TEXT: RTK3-02
  For King or Country?
  A One-Round D&D LIVING GREYHAWK®
  Ratik Regional Adventure
  Version 1.0
  Round 1
  by Thomas Miller and Matt Lau
  In the streets of Ratikhill a choice must be made that could, in time, determine the fate of the Barony.
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of
  Wizards of the Coast, Inc. LIVING GREYHAWK is a trademark of Wizards of the Coast,
  Inc. Scenario detail copyright 2001 by Wizards of the Coast, Inc. ALL RIGHTS
  RESERVED. This scenario is intended for tournament use only and may not be
  reproduced without approval of the RPGA Network.
  
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  This is an RPGA® Network scenario for the
  Dungeons & Dragons® game. A four-hour time
  block has been allocated for each round of this
  scenario, but the actual playing time will be closer to
  three hours. The rest of the time is spent in
  preparation before game play, and scoring after the
  game. The following guidelines are here to help you
  with both the preparation and voting segment of the
  game. Read this page carefully so that you know
  and can communicate to your players the special
  aspects of playing an RPGA scenario.
  Preparation
  First you should print this scenario. This scenario
  was created to support double-sided printing, but
  printing it single sided will work as well. There is
  enough room along the inside margin to bind the
  adventure, if you desire.
  Read this entire adventure at least once before
  you run your game. Be sure to familiarize yourself
  with any special rules, spells, or equipment
  presented in the adventure. It may help to highlight
  particularly important passages.
  When you run an RPGA D&D adventure we
  assume that you have access to the following
  books: the Player’s Handbook, the Dungeon
  Master’s Guide, and the Monster Manual. We also
  assume that you have a set of dice (at least one d4,
  d6, d8, d10, d12, and d20), some scrap paper, a
  pencil, an RPGA scoring packet, and your sense of
  fun. It is also a good idea to have a way to track
  movement during combat. This can be as simple as
  a pad of graph paper and a pencil, as handy as a
  vinyl grid map and chits, or as elaborate as resin
  dungeon walls and miniatures.
  Instruct the players either to prepare their
  characters now, or wait until you read the
  introduction, depending on the requirements of the
  scenario as described in the introduction.
  Keep in mind that you must have at least four
  players (not counting the DM), for the game session
  to be a sanctioned RPGA event. As well, you
  cannot have more than seven players participating
  in the game.
  Once you are ready to play, it is handy to
  instruct each player to place a nametag in front of
  him or her. The tag should have the player’s name
  at the bottom, and the character’s name, race, and
  gender at the top. This makes it easier for the
  players (and the DM) to keep track of who is playing
  which character.
  The players are free to use the game rules to
  learn 
  about 
  equipment 
  and 
  weapons 
  their
  characters are carrying. That said, you as the DM
  can bar the use of even core rule books during
  certain times of play. For example, the players are
  not free to consult the Dungeon Master’s Guide
  when confronted with a trap or hazard, or the
  Monster Manual when confronted with a monster.
  Some of the text in this scenario is written so
  that you may present it as written to the players,
  while other text is for your eyes only. Text for the
  players will be in gray boxes. It’s strongly
  recommended that you paraphrase the player text
  instead of reading it aloud. Some of this text is
  general and must be adapted to the specific
  situation or to actions of the player characters.
  Scoring
  After the players have completed the scenario or
  the time allotted to run the scenario has run out, the
  players and DM score the game. The RPGA has
  three ways to score its games. Consult your
  convention coordinator to determine which method
  to use for this scenario:
  1. No-vote scoring: The players write their names
  and RPGA numbers on the scoring packet grid.
  You fill in the top of the grid. That is all. No one
  is rated. This method is used for people who
  are just playing for fun.
  2. Partial scoring: The players rate the game
  master and the scenario on their player voting
  sheet, and provide personal information, but
  don’t vote for other players. The game master
  rates the scenario and completes personal and
  event information, but does not rate the players
  as a team or vote for players. This method is
  used when there is no competition, but the
  event coordinator wants information on how the
  game masters are performing, or the game
  master wants feedback on his or her own
  performance.
  3. Voting: Players and game masters complete
  the entire packet, including voting for best
  player. If this method is used, be sure to allow
  about 15-20 minutes for the players to briefly
  describe their characters to the other players,
  and about 5-10 
  minutes for voting. This
  method is used when the players want to know
  who played the “best” amongst the group, or
  when the adventure is run in tournament format
  with winners and prizes.
  When using voting, rank the players in order of your
  voting choice while they are completing their forms,
  so that you are not influenced by their comments on
  your abilities. It’s a good idea to have the players
  vote while you determine treasure and experience
  awards for the scenario.
  
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  After voting, give the Scoring Packet to your
  event coordinator.
  This is a LIVING GREYHAWK Adventure.  As a
  LIVING adventure it is expected that players bring
  their own characters with them.  It players fo not
  have a LIVING GREYHAWK character generated,
  get a copy of the current LIVING GREYHAWK
  character generation guidelines, and a character
  sheet from your convention coordinator or the
  RPGA Web site, ant then have any players without
  a character create on.  Once all players have a
  LIVING GREYHAWK character, play can begin.
  Along with the other materials that you are
  assumed to have in order to run a D&D game, it is
  also recommended that you have a copy of the
  LIVING GREYHAWK Gazetteer.
  Special thanks goes out to my editor and
  playtesters.
  Living Greyhawk Levels of
  Play
  Because players bring their own characters to
  LIVING GREYHAWK games, this adventure’s
  challenges are proportioned to the average
  character level of the PCs participating in the
  adventure. To determine the Average Party Level
  (APL):
  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 being war
  horses, dogs trained for war), other than
  those brought by virtue of a class ability
  (i.e. 
  animal 
  companions, 
  familiars
  paladin’s mounts, etc) use the following
  chart to determine the number of levels
  you add to the sum above. 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.
  CR                     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
  5
  6
  7
  3.
  Sum the results of 1 and 2, and divide by
  the number of characters playing in the
  adventure – round up.
  4.
  If you are running a table of six PCs, add
  one to that average.
  By following these four steps, you will have
  determined the APL. Throughout this adventure,
  APLs categorize the level of challenge the PCs will
  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
  you may gain at the end of the adventure. If your
  character is three character levels or more either
  higher or lower than the APL this adventure is
  being played at, that character will receive only
  half of the experience points awarded for the
  adventure. This simulates the face that either your
  character was not as challenged as normal, or
  relied on help by higher-level characters to reach
  the objectives.
  Note: 
  LIVING 
  GREYHAWK 
  adventures 
  are
  designed for APL 2 and higher. Three or four, or
  sometimes even five 1st-level characters may find
  difficulty with the challenges in a LIVING
  GREYHAWK adventure. If your group is APL 1
  there are three things that you can do to help even
  the score.
  1.
  Attempt to create a table of six 1st-level
  characters, or try to enlist higher-level
  characters to play at that table.
  2.
  Advise characters to buy riding dogs to
  help protect them, and fight for them. All
  riding dogs are considered trained to
  attack. PCs who want their dogs to attack
  must succeed at a Handle Animal or
  Charisma check (DC 10). Failure indicates
  that the animal will not attack that round.
  This is a free action (spoken command)
  that may be attempted each round. If an
  animal loses half or more hp in a single
  round it flees, unless another check is
  successful.
  Time Units and Upkeep
  This is a standard 1-round Regional adventure,
  set in Ratik.  Characters native to Ratik pay one
  
