TEXT: RTK6-S02 
   
   
   
   
   
  Marner: Taxing Times 
   
  A One-Round Dungeons & Dragons® Living 
  Greyhawk™  
  Regional Introductory Adventure set in Ratik 
  Version 1.0 
   
   
  by Chris Gammage and Ben Kemp 
  Circle Reviewer: John Jenks 
  Reviewers: James Dempsey 
  Playtesters: Briallen Cummings, David Adams, Sean Wellsmore, Garry Cross, John Grierson, Mark 
  Spain, Angela Kemp, Richard Priest, John Deague, Hugh McVicker, Chris Hirst, Derek Christenson, 
  Russell Lee, and Greg Jones. 
   
   
  Marner may be the capital of a Nation in crisis, but the wheels of bureaucracy grind ever-onwards, and 
  now that the harvests are in, the tax collectors are sniffing around, demanding the Archbaron's share. 
  The city is packed with people, paying tithes, trading harvests, purchasing supplies for the winter, or 
  simply avoiding their duties. But can you avoid them all?   For PCs without a sense of Duty, one will be 
  issued on arrival. 
   
  A one-round Regional Introductory adventure set in Ratik for characters level 1 only (APL2). 
   
  Resources for this adventure [and the authors of those works] include RTK1-04 The Sparkling Gem of the 
  North [Dan Ramberg and Andy Rothstein], RTK2-01 A Many-Faceted Gem [Andrew Rothstein], and the 
  entire Ratik Website [various authors, particularly James Dempsey and others].  Questions, queries and 
  complaints may be directed to Ben Kemp at benk@vurt.net 
  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. 
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of 
  Wizards of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit 
  www.wizards.com/d20 
  This is an official RPGA
  ® 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. 
  Visit the LIVING GREYHAWK website at www.rpga.com. 
   
   
  
  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.  
   
  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 rule 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 Appendix 1. For your convenience, that 
  appendix is split by APL. 
   
  Along with this adventure you’ll find a RPGA 
  Session 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. 
  # 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 
  3. Sum the results of step 1 and 2, and divide by 
  the number of characters playing in the 
  adventure. Round up to the nearest whole 
  number. 
  4. 
  If you are running a table of six PCs, add one 
  to that average. 
  RTK6-S02 Marner: Taxing Times 
   
  Page 1 
  
   
  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 Introductory 
  adventure, set in Ratik.  Characters from Ratik pay 
  one (1) Time Unit per round, while all other 
  characters pay two (2) 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 that 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 DC 20 Survival 
  check, 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 
  Marner, as the capital of the Archbarony of Ratik, 
  is a bustling metropolis with many competing and 
  sometimes conflicting interests.  While some 
  basics of Ratik and Marner have been developed, 
  as one of the first new Introductory Modules for 
  the Ratik region, there is only so much 
  ‘background’ already existing. 
   
  PCs are in Marner for their own reasons, and 
  find the place very crowded as it is Tax time, and 
  many of the farmers/country folk have come into 
  town to pay their taxes and make their annual 
  purchases. This is an annual festival/event post-
  harvest, as the taxes are collected from the recent 
  harvest, and people spend their new-found cash 
  stocking up for the winter. 
   
  The module also touches on the following 
  current social issues: 
  • 
  The conflict between the Guilds and the Ratik 
  Crown and its attendant aristocracy.  The 
  guilds resent the authority of the crown and its 
  control on their activities, and the Crown feels 
  the need to control the worst excesses of 
  ‘rampant business interests’ that sometimes 
  work at odds to the national interests.  More 
  than that, it has also become a historic 
  conflict, with the two groups opposing the 
  other ‘because they always have’.  This 
  tension is shown in the Guilds manoeuvring 
  the PCs to embarrass the Baroness’ guard, 
  and the actions of the guild-‘sponsored’ Cleric 
  in 
  eliminating 
  non-guild 
  artisans, 
  and 
  attempting to steal from an aristocratic house. 
  • 
  The general distrust that many of the general 
  public have for the current state of the Ratik 
  ‘royalty’. 
  This 
  includes 
  the 
  perceived 
  weakness of the Archbaroness after the loss 
  of her husband Alain, the ‘outside influences’ 
  on the Archbaroness from her own family in 
  the Bone March, and the invalid condition of 
  Baron Lexnol.  
   
   
  ADVENTURE SUMMARY 
  At the start of Encounter 1 the PCs are in Marner 
  for their own reasons, and find the place very 
  crowded as it is tax time.  As a result, PCs can 
  RTK6-S02 Marner: Taxing Times 
   
  Page 2 
  
  only find lodgings in one particular inn/tavern, the 
  Baron’s Beard. One evening they are eating 
  dinner at the same table (space being at a 
  premium), and some drunk Baronial Guards (not 
  the Marner Constabulary) pick on them all for a 
  fist-fight. Being adventurers, they should clean 
  them up handily. Astute PCs may detect possible 
  signs of charm person used on the guards. 
   
  However in Encounter 2, the PCs are then 
  immediately arrested by the Marner Constabulary 
  (using overwhelming force, hopefully no fight 
  involved) and taken to the High Castle. The Guilds 
  (who pay for the Constabulary as a city-wide 
  defence force and ‘police force’) do this to score 
  points against Sir Ardent Bentner, Head of 
  Security for Marner. They hope to prove that Sir 
  Ardent can't control his guards, whereas the 
  Constabulary can capture people who can take 
  out his guard patrol (nevermind that the guards 
  were drunk and off duty, and the guilds had 
  charmed them into starting the fight, rumour will 
  ignore those bits). 
   
  The PCs are brought before Sir Ardent, who is 
  in a flap due to tax time, and needing all the 
  guards he can get hold of. While he is sorting out 
  the PCs’ situation (he is called to the case 
  personally due to the 'political' nature of the 
  allegations) Sir Ardent receives instructions from 
  the Archbaroness and he is even more short of 
  men. Seeing an opportunity in front of him, the 
  PCs are immediately pressed into temporary 
  service, ostensibly to pay 'recompense' for the 
  damages they caused, but depending on the PCs’ 
  actual actions in the Tavern, he will probably offer 
  to pay for their time. PCs have little choice, but 
  they do have some (they could do 1TU jail time). 
   
  During Encounter 3, the PCs are sent to 
  'remind' several individuals that they are late with 
  their taxes. One or two are minor guildsmen, who 
  are extremely reluctant to pay their taxes for 
  political reasons (they are trying to test the 
  Archbaroness’ resolve). One or two refuse to pay 
  tax to 'that upstart chit of a little foreigner girl' and 
  want it to go to Archbaron Lexnol directly, and 
  others insist that they're keeping it 'until Alain gets 
  back' so they can pay him themselves. Most of 
  these irate taxpayers can be placated with 
  diplomacy of one flavour or another, and if the 
  PCs can't convince them then it's not their job to 
  recover the money, merely to note the refusal and 
  move on. If the PCs really stuff up any of the 
  negotiations, they are attacked by the taxpayer's 
  relatives or hired goons. 
   
  The PCs may also wish to investigate their 
  attackers, and the happenings at the Baron’s 
  Beard as part of an optional Encounter 4.  This 
  may give them some idea what happened, but will 
  lead to a thorough dead-end in terms of finding the 
  culprit. Fortunately, fate places their nemesis 
  firmly in the PCs threatened area. 
   
  Another visit uncovers direct evidence of 
  'genuine illegal evil-doings' in Encounter 5.  The 
  PCs come across a shopkeeper who hasn't paid 
  because he and his staff have been killed and 
  raised by a necromancer who is using their 
  corpses to dig underground into the treasure vault 
  of an adjacent minor noble house. The PCs can 
  find clues that the merchant was resisting one of 
  the stronger guilds and that this may have been a 
  move to eliminate some opposition, and either 
  leave a message for other outsiders or score one 
  against the nobles.   
   
  After putting the shopkeeper and his former 
  employees out of their misery, the necromancer 
  Cleric of Vecna returns to the shop and surprises 
  the PCs in Encounter 6.  After defeating her, they 
  may recognise her as the person who instigated 
  the initial fight in the Baron’s Beard, which should 
  bring up many more questions than it answers. 
   
  The PCs should eventually cross off all the 
  non-payers on their list of taxpayers and return to 
  Sir Ardent with a job at least partly well done. They 
  receive congratulations all round, payment, and 
  the possibility of a future good word from Sir 
  Ardent, although he is not one to hand out his 
  favours lightly. 
   
   
  PREPARATION FOR PLAY 
  As an intro, minimal preparation should be 
  needed.  GMs may wish to know why PCs are in 
  Marner, although there is little need to make up an 
  excuse for an adventurer to be in the capital – 
  some of the better and safer mercenary contracts 
  are arranged here, particularly protecting trips 
  north through the Timberway or south by boat. 
  Any PC who is a resident or native of Marner may 
  circumvent certain local issues, or at least deserve 
  a +2 circumstance bonus to any Knowledge 
  (Local) checks during the module.  They are also 
  likely to know at least the basics about Sir Ardent 
  Benter.  
   
  Due to the chaos at Tax time, the PCs were 
  not prevented from bringing anything unusual into 
  the city – wolf companions and the like would 
  normally be looked on with trepidation, but if it 
  wasn’t for sale the guards and clerks wouldn’t 
  have had time to even glance at it.  However, 
  animal 
  companions 
  may 
  quickly 
  escalate 
  Encounter 1 from non-lethal to lethal, and should 
  therefore be noted by the GM, and the Player 
  RTK6-S02 Marner: Taxing Times 
   
  Page 3 
  
  subtly warned at the start of the fight about the 
  inability of most animal companions to do subdual 
  damage. 
   
   
  INTRODUCTION 
  The PCs are at an Inn, the Baron’s Beard.  This is 
  located some distance from the professional and 
  market 
  areas, 
  near 
  the 
  entrance 
  to 
  the 
  Archbaroness’ castle and a short distance from 
  the rich areas, though it is itself reasonably priced. 
   
  Marner. Gem of the North, Capital of the 
  Archbarony of Ratik, city of a thousand frozen 
  stories, and currently, a very busy place. The 
  short and frantic growing season in Ratik is 
  traditionally followed by an even more frenzied 
  attempt to move the freshly harvested and 
  gathered goods to the people who want them, 
  and to use the money so gained purchase the 
  necessities for the winter.  Sadly, with this 
  massive movement of money comes taxes, as 
  inevitably as the approaching snows of winter. 
   
  While this would not normally impinge on 
  the activities of adventurers, the influx of 
  people to Marner to buy, sell and trade (and be 
  taxed 
  on 
  it) 
  has 
  severely 
  limited 
  the 
  accommodation in the city.  The only available 
  rooms you could find were in the Baron’s 
  Beard, a surprisingly up-market establishment 
  near the gates to the Archbaroness’ castle, 
  and sandwiched between the market quarter 
  and the band of richer properties that encircle 
  the baronial Castle.  
   
