
  totals given below. 
   
  The coin total is the number of gold pieces 
  each character gains if they take the coin 
  available.  A normal adventuring party can usually 
  gather this wealth in a round or so.  If for some 
  reason, they pass up this treasure, the coin total is 
  subtracted from the encounter totals given below. 
   
  Next, the magic items are listed.  Magic item 
  treasure is the hardest to adjudicate, because they 
  are varied and because characters may want to 
  use them during the adventure.  Many times 
  characters must cast identify, analyze dweomer or 
  similar spell to determine what the item does and 
  how to activate it.  Other times they may attempt 
  to use the item blindly.  If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) 
  and the item is used before the end of the 
  adventure, its total is subtracted from the 
  adventure totals below. 
   
  Once you have subtracted the value for 
  unclaimed treasure from each encounter add it up 
  and that is the number of gold pieces a characters 
  total and coin value increase at the end of the 
  adventure.  Write the total in the GP Gained field 
  of the adventure certificate.  Because this is a 
  Regional 
  adventure, 
  characters 
  may 
  spend 
  additional Time Units to practice professions or 
  create items immediately after the adventure so 
  this total may be modified by other circumstances. 
   
  L = Looted gear from enemy; C = Coin, 
  Gems, Jewelry, and other valuables; M = Magic 
  Items. 
  Conclusion: 
  APL 6: L: 900 gp, C: 0 gp, M: -- (0 gp). 
  APL 8: L:  1,300gp, C: 0 gp, M: -- (0 gp). 
  APL 10: L: 2,300 gp, C: 0 gp, M: -- (0 gp). 
  APL 12: L: 3,300 gp, C: 0 gp, M: -- (0 gp). 
  Total Possible Treasure (Maximum Reward 
  Allowed) 
  APL 6: L: 900 gp, C: 0 gp, M: -- (0 gp). 
  APL 8: L: 1,300 gp, C: 0 gp, M: -- (0 gp). 
  APL 10: L: 2,300 gp, C: 0 gp, M: -- (0 gp). 
  APL 12: L: 3,300 gp, C: 0 gp, M: -- (0 gp). 
  ITEMS FOR THE 
  ADVENTURE RECORD 
  Special 
  A Good Day’s Pay: Your latest adventure was 
  remarkably 
  poorly 
  funded. 
  However, 
  the 
  Vermillion Queen has placed a positive mark in 
  your favor within her ledger. This mark manifests 
  as a one time reduction in cost to any one item, 
  spell, or service by 25%. In addition, the 
  Vermillion Queen provides means to acquire the 
  items in the Item Access list below with a 
  Frequency of Regional. Void this AR item if the 
  heroes 
  fail 
  in their mission to save the 
  recoronation ceremony, and be sure to cross off 
  all Item Access below. 
  No Good Deed Unrewarded: King Kimbertos has 
  a deeper network than it appears. He is aware of 
  your larcenous actions but is also pleased that you 
  used them in his defense. As a reward, you find 
  yourself gifted with a royal pardon for all past 
  illegalities committed within Keoland’s jurisdiction. 
  Just don’t get in any further trouble. 
  Goodwill Towards…Men?: The announcement 
  of Keoland’s new allies spurs a wave of good 
  nature towards those who were typically unwanted 
  within her borders. This character no longer 
  suffers any social penalties for being non-human, 
  a spellcaster, or other social disgraces. 
  A Banshee’s Bargain: You were willing to 
  sacrifice your life to enable Jeslin Proudlin to 
  protect her charge. In reality this was simply a test 
  of your loyalties but it has had a curious effect on 
  you. The next SINGLE attack, spell or effect that 
  would reduce you to 0 HP or does not harm you at 
  all. This only applies once, and only to a single 
  event that causes HP damage, such as a fall from 
  a great height. Cross this off when used.  
  Item Access 
  APL 6: 
  • 
  Dancing Lantern (Dungeonscape, 2,000 gp) 
  • 
  Grasping Hook (Dungeonscape, 500 gp) 
  • 
  Cloak of Weaponry (MiC, 2,300 gp) 
  • 
  Acrobat Boots (MiC, 900 gp) 
  
  KEO7-09 Thick as Thieves 
   
  Page 17 
  • 
  Lens of Detection (DMG, 3,500 gp) 
  • 
  Goggles of Minute Seeing (DMG, 1,500) 
  APL 8 (all of APL 6 plus the following): 
  • 
  Owlfeather Armor (MiC, 8,160 gp) 
  • 
  Foxhide Armor (MiC, 10,160 gp) 
  • 
  Dagger of Defiance (MiC, 6,302 gp)  
  • 
  Bracers of Quickstrike (MiC, 1,400 gp) 
  • 
  Rod of Ropes, Complete Scoundrel, 4,000 gp) 
  • 
  Gloves of Manual Prowess (MiC, 3,000 gp) 
  eeAPL 10 (all of APLs e6, 8 plus the following): 
  • 
  Deathstrike Bracers (MiC, 5,000 gp) 
  • 
  Hawkfeather Armor (MiC, 12,175 gp) 
  • 
  Rogue Blade (MiC, 12,320 gp) 
  • 
  Amulet of Fortune Prevailing (5,000 gp) 
  APL 12 (all of APLs 6, 8, 10 plus the following): 
  • 
  Luckblade, zero charges (DMG, 22,060 gp) 
  • 
  Sword of Subtlety (DMG, 22,310 gp) 
  • 
  Tigerskin Armor (MiC, 17,100 gp) 
  • 
  Rogue’s Vest (MiC, 18,000 gp) 
   
   
   
  
  KEO7-09 Thick as Thieves 
   
  Page 18 
   
  PLAYER HANDOUT #1 – A MYSTERIOUS INVITATION 
   
  The following is penned in lustrous red ink. 
   
   
  Greetings- 
  The King’s recoronation is old news to us. Your established 
  ability to obtain profitable results is similarly old news to 
  us. We wish to enter into a mutually beneficial 
  arrangement which will also save our most loyal, loving, 
  protective and powerful monarch from being made a fool of 
  in front of thousands. 
  Come to the Ivory Fountain at midnight. Be generous.  
  -V 
  
  KEO7-09 Thick as Thieves 
   
  Page 19 
  PLAYER HANDOUT #2 – A ROUGH MAP 
   
   
  
  KEO7-09 Thick as Thieves 
   
  Page 20 
  CRITICAL EVENT SUMMARY: KEO7-09 THICK AS THIEVES 
   
   
  1. Were the heroes able to save the recoronation ceremony?   
   
   
  Yes 
   
  No 
   
   
  2. Did the heroes have to resort to physical combat with any one of the estate? 
   
   
  Yes 
   
  No 
   
   
  3. 3. Did any heroes agreed to Jeslin’s offer? If so, who? (Player Name, Character Name, RPGA #, 
  email address?) 
   
   
   
   
   
   
   
  Notes: (Add anything that happened that might be considered out of the ordinary – Strange 
  occurrences, results that may not fit the above, etc): 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/EXTRAS/Greyhawk/Living Greyhawk - RPGA/KEO (Keoland)/KEO7-09 - Thick as Thieves (3E).pdf