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  Time Unit per round, all others pay two Time Units
  per round.  Adventurer’s Standard Upkeep costs
  12gp per round.  Rich Upkeep costs 50gp per
  round.  Luxury Upkeep costs 100gp per round.
  Note: PCs who serve in the Ratik army (including
  Mogotten’s Academy) or the House Bresht militia
  may apply the TU for this event towards their
  metagroup time requirements.
  Adventure Summary and
  Background
  In 
  563 
  Common 
  Year, 
  large 
  numbers 
  of
  humanoids poured from the Rakers and swept
  across the Bone March. Ratik, had prepared for
  the assault and human, dwarf, and gnome joined
  together to defend their lands.  With the
  humanoids defeated on the northern side of the
  Rakers, Ratik moved to help their allies to the
  south.  The lands to the south of Kalmar pass
  were decimated. It was obvious that the Bone
  March was lost.  The last bastion of defense was
  Spinecastle.  The armies of Ratik drove a wedge
  into the humanoid hordes to open a passage out
  of Spinecastle for the remaining defenders and
  refugees who had sought protection behind its
  walls.   High atop the wall of Spinecastle, an older
  knight watched. One knight stood out from the
  others below.  A knight who risked himself for the
  peoples of the March.  It reminded the older knight
  of his former days when he and the other knights
  from the Knight Protectors of the Great Kingdom
  fought to defend and protect the true king.  It was
  that display of courage on the battlefield that
  prompted the old knight to bring the young knight
  from Ratik into the order.  That young knight was
  Sir Gatoril.
  It is now 591CY and the much aged, Sir Gatoril is
  commander of the armies of Ratik and sworn
  protector of Ratikhill, his life long home.  He
  learned much from the old knight in the years
  following the fall of the Bone March.  Sir Gatoril is
  one of the few remaining knights of the declining
  order.  Since his inception into the order, he has
  trained and recruited Sir Althen, captain of the
  Guard, the force that protects Ratikhill, into the
  order.  Sir Gatoril and the other knights of the
  order see all the provinces of the former Great
  Kingdom as lost children.  Children who just need
  to be led back onto the right path by a true leader.
   A leader that has yet to be found. Because of this
  goal, its views are considered treasonous by most
  of the nobility in Ratik, who prefer their
  independence.   Because of this Sir Gatoril has
  kept his membership in the order a secret known
  only to a select few.  In addition, Sir Gatoril knows
  how important his current position is to the Order
  and feels, correctly so, that if his association with
  the ancient order was made public, it could be
  used to weaken his position within the arch
  barony.
  Surrounding castle Ratikhill is a small city known
  by its inhabitants as “The Hill”.  To most, the city
  and the castle are collectively known as Ratikhill.
  While the castle is under the control of Sir Gatoril,
  who reports directly to the Baroness, the
  surrounding city is under the control of the noble
  house of Bresht.  The current leader of house
  Bresht is Lady Abril.  Lady Abril is known as a cold
  and cunning woman who is not one to be crossed
  lightly.  Lady Abril is haunted by the fact that
  Ratikhill, a place of major political importance for
  Ratik, is in the lands of her noble house and not
  under its control.  This has been a thorn in the side
  of house Bresht since its inception.  To remedy
  this, Lady Abril has decided to take a husband, Sir
  Gatoril, himself.  She feels this union would allow
  her to move her son, Sir Lothak, into a position of
  power.  A position that would eventually lead to
  Lothak’s ascent to Lord of Ratikhill.  Lothak is
  aware of his mother’s machinations and will do
  whatever he can to make it happen.  He is
  dissatisfied with his position as commander of the
  Hill Patrol, a policing force for the city surrounding
  the castle.  Until now, all of his mother’s advances
  have been completely ignored by Sir Gatoril.  A
  problem Sir Lothak plans to remedy.
  To help persuade Sir Gatoril to see the wisdom in
  Lady Abril’s invitation, unbeknownst to his mother,
  Sir Lothak has enlisted the aid of the local thieves
  guild, the Vermin, which his house is on good
  terms with.  The guild has dispatched spies to
  gather whatever information they can on Sir
  Gatoril.  The hope is to find something that could
  be used to force Sir Gatoril into marrying Lady
  Abril.  Kaven, the leader of the thieves’ guild, also
  plans to use any information to his advantage. He
  feels house Bresht has the guild under its thumb
  and he hopes to change that.
  In Media Res
  This adventure begins during one of the many
  battles at Kalmar pass.  The PCs can be part of an
  army, militia, or mercenary unit.  Begin the
  
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  adventure immediately with initiative.
  APL 2 (EL 3)
  Bugbears (2): hp 18, 16; see Monster Manual
  page 27.
  APL 4 (EL 5)
  Ogres (2): hp 28, 24; see Monster Manual page
  144.
  Worgs (2): hp 32, 28; see Monster Manual page
  184.
  APL 6 (EL 8)
  Frost Ogres (4): hp 48, 48, 45, 45; see Appendix.
  APL 8 (EL 10)
  Frost Giant (1): hp 133; see Monster Manual
  page 98.
  Frost Ogres (3): hp 52, 50, 44; see Appendix.
  Treasure:
  APL 2: L: 10 gp; C: 30 gp.
  APL 4: L: 10 gp; C: 50 gp.
  APL 6: L: 25 gp; C: 75 gp; scroll of burning
  hands (5th) (12 gp)
  APL 8: L: 20 gp; C: 150 gp; wand of burning
  hands (75 gp).
  Introduction
  Once the creatures have been dispatched, fill the
  players in on what they are doing here.  PCs that
  are part of the Ratik army or House Bresht militia
  could have been part of a patrol that was
  ambushed and separated from their unit.  Other
  PCs could have been traveling through the
  Rakers, returning home from one of the dwarf
  clans or the gnome holdings.  Regardless,
  somehow they all ended up together and stumbled
  into a group of monsters that have been
  perpetually battling the Ratik forces.  Once they
  finish sifting through the bodies, they can return to
  the small city of Ratikhill.
  Here in Ratikhill, the first thing that most
  people notice is the presence of soldiers.  The
  majority of Ratik’s standing army has been
  stationed here for several years, ever since the
  failed invasion of the Bone March in which
  Alain was killed.  Even though the castle and
  city are in the lands of House Bresht, the city
  itself seems to be under military control.
  What was once a sea of army tents has been
  replaced 
  with 
  semi-permanent 
  wooden
  structures for supplies and barracks.  Some of
  the soldiers have even married into the local
  populace and have homes and farms here in
  Ratikhill.  The size of Ratiks army deters any
  encroachment from giants and goblinoids
  through Kalmar Pass.  But at the same time,
  the narrow pass makes it nearly impossible for
  the army to push it’s way through to the Bone
  March.  So despite nearly daily battles with
  denizens of the Rakers, there has been
  virtually no change to this standoff for many
  years.
  Why the army remains here has been a subject
  of debate for many years.  Some say it is under
  orders of the Archbaroness, who continually
  orders Sir Gatoril to throw his troops against
  the Bone March and to retake Spinecastle so
  that her husband can be rescued and returned
  to her.  Others claim that Sir Gatoril has lost
  his mind and attempts to retake the pass out of
  some quest for glory, despite orders from
  Marner.  But all this is only speculation and
  rumor-mongering.  Like one popular bard’s
  tale that told how the entire army of Ratik was
  actually 
  destroyed 
  in 
  the 
  Bone 
  March
  campaign, and that the soldiers at Kalmar Pass
  are merely undead which rise each day to die
  in battle again and again.
  Still no one can deny that because of the
  military presence here, Ratikhill is the single
  safest place in Ratik.
  Encounter One
  There is a considerable amount of commotion
  in the streets.  It seems that a herd of sheep
  grazing just to the north of the city was
  spooked by some kind of predator, and a
  number of them ended up in the dirt streets of
  Ratikhill.  Shepherds and farmers are scattered
  about the place trying to sort out the mess,
  some of them yelling angrily over disputes of
  ownership.  The noise is so intense that you
  almost do not hear an angry shout and the
  authoritative cry of “Halt, in the name of the
  Ratik Guard!”
  Across the sea of fleece, you spot a short,
  young man wearing a dark brown tunic fleeing
  rapidly from another man garbed in a white
  cloak and wielding a longsword.
  This scene takes place on a dirt street roughly 20-
  feet wide.  Place the characters roughly 40-60 feet
  away from the chase and be sure to absolutely
  