  Fortunately, the rates were not overly high, 
  and the rooms included a hearty meal in the 
  price.  It is this free stew, bread and mulled 
  wine that brings your disparate group together 
  at the one available table this evening.  
   
  Any PCs who are local residents of Marner are 
  likely to be at the Baron’s Beard to either meet 
  with adventurers, or to partake of their reasonable 
  dinner prices.  One reason the prices are so fair is 
  that the Baron’s Beard is the main watering hole 
  for the Baronial Guard.  The Archbaron’s personal 
  guard manage the Baronial affairs in the city, 
  dealing with property issues, city security and, at 
  the moment, taxes. Being so busy, the Beard is 
  not as full at it sometimes is, and makes a good 
  place for the savvy local to frequent. 
   
  To quote the cliché “PCs should describe 
  themselves, and be given a chance to interact.”  
  Players should know what this bit is for.  
   
  Any 
  PCs 
  actively 
  curious 
  about 
  their 
  surroundings can be informed of any of the 
  following that you as a GM feel appropriate. 
  • 
  The Baron‘s Beard is a traditional middle-class 
  drinking and dining establishment. It seems 
  fairly clean and tidy, though of quite some age. 
  The food and drink are pedestrian, but arrive 
  in quantity for a fair price. 
  • 
  The patrons are mixed, but seem to include a 
  group of at least half a dozen military types in 
  tabards, probably off duty by the way they are 
  putting back the ale.  A DC 12 Knowledge 
  Local (Nyrond and Environs) check (with a +2 
  for locals) reveals the uniforms to be Baronial 
  Guardsmen, if a PC specifically asks.  The 
  senior guardsman is Sergeant Brak Mastrik, 
  bully and thug, but dangerously charming (DC 
  20 Knowledge Local (Nyrond and Environs) 
  check to recognise him specifically). 
  • 
  Other patrons include a few small groups of 
  merchants, one dwarf trader, and two ‘single 
  women’, a stunning blonde and a thin raven-
  haired lass, talking to the military types.  
  • 
  The staff includes the ever-cheerful bartender 
  Decan Cooperson, his teenaged daughter 
  Salyarista and her friend Grena Talaster 
  (barmaids) and a female half-orc called 
  Sulina, hired recently to replace a sick 
  barmaid.  Be careful not to draw attention to 
  Sulina, who is actually Hioesien, the Cleric of 
  Vecna who is going to cause the PCs so much 
  trouble (see Appendix 1).  
   
   
  Decan Cooperson: male human Commoner 
  4 (Knowledge Local (Nyrond and Environs) +5). 
   
  Salyarista 
  Cooperson: 
  female 
  human 
  Commoner 1. 
   
  Grena Talaster: female human Commoner 1 
   
  Hioesien: female half orc Cleric of Vecna 3; 
  hp 21; Appendix 1.  
   
  Sergeant Brak Mastrik: male human Warrior 
  1; hp 13; Appendix 1.  
   
  Baronial Guards: male human Warrior 1 (5); 
  hp 13; Appendix 1.  
   
   
  ENCOUNTER 1: FISTICUFS 
  Once the PCs have settled in and interacted to 
  their satisfaction, things get serious. 
   
  Sulina (Hioesien) casts charm person from a 
  scroll on the senior Guardsman, Sergeant Brak 
  Mastrik.  She does this from the kitchen doorway, 
  with full cover from the PCs and the noise of the 
  bar to cover the verbal components (i.e. unless 
  something very unusual is going on, the PCs don’t 
  RTK6-S02 Marner: Taxing Times 
   
  Page 4 
  
  even get a roll to notice it).  She then approaches 
  Brak and convinces him that the PCs have been 
  ogling her and that he should take his patrol and 
  ‘teach them a lesson’.  The PCs should be 
  oblivious to this unless they are paying specific 
  attention to one or the other, but they may wish to 
  investigate later.   
   
  Brak gathers his fellow guardsmen (who are of 
  a similar macho bent to Brak, and largely under 
  his thumb) and approaches the PCs. 
   
  The noise of the bar quietens somewhat, as a 
  wall of flesh moves between you and the rest 
  of the bar. The six uniformed and well-muscled 
  men who were previously at the bar now loom 
  over you in a professionally menacing manner. 
   Before any remarks can form, he slurs out 
  “We don’ like your kind’a freaky pervert ‘round 
  here!”  
   
  Brak is quite intoxicated, as are his associates, 
  and will slur his words and stagger, but is still 
  capable of fighting properly.  PCs should attempt a 
  DC 25 Sense Motive check to notice that Brak is 
  under the effect of a Charm spell. 
   
  Brak and his men will continue to randomly 
  insult and abuse the PCs until the PCs swing first 
  (which is the excuse he’s looking for) or somebody 
  says something he could possibly find insulting 
  (and he’ll try hard). If the PCs are insufferably 
  calm, he will turn to walk away, and as soon as the 
  PCs look back at their drink he will turn again, fling 
  his drink at a PC, then leap to the attack. 
   
  APL 2 (EL 3) 
   
  Guardsmen (including Brak Mastrik) (6): 
  male human Warrior 1; hp 11; 11; 11; 11; 11; 11; 
  Appendix 1.  
   
  The guards wear tabards over their padded 
  armour, obviously in a uniform, bearing the colours 
  of the Archbaron of Ratik.  They have left their 
  swords at the guardhouse, but carry the saps they 
  use to subdue recalcitrants. All appear to be well-
  built, nondescript Ratik natives. Brak is distinctive 
  only for his CHA 14 and the fact that the others 
  seem to defer to his leadership. 
   
  Tactics: Tactics aren’t these guys’ strong point 
  generally, and heavy intoxication makes it a non-
  event.  They all have a penalty of -2 to Int, Wis 
  and Cha (included in their stats) from their heavy 
  alcohol consumption.  They will separate their 
  attacks with at least one each per PC, to get them 
  all involved.  They will take advantage of flanking 
  only when it happens by accident, and not try 
  anything fancy. However, they will all switch their 
  attacks immediately to anyone who begins doing 
  lethal damage.  If the lethal damage continues 
  they will surrender once Brak and 2 other of their 
  number are down. If no one upgrades the fight to 
  lethal they fight to the last man (they’re guards, 
  they’re in the right in their drunken minds). 
   
  Note that PCs unequipped with Saps (with 
  which to do non-lethal damage) can take them 
  easily from downed guards, and as a Martial 
  weapon, most fighter-types are already proficient 
  with them. 
   
  If the PCs are obviously unequipped to handle 
  these NPCs (eg 4 characters with no spells and 
  minimal combat ability), don’t stress – play it, and 
  enjoy winning as a GM for once. The saps mean 
  that the PCs won’t die, and win or lose the PCs 
  get offered the same job in the end. 
   
  A map of the bar is included at Appendix 3. 
  The kitchen entrance leads to a crowded, hot and 
  steamy kitchen inhabited by Decan’s wife Hekara, 
  a mean, spiteful and grumpy shrew who stays in 
  the kitchen.  She is, however, offended by anyone 
  entering, and will lay into them with a well-wielded 
  frypan from surprise (use the stats for the guards 
  in Appendix 1). 
   
  Treasure: 
  None 
  significant 
  beyond 
  their 
  equipment listed in Appendix 1. Besides, all their 
  equipment is Guard issue, and the PCs won’t be 
  keeping it anyway. The normal guard equipment is 
  a Chain shirt and longsword with the sap as a 
  backup, but they are off duty and can only take the 
  padded armour undershirt and sap home.  They 
  are still wearing their tabards over the top, as this 
  affords them a measure of respect in the streets. 
   
  Development: Hioesien will watch quietly from the 
  bar, moving to the kitchen when the fight is over 
  so as not to be visible when the Constabulary 
  arrive.  PCs are not supposed to see her, let alone 
  fight her. 
   
  The other patrons all keep well away from the 
  fight. The bartender will not interfere – he has a 
  good relationship with the Guard sergeants and 
  knows that someone will be paying for any 
  damage. 
   
  PCs running away during the fight will be 
  confronted by the Constabulary waiting outside the 
  inn. No matter how suspicious this may be, the 
  PCs are arrested based on testimony of the other 
  patrons.  If they genuinely avoided combat 
  desperately, they may be either taken to the 
  Castle as witnesses, or possibly released to their 
  own devices. You’re the GM, improvise, but try 
  and keep them together.  
  RTK6-S02 Marner: Taxing Times 
   
  Page 5 
  
   
  PCs will not have long before the next 
  encounter begins, but any PCs casting Detect 
  Magic before being removed from the bar will 
  detect an aura of Enchantment on Brak Mastrik. 
   
   
  ENCOUNTER 2: SENTENCED TO … 
  ACCOUNTANCY? 
  The PCs should get only a few rounds to relax.  
  Before they can start questioning guards, the 
  following suspiciously occurs. 
   
  The new quiet of the inn is broken again by the 
  crash of the front door.  Clattering through the 
  front portal are over a dozen chain-clad men, 
  tabarded with the City crest, and armed with 
  long sword, long spear, and a righteous 
  attitude. Spreading out in formation inside the 
  door, they shout out “Lay down your arms, 
  you are under arrest!” in a chorus of voices. 
   
  These are the Constabulary.  This force of men is 
  paid by the ‘city’ itself to enforce local city laws, 
  such as keeping the peace, issues of theft and 
  fraud, and similar.  Unfortunately, being paid by 
  the city effectively means being paid by the Guilds, 
  as these groups are the largest money-makers 
  and 
  thus 
  the 
  largest 
  contributors 
  to 
  the 
  Constabulary.  In some parts of the city, the 
  Constabulary are nothing more than Guild 
  enforcers.  Unfortunately for the PCs, so are this 
  group.  Their speed of attendance is no 
  coincidence - the constables have been waiting 
  outside near the Baron’s Beard for an altercation 
  they had been told would happen. Yes, the PCs 
  have been set up. Again.  Will wonders never 
  cease?  
   
   
  Constabulary (13): male human Fighter 1; hp 
  13 x 13; See DMG p117.  
   
  PCs shouldn’t be attacking these guys – if it’s not 
  obvious from the numbers and arms, subtly inform 
  gung-ho PCs that 2 to 1 odds are never good, 
  even for PCs (This would be an EL 8 encounter, 
  i.e. a slaughter). 
   
  The Constabulary squad is commanded by 
  Sergeant Unart Etrik.  He will take one look at the 
  situation, and (provided the PCs surrender) get 
  everyone tied up (all Constables carry a set of 
  manacles) and hustle them off to the Castle. This 
  includes the Guards, probably to the surprise of 
  the PCs. 
   
