TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any form without 
  permission of the author.  To learn more about the Open Gaming License and the d20 system license, please visit 
  www.wizards.com/d20 
   
  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.  ALL RIGHTS RESERVED. This scenario is 
  intended for tournament use only and may not be reproduced without approval of the RPGA Network.  
   
  PER3−04 
   
   
   
   
   
  Tinderbox 
   
  A One-Round D&D LIVING GREYHAWK
  ®  
  Perrenland Regional Adventure 
   
  Version 1 
   
  by Mark Somers 
  Reviewed by Jason Bulmahn 
   
   
   
   
   
   
  The election of the Voormann has come. The city of Schwartzenbruin takes a collective breath and awaits the result that 
  will shape the country for the next eight years. But while others wait, can intrepid adventurers rescue Hánnè Weisspeer 
  from the clutches of Kârl Hüssen and thwart that villain’s dastardly plans? A Single Session Perrenland Regional 
  Scenario for APL 2 to 8. 
  
   
  Introduction 
  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 and a half 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 three 
  players (not counting the DM), for the game session to be 
  a sanctioned RPGA event. As well, you cannot have more 
  than six 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 rulebooks 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.  
   
  After voting, give the Scoring Packet to your event 
  coordinator.  
  Tinderbox 
   
  Page 2 
  
   
  This is a LIVING GREYHAWK Adventure.  As a LIVING 
  adventure it is expected that players bring their own 
  characters with them.  If players do 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. 
   
  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 sidebar 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. 
  # 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 1 and 2, and divide by the number 
  of characters playing in the adventure.  Round to the 
  nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
   
  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 1
  st-level characters may find 
  difficulty with the challenges in a LIVING GREYHAWK 
  adventure. If your group is APL 1 two are three things 
  that you can do to help even the score. 
   
  1. 
  Attempt to create a table of six 1
  st-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 one-round Regional adventure, set in 
  Perrenland.  Characters native to Perrenland pay one 
  Time Unit per round, all others pay two Time Units per 
  round.  Adventurer’s Standard Upkeep costs 12gp per 
  Time Unit.  Rich Upkeep costs 50gp per Time Unit.  
  Luxury Upkeep costs 100gp per Time Unit. 
  Tinderbox 
   
  Page 3 
  
   
  Adventure Background 
  This scenario is set in the Concatenated Cantons of 
  Perrenland, in and around the capital city of 
  Schwartzenbruin. It follows events started in The 
  Voormann’s Daughter, and continued in Promises To 
  Keep and Wild Goose Chase. It is preferable, though 
  not necessary, that characters have been involved in the 
  events of the first three scenarios. 
   
  Note: This scenario’s TU cost can be used towards 
  the annual cost for members of the Old Kerk or the 
  Auszug. 
   
  There are certain pieces of common knowledge that 
  are known throughout Perrenland that the DM should 
  ensure are known by the players. It is assumed that the 
  PCs do know this knowledge. 
   
  � Perrenland’s council of leaders are in the process of 
  electing the next Voormann. 
  � There are a number of candidates, one of whom is 
  the incumbent, Voormann Karenin Weisspeer. 
  � A disgraced former candidate, Kârl Hüssen – proven 
  guilty of slavery and possibly worse – has been 
  declared an outlaw. 
  � The Voormann’s daughter, Hánnè, has disappeared 
  and is presumed to have been kidnapped by Kârl 
  Hüssen. 
  � Investigations have revealed that Hánnè is being 
  held at Meerwake, an abandoned plagenhuis (plague 
  house). 
   
  Adventure Summary  
  This scenario begins and ends in combat, as the 
  characters endeavour first to save a respected patron and 
  then thwart a hated enemy. 
   