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  litter the street with commoners and sheep (so any
  area effect spells will be a bad idea).
  The young man is a rogue who has been spying in
  the Castle.  He has overheard proof that Sir Althen
  and Sir Gatoril are members of the Knight
  Protectors of the Great Kingdom, and knows the
  time and location of their next meeting.  He came
  running through this section of road because he
  has several accomplices waiting here in order to
  prevent pursuit.  They will attempt to trip pursuers,
  and engage in combat in order to help the spy to
  escape.
  The young spy:
  Demmiwin, male human Rog1: CR 1; Medium
  humanoid; HD 1d6; hp 6; Init +7; Spd 30 ft., AC 13
  (touch 13, flat-footed 10) [+3 Dex]; Atk +1 melee
  (1d4+1 [cit 19-20], dagger); SQ Rog sneak attack
  +1d6; AL LN; SV Fort +0, Ref +5, Wil +1; Str 12,
  Dex 17, Con 11, Int 12, Wis 13, Cha 10.  Height 5
  ft. 5 in.
  Skills and Feats: Balance +5, Climb +3,
  Disable Device +5, Escape Artist +7, Hide +7,
  Jump +3, Listen +5, Move Silently +7, Open Lock
  +7, Search +5, Spot +5, Tumble +5; Improved
  Initiative, Dodge
  Possessions: dagger.
  Dying 
  message: 
  “Sir 
  Gatoril… 
  traitor…
  treason…  Loyal to a crown, not of our country….”
  The accomplices (accumulate by APL—for APL 4
  use those listed in both APL 2 and 4, etc…)
  APL 2 (EL 3):
  Allocan and Brivikas, male human War1: CR ½;
  Medium humanoids; HD 1d8+2; hp 10; Init +1;
  Spd 30 ft.; AC 14 (touch 11, flat-footed 13) [+1
  Dex, +2 armor, +1 shield]; Atk +2 melee (1d6+1
  [crit 19-20], short sword); AL NE; SV Fort +4, Ref
  +1, Will +1; Str 13, Dex 12, Con 14, Int 11, Wis 12,
  Cha 9.
  Skills and Feats: Climb +4, Jump +4, Listen
  +3, Ride +5, Spot +3; Alertness, Combat Reflexes.
  Possessions: leather armor, buckler, short
  sword.
  Caffelon and Dimikios, male human Rog1: CR
  1; Medium humanoid; HD 1d6+1, hp 7; Init +7;
  Spd 30 ft.; AC 15 (touch 13, flat-footed 12) [+3
  Dex, +2 armor]; Atk +1 melee (1d6+1 subdual,
  sap); AL N; SV Fort +1, Ref +5, Wil +3; Str 12,
  Dex 16, Con 13, Int 12, Wis 13, Cha 10.  Height 5
  ft. 5 in.
  Skills and Feats: Balance +7, Bluff +4, Climb
  +5, Hide +7, Innuendo +4, Jump +5, Listen +5,
  Move Silently +7, Spot +5, Tumble +7; Improved
  initiative, Iron Will.
  Possessions: leather armor, sap.
  APL 4 (EL 4):
  Elben and Forpyke, male human Fig1: CR 1;
  CR 1; Medium humanoids; HD 1d10+2, hp 12; Init
  +1; Spd 30 ft.; AC 14 (touch 11, flat-footed 13) [+1
  Dex, +2 armor, +1 shield]; Atk +3 melee (1d6+2
  [crit 19-20], shortsword); AL NE; SV Fort +4, Ref
  +1, Wil +2; Str 14, Dex 12, Con 14, Int 11, Wis 14,
  Cha 9.
  Skills and Feats: Climb +6, Jump +6, Listen
  +4, Ride +5, Spot +4; Alertness, Lightning
  Reflexes, Weapon Focus (shortsword).
  Equipment: 
  leather 
  armor, 
  buckler,
  shortsword.
  APL 6/8 (EL 6):
  Glendelmyra, female human Clr3: CR 3;
  Medium humanoid; HD 3d8+6, hp 24; Init +1; Spd
  30 ft.; AC 15 (touch 11, flat-footed 14) [+1 Dex, +4
  armor]; Atk +2 melee (1d6, heavy mace); AL CN;
  SV Fort +5, Ref +2, Wil +6; Str 11, Dex 12, Con
  15, Int 14, Wis 16, Cha 12.
  Skills and Feats: Bluff +7, Concentration +8,
  Heal +9, Hide +6, Spellcraft +8; Expertise,
  Improved Disarm, Scribe Scroll.
  Equipment: masterwork chain shirt, heavy
  mace, silver holy symbol of Olidammara, scroll of
  hold person.
  Spells Prepared (4/3/2; base DC = 13 + spell
  level): 0—[cure minor wounds, guidance, read
  magic]; 1st—[change self*, random action, cause
  fear] 2nd—[invisibility*, hold person].
  *Domain spell. Domains: [Chaos (cast chaos
  spells at +1 caster level); Trickery (Bluff, Disguise,
  and Hide are class skills)].
  The guard:
  Redgarb, male human War1.
  Tactics:
  Demmiwin will attempt to escape, period.  If he is
  struck down, then he will breathe out his dying
  message (see his stat block) to whoever is closest
  to him, which may well be a party member, if they
  attempt to assist in his capture.  His accomplices
  will come out of their hiding places acting in pairs.
   So two of them will ambush the guard as he
  comes by, attempting to trip him and then flee
  themselves.  The rest will remain hidden unless of
  course other people attempt to intervene in the
  chase.  Glendelmyra watches while invisible and
  will use her scroll of hold person against any big,
  quick fighters.  While attacking from hiding, the
  