  Weapons will be collected from the PCs (basic 
  pat-down searches, if PCs attempt to keep 
  weapons roll Sleight of Hand vs the Constable’s 
  Search skill of +2 including relevant modifiers).  
  Anyone injured will be roughly bandaged and 
  brought along  
   
  Any attempts at discussion, explanation or 
  conversation will be met with grim looks and the 
  statement that “You’ve gotten yourself into a lot 
  of trouble here. Speaking to me won’t help you 
  at all.  Save your breath.”
   
  After the PCs have been ‘arrested’, they are taken 
  away as follows. 
   
   
  You and your former opponents are 
  escorted through the streets heading uphill, 
  eventually 
  marching 
  in 
  close 
  formation 
  through the imposing gates of the Baronial 
  Castle. 
   
  All 
  around 
  you, 
  servants 
  and 
  Guardsmen alike stare open-mouthed at the 
  sight, as you are frogmarched to what must be 
  the headquarters of the Baronial Guard.  The 
  Lieutenant apparently on duty takes a brief 
  look at you, a longer look at your escort, and a 
  long and shocked look at your former 
  opponents, and immediately says “Wait right 
  here, I’ll get the Commander.”  
   
  After 
  a 
  lengthy 
  wait, 
  a 
  middle-aged 
  gentleman strides into the courtyard, trailed by 
  the Lieutenant. Formally dressed in court 
  finery, but of an obvious military bearing, he 
  takes in the situation at a glance and gestures 
  to your captors with a single word, “Explain.” 
   
  If the PCs DEFEATED the Guards, read the 
  following: 
   
  One of the Constabulary sneers “This 
  group” as he gestures towards yourselves 
  “abused 
  your 
  guards 
  until 
  they 
  roused 
  themselves from their cups and attacked.  We 
  arrived in time to pull them off your pathetic 
  excuses for guardsmen.” 
   
  If the PCs did NOT defeat the Guards but were 
  themselves beaten, read the following: 
   
  One of the Constabulary sneers “This 
  group” as he gestures towards yourselves 
  “abused 
  your 
  guards 
  until 
  they 
  roused 
  themselves from their cups and attacked.  We 
  arrived in time to pull your pathetic excuses 
  for guardsmen off them.” 
   
  Either way, the gentleman, Sir Ardent Bentner 
  continues on from here: 
   
  RTK6-S02 Marner: Taxing Times 
   
  Page 6 
  
   
  With an obvious effort of control, the 
  gentleman avoids rising to the insults and 
  replies “Thank you for your intervention.  
  Please tell your Commander that I will be in 
  touch 
  personally.” 
  He 
  waits 
  for 
  the 
  Constabulary to turn and leave the courtyard 
  before turning to his battered troops and 
  snorting in disgust.  He barks at them 
  “Confined to barracks one week, docked 2 
  weeks pay! Dismissed!”  They all turn 
  dejectedly and slouch towards what appears to 
  be a guardhouse.  
   
  With a shrewd eye, he then takes in your 
  appearance and simply asks “Your side?” 
   
   
  Sir Ardent Bentner (for this is none other) was 
  at a formal court function, and was glad of the 
  distraction allowing him to leave, until he found out 
  what it involved.  Sir Ardent keeps a low profile, so 
  only a DC 22 Knowledge Local (Nyrond and 
  Environs) check (with a +2 for locals) will warn the 
  PCs they are standing in front of one of the most 
  important officers in the City.  
   
  The PCs should give their own side of the 
  story, and each should be allowed to add their 
  own opinions, in their own words – Sir Ardent is an 
  old hand at giving people enough rope to hang 
  themselves. Sir Ardent has quickly assessed the 
  situation for what it is, a chance to set up and 
  embarrass him and his men.  Provided the PCs 
  are straight with him, he will believe they are 
  simply patsies (any PCs bending the truth too far 
  should make a Bluff check opposed by Sir 
  Ardent’s Sense Motive +14). However, this is all 
  so public that Sir Ardent can’t simply dismiss it 
  outright. 
   
   
  Sir Ardent Bentner, Head of Security for 
  House Ratik in the City of Marner: male human 
  Fighter 6 / Rog 3 (Sense Motive +14). 
   
   
  As you finish your response to the allegations 
  of the Constabulary, a messenger in Baronial 
  livery runs from the depths of the castle and 
  breathlessly presents a short note to the man 
  in front of you.  He has a brief glance before 
  exploding “TWO DOZEN Men?!?”  
   
  He stops in place, takes a deep breath, and 
  lets it out slowly. Then, with exaggerated calm, 
  he replies to the messenger “Please inform 
  Her Valorous Prominence that the Knurl 
  ambassador’s honour guard will be ready to 
  depart in the morning.”  As the messenger 
  departs with obvious relief, he returns his 
  attention to you, and appears to make a 
  decision.  
   
  Louder 
  than 
  strictly 
  necessary, 
  he 
  announces “For your reckless behaviour, 
  public brawling and assault on the Baronial 
  Guard, you will each be fined twenty crowns, 
  and 
  confined 
  in 
  the 
  custody 
  of 
  the 
  Archbaroness. Move this way.” And he 
  gestures to a nearby forbidding doorway.  
   
   
  All PCs must immediately make a DC 8 Sense 
  motive check.  Those who succeed get the distinct 
  impression that what was just said was not for the 
  PCs benefit, but for the ears of someone the man 
  expects to be listening.  His eyes are definitely 
  saying the opposite to his mouth, but he is still 
  indicating the entrance into one of the Castle’s 
  outbuildings. 
   
  PCs who do not take the hint and try running 
  or fighting will find themselves at the Castle’s 
  gatehouse facing 15 of the Baronial Guardsmen.  
  If they continue, their adventure ends there, and 
  an additional 2 TU must be spent either lying low 
  (if they won) or in the cells (if they lost against the 
  Guardsmen) before safely fleeing the city.  
   
  As a note, 1 crown is worth 1 gold piece, thus 
  each PC’s fine amounts to 20gp. 
   
   
  Baronial Guardsmen (15): male human 
  Fighter 1; hp 13 x 15; See DMG p117.  
   
  If the PCs follow the man’s directions, they are 
  shown into a sparse but clean cellblock, and after 
  the door is open the man walks into the cell 
  himself, and motions to the PCs to follow.  He 
  seats himself on a bunk with his face in his hands, 
  and once the PCs have entered and are 
  comfortable, he looks up and continues. 
   
  “I don’t have time, so I’ll be quick.  My name is 
  Sir Ardent Bentner, and I work for the 
  Archbaroness Ratik.  It looks to me like you 
  have been set up, yes? <pause for PCs cries of 
  innocence> Thought so.  This means someone 
  was watching, which was why I had to throw 
  the book at you.  However, in here we can talk 
  freely, and frankly I’d much rather have you on 
  my side than against me. You look competent 
  enough, 
  and 
  you 
  roughed 
  up 
  Sergeant 
  Mastrik’s men very thoroughly.  Do you want a 
  chance to turn tonight’s loss into a quick 
  gain?” 
   
  Pause for PCs response, which should be 
  favourable.  If the PCs refuse this offer, they will 
  RTK6-S02 Marner: Taxing Times 
   
  Page 7 
  
  spend the night in the cells, and be released he 
  next morning, with their fine mysteriously paid for. 
   They may wish to investigate their ‘frame-up’, in 
  which case move directly to Encounter 4. If the 
  PCs agree to Sir Ardent’s proposal, he continues.  
   
  “I’m desperately short of guardsmen, thanks to 
  tax-time and now the squad you’ve trashed, 
  and I’ve got to send two dozen more to escort 
  the Ambassador from Knurl out to consult with 
  some company of foreign mercenaries from 
  the far side of nowhere.  What I do have is you 
  lot, and a list of 50 or so tax defaulters that 
  need to be reminded that they owe the 
  Archbaroness substantial sums of money.  Do 
  you 
  think 
  you’d 
  be 
  up 
  to 
  doing 
  that 
  reminding?” 
   
  If the PCs refuse, refer to the comments above. 
  Otherwise, he continues. 
   
  “Good.  You won’t need to force them to hand 
  the money over, although if they do offer then 
  you give them a receipt and bring the cash 
  straight 
  back 
  here. 
   
  As 
  long 
  as 
  they 
  understand that they can’t simply refuse to pay 
  without consequences, that’ll do.  You can 
  crash in the Guard’s barracks tonight, while 
  Sergent Mastrik’s men scrub these cells for a 
  few hours, and I’ll have the list sent to you in 
  the morning.  I can even arrange a fraction of 
  the tax collected to go towards your fine – who 
  knows, if you’re very effective you could even 
  turn a profit.  Now that’s settled, I’ll have to at 
  least pretend to get back to this damn party. It 
  comes to something when I envy even your 
  tax-collecting job.”   
   
  The PCs may take the opportunity to ask a 
  question or two, but Sir Ardent is busy and won’t 
  stop around for more than a minute, or for idle 
  chatter.  He doesn’t know who would have set the 
  PCs up, but he will admit that he’s annoyed the 
  Guilds enough times that they’re the most likely 
  culprit.  He doesn’t think there’s much point 
  investigating the circumstances, as the Guild 
  tends 
  to 
  be 
  quite 
  thorough 
  in 
  protecting 
  themselves, but the PCs are free to investigate on 
  their own time (but as ordinary citizens, not using 
  Baronial authority). 
   
  If the PCs have gotten to this stage, they 
  should get to know one another, because they are 
  now working together.  They should settle into 
  their bunks, as they have an early start in the 
  morning.  
   
  A few palace staff are sent to fetch the PCs 
  equipment from, the Baron’s Beard (and they even 
  settle up the PCs tab and damages, unless they 
  were particularly excessive). 
   
   
  ENCOUNTER 3: AS INEVITABLE AS 
  DEATH 
  First thing next morning, the PCs are given a long 
  list of names, address and amounts by a servant.  
  The servant can answer basic questions, but not 
  much more.  She knows that the PCs are 
  supposed to convince each person to pay up the 
  taxes that are listed – some are from this year, 
  some are older, but all are overdue by at least 2 
  weeks.  She can’t say why they haven’t paid – it’s 
  the PCs job to find out.  She also supplies them 
  each with a tabard with the Baronial crest 
  prominently on the front and back.  
   
  The PCs should work out what they are going 
  to say and do to recover money.  However, they 
  should hopefully remember that they are members 
  of the Law at the moment, and violence is not the 
  answer.  Considerations like travelling with a wolf, 
  knocking in full plate and similar issues should be 
  discussed by the PCs as they draw up a ‘tax-plan’. 
   