  Firstly the characters begin at the fringes of 
  Meerwake Stadt, an abandoned Rosrijder settlement lost 
  to the plague years before. There the PCs rescue Hánnè 
  Weisspeer from the clutches of Kârl Hüssen’s associates. 
  In doing so they learn of a plot to disrupt the election of 
  the Voormann. Returning to Schwartzenbruin they may 
  inform the authorities of what they know and then 
  endeavour to locate and stop Kârl. This results in a 
  confused fight under the city in lost Ur-Flannae tunnels 
  – a fight involving Kârl’s minions and opposing servants 
  of Iuz, intent on their own nefarious purposes. Then they 
  come face to face with Kârl Hüssen and get to defeat 
  their nemesis, resulting in his death or capture. At the 
  climax of the event comes the terrifying finale – the 
  explosion that rocks the council and does who knows 
  what damage to those above. The scenario finishes on a 
  cliffhanger ending… 
   
  Introduction 
  A plagenhuis, a house of plague – the name sends 
  shivers down the spines of all but the most fearless 
  people For though the sickness of the settlement may 
  be long gone, who knows what restless shades may 
  yet linger. 
   
  You have little time for such superstitious 
  pondering. A task has been set and you mean to do it. 
  What better place to use as a secret base of operations 
  than a long abandoned stadt where few dare to 
  approach? You dare though. 
   
  Meerwake stadt lies a day and half’s journey 
  north of Schwartzenbruin, huddled against the 
  western flank of the coastal hills that border Lake 
  Quag. An old Rosrijder settlement, it has been empty 
  for over fifty years, ruined and almost forgotten. A 
  westerly wind howls over the Feronwold and moans 
  as if to grieve for long dead folk who lie here. 
   
  Somewhere 
  inside 
  Meerwake 
  is 
  Hánnè 
  Weisspeer, an admirable young woman held against 
  her will. Perhaps too you may find Kârl Hüssen, the 
  villain responsible for her k dnapp ng. Your duty may 
  be to rescue Hánnè, but should Kârl come within 
  reach of your weapons then his head may be for the 
  taking. And what an achievement that would be. 
  i
  i
   
  The characters find themselves in the hills overlooking 
  Meerwake, a former stadt of the Rosrijder sept of the 
  same name. The Meerwakes succumbed to a plague and 
  their settlement was abandoned. Nobody ever comes to 
  such an ill-omened place. Except villains, of course. 
   
  Kârl Hüssen, a scoundrel of the highest degree, has 
  been using Meerwake as a base of operations. 
  Investigations led to a crony of Kârl’s, a one-handed 
  warrior called Mattias Toor. Mattias was already dead, but 
  his shade described where Kârl was keeping Hánnè 
  Weisspeer, the kidnapped daughter of the Voormann. 
   
  It is assumed that the PCs were involved in the 
  gathering of this information, though it is not necessary. 
  Regardless, their skills and talents are such that they have 
  been asked – by request of the Voormann himself – to 
  investigate and execute the rescue of Hánnè. If possible – 
  and only if Hánnè is assuredly safe – they are also 
  empowered to capture or kill Kârl Hüssen and his 
  associates. The greatest preference is that Kârl is 
  captured. 
   
  Any characters who don’t have mounts will have 
  been lent them for the duration of their mission, as well 
  as an extra mount should they rescue Hánnè. 
   
  Meerwake stadt is nestled against the base of the 
  coastal hills, within the shelter of a small vale. Those hills 
  stand a few hundred meters tall and loom over the stadt, 
  whilst the rolling plains of the Feronwold spread to the 
  Tinderbox 
   
  Page 4 
  
   
  West. All that remains of Meerwake these days is the 
  overgrown mound of the main stadt, and a few smaller 
  outlying buildings. In the morning the stadt lies in deep 
  shadow, whilst in the late afternoon it is bathed in a 
  golden glow. The wind blows from the east in the late 
  night and morning, then turns in mid afternoon to come 
  from the hills to the west. (This has a bearing on whether 
  dogs will spot the group.) 
   
  The scene is now set for the PCs to perform some 
  heroics… 
   
  Encounter One 
  Meerwake stadt lies before you, quiet and lonely. 
  Your keen eyes manage to detect the tendrils of 
  smoke that rise from vents in the main mound o  the 
  settlement. Superstitious folk might compare a 
  Rosrijder stadt to a barrow, for the similarities are 
  obvious. Now, assuming that Hánnè Weisspeer is 
  indeed to be found within, what to do to ensure she is 
  rescued? 
  f
   
  Hánnè is certainly held within, guarded by Kârl’s cousin 
  Darig and a handful of guards. There is also a trio of guard 
  dogs, small mutts who will