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  thugs gain a +2 circumstance bonus to hit and
  their sneak attack bonus (if any) unless the target
  PC succeeds at a Spot check (DC equal to their
  Hide check).
  Treasure:
  APL 2: L: 5 gp
  APL 4: L: 10 gp
  APL 6: L: 38 gp; scroll of hold person (15 gp)
  Development:
  Following the commotion, two groups of warriors
  will arrive.  The first will be a squad of the white-
  clad Guard of Ratikhill led by Sir Althen.  If the
  PCs are getting murdered, then they will arrive in
  time to fight off the thugs.  If Demmiwin is alive, Sir
  Althen will attempt to kill him, citing treason as his
  justification.
  The second group to arrive will be a squad of the
  royal-blue-clad Hill Patrol, led by Sir Lothak.  Both
  knights will demand to know what the PCs
  involvement was in this conflict.  The argument will
  be loud and explosive and both squads may seem
  about ready to draw weapons and enter melee.  At
  this point Sir Althen will yell out:
  “Enough!  A crime has been committed within
  castle Ratikhill which as you know is under the
  jurisdiction of the crown—not of the noble
  house of Bresht.  We are placing all of these
  people under arrest, in order to determine if
  they were allied with the thief.  If you have a
  problem with that Sir Lothak, you may seek an
  audience with the Lady Baroness in Marner or
  with Sir Gatoril at the castle.”
  Sir Lothak will argue somewhat, but he knows that
  the law will support Sir Althen, so he will bide his
  time.  If necessary, he can later arrest the PCs for
  violence in the streets of Ratikhill, but he will first
  confer with his mother, Lady Abril.
  Encounter Two
  This encounter is strictly roleplaying with Sir
  Althen.
  A half dozen armed guards escort you to
  Castle Ratikhill.  They make no attempt to
  relieve you of your weapons or shackle you,
  and Sir Althen assures your group, “I am sorry
  to do this, but I believe it is for your own
  safety…” Castle Ratikhill stands before you, a
  massive stone fortress built by man and dwarf.
   You are brought inside the courtyard, where
  numerous 
  soldiers 
  casually 
  stroll 
  about,
  snapping to attention only when they see Sir
  Althen approach.  Sir Althen leads you to the
  closest barracks and swings the door open for
  you to enter.  He quickly dismisses the
  soldiers inside as well as those escorting you
  before joining you inside. “Well now,” he says.
   “Let’s get to the bottom of this whole matter
  shall we?”
  Sir Althen wants to find out everything that the
  rogue told the PCs.  He will ask:
  •
  The man being chased by the Guard,
  have you ever seen him before?
  •
  What about his accomplices?
  •
  Why did you get involved?
  •
  (If any of them escaped) Did you notice
  what buildings any of them escaped to?
  •
  Did you notice any other folks nearby that
  behaved unusually?
  •
  What is your purpose here in Ratikhill?
  Sir Althen will not willingly give out any information
  about what happened, saying that to do so would
  be against his orders.  Wily PCs may be able to
  garner the following information from Sir Althen, by
  asking 
  leading 
  questions 
  (Use 
  a 
  Bluff 
  or
  Diplomacy check):
  DC 10: The thief discovered something of
  importance.
  DC 20: He was spotted coming out of the
  chambers of Sir Gatoril.
  Sir Althen is an honorable man and will dismiss
  the PCs no matter what information they divulge to
  him.  But he will offer the following warning:
  You may be in danger for what you did today. 
  Just remember that there is safety in numbers,
  and it would be best if you did not repeat
  anything that we have discussed here.
  Encounter Three
  Upon being dismissed by Sir Althen, the PCs will
  find Sir Lothak waiting for them.  This encounter is
  strictly roleplaying with Sir Lothak and Lady Abril.
  You leave, this time unescorted through the
  gates of Castle Ratikhill.  A few soldiers eye
  you curiously although none of them attempt
  to stop you.  Standing outside the gates a man
  appears to be waiting for you to exit.  You
  
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  recognize him as the commander of the Hill
  Patrol who nearly came to blows with Sir
  Althen and the Ratikhill Guard.  He flags you
  down with a wave of his hand.
  Sir Lothak will introduce himself as Lothak Bresht,
  son of Lady Abril Bresht, ruler of this freehold and
  ask for the PCs names in turn.  He will explain that
  while Sir Gatoril and his servant Althen are in
  command of the armies of Ratik, he commands
  the Hill Patrol, who enforce the laws in the area
  around the Castle.  He questioned as many
  commoners as he could, trying to piece together
  exactly what happened, and believes that the
  party may have learned something from the spy.
  “Although 
  I 
  am 
  not 
  sure 
  exactly 
  what
  happened on the streets today, I suspect that
  you acted in an effort to help capture a
  criminal as well as keep the peace.  For that I
  wish to thank you.  Please take these.”
  He will give a formal invitation to each PC inviting
  them to have dinner at Bresht manor tonight at
  dusk.
  If they refuse, then skip to Encounter Four. 
  Otherwise the PCs have several hours to spend in
  Ratikhill before nightfall.
  Bresht manor is an impressive two-story
  estate surrounded by an iron fence.  An open
  gate reveals a path of riverstones that crosses
  the lawn.  A servant greets you at the door, but
  the old man is quickly dismissed by Sir
  Lothak, who personally leads you through the
  foyer and into the dining hall.  Standing at the
  far end of the table is a stately, elderly woman
  dressed in a fine gown.  “Greetings, travelers.”
  She says, “I am Lady Abril Bresht, ruler of this
  freehold.  Please, sit.  Let us eat, drink, and
  share tales.”  There is an elaborate spread of
  food across the table.
  Lady Bresht will try to determine the loyalty of the
  PCs.
  •
  She will say nothing but good things about
  Sir Gatoril, calling him the great champion
  of Ratik.  She will expound about his
  triumphs in protecting Kalmar Pass from
  the monsters of the Bone March.
  •
  She will hint that Sir Althen may have an
  agenda of his own, and perhaps seeks to
  usurp Sir Gatoril’s power.
  •
  She will ask which freehold they call home
  and ask if they serve any of the noble
  houses.
  Lothak on the other hand
  •
  Will ask direct questions about the
  encounter on the streets of Ratikhill.
  •
  He will specifically ask if they overheard or
  spotted anything that the thief may have
  said or held.
  At the end of dinner, Lothak escorts you to the
  foyer himself.  “Perhaps, you would be willing
  to perform a small service for me?  As the
  leader of the hill patrol, I am sworn to protect
  the interests of the citizens of this freehold. 
  So I must find out exactly what happened in
  that altercation on the street today.  Sir Althen
  and I are not exactly friends, so perhaps he
  would be willing to divulge information to you
  that he refuses to share with me.  House
  Bresht would definitely make it worth your
  while.” 
  If they respond positively, Lothak will suggest that
  they meet once again with Althen and try to get
  more information out of him.
  Encounter Four
  This encounter takes place after (or instead of),
  the PCs dinner at Bresht Manor.  Hengon
  Mogotten, War Wizard of Ratik and founder of the
  Ratikhill School of Wizardry and Sorcery—also
  wants to find out what the PCs know, he just has a
  much more unique approach.  He is one of the few
  people who knows that Sir Gatoril is a member of
  the Knight Protectors, and also knows that Lady
  Bresht is up to something.
  A beggar approaches you.  He stoops as he
  shuffles towards you, seeming to cast off lice
  and bits of rag as he moves.  He points a finger
  at you and asks: “Does fate choose heroes, or
  do heroes choose themselves?”
  Hengon has used a change self spell to make
  himself appear as a diseased beggar.  The
  question is mainly to get their attention, and he will
  spin off into a series of seemingly non-sensical
  questions, but it should become evident that he is
  indeed very insightful about what is going on here
  in Ratikhill.
  