  If the PCs are curious as to exactly what taxes 
  are owed, they are mostly ‘land taxes’ (basically 
  rent) as the Archbaroness owns the city.  Other 
  taxes are also included in the sum such as the 
  following: 
  • 
  “Window Taxes” - a genuine 18th Century tax 
  based on the idea that richer people have 
  bigger houses with more windows,  
  • 
  the “Wick Tax”, collected by the Chandler on 
  behalf of the Archbaroness (similar idea to the 
  window tax, as the rich use many more 
  candles in their big houses, though not as 
  historically accurate),  
  • 
  the “Apprentice Levy” (busier business will 
  have more apprentices, thus attracting a 
  higher levy); 
  • 
  Sewer Tax: Marner has significant sewers 
  (built by the Dwarves, but extended by others 
  since), and all houses and businesses that are 
  attached to the sewerage network are charged 
  for its maintenance; 
  • 
  Well Rates:  All of the City's water sources 
  require some level of maintenance that is paid 
  for by the house and business holders.  This is 
  inversely proportional to your distance from 
  the well (the closer you are, the more you pay 
  – to stop people sinking new wells).  People 
  adjacent to the river pay a reduced levy, but 
  RTK6-S02 Marner: Taxing Times 
   
  Page 8 
  
  must still pay a significant sum for river 
  maintenance, etc. 
   
  GMs 
  and 
  players 
  are 
  invited 
  (indeed 
  encouraged) to invent their own taxes also – it’s a 
  shared world, after all. Some of the amounts for 
  the taxes may appear quite high, but that’s 
  because the PCs have got the ‘difficult list’ of 
  people who have missed a year or two (or more) 
  of taxes.   
   
  Many of the citizens on the list have simply 
  been too busy to pay, but many also have various 
  reasons for the delay.  How many of these you 
  play out depends on your willingness to improvise 
  and extemporise, the player’s levels of interest 
  and general role-playing enthusiasm, and the 
  amount of time you have for the module, however 
  remember to leave time at the end for both fights 
  in encounters 5 and 6. Also, all PCs should 
  roleplay through at least Encounters 3 (a), (b) and 
  (c) as 3 typical taxations.  Other alternate 
  scenarios the GM may use if they wish include:    
   
  • 
  Old lady Eva Hengerd runs an orphanage, 
  one of the few private ones in Ratik, and she 
  hires out the elder of her young charges for 
  small duties, mainly running messages for a 
  copper or two. She has amassed a fair bit of 
  back tax (125gp) over many years, but is 
  unable to pay because it is all in copper 
  pieces and she has no way of safely moving it 
  all to the tax collectors (that’s 250lb in coins!). 
  • 
  The PCs arrive at the salubrious house of 
  Sorli Gilsire (100gp owed, fur trader from the 
  north) in the richer merchant sector to find a 
  funeral procession with two tiny, child-sized 
  coffins just leaving (Goti and Brosta Gilsire).  
  Do they approach the grieving parents at this 
  time? When? How? 
  • 
  A middle-aged gnomish bookbinder and scribe 
  (named 
  Artemis 
  Sendant) 
  owes 
  80gp. 
  Unfortunately his wife Shamil died last year, 
  and she dealt with most of the business side 
  of his work.  He has been doing well, but his 
  hearing difficulty has progressed into profound 
  deafness 
  since 
  her 
  death. 
  Even 
  more 
  awkwardly, his common is extremely rusty, 
  and he only reads Gnomish (if one of the PCs 
  speak gnomish, challenge them and make him 
  dwarven). PCs must communicate basically in 
  sign language, unless they think to obtain an 
  interpreter from somewhere. 
  • 
  A devout Norebo worshiper Dolin Brint (52gp 
  owed) insists on going double or nothing on a 
  coin flip (note that the PCs aren’t authorised to 
  wipe his debt). 
  • 
  An eccentric wizard Batrell Tawyer (135gp 
  owed) in a typical bizarre arcane laboratory 
  keeps asking the PCs to “Hold this alembic” 
  and “Step to the left … a bit more … more … 
  Hold it there, and whatever you do, don’t think 
  of monkeys.”  He is happy to have the PCs 
  there and talking to him, but is far too involved 
  with his experiments and research to even 
  notice what the PCs are saying to him. 
  • 
  An independent shipowner, Captain Sephas 
  deCarabas owes 27 gp on import duties.  He 
  is in port and sailing on the incoming tide, but 
  has a problem with his topmast, and is too 
  busy to come down and see the PCs.  
  Someone is going to have to climb all the way 
  to the top to explain things to him while he is 
  splicing the mainbrace (repairing his main 
  mast – brace – using rope – splicing). 
   
   
  ENCOUNTER 3 (A): A MATTER OF 
  PRINCIPLE 
  The PCs find their way to the Foreign Quarter, 
  across the river in the eastern side of the city, and 
  the establishment of gnomish chandler (soap and 
  candle maker) Jelof Stind.  Stind has a thriving 
  business, is an industrious worker, but lacks 
  anything resembling a spine.  He has wanted to 
  join a guild, to be a member of their ‘elite’, 
  although he is despised by the stronger members. 
   However, they have made him an offer – if he 
  refuses to pay his taxes for two years, he will have 
  proved himself worthy.  Stind was reluctant, but 
  they offered his some ‘protection’ to assist him – 
  two burly thugs.  Unfortunately, these thugs' real 
  job is to keep an eye on Stind and make sure he 
  doesn’t ‘stray’, mainly by intimidating him.  This is 
  bullying in the extreme, but Stind is a professional 
  victim.  The guilds are doing this to try the 
  Archbaroness’ patience, and see how far they can 
  push her given her lack of forceful command.  
   
  The PCs confront Jelof Stind (a small, thin and 
  ‘stringy’ gnome, who is permanently greasy thanks 
  to his career) in his shop.  The ‘protection’ is 
  pretending to be apron-clad workers, but not doing 
  a good job of it. 
   
  When confronted about his tax debt (some 
  180gp), Stind’s reply is “The Baroness can have 
  her blood money when she pries it from my 
  cold dead hands! Her oppression of the 
  professionals in this city is nothing short of 
  criminal!”  Sadly, Stind has prepared this 
  response, but not really considered where to go 
  next, assuming that this display of strength would 
  RTK6-S02 Marner: Taxing Times 
   
  Page 9 
  
  frighten off the taxman.  The PCs are probably 
  less impressed.   
   
  Stind will respond to diplomacy with fairly 
  incoherent bluster of a similar vein. Threats and 
  anger have always worked on him in the past, and 
  he’s worked up just enough courage to try it on the 
  PCs, but has no experience of intimidation from 
  the intimidator’s side, only being intimidated 
  himself.  He will often glance at the 2 thugs, but 
  never refer to them or comment on them in their 
  presence (and they in turn won’t leave his 
  presence voluntarily).   
   
  If intimidated or threatened, Stind will break 
  down fairly quickly, but he will not actually agree to 
  pay his taxes with the thugs in the room, pleading 
  that he can’t, and “it can’t be done”, all the while 
  desperately trying to indicate to the thugs without 
  alerting them.  They can be intimidated to leave, 
  especially if deliberately outnumbered, but will play 
  the macho game as long as they can to stay in 
  earshot of Stind.   Once alone and broken, Stind 
  will admit to the whole situation, and name Wyvel 
  Bazzik, Guildmaster of the Shipwrights Guild as 
  the person who ‘convinced’ him to make his stand. 
   There is no way the PCs will get anywhere near 
  Bazzik (he’s in Shiptown for a start, over 10 miles 
  away, and is the kind of important personage who 
  won’t bother with adventurers), but reporting this 
  to Bentner’s Guards will get the PCs a gentle pat 
  on the back later. 
   
  If the PCs wish to deal with the thugs more 
  directly, they can be provoked into attacking by 
  direct insults and threats, but not much else (they 
  are not bright enough to recognise anything subtle 
  or veiled).  Physically removing them from Stind’s 
  presence will also provoke a fight, but removing 
  Stind while hefty PCs block the thugs will not do 
  so.  
   
  APL 2 (EL 1) 
   
  Guild Thugs (2): male human Warrior 1; hp 
  12; 12; Appendix 1.  
   
   
  For PCs and/or GMs who prefer to use dice, a 
  DC 20 Diplomacy check would be needed to 
  convince Jelof Stind to agree to cough up the cash 
  (which is basically every copper he currently has 
  to hand, so he will ask for several weeks to pay).  
  Fortunately, Stind is so used to being browbeaten 
  that if the PCs instead try and Intimidate him, he 
  has a -8 penalty to his modified level check to 
  resist (d20+ HD + Wis Mod + modifiers to saves 
  against fear, see PHB p76).    
   
   
  Jelof Stind, chandler: male gnome Expert 2; 
  hp 9; (Wisdom Modifier -1)   
   
   
  ENCOUNTER 3 (B): YOU’RE NOT THE 
  BOSS OF ME 
  The next stop for the budding taxmen is in the 
  noble quarter, at a well-to-do house flying a 
  complicated noble flag.  A DC 18 Knowledge 
  (Nobility and Royalty) or Knowledge Local (Nyrond 
  and Environs) check will show the crest to belong 
  to a distant member of House Bredivan, the 
  southernmost Noble House in Ratik, and one that 
  is regularly beset by orc and gnoll attacks due to 
  its spread out nature and distance of the Loftwood 
  from Ratik’s core.  Knowing that Sir Engerd Kebet 
  is a retired veteran of several wars and even fight 
  alongside Archbaron Lexnol would take a DC 21 
  Knowledge (Nobility and Royalty) or Knowledge 
  Local (Nyrond and Environs) check.  The house is 
  large and well furnished, though the PCs will only 
  see that through the windows, as they are led 
  around to the servants entrance and allowed to 
  speak to the butler Jaamez, who will “Inform Sir 
  Engerd of their presence”. 
   
  Sir Engerd Kebet is a mature, blustering 
  human, from his walrus moustache and ruddy face 
  to his gammy leg (“old war wound you know!”) and 
  spit-polished boots. He will initially refuse to see 
  the PCs (as ‘servants’) but provided they persist 
  he will eventually come down to speak to them. 
   
  Take a deep breath, start ranting loudly, and 
  don’t stop till you collapse.  Sir Engerd will start off 
  with comments about how ‘that young chit of a girl 
  Evaleigh’ is ruining the country, in his day when 
  Lexnol was in charge you didn’t get orcs raiding 
  your lands’ and move on to the poor condition of 
  the city, the uppity nature of the guilds and even 
  the poor weather these days.  His central theme is 
  that Evaleigh isn’t a patch on Archbaron Lexnol, 
  and he wouldn‘t pay Evaleigh taxes as she would 
  probably squander them or send them home to 
  her father the Count of Knurl (who will also get a 
  serving from the opinionated Sir Engerd). 
   
  The PCs best option is to make something up. 
   If convinced that the PCs are actually collecting 
  for the Archbaron (he suspects that Evaleigh is 
  hiding Lexnol or somehow causing his condition, 
  and is certain that Lexnol is fit to command) then 
  he will agree to pay up. Similarly, if a persuasive 
  argument that his taxes will be used to hire more 
  military to protect his home estates on the 
  southern border of Ratik, he will cave in. 
   