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  •
  Are you a fish in the storm?  During a
  storm, the waves and winds threaten to
  destroy any vessels that dare set sail.  But
  a fish won’t even spill his soup while
  eating dinner down below.  That’s what’s
  happening here in Ratikhill.  You’re eating
  your soup and not even aware of the
  tempest that’s brewing.
  •
  How do you know whom to trust?  If you
  meet two men on the same day, then the
  one who is a viper is most likely the one
  who first points his finger at the other and
  cries “viper.”
  •
  Do you favor the black knight or the white
  knight? (vague reference to Lothak and
  Althen).  Or do you even know which is
  which?  I’ll give you a hint… the black
  knight operates out of the shadows. 
  (ergo, they should not trust Lothak
  because he is asking them to act as
  spies).
  •
  Whom should you serve?  The king or his
  country?  A king is nothing without his
  people.  But the people are helpless
  without a king to protect them, right? (a
  very 
  vague 
  reference 
  to 
  Althen’s
  allegiance to the Knight Protectors of the
  Great Kingdom).
  •
  It’s easy to say that you should serve both
  equally… but if the king resents his people
  and the people resent the king, how can
  you serve both? (the quandary of the
  Knight Protectors here in Ratik, because
  they have sworn loyalty to the Great
  Kingdom, 
  yet 
  Ratik 
  reveres 
  its
  independence).
  If at any point, a PC sees through Hengon’s
  illusion, read the following to that PC:
  The image of the beggar fades away.  In its
  place is a tall man dressed in the traditional
  robes of a wizard or scholar.  He winks at you,
  and smiles warmly, as if to ask you to not
  reveal his true self to your companions.  He
  hands you an empty bottle and tells you (in an
  altogether different voice, although the others
  don’t seem to notice) “Here you go.  Get
  yourself a refill somewhere…”
  The bottle has a magic mouth spell cast upon it. 
  When it is filled with any liquid, it will utter an
  invitation to visit the Ratikhill School of Wizardry
  and Sorcery.  At the end of the scenario, the PC
  may visit the school and after a short period (one
  Time Unit), gain an Influence Point with the
  Ratikhill School of Wizardry and Sorcery.  Multiple
  bottles will be given out, but only to PCs who see
  through the illusion on their own without having it
  pointed out to them.  So if anyone yells out
  “illusion,” they nullify anyone else’s chance to gain
  the invitation.
  While Hengon is dropping clues, he comes to the
  conclusion that the PCs really know nothing about
  what’s going on here.  He will leave with the
  following ominous words:
  “Ultimately, you must choose for yourself a
  right path.  There are powerful individuals
  within Ratikhill who serve a kingdom once
  greater than Ratik.  Although they seek only to
  do good, and to serve loyally, and to reunite
  the kingdom, they are seen as traitors to the
  Archbarony.  Because they serve the king, and
  the people have learned to resent the king.”
  Encounter Five
  It will take some time for the PCs to gain another
  audience with Sir Althen.  He has not had a
  chance yet to confer with Sir Gatoril about what to
  do with the PCs.  But eventually, guards will escort
  the PCs to the same building and Sir Althen will
  arrive.
  Regardless of the motivations of the PCs in this
  encounter (either as spies for Lothak, or to warn
  Althen about Lothak), he will expose himself as a
  Knight Protector.  Under no circumstances will
  he reveal anything about Sir Gatoril, and if asked
  specifically about his allegiance, Sir Althen will say
  only “I am my own man and can speak only for
  myself.”  Sir Althen hopes that if the presence of
  the Knight Protectors in Ratik becomes revealed
  that the exposure will end with him.
  “I am a Knight Protector of the Great Kingdom.
   I do not know what you have heard about our
  Order.  We believe in honor and truth.  We
  believe in defending those who cannot defend
  themselves. 
   
  And 
  we 
  believe 
  that 
  the
  restoration of the Great Kingdom under the
  rule of an honorable monarch will save the
  world from its current state of moral collapse.”
  “That is why I have kept my membership in the
  Order of Knights a secret.  The nobles of Ratik
  value their independence so greatly that most
  would consider me a traitor to the archbarony
  
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  if I attempted to restore us as a subject of the 
  Great Kingdom.  But I stand by my beliefs.”
  “And now, I literally am at your mercy.  You
  can expose me if you wish.  And I suspect that
  I will be arrested, banished from Ratik, or
  perhaps executed by my enemies.  If that is
  your decision, I give you my word that I will do
  nothing to stop you.  Just remember, that our
  only goal in rejoining Ratik to the Great
  Kingdom is to bring order, peace, and
  prosperity to its subjects.  Do as you will.”
  With that Sir Althen leaves.
  Encounter Six
  The Vermin, the local thieves that Lothak initially
  hired to spy on Sir Gatoril have been combing the
  streets looking to exact some revenge on the PCs
  for their participation in the earlier chase.  As one
  of their informants spots them leaving the Castle,
  they realize an opportunity to pry some information
  out of them.
  As you walk down the streets of Ratikhill once
  again, 
  you 
  hear 
  a 
  man 
  singing 
  loudly
  accompanying a lute.  Ahead of you, leaning
  against a vegetable cart is a man in leather
  armor, performing his tune, and appears to be
  looking directly in your direction.
  “A stranger in town,
  A danger he’s found,
  Walking a path that calls down the wrath,
  Of the lord in his tower,
  And those that hold power,
  The stranger will find,
  As his steps fall behind,
  A shadowy foe with a blade at his throat,
  And though he should fear,
  Still he draws near,
  Helpless to leave,
  Waiting to breathe,
  Come closer, Stranger, come to the danger.
  You may wish to leave,
  But you’re helpless to flee...
  The bard is Logend an ally of the Vermin.
  Creatures:
  Logend, male human Brd1: CR 1; Medium
  humanoid; HD 1d6+1; hp 7; Init +6; Spd 30 ft. AC
  14 (touch 12, flat-footed 12) [+2 Dex, +2 armor];
  Atk +1 melee (1d6 [crit 18-20], rapier) or +2 (1d4,
  sling); AL NE; SV Fort +1, Ref +4, Will +3; Str 13,
  Dex 15, Con 12, Int 14, Wis 13, Cha 14.  Height 5
  ft. 8 in.
  Skills and Feats: Decipher Script +6, Gather
  Information +6, Listen +5, Perform +8, Pick Pocket
  +6, Use Magic Device +6; Improved Initiative, Skill
  Focus (Perform).
  Equipment: leather armor, rapier, lute, pouch
  w/ 20 gp.
  Spells Known  (2; base DC = 12 + spell level):
  0—[detect magic, ghost sound, prestidigitation,
  read magic].
  APL 2 (EL 4):
  Magerus Swiftgait, male human/wererat Sor2:
  CR 4; Medium Humanoid; HD 2d4+6; hp 13; Init
  +6; Spd 30 ft.; AC 17 (touch 15, flat-footed 12) [+5
  Dex, +2 natural]; Atk +2 melee (1d6-1, sickle) or
  +5 melee (1d4-1, bite); SQ DR 15/silver; AL LE;
  SV Fort +5, Ref +5, Will +6; Str 9, Dex 20, Con 16,
  Int 10, Wis 12, Cha 17.
  Skills 
  and 
  Feats: 
  Concentration 
  +8,
  Knowledge (arcana) +5, Spellcraft +5; Improved
  Initiative, Weapon Focus (sickle), Multiattack,
  Weapon Finesse (bite).
  Possessions: masterwork sickle, wand of color
  spray.
  Spells Known (6/5, base DC = 13 + spell
  level): 0—daze, detect magic, mage hand,
  mending, read magic; 1st—charm person, magic
  missile.
  APL 4 (EL 7):
  Magerus Swiftgait, male  human/wererat Sor4:
  CR 4; Medium Humanoid; HD 4d4+12; hp 28; Init
  +6; Spd 30 ft.; AC 17 (touch 15, flat-footed 12) [+5
  Dex, +2 natural]; Atk Atk +3 melee (1d6-1, sickle)
  or +6 melee (1d4-1, bite); SQ DR 15/silver; AL LE;
  SV Fort +6, Ref +6, Will +7; Str 9, Dex 20, Con 16,
  Int 10, Wis 12, Cha 18.
  Skills 
  and 
  Feats: 
  Concentration 
  +9,
  Knowledge (arcana) +5, Scry +2, Spellcraft +7;
  Dodge, 
  Improved 
  Initiative, 
  Weapon 
  Focus
  (sickle).
  Possessions: masterwork sickle, potion of
  cure light wounds, wand of magic missile (1st).
  Spells Known (6/7/4, base DC=14 + spell
  level): 0—daze, detect magic, disrupt undead,
  mage hand, mending, read magic; 1st—charm
  person, magic missile, shield; 2nd—mirror image.
  Vermin Thugs, male human War1 (4): CR ½;
  Medium humanoid; HD 1d8+2; hp 10; Init +2; Spd
  30 ft.; AC 16 (touch 12, flat-footed 14) [+2 Dex, +3
  armor, +1 shield]; Atk +3 (1d6+2/crit19-20, short
  
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  [Round #]
  Page 11
  sword); AL CN; SV Fort +4, Ref +2, Will +0; Str
  14, Dex 14, Con 14, Int 10, Wis 11, Cha 10.
  Skills and Feats: Climb +4, Jump +4, Ride +6;
  Combat Reflexes, Quick Draw.
  Possessions: short sword, studded leather,
  small wooden shield, pouch w/ 25 gp each.
  APL 6 (EL 9):
  Magerus Swiftgait, male human/wererat Sor6:
  CR 8; Medium Humanoid; HD 6d4+18; hp 40; Init
  +6; Spd 30 ft.; AC 18 (touch 16, flat-footed 12) [+5
  Dex, +2 natural, +1 deflection]; Atk Atk +4 melee
  (1d6-1, sickle) or +8 melee (1d4-1, bite); SQ DR
  15/silver; AL LE; SV Fort +7, Ref +7, Will +8; STR
  9, DEX 20, CON 16, INT 10, WIS 12, CHA 20.
  Skills 
  and 
  Feats: 
  Concentration 
  +11,
  Knowledge (arcana) +5, Scry +4, Spellcraft +9;
  Dodge, Improved Initiative, Point Blank Shot,
  Weapon Focus (sickle).
  Possessions: masterwork sickle, ring of
  protection +1, potion of cure light wounds, cloak of
  charisma (+2), potion of fire breath.
  Spells Known (6/8/6/4, base DC = 14 + spell
  level): 0—daze, detect magic, disrupt undead,
  mage hand, mending, ray of frost, read magic;
  1st—burning hands, charm person, magic missile,
  shield; 2nd—mirror image, tasha's hideous laughter;
  3rd—lightning bolt.
  Vermin Cutpurses, male human Rog2 (4): CR 2;
  Medium humanoid;  HD 2d6+2; hp 12; Init +3; Spd
  30 ft.; AC 16 (touch 13, flat-footed 13) [+3 Dex, +3
  armor]; 
  Atk 
  +1 
  melee 
  (1d6 
  [crit 
  19-20],
  shortsword), or +4 ranged (1d4 [crit 19-20], thrown
  dagger); SA Rog sneak attack +1d6; SQ Rog
  evasion; AL NE; SV Fort +1, Ref +6, Will –1; Str
  11, Dex 16, Con 13, Int 13, Wis 9, Cha 9.
  Skills and Feats: Disable Device +6, Escape
  Artist +8, Hide +8, Listen +4, Move Silently +8,
  Open Lock +8, Pick Pocket +8, Search +6, Spot
  +4, Tumble +8; Expertise, Improved Trip.
  Possessions: studded leather, shortsword,
  pouch w/ semi-precious stones (value 75 gp).
  APL 8 (EL 11)
  Magerus Swiftgait, male wererat Sor8: CR 10;
  Medium Humanoid; HD 8d4+24; hp 52; Init +6;
  Spd 30 ft.; AC 19 (touch 17, flat-footed 14) [+5
  Dex, +2 natural, +2 deflection]; Atk +9 melee (1d4,
  bite); SQ DR 15/Silver; AL LE; SV Fort +7, Ref +7,
  Will +9; Str 10, Dex 20, Con 16, Int 10, Wis 12,
  Cha 20.
  Skills and Feats: Alchemy +2, Concentration
  +11, Knowledge (arcana) +5, Scry +6, Spellcraft
  +11; Dodge, Improved Initiative, Point Blank Shot,
  Weapon Focus (sickle).
  Possessions: ring of protection +2, potion of
  cure moderate wounds, cloak of charisma (+2),
  potion of fire breath, bead of force.
  Spells Known (6/8/7/6/4, base DC = 14 + spell
  level): 0—daze, detect magic, detect poison,
  disrupt undead, mage hand, mending, ray of frost,
  read magic; 1st—burning hands, change self,
  charm person, magic missile, shield; 2nd—hypnotic
  pattern, mirror image, tasha's hideous laughter;
  3rd—lightning bolt, slow; 4th—stoneskin.
  Vermin Elite, male human Rog4 (4): CR 4;
  Medium Humanoid; HD 4d6+4; hp 22; Init +7; Spd
  30 ft.; AC 17 (touch 13, flat-footed 14) [+3 Dex, +3
  armor, +1 shield]; Atk +5 melee (1d6+1/crit 18-20,
  rapier); +6 (1d6+1/critx3, composite shortbow); AL
  CN; SV Fort +3, Ref +8, Will +2; Str 12, Dex 16,
  Con 13, Int 14, Wis 10, Cha 8.
  Skills and Feats: Appraise +8, Disable Device
  +8, Hide +7, Listen +6, Move Silently +7, Open
  Lock +9, Search +8, Spot +6, Tumble +7, Use
  Magic 
  Device 
  +5, 
  Use 
  Rope+5; 
  Improved
  Initiative, Shield Proficiency.
  Possessions: 
  masterwork 
  rapier, 
  mighty
  composite 
  shortbow 
  (+1), 
  studded 
  leather,
  buckler, quiver w/ 20 arrows, antitoxin, potion of
  cure light wounds, pouch w/ gemstones (value
  100 gp).
  Tactics:
  Have each PC make a Spot check opposed by
  Logend’s Perform check (+8), as he is attempting
  to distract the PCs from noticing the Vermin. 
  Those who succeed notice the Vermin nearby and
  may roll initiative during the surprise round.
  In the surprise round Magerus casts charm person
  at the most-armored, dumbest-looking fighter-type
  in the group.  The other vermin agents do not
  organize quickly enough to take part in the
  surprise round.
  On round one, Logend will sing to inspire courage
  in the Vermin.  Magerus casts spells.  The Vermin
  enter melee and attempt to flank PCs.  On round
  two, Logend will flee regardless of how the battle
  is going.  His part is done.
  Treasure:
  APL 2: L: 32 gp; C: 4 gp; M: wand of color
  spray (75 gp).
  APL 4: L: 47 gp; C: 24 gp; M: potion of cure
  light wounds (5 gp), wand of magic missile (1st)
  (75 gp)
  APL 6: L: 46 gp; C: 64 gp; M: ring of protection
  +1 (200 gp), potion of cure light wounds (5
  gp), cloak of charisma (+2) (400 gp), potion of
  fire breath (90 gp).
  