  If the PCs play hardball or are stoic but not 
  diplomatic, he will soon lose his patience and 
  order his gardener and footman to throw them out. 
   Both of these gentlemen, hired for their muscles 
  RTK6-S02 Marner: Taxing Times 
   
  Page 10 
  
  and not brains, will follow orders enthusiastically, 
  roughing up the PCs in the process.  If they 
  submit, the encounter ends and Sir Engerd’s 
  purse remains firmly closed.  However, if the PCs 
  stand up to the hired help, and especially if one of 
  them can disable one or both of them using martial 
  force Sir Engerd will reassess the PCs standing.  
  ”If the Archbaroness is willing to hire stout 
  people like you, then maybe someone has 
  shown her a bit of reason.  Hmmm…. Maybe 
  my taxes will be spent properly.  Jaamez! Open 
  the vault and get me the diamonds!”  The PCs 
  are paid Sir Engerd’s back-taxes there and then, 
  and leave carrying over 1000 gp in small 
  diamonds.  
   
  APL 2 (EL 1) 
   
  Servants (2): male human Warrior 1; hp 12; 
  12; Appendix 1.  
   
   
  For PCs and/or GMs who prefer to use dice, a 
  DC 20 Diplomacy check would be needed to 
  convince Sir Engerd to pay up. Other PCs could 
  also aid this roll using a DC 10 Knowledge 
  (Nobility and Royalty) check.  Otherwise, he can 
  be sufficiently bamboozled by a PC winning a 
  contest of their Bluff against Sir Engerd’s Sense 
  Motive of +0, provided the PCs are happy to lie to 
  a knight of the realm. 
   
   
  Sir Engerd Kebet: male human Fighter 4; hp 
  32; Sense Motive +0.   
   
   
  ENCOUNTER 3 (C): GONE BUT NOT 
  FORGOTTEN 
  The list that the PCs are probably getting annoyed 
  at 
  by 
  now 
  leads 
  them 
  to 
  another 
  rich 
  neighbourhood, to the luxurious home of Mrs 
  Mona Castiger overlooking the sea.  A DC 17 
  Knowledge (Nobility and Royalty) or Knowledge 
  (Local – Nyrond and Environs) check against (or a 
  DC 13 Gather Information check before going 
  there) will reveal that Ms Castiger is the rich widow 
  of Rudven Castiger, the previous Guildsmaster of 
  the 
  Gemcutters 
  guild 
  (before 
  the 
  current 
  incumbent, 
  gnome 
  Lymon 
  Gemsplitter). 
  A 
  successful PC will also know she has two single 
  daughters, of slightly beyond marriageable age 
  (30-ish). 
   
  If the PCs present themselves respectfully and 
  are moderately well dressed, they will be invited 
  into the parlour, where Mrs Castiger and her two 
  daughters Miriella and Helva.  The Castiger 
  women will naturally gravitate to males, with high 
  or luxury lifestyle, with high charisma, and Ratik 
  locals.  The more marriageable they are the better 
  Mrs Castiger will warm to them, especially if they 
  let her know that they are available.   
   
  Mrs Castiger was (and still is) a social climber. 
  She has always had hopes of marrying her 
  daughters off to someone important, but fate 
  intervened.  They were introduced to society in CY 
  577, and Mr Castiger used much of his money and 
  influence to get Miriella and Helva close to Lord 
  Alain Ratik, future Archbaron.  Just when they 
  thought they were going to be able to marry their 
  way to the top, Alain was engaged to Lady 
  Evaleigh.  Their spirits were buoyed when 
  Evaleigh was kidnapped, then fell again when she 
  was rescued and married.  Mrs Castiger moved 
  her sights to other eligible nobles, but there was 
  one fatal flaw – the girls had fallen in love with 
  Alain, and sabotaged other attempts to set them 
  up with nobles.  Shortly after this, Mr Castiger died 
  in mysterious circumstances, and dashed any 
  hopes of marrying their way into a title. Since then, 
  the girls have done little but pine for Alain. Their 
  sorrow doubled in CY 586 when he fell in battle, 
  but the whole family decided that Alain could not 
  be dead, and have maintained hope for him ever 
  since.  This hope, irrational though it might be, 
  was given a boost by a rumour that spread 
  through Marner in 592 CY that Corble Minker, 
  Squire of Alain, had survived and returned bearing 
  news that Alain was alive.  Many questioned 
  Minker’s sanity (and rightly so), but the Castigers 
  became convinced that it was true, and have held 
  a hope alive ever since.  Somehow, in the way of 
  many widows somewhat separated from society, 
  that if Alain were to return, he would instantly see 
  that Evaleigh was not fit to be the Archbaroness, 
  and that either Miriella or Helva would become the 
  next wife of Archbaron Alain. 
   
  Boring and tedious though that all is, it is the 
  primary topic of conversation amongst the 
  Castigers, as soon as anyone mentions anything 
  that can be remotely turned towards that topic of 
  conversation. It is their fixation, and they will milk it 
  for all they are worth.  Mona Castiger would like to 
  marry one of her daughters off to someone 
  wealthy and preferably noble, to at least have 
  some security, but as they are over 30 this is 
  becoming increasing difficult (also aided by the 
  fact that both wish to wait for ‘their True Love 
  Alain’).  Mrs Castiger will be reluctant to talk 
  business, but eventually if the PCs force their way 
  into the conversation, Mrs Castiger will admit that 
  she doesn’t want to give Evaleigh any more 
  money, as she will ‘just waste it’ (they have 
  convinced themselves that the Archbaroness is 
  RTK6-S02 Marner: Taxing Times 
   
  Page 11 
  
  incompetent, which is why Alain will get rid of her 
  when he returns…).  
   
  The best way to get the back-taxes owing 
  (over 250 gp) is to convince her that doing so will 
  somehow help their chances with Alain.  This 
  included suggesting that the money may be 
  needed to mount a rescue mission for Alain, or to 
  locate his former squire again, or that Alain would 
  be disappointed if he returned and found the 
  Castigers had been avoiding taxes. Similarly, 
  other nobles may think tax avoidance a sign of 
  poverty, cutting their marriage chances.  If 
  convinced in such a way, she will promise that one 
  of her men will be up the next day with the money. 
   
  The one thing that will cause trouble is to 
  insist that Alain is dead, or to support Evaleigh in 
  any way after they have been ‘told’ of her 
  incompetence by Mrs Castiger.  If the PCs do so, 
  the Castigers immediately summon their footmen, 
  and have the PCs forcibly thrown out.  PCs 
  delaying their departure in any way will be set 
  upon bodily by these two hefty gentlemen, who 
  have no love for the Archbaroness’ lackeys 
  (mainly because they have to put up with the 
  Castigers’ ramblings constantly, and the PCs’ 
  presence has assured them no respite for weeks). 
   
  APL 2 (EL 1) 
   
  Footmen (2): male human Warrior 1; hp 12; 
  12; Appendix 1.  
   
   
  For PCs and/or GMs who prefer to use dice, a 
  DC 20 Diplomacy check is sufficient to extract the 
  promise of payment out of her.  Other PCs could 
  also aid this roll using a DC 10 Knowledge 
  (Nobility and Royalty) check to suggest other 
  potential husbands, or DC 12 Heal check to note 
  and carefully skirt around the troubled psyche of 
  the Castigers. The PCs may wish to lie their way 
  out of it with a Bluff check, opposed by the 
  Castiger ladies’ Sense Motive checks below – at 
  least two would have to be fooled for this to work. 
   
   
  Mona Castiger: female human Aristocrat 5;  
  Sense Motive +6 
   
   
  Miriella Castiger female human Aristocrat 3;  
  Sense Motive +4 
   
   
  Helva Castiger female human Aristocrat 3;  
  Sense Motive +3 
   
   
  ENCOUNTER 4: DETECTIVE WORK 
  The PCs may decide to investigate the incident at 
  the Baron’s Beard that got them into so much hot 
  water, either out of curiosity, revenge, or because 
  they didn’t accept Sir Ardent’s offer and are now 
  down 100gp each. 
   
  The logical place to start would be the Baron’s 
  Beard.  Most patrons saw little, being occupied 
  with their own affairs, but feel free to improvise 
  something amusing. The patrons included a few 
  small groups of merchants, one dwarf trader, and 
  two ‘single women’, a stunning blonde and a thin 
  raven-haired lass. They have some useful 
  information about the half-orc (see below), but 
  would take a DC 14 Gather Information check to 
  find (+2 for Marner natives). 
   
  The staff would be a better bet.  They include 
  the ever-cheerful bartender Decan Cooperson, his 
  teenaged daughter Salyarista and her friend 
  Grena Talaster (barmaids) and Decan’s wife 
  Hekara, a mean, spiteful and grumpy shrew who 
  stays in the kitchen most of the time.  All are 
  helpful, especially to well-tipping patrons.  
   
  If asked, the staff will remark that Sulina, the 
  half-orc serving lass, was present that evening, 
  but has not been seen since she left for home that 
  night. Sulina was quiet, kept to herself, and was a 
  little odd, but a diligent worker. As for her actions 
  that evening, firstly refer to the description of 
  actual events in Encounter 1, although none of 
  them actually saw her casting the spell from in the 
  kitchen doorway. Additionally, the following can be 
  gathered from various people: 
  • 
  Decan and Hekara recall Sulina paying close 
  attention to the guardsmen, probably because 
  she expected them to pick on her.  She spent 
  most of the fight in the doorway to the kitchen 
  peering out. Otherwise, no strange behaviour. 
  • 
  Grena and Salyarista remember Sulina had 
  poor complexion and dressed plainly in lots of 
  black.  She was grumpy, and didn’t want to 
  know anything about boys at all.  She was 
  very interested in Brak Mastrik and the other 
  guards all evening, even though Grena had 
  warned her that Brak was hers.  She was 
  carrying around a big roll of paper all evening. 
  • 
  The ‘single ladies’, who will only give their 
  names as Candy and Saffy, (unless the PCs 
  get very friendly with them), will recall Sulina 
  distinctly, though won’t be inclined to provide 
  information unless well paid (1 gp each) or are 
  able to flirt with an attractive, apparently 
  available, male. They had been ignoring the 
  half-orc all evening while they chatted up the 
  guards, until just before the fight.  She came 
  RTK6-S02 Marner: Taxing Times 
   
  Page 12 
  
  out of the kitchen doorway, walked straight up 
  to Brak Mastrik, and whispered in his ear, then 
  pointed to the PCs’ table. Brak stood up and 
  said to her ”Don’t you worry, we’ll see 
  about that!”  He then got his men up and 
  walked straight over to the PCs, at which point 
  the fight started.  They are understandably 
  upset at the situation.  
   
   
  Asking the staff will reveal that Sulina was 
  hired recently to replace a sick barmaid, Liasta 
  Cobble.  The day after Liasta reported ill, Sulina 
  came to the tavern looking for temporary work 
  while she settled into the city.  Thinking the 
  coincidence lucky, and the half-orc remarkably 
  charming for her people, he hired her immediately. 
   PCs will probably investigate this.  
   
  Liasta, a strong-minded and self-confident 
  woman, was walking home after work at the Beard 
  to the Foreign Quarter across the river. It’s 
  normally a safe trip, although the Foreign Quarter 
  has some dodgy parts. However, this time she 
  was attacked not 2 blocks from the Beard, and her 
  8cp in tips was stolen - she struggled, and 
  received a knife wound to the leg for her troubles. 
  She knows little about her attacker, who grappled 
  her and dragged her into a dark alley mouth. 
  Strangely, the attack was entirely silent, even her 
  own cries made no noise.  Her attacker was large 
  and muscular, but hooded and operated easily in 
  the near-darkness of the alleyway.  She has 
  stayed home recovering since then.  No amount of 
  witnesses questioned will reveal any more details 
  about the assault – Hioesien planned it well. 
   
  Tracking down Sulina / Hioesien is not an 
  easy task.  She is keeping a deliberately low 
  profile.  By the time the PCs start to look for her 
  she is staking out the sailmakers shop from 
  Encounter 5 and 6, and living in an ask-no-
  questions inn in the Foreign Quarters.  PCs 
  wishing 
  to 
  find 
  her 
  should 
  make 
  Gather 
  Information checks, with an initial DC of 24, 
  decreasing by 2 for every day after the first 
  assault.  PCs would obviously receive a -4 penalty 
  without a detailed description of Sulina (i.e. from 
  the staff), and locals would again get their +2 
  circumstance bonus.  Success will indicate that 
  she has been seen at the upper end of the 
  Professionals quarter.  If the PCs think to ask what 
  she has been doing, she has been purchasing 
  shovels and picks, and occasional food (for 1).  
  Another Gather Info check (at +4 from when they 
  made it last time) or a determined plan to stake 
  out the area will indicate that she has been seen 
  going in to see Milin Anghild the sailmaker.   
   
  Treasure: The investigation gains the PCs nothing 
  directly, apart from the ability to find Encounters 5 
  and 6.  However, it does change the Conclusion 
  slightly.  Sir Ardent will still see the PCs, but 
  mainly to reward them for their revelation of the 
  plot against the noble house.  If the PCs then 
  present him with evidence regarding the charming 
  of Brak Mastrik, he will also drop the charges of 
  affray, and refund the PCs their 100gp fine. 
   
  Development: If the PCs are not working for Sir 
  Ardent, their success in this adventure will change 
  the 
  conclusion 
  slightly 
  (see 
  above 
  under 
  Treasure). Otherwise, knowing what happened in 
  the Baron’s Beard will not affect the PCs overall 
  level of success, just their satisfaction at wrapping 
  up a few loose ends. 
   
   
  ENCOUNTER 5: ANYBODY HOME? 
  A stop on the PCs extended audit of Marner takes 
  a turn for the worse, as they stumble across 
  something unsavoury. 
   
  In short, Hioesien, a Cleric of Vecna, has been 
  hired by individuals claiming to work for the Guilds. 
   3 days ago, she killed a sailmaker who had been 
  refusing to pay his guild dues (he ironically 
  objected to the more violent practices of the guild 
  enforcers) and also his family and apprentices. 
  She then raised them as undead using several 
  scrolls, and has had them tunnelling into the 
  basement of the adjacent noble house. She is only 
  half way there, but is planning on stealing the 
  treasures of their vault and vanishing, framing the 
  sailmaker for the theft.  All this is part of the plan 
  from the Guilds (to harm the nobles, and make 
  them more suspicious of non-guild members), and 
  would have worked too if it wasn’t for those 
  meddling PCs.  
   
  The PCs are trying to locate Milin Anghild, a 
  sailmaker working on the ‘rich’ edge of the 
  professionals district (owes 30 gp).  They attend 
  his shop, a large, sturdy 2-storey wooden 
  structure (shopfront and residence for several 
  people above the shop), and find it closed.  This is 
  odd behaviour for mid-day during the week, 
  especially on a bustling street.  Immediately 
  noticeable oddities include the following:  
  • 
  Any characters or animal companions with the 
  Scent Ability can automatically detect the 
  smell of a significant amount of old blood 
  (several days old) despite there being no shop 
  nearby likely to use blood.  Anyone smelling 
  specifically at the door will notice this also 
  (Milin’s apprentice was killed just inside the 
  RTK6-S02 Marner: Taxing Times 
   
  Page 13 
  
  door, and the pool of blood was never cleaned 
  up). 
  • 
  A spider web has been spun over the doorway 
  that is at least 2 days old. 
  • 
  What is visible of the small shopfront inside 
  through the grimy window shows a box of 
  brass grommets (metal rings) spilled over the 
  floor.  A DC 10 Spot check will show the PC 
  looking through the window a dark stain at the 
  base of the door inside. 
  • 
  The door is locked, however the blinds on the 
  inside of the windows are not closed (as would 
  be normal practice to deter thieves if leaving 
  home). 
   
   
  If PCs don’t get the sledgehammer hints, a 
  cooper across the street by the name of Ikan 
  Cooper will let the PCs know “If’n he’s in the 
  hanging room, he won’t be hearin’ you.  Go 
  round the back and check the big doors.”  This 
  helpful soul knows only a little more – Milin’s 
  family (wife, mother, adult daughter and son) live 
  with him over the shop, and he employs 2 
  apprentices, none of whom have been seen from 
  for 3 days. This is not normal, but Cooper has had 
  no reason to be suspicious until the PCs start 
  asking. He has been too busy to watch the shop, 
  but can’t specifically recall anyone entering in the 
  last few days. 
   
  PCs moving round the back to an alley way 
  between the shop and the back of a nearby noble 
  house are faced with two more doors (see map at 
  Appendix 4), an ordinary seeming side door and a 
  large sliding door apparently leading on to a 
  workshop area. The workshop door appears 
  unused for weeks, a DC 15 Search check or DC 
  15 Survival check by a character with the track 
  feat will show regular use of the side door, 
  including use earlier that day.  Detect Evil or 
  Undead will reveal the undead in the workshop, 
  while a DC 15 Listen check will alert listeners to 
  several beings moving within the workshop. 
   
  All 3 doors are locked with simple locks (DC 
  20 Open Locks), can be forced with a DC 18 
  Strength check, or attacked (Hardness 5, 15 hp).  
  Eyebrows will be raised if the PCs force the doors, 
  but no-one will interfere, providing they are 
  wearing their official tabards. 
   
  A brief search starting from either front or side 
  door will reveal the shop, a small workroom and 
  storeroom, as well as the living area upstairs to all 
  be deserted. Signs of struggle and blood traces 
  indicate that several people have died here 3 days 
  ago.  No signs however indicate that the bodies 
  ever left through the front or back doors  
   
  PCs can’t fail to notice the locked door to the 
  workshop. Again, it is locked with a simple lock 
  (DC 20 Open Locks), or it can be forced with a DC 
  18 Strength check, or attacked (Hardness 5, 15 
  hp).  Opening either workshop door reveals a 
  large area 35’ by 40’, and three stories (nearly 30’) 
  tall. Since the building is only 2 stories tall, the 
  third story is dug into the ground. Along the roof 
  are beams, ropes and tackle for hanging and 
  shaping the huge sails needed for the largest of 
  ships.  More pertinently for the PCs, the floor of 
  the workshop contains several undead, apparently 
  involved in an excavation.  They have dug a tunnel 
  into the underground wall of the basement, 
  heading to the west (under the rear alley, in the 
  direction of the adjacent noble estate belonging to 
  Sir Timoci Vakai, if the PCs ask). 
   
  Only 4 of the undead are visible at the 
  moment – 2 skeletons and 2 zombies – while the 
  others are working down the tunnel.  They are 
  dressed as commoners, one of them was 
  apparently an old lady. The undead won’t instantly 
  attack, and will continue to mine while the PCs 
  plan. However, as soon as a foot is placed on the 
  floor of the hanging room, they will turn and attack. 
  Similarly, they will immediately respond to any 
  attack.  
   
  APL 2 (EL 3) 
   
  Human Warrior Skeleton (3): hp 9, 7, 5 
  Monster Manual 226 
   
  Human Commoner Zombies (4): hp 16, 16, 
  15, 15; Monster Manual 266. 
   
  Tactics: You’re talking mindless undead here. 
  However, replace the skeleton’s scimitar with a 
  club (same To Hit and Damage, but crits only on a 
  20) as they are only armed with simple mining 
  tools.  The undead swarm up the stairs towards 
  the PCs, to hack and rend. Treat the steep (10’ 
  high) stairs as difficult terrain, i.e. double 
  movement costs, no running or charging on them. 
   The stairs also give the person higher up the +1 
  bonus to hit from height advantage.  The undead 
  are as hampered by a battle on the stairs as the 
  PCs, but they don’t have the luxury of planning. If 
  the PCs wish to destroy the stairs, they would 
  have to destroy at least 2 adjacent steps to 
  prevent the undead getting to the PCs, each with 
  Hardness 5 and 10 HP.  Leaping off the landing is 
  a 10’ drop doing 1d6 non-lethal damage (DC 15 
  Tumble or Jump check to negate this damage). 
   
  Turning should prove the key here, if the PCs 
  have a cleric with them.  However, remember that 
  a turning cleric needs “Line of Effect” to the 
  undead, meaning that any undead still in the 
  RTK6-S02 Marner: Taxing Times 
   
  Page 14 
  
  tunnel when the Cleric turns will not be repelled. 
  The cleric will probably have to make at least 2 
  attempts to turn, as the remainder of the undead 
  will take at least a round to get out of the tunnel. 
   
  Treasure: 
  The 
  undead 
  have 
  no 
  treasure 
  personally, and the available cash in the shop has 
  been taken by Hioesien. Also, PCs with any 
  conscience won’t steal from a family that has met 
  with this unfortunate fate. 
   
  Development: It’s a rare group of PCs that will 
  ignore a mob of undead, but if they choose to do 
  so, they are likely to cause more trouble than 
  they’ve avoided.  Unfortunately, Hioesien the cleric 
  returns shortly after the PCs arrive (she had 
  popped out for lunch).  If the PCs leave someone 
  on watch, they are attacked by Hioesien – she will 
  capture if possible (for interrogation), but kill if 
  needed.  She will then order the undead to hide in 
  the rafters and the tunnel, cast Desecrate on the 
  area, and ambush the PCs when they return.  The 
  best the PCs could get as assistance is a small 
  squad of 4 Baronial Guards, who will be sceptical 
  at best (use stats from Encounter 2).  Any 
  Constabulary the PCs try and recruit find will 
  simply laugh at them, especially if they give the 
  address – Milin Anghild is known as a trouble 
  maker to the guilds. 
   