  <Title>
  [Round #]
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  APL 8: L: 166 gp; C: 80 gp; M: ring of
  protection +2 (400 gp), potion of cure
  moderate wounds (30 gp), cloak of charisma
  (+2) (400 gp), potion of blur (30 gp), potion of
  fire breath (90 gp), bead of force (200 gp).
  Encounter Seven
  As the battle winds down, the observers on the
  street clear a path.  The blue-cloaked guards of
  the Hill Patrol come marching through armed
  with maces.  A second group of the Hill Patrol
  arrives from the direction of Bresht Manor, this
  one lead by Sir Lothak.  There are roughly a
  dozen of them.  Sir Lothak orders them to
  stand down as he approaches.  “It seems I was
  right to order my patrols to keep an eye out for
  you.  It seems that Sir Althen’s treachery
  knows no limits.  Wouldn’t you agree?”
  Regardless of how they respond Lothak will
  continue:
  “As I’ve told you, the man is a danger to the
  country.  All I need is something that I can use
  against him, so that he can be removed from
  power.  Now.  Tell me what you know of him.”
  If the characters reveal that Sir Althen is a
  member of the Knight Protectors of the Great
  Kingdom, then go to Conclusion A.  If they remain
  silent, then go to Conclusion B.
  Conclusion A
  Sir Lothak smiles.  He exclaims “That’s it!  Sir
  Althen is a traitor to the Archbarony!  And no
  doubt Sir Gatoril is as well?”
  Lothak will press the PCs for an answer about
  Gatoril.  Regardless of their answer.
  Just then another contingent of guards
  approach, these ones are dressed in white
  cloaks and carrying unsheathed longswords. 
  Sir Althen leads them toward you.  Sir Lothak
  confidently strides out to meet them, his hands
  empty and held apart.  He addresses Sir
  Althen, walking directly towards him, and
  leans close to him to whisper a few words.  Sir
  Althen bows his head, and without looking up,
  loudly dismisses his guards.  They stand
  about uncertainly, until he spins around yelling
  “You heard me.  All of you return to the
  castle!”  As the Ratikhill Guard retreat, Sir
  Althen stands at attention, his sorrowful gaze
  focused on you.  Sir Lothak hastily strips away
  Althen’s sword and cloak, leaving them for his
  Patrol to collect.  He announces aloud, “Sir
  Althen is under arrest on the charge of treason
  against the Archbarony of Ratik.  He will be
  held in the dungeon until his trial, whereupon
  his fate shall be decided.”
  The Hill Patrol surrounds Sir Althen and
  marches him away, while Sir Lothak turns to
  your group.  “I knew I would not be
  disappointed in you strangers.  Return with me
  to Bresht Manor, for your reward.”  As he
  walks away, you notice the old beggar you
  spoke with earlier standing at the corner of a
  tavern.  He mutters something under his
  breath, then fades away from sight.
  If a PC makes a Listen check (DC 20) they hear
  him say “Black Knight captures White Knight.”
  The End
  Conclusion B
  Sir Lothak quickly becomes impatient with
  your (silence/lies/evasiveness).  He barks out,
  “I am warning you for the last time.  Tell me
  what information you have or you will be
  clapped in irons!”  The Hill Patrol stands
  poised to attack.
  Hengon Mogotten is watching from nearby in the
  guise of the beggar.  Sir Althen received the report
  of another fight in the street, so he is on his way
  with the Ratikhill Guard, and will arrive in three
  rounds.
  If the PCs initiate a fight, then they are committing
  a crime within the freehold of house Bresht, and
  therefore are subject to punishment… well by the
  guy that they’re attacking.  Hengon Mogotten will
  not intervene in any way, let the fight continue for
  the three rounds until Althen arrives to stop it.
  Creatures:
  Sir Lothak Bresht, see NPC appendix.
  Hill Patrol guard, male human War1 (12): CR ½;
  Medium humanoid; HD 1d10+1; hp 8; Init +1; Spd
  20 ft.; AC 18 (touch 11, flat-footed 17) [+1 Dex, +5
  armor, +2 shield]; Atk +3 melee (1d8+1, heavy
  mace); AL N; SV Fort +3, Ref +1, Will +1; Str 13,
  Dex 12, Con 12, Int 11, Wis 12, Cha 9.  Height 5
  ft. 8 in.
  
  <Title>
  [Round #]
  Page 13
  Skills and Feats: Climb +5, Jump +5, Ride +5;
  Weapon Focus (heavy mace), Power Attack.
  Equipment: chain mail, large steel shield,
  heavy mace.
  If the PCs do not start a fight, then Lothak orders
  his guards to arrest the PCs, in which case,
  Hengon will drop his illusion and confront the
  Patrol.  Any PC with Knowledge (Local) who
  succeeds at a DC 10 check, will recognize the
  man as Hengon Mogotten, War Wizard of Ratik,
  otherwise he will just be “a tall man wearing the
  robes of a wizard or scholar.”  Hengon asks
  specific questions about the charges and how
  Lothak knows about them and what proof he has. 
  This will delay the Patrol long enough for Sir
  Althen to arrive.
  Sir Lothak quickly loses his composure as Sir
  Althen arrives with the Ratikhill Guard.  He
  says, “You may have managed for the moment
  to escape your punishment, but there will be
  another day.  You would do best to watch your
  back in the streets of Ratikhill.”  Lothak spins
  around and leaves, the Hill Patrol filing after
  him.
  Sir Althen nods at your group, smiling slightly.
   “That’s strange, I was going to offer the same
  advice.”  Although the warning is the same, Sir
  Althen’s voice lacks the hint of malice
  reflected in Lothak’s words.  He offers you a
  place to stay in the Castle for the rest of the
  night, and to escort you to the Ratikhill border
  in the morning.
  Meanwhile, the tall man dressed in robes
  mutters something under his breath, then
  fades away from sight.
  If a PC makes a Listen check (DC 20) they hear
  him say “Black Knight threatens White Knight. 
  White Pawn moves to protect.”
  The End
  Experience Point Summary
  To award experience for this adventure, add up
  the values for the objectives accomplished. Then
  assign the experience award.  Award the total
  value (objectives plus roleplaying) to each
  character.
  En Media Res
  Defeating the Monsters
  APL2 90 xp;  APL4 150 xp; APL6 240 xp;
  APL8 300 xp;
  Encounter Two
  Capturing Demmiwin
  APL2 30 xp;  APL4 30 xp; APL6 30 xp;
  APL8 30 xp;
  Defeating his Allies
  APL2 90 xp;  APL4 120 xp; APL6 180 xp;
  APL8 180 xp;
  Encounter Six
  Defeating the Vermin
  APL2 120 xp;  APL4 210 xp; APL6 270 xp;
  APL8 330 xp;
  Discretionary roleplaying award
  APL2 50 xp;  APL4 100 xp; APL6 140 xp;
  APL8 160 xp;
  Total possible experience: 
  APL2 350 xp;  APL4 610 xp; APL6 860 xp;
  APL8 1000xp;
  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
  