  If the PCs lay an ambush for the Cleric, they 
  may do some damage up front, but attacking her 
  will automatically trigger the undead to attack, 
  giving the PCs 2 simultaneous encounters to 
  overcome. She arrives 10 minutes after the PCs 
  find the undead, and unless the PCs have re-
  locked the doors behind them, she knows they’re 
  there and arrives prepared. Good luck with that – 
  they’ll need it. 
   
   
  ENCOUNTER 6: HAVEN’T I SEEN YOU 
  SOMEWHERE BEFORE? 
  The PCs should defeat the undead with relative 
  ease.  However, they are not off the hook yet.  
  Shortly after that battle finishes, Hioesien arrives 
  back at the shop.  Ask the PCs what they are 
  doing immediately after the fight, and try and lull 
  them into a false sense of completion.  However, 
  after about a minute of non-combat actions after 
  the fight, get them to re-roll initiative. This means 
  that spells with duration in rounds have worn off, 
  though any spell over a minute in duration is still 
  active.  This is enough time for PCs to pull 
  themselves together and heal up, gather together 
  the undead’s weapons, or for a few PCs to 
  examine the tunnel, which is 30’ long, low, very 
  rough, and unstable, 
   
  Hioesien has the keys (and a recently 
  purchased 
  sweet 
  pastry), 
  and 
  will 
  notice 
  immediately if the doors have been left unlocked, 
  or if the PCs have been very thorough in their 
  searching of the building. If so, she will take her 
  potion of Owl’s Wisdom, cast Protection from 
  Good and Entropic Shield, enter the workshop and 
  begin casting Summon Monster II.  Otherwise, she 
  will walk in on the PCs and achieve mutual 
  surprise.  She will then go for Summon Monster II 
  to give her time to cast Protection from Good, 
  drink her potion, and then wade into battle. 
   
  If the PCs have set a watch outside for 
  anyone coming back, they must make a contested 
  roll (their hide check vs Hioesien’s +2 Spot check) 
  to avoid tipping her off that the shop is being 
  watched. If she does spot them, then the PC must 
  similarly make a Spot check vs Hioesien’s +1 Bluff 
  to see that she was originally intending o go to the 
  shop. She will then enter via the rear alley way. If 
  this too is covered, she will buff up round the 
  corner and take out the sentry before turning to 
  the PCs inside.  If the PCs have someone listening 
  or waiting at doors it’s only a DC 10 Listen check 
  to hear her stoping to unlock the doors. If the PCs 
  haven’t locked up the doors behind them, she will 
  immediately notice that it is unlocked and start 
  casting quietly (DC 12 Listen to hear her casting 
  on the other side of the door, +1 pre 10’ distance 
  from the door).   
   
  Allow PCs an DC 19 Int check to recall her 
  from the Baron’s Beard tavern (Encounter 1), 
  although achieving a DC 15+ will give the PCs the 
  nagging feeling they’ve seen her before. 
   
  APL 2 (EL 3) 
   
  Hioesien: female half-orc Cleric 3; hp 21; 
  Appendix 1.  
   
  Tactics: Despite being a Cleric of Vecna, 
  Hioesien’s half-orc heritage kicks in at times, 
  including combat.  She would prefer to magic the 
  PCs in support of her summoned monster, but its 
  duration of 4 rounds means she will have to wade 
  into combat fairly shortly afterwards anyway. She 
  will fight to the death, crying an invocation to the 
  Lord of Secrets as she dies. Unfortunately for the 
  PCs, her Diehard feat allows her to operate at 
  negative hitpoints, doing a move action or a 
  standard action every round (though standard 
  actions lose her 1hp). She dies at -10 hp. 
   
  Treasure:  
  RTK6-S02 Marner: Taxing Times 
   
  Page 15 
  
  APL 2: Loot: 35 gp; Coin: 150 gp (assorted Black 
  onyx gems worth 900 gp total); Magic: +1 buckler 
  (98 gp each), +1 Chain Shirt (100 gp each), Scroll 
  of Animate Dead (52 gp each) 
   
  Development: 
  PCs 
  may 
  wish 
  to 
  ask 
  for 
  assistance from the proper Guards after this, and 
  good for them.  They will move in, clean 
  everything up, and sort out the details (isn’t it good 
  being a contractor sometimes?).  
   
  Searching 
  Hioesien 
  will 
  reveal 
  all 
  her 
  equipment, and her stash of Onyx (DC 13 
  Spellcraft check to determine it as a component 
  for Animate Dead).  PCs who make a DC 15 Craft 
  (Gems), 
  Profession 
  (Gemcutter) 
  or 
  (Miner), 
  Appraise or similar check can determine that 
  these are Ratik-mined Onyx, from the Dwarven 
  mines in the Rakers (though no specific Clan can 
  be determined). Also amongst her possession is a 
  piece 
  of 
  parchment 
  with 
  a few irrelevant 
  scrawlings (“get milk” etc.) – any spellcaster who 
  examines her gear can identify it as a ‘used’ scroll. 
   A small pencilled note on the outside of the scroll 
  (where it would be visible when rolled up) says 
  “Mastrik, Baron’s Beard”. If studied closely with 
  Detect Magic, it radiates the faintest trace of 
  Enchantment magic (this is the Charm scroll used 
  on Brak Mastrik in Encounter 1, and would be 
  useful evidence if the PCs needed to clear their 
  names).   
   
  PCs may wish to conduct more investigations 
  of their original setup. If so, go to Encounter 4.  
  Hioesien will reveal nothing really useful, whether 
  interrogated after death or if captured alive.  Her 
  faith in the Lord of Secrets will keep her silent until 
  she can be killed by an assassin, when she is out 
  of the PCs’ care.  She didn’t know the identity of 
  the person who hired her (although she did try to 
  find out, and failed), however she knew they were 
  important in the Guilds somehow. She picked the 
  PCs as patsies because they were handy – the 
  main target was Sgt Mastrik.  Her scrolls were 
  supplied by her church, and the Onyx as part 
  payment for her work. 
   
  Interrogation: Capturing Hioesien should be 
  difficult, as she intends to fight to the death, and 
  has the Diehard feat to ensure she goes out 
  battling.  If she is captured, she would die rather 
  than reveal her secrets – being a priestess of the 
  Lord of Secrets can do than to you.  She will not 
  respond to interrogation apart to make veiled 
  threats that her “Lord and Master” will visit terrible 
  vengeance upon them.  If imprisoned overnight 
  (such as to allow a wizard to memorise Charm 
  Person) then an agent of her employers will 
  smuggle in some poisonous leaves through the 
  window, and Hioesien will have consumed them 
  overnight. 
   
  If the PCs are particularly resourceful, all they 
  can get out of Hioesien is as follows: 
  • 
  She was sent here by her high priestess from 
  Greyhawk City.  She suspects it was after a 
  request from someone from outside Ratik. 
  • 
  She was met by a person who took pains to 
  hide their identity, and instructed to charm 
  Brak Mastrik and embarrass the Baronial 
  Guards. She suspects this person was a 
  guildsman, and she has a long list of subjects 
  (mostly 
  guildmasters 
  and 
  senior 
  guild 
  enforcers) that she has been narrowing down, 
  but hasn’t got enough contacts locally yet. 
  • 
  After completing the first job she was paid in 
  Onyx gems by the same individual and given 
  the second job, to use the non-guildsman Milin 
  Anghild to damage Sir Timoci Vakai, the noble 
  living next door.  It was Hioesien’s plan to use 
  the undead and tunnel into their vault, 
  animating them with scrolls she brought with 
  her.   
  • 
  She doesn’t know much more than that – she 
  has been used by everyone as a patsy, and 
  while she actually knew this, she thought she 
  could find some dirt on her employers for the 
  Whispered One. 
   
   
   
  CONCLUSION 
  PCs should complete their taxation house calls 
  later that day, and report to Sir Ardent Bentner.  In 
  the evening, they are shown into a sparsely 
  appointed office, with good quality but not 
  expensive furniture – unbecoming of a man in Sir 
  Ardent’s position.  He offers them simple wooden 
  chairs, and listens attentively to any report they 
  want to make.  He then leans back, steeples his 
  fingers, and regards the PCs closely before 
  continuing. 
   
  “It seems you’ve exacted your own justice, 
  which is rare around here, but reassuring.  I’ve 
  not been able to get a coherent story out of 
  Mastrik, which leads me to think that he wasn’t 
  himself when he attacked you – even his 
  muddled head needs a good reason before 
  starting a fight with armed adventurers.  If 
  you’ve got any leads I’ll see if they can be 
  followed up, but it looks like the Guilds have 
  covered their tracks very well this time. 
  They’re learning.” 
  RTK6-S02 Marner: Taxing Times 
   
  Page 16 
  
   
  Sir Ardent sighs deeply before continuing. 
  “Your commission has paid for your fine – 
  here’s your change.”  He flips you a small bag 
  of coins before continuing. “Don’t get in any 
  more trouble with my guards, and watch your 
  backs with the Guilds. They may not know who 
  thwarted their plans, but if they find out they 
  won’t be sending you flowers.”  He glances at 
  a tall stack of papers on his desk before 
  concluding “Well done. Show yourself out.”  
  As you depart, you pass his secretary entering 
  with a meal on a tray. For you, this adventure 
  is over. However, some have to live this life of 
  intrigue constantly, no matter their own 
  wishes.  
   
  Characters who took up Bentner’s offer of 
  employment and did not disgrace themselves or 
  Bentner will receive the Respect of Sir Ardent 
  Bentner benefit on their AR. 
   
  Conclusion:   
  APL 2: Loot: 0 gp; Coin: 20 gp; Magic: 0 gp  
   
   
  The End 
  RTK6-S02 Marner: Taxing Times 
   
  Page 17 
  
  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 1 
  Experience objective 
   
   
  90 XP 
   
  Encounter 3(A) 
  Experience objective 
   
   
  30 XP 
   
  Encounter 3(B) 
  Experience objective 
   
   
  30 XP 
   
  Encounter 3(C) 
  Experience objective 
   
   
  30 XP 
   
  Encounter 5 
  Experience objective 
   
   
  90 XP 
   
  Encounter 6 
  Experience objective 
    
   
  90 XP 
   
  Discretionary roleplaying award 
  90 XP 
   
  Total possible experience:  
  450 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, 
  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.   
   
  Loot = Looted gear from enemy; Coin = Coin, 
  Gems, Jewelry, and other valuables; Magic = 
  Magic Items. 
   
  Encounter 6:   
  APL 2: Loot: 35 gp; Coin: 150 gp (assorted Black 
  onyx gems worth 900 gp total); Magic: +1 buckler 
  (98 gp each), +1 Chain Shirt (100 gp each), Scroll 
  of Animate Dead (52 gp each) 
   
  Conclusion:   
  APL 2: Loot: 0 gp; Coin: 20 gp; Magic: 0 gp  
   
  Total Possible Treasure 
  APL 2: Loot: 35 gp; Coin: 170 gp; Magic: 250 gp; 
  Total 455 gp (max 450gp) each.  
   
  Special 
   
  Respect of Sir Ardent Bentner: Your success 
  while working for Sir Ardent Bentner has earned 
  his respect. You have earned an influence point 
  with this member of House Ratik. 
   
   
  ITEMS FOR THE ADVENTURE 
  RECORD 
   
  Item Access 
  Normal item access for Introductory Module, i.e. 
  Core access items as per the Living Greyhawk 
  Campaign Sourcebook.  
   
  RTK6-S02 Marner: Taxing Times 
   
  Page 18 
  
  APPENDIX 1: APL 2
  ENCOUNTER 1: FISTICUFFS 
   
   
   
  Baronial 
  Guards 
  (including 
  Sgt 
  Brak 
  Mastrik): Male Human Warrior 1; CR1/2; 
  Medium Humanoid; HD 1d8+5; hp 11; Init +1 
  (+1 Dex); Spd 30 ft; AC 12, touch 11, flat-footed 
  11; Base Atk +1; Grp +3. 
   
  Atk + 3 melee (1d6+2 Non-lethal, sap)  
   
  Full Atk + 3 melee (1d6+2 non-lethal, sap)  
   
  SA none; SQ none, 
   
  AL LN; SV Fort +4, Ref +1, Will -1; Str 14, 
  Dex 13, Con 14, Int 8(10), Wis 8(10), Cha 9(11) 
  (numbers in brackets represent their normal 
  stats, however they are all the worse for alcohol, 
  which is included in their other stats) 
   
  Skills and Feats Handle Animal +4, Jump 
  +6, Listen –1, Ride +5, Spot –1; Power Attack, 
  Toughness. 
   
  Languages Common, Dwarven,  
   
  Possessions padded armour (technically, 
  the undershirt for a chain shirt), sap, 9 gp, 13 sp, 
  13 cp. 
   
  Physical Description: Sergeant Brak Mastrik 
  - Ht: 5' 5", Wt: 145lbs, Hair: Red, Eyes: Brown, 
  Age: 25. 
   
   
  ENCOUNTER 3: AS INEVITABLE AS 
  DEATH 
  Use the following stats for all three optional 
  encounters in sections (a), (b) and (c) of 
  Encounter 3. 
   
  Guild Thugs / Servants / Footmen. : Male 
  Human Warrior 1; CR1/2; Medium Humanoid; 
  HD 1d8+5; hp 12; Init +2 (+2 Dex); Spd 30 ft; AC 
  14, touch 12, flat-footed 12; Base Atk +1; Grp 
  +5. 
   
  Atk + 6 melee (1d6+4 club)  
   
  Full Atk + 6 melee (1d6+4 club)  
   
  SA none; SQ none, 
   
  AL LN; SV Fort +4, Ref +2, Will +1; Str 18, 
  Dex 14, Con 14, Int 9, Wis 10, Cha 11 
   
  Skills and Feats Handle Animal +2, Jump 
  +4, 
  Ride 
  +4, 
  Swim 
  +8; 
  Power 
  Attack, 
  Toughness. 
   
  Languages Common,  
   
  Possessions mwk leather (Leather apron / 
  Gardening gear / leather armour), mwk’ Club, 11 
  cp. 
   
  Physical Description: Hulking, brutish thugs, 
  with one eyebrow and 2 brain cells each. 
   
   
  ENCOUNTER 6: HAVEN’T I SEEN 
  YOU SOMEWHERE BEFORE? 
   
  Hioesien: female Half-Orc Cleric 3; CR 3; 
  Medium Humanoid; HD 3d8+3; hp 21; Init +0; 
  Spd 20 ft.; AC 17, touch 10, flat-footed 17; Base 
  Atk +2; Grp +5;   
   
  Atk +6 melee [1d4+3, masterwork Dagger] 
  or +5 melee touch [spell effects] or +2 ranged 
  touch [spell effects] 
   
  Full Atk +6 melee [1d4+3, masterwork 
  Dagger]  
   
  SA Turn Undead (Hioesien can Rebuke or 
  Command or destroy undead 4 times per day); 
  SQ darkvision 60 ft. and half-orc traits;  
   
  AL NE; SV Fort +4, Ref +1, Will +5; Str 16, 
  Dex 10, Con 13, Int 8, Wis 15, Cha 13.  
   
  Skills and Feats: Concentration +7, Listen 
  +2, Spot +2; Endurance (First), Diehard (Third). 
   
  Languages: Common, Orc. 
   
  Spells Prepared (4/4/3; base DC = 12 + 
  spell level): 0—[create water, inflict minor 
  wounds, detect poison, purify food and drink]; 
  1st—[bane, 
  cause 
  fear, 
  entropic 
  shield 
  protection from good*]; 2nd—[desecrate*, hold 
  person, summon monster II (Large Fiendish 
  monstrous Centipede)]. 
   
  *Domain spell. Deity Vecna; Domains: Evil 
  (Evil spells cast at +1 caster level), Magic (can 
  use Spell completion items as a Wizard of ½ Clr 
  level). 
   
  Possessions: +1 Chain shirt, +1 buckler, 
  mwk dagger, potion of Owl’s Wisdom, Scroll of 
  Animate Dead, wooden holy symbol of Vecna, 
  900gp worth of black Onyx gems, sweet pastry. 
   
  Power-Up Suite: (If prepared for 3 rounds – 
  Owl’s Wisdom, Protection from Good, Entropic 
  Shield); +2 to save DCs for spells (14+ Spell 
  level), +2 to her Will save (+7); +2 Deflection 
  bonus to AC (AC 19, touch 12, flat-footed 19), 
  immune to non-evil summoned creatures and to 
  mental influence; All ranged attacks have a 20% 
  miss chance. 
   
  Physical Description: Ht: 5' 6", Wt: 162lbs, 
  Hair: Black, Eyes: Dark Brown, Age: 17. Darkly 
  fascinating and magnetic, especially for a half 
  orc. 
  For the sake of simplicity, the stats for the 
  Fiendish Monstrous Centipede summoned by 
  Hioesien are included below, including the 
  changes from the Fiendish template.  For full 
  details, see MM p286 and p108. Additionally, the 
  Centipede stays for four rounds, due to the +1 
  CL to Evil spells from Hioesien’s Evil domain. 
  RTK6-S02 Marner: Taxing Times 
   
  Page 19 
  
   
  Fiendish Monstrous Centipede, Large: CR 1 
  (summoned); Large Magical Beast (Fiendish); 
  HD 3d8; hp 13; Init +2; Spd 40 ft.; AC 14, touch 
  11, flat-footed 12 ; Base Atk +2; Grp +7;   
   
  Atk +3 melee (1d8+1 Bite, plus poison); 
   
  Full Atk 3 melee (1d8+1 Bite, plus poison);  
   
  Space/Reach 10 ft. /5 ft.; SA Poison bite, 
  1d4 Dex damage, Fort DC11, Smite Good 1/day 
  for +3 Damage; SQ Darkvision 60 ft., vermin 
  traits; Resistance 5 - Cold and Fire; Spell 
  resistance 8;  
   
  AL NE; SV Fort +3, Ref +3, Will +1,  Str 13, 
  Dex 15, Con 10, Int 3, Wis 10, Cha 2.  
   
  Skills and Feats: Climb +10, Hide +6, Spot 
  +4; Weapon Finesse (Racial bonus) 
   
  Smite Good (Su): Once per day the 
  creature can make a normal melee attack to 
  deal extra damage equal to its HD total 
  (maximum of +20) against a good foe. 
   
  Special Qualities: A fiendish creature 
  retains all the special qualities of the base 
  creature and also gains the following. 
  —Darkvision out to 60 feet. 
  —Resistance to cold and fire 5. 
  —Spell resistance equal to the creature’s HD + 
  5 (maximum 25). 
  Vermin Traits: 
  —Immunity to all mind-affecting effects (charms, 
  compulsions, phantasms, patterns, and morale 
  effects). 
  —Darkvision out to 60 feet. 
   
  Physical Description:. 
   
   
   
   
  RTK6-S02 Marner: Taxing Times 
   
  Page 20 
  
  APPENDIX 2 
   
  Sir Ardent Bentner 
  Head of Security for Marner 
  Watcher of the Gem of the North 
  Male human Fighter 6 / Rog 3. 
   
  As a young man, Ardent put food on his parent's table by serving simultaneously in the militias for House 
  Cormik and House Abonhoth. He learned he could earn a better living by joining the Marner 
  Constabulary, but while employed there, became distrustful of the merchants that paid his wages. When 
  his parents passed on, he enlisted in the Ratik army and served faithfully as a sergeant stationed at the 
  Bastion in Marner for several years. His refusal to turn a blind eye to the shadier practices of some of the 
  merchant guilds, who were supposedly under the jurisdiction of the Constabulary which they paid for, 
  caught the attention of Prince Alain, who enlisted him as the head of security first for his household, then 
  later for the city of Marner. 
   
   
  Overview Map of the City of Marner
   
   
   
   
  RTK6-S02 Marner: Taxing Times 
   
  Page 21 
  
  APPENDIX 3 
  The Baron’s Beard Tavern
   
   
  Serving Bar 
  Front Door
  PC’s Table 
  Serving Bar 
  Guards 
  Kitchen 
  Entrance 
  RTK6-S02 Marner: Taxing Times 
   
  Page 22 
  
  APPENDIX 4 
  Workshop of Jelof Stind, Chandler
   
  Guards 
  PC’s Table 
  Rear Entrance 
  Work Area 
  Counter 
  Shop 
  Entrance 
   
   
  RTK6-S02 Marner: Taxing Times 
   
  Page 23 
  
  APPENDIX 5 
  Sitting Room – Sir Engerd Kebert / Ms Mona Castiger
   
   
   
  Kitchen 
  Entrance 
  Guards 
  PC’s Table 
  Entrance 
  RTK6-S02 Marner: Taxing Times 
   
  Page 24 
  
  APPENDIX 6 - PART 1 
  Shop of Milin Anghild, Sailmaker 
   
   
  Balcony Railing 
  Stairs down 
  (difficult terrain)
  Stairs down 
  (difficult terrain)
  Stairs up to 
  living quarters 
  Store room 
  Workshop 
  Shop 
  Front 
  Entrance
  Narrow side passage 
  Side Door
  RTK6-S02 Marner: Taxing Times 
   
  Page 25 
  
  APPENDIX 6 – PART 2 
  Sail Hanging Room of Milin Anghild 
   
   
  Back alleyway 
  Crude tunnel (under)
  Stairs down 
  (difficult terrain) 
  Stairs down 
  (difficult terrain) 
  Balcony Railing
  RTK6-S02 Marner: Taxing Times 
   
  Page 26 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Nyrond and Her Environs/Ratik/RTK6-A02 - Marner - Taxing Times.pdf