  <Title>
  [Round #]
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  must cast identify, analyze dweomer or similar spell
  to determine what the item does and how to
  activate it.  Other times they may attempt to use the
  item blindly.  If the magic item is consumable (a
  potion, scroll, magic bolts, etc.) and the item is used
  before the end of the adventure, its total is
  subtracted from the adventure totals below.
  Once you have subtracted the value for unclaimed
  treasure from each encounter add it up and that is
  the number of gold pieces a characters total and
  coin value increase at the end of the adventure. 
  Write the total in the GP Gained field of the
  adventure certificate.  Because this is a Regional
  scenario, characters may spend additional Time
  Units to practice professions or create items
  immediately after the adventure so this total may be
  modified by other circumstances.
  L = Looted gear from enemy; C = Coin, Gems,
  Jewelry, and other valuables; M = Magic Items.
  En Media Res
  APL 2: L: 10 gp; C: 30 gp.
  APL 4: L: 10 gp; C: 50 gp.
  APL 6: L: 25 gp; C: 75 gp; scroll of burning
  hands (5th) (12 gp)
  APL 8: L: 20 gp; C: 150 gp; wand of burning
  hands (75 gp).
  Encounter Two: 
  APL 2: L: 5 gp
  APL 4: L: 10 gp
  APL 6: L: 38 gp; scroll of hold person (15 gp)
  Encounter Six: 
  APL 2: L: 32 gp; C: 4 gp; M: wand of color
  spray (75 gp)
  APL 4: L: 47 gp; C: 24 gp; M: potion of cure
  light wounds (5 gp), wand of magic missile (1st)
  (75 gp)
  APL 6: L: 46 gp; C: 64 gp; M: ring of protection
  +1 (200 gp), potion of cure light wounds (5
  gp), cloak of charisma (+2) (400 gp), potion of
  fire breath (90 gp).
  APL 8: L: 166 gp; C: 80 gp; M: ring of
  protection +2 (400 gp), potion of cure
  moderate wounds (30 gp), cloak of charisma
  (+2) (400 gp), potion of blur (30 gp), potion of
  fire breath (90 gp), bead of force (200 gp).
  Total Possible Treasure
  APL 2: 156 gp
  APL 4: 221 gp
  APL 6: 970 gp (800 gp)
  APL 8: 1694 gp (1250 gp)
  Special
  Influence Point with Mogotten’s Academy of
  Wizardy and Sorcery
  Influence Point with House Bresht
  -or-
  Influence Point with the Order of The Knight
  Protectors of the Great Kingdom of Ratik.
  
  <Title>
  [Round #]
  Page 15
  NPC Appendix
  Sir Althen Strongarm, male human Pal6/Knight Protector2*: Medium humanoid (6 ft. 2 in. tall); HD
  8d10+16; hp 68; Init +1; Spd 20 ft.; AC 21 (touch 11, flat-footed 20) [+1 Dex, +7 armor, +3 shield]; Atk
  +13/+8 (1d8+5/crit19-20, +2 longsword); SQ detect evil, divine grace, lay on hands (12 hp), divine health,
  aura of courage, smite evil, remove disease, turn undead, defensive blow +2, shining beacon, best effort
  +2; AL LG; SV Fort +6, Ref +3, Will +6; Str 16, Dex 12, Con 14, Int 13, Wis 16, Cha 14.
  Skills and Feats: Diplomacy +13, Knowledge (Nobility) +8, Ride +12, Knowledge (Religion) +10, Spot
  +5; Power Attack, Cleave, Mounted Combat, Great Cleave.
  Possessions: +1 breastplate, +1 large steel shield, +2 longsword.
  Defensive Blow (Ex): Whenever the Knight Protector is engaged in a melee combat situation where
  the Knight seeks to protect a creature who is weaker than the Knight himself (fewer HD or total levels) or
  who is helpless, the Knight Protector gains the listed morale bonus to his attack and weapon damage
  rolls.
  Shining Beacon (Su): All allies of the Knight Protector gain a +4 morale bonus on saves versus fear
  effects when they stand within 10 feet of the Knight Protector.  If the Knight is held, unconscious, or
  otherwise rendered helpless, his allies lose this bonus.
  Best Effort (Ex): A Knight Protector gains a bonus to any one skill check he makes, once per day. 
  He must declare the use of this ability before the roll is made.
  *Knight Protector of the Great Kingdom (prestige class from Sword and Fist)
  Sir Lothak Bresht, male human Fig5: Medium humanoid (6 ft. tall); HD 6d10+18; hp 58; Init +2; Spd 30
  ft.; AC 20 (touch 12, flat-footed 18) [+2 Dex, +5 armor, +3 shield]; Atk +8 (1d8+2/crit 17-20, +1
  longsword); AL CN; SV Fort +7, Ref +3, Wil +5; Str 13, Dex 14, Con 16, Int 13, Wis 14, Cha 12.
  Skills and Feats: Handle Animal +9, Ride +10, Knowledge (Nobility) +5, Craft (Weaponsmith) +9;
  Expertise, Improved Disarm, Improved Trip, Weapon Focus (longsword), Weapon Specialization
  (longsword), Iron Will.
  Possessions: +1 keen longsword, +1 chain shirt, +2 buckler.
  Hengon Mogotten, male human Sor8/Wiz7: Medium humanoid (6 ft. 4 in. tall); HD 15d4; hp 46; Init +5;
  Spd 30 ft.; AC 20 (touch 13, flat-footed 19) [+1 Dex, +4 armor, +2 deflection, +3 natural armor]; Atk +7/+2
  (1d6, staff); AL LG; SV Fort +4, Ref +4, Will +11.
  Str 10, Dex 13, Con 11, Int 16, Wis 14, Cha 17.
  Skills and Feats: Alchemy +18, Concentration +18, Knowledge (Arcana) +21, Listen +7, Profession
  (Teacher) +9, Scry +15, Spellcraft +21, Spot +7; Empower Spell, Heighten Spell, Maximize Spell, Still
  Spell, Silent Spell, Craft Wand, Scribe Scroll, Improved Initiative, Leadership.
  Equipment: Bracers of Armor (+4), Ring of Protection +2, Amulet of Natural Armor (+3), Glove of Storing,
  Staff of Fire (in glove).
  
  <Title>
  [Round #]
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  Appendix 2: New Creature
  Frost Ogre
  Large Giant
  Hit Dice: 6d8+18 (45 hp)
  Initiative: -1 (Dex)
  Speed: 30 ft.
  AC: 20 (-1 Dex, -1 size, +7 natural, +3 hide armor, +2 large shield)
  Attacks: Greataxe +10 melee; or +3 rock ranged
  Damage: Greataxe 1d12+7; or rock 1d6+7
  Face/Reach: 5 ft. by 5 ft./ 10 ft.
  Special Attacks: Rock Throwing
  Special Qualities: Rock Catching, cold subtype
  Saves: Fort +8, Ref +1, Will +2
  Abilities: Str 25, Dex 8, Con 17, Int 8, Wis 10, Cha 9
  Skills: Climb+7, Listen+2, Spot+2
  Feats: Cleave, Power Attack
  Climate/Terrain: Any cold land
  Organization: Solitary, gang (2-5), band (6-9)
  Challenge Rating: 6
  Treasure: Standard
  Alignment: Usually Chaotic Evil
  Advancement: By character class
  Frost giants are the offspring of frost giants and ogres.  They are larger and tougher than their ogre
  cousins, and will sometimes command bands of them.  While living amongst giants, however, they are
  often mistreated as half breeds.  They look like large, primitive humans with off-white skin and pale blue
  hair and eyes.
  An adult male stands 10-12 feet tall and weighs from 600 to 800 pounds.
  All Frost Ogres speak giant.  Those with Intelligence scores of at least 10 also speak Common.
  Rock Throwing (Ex): Frost ogres are accomplished rock throwers and receive a +1 racial bonus to
  attack rolls when throwing rocks.
  Rock Catching (Ex): Once per round, a frost ogre that would normally be hit by a rock can make a
  Reflex save to catch it as a free action.  The DC is 15 for a small rock, 20 for a Medium-size one, and 25
  for a Large one.  (If the projectile has a magical bonus to attack, the DC increases by that amount.)  The
  giant must be ready for and aware of the attack.
  Cold Subtype (Ex): Cold immunity; double damage from fire except on a successful save.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Nyrond and Her Environs/Ratik/RTK3-02 - For King or Country.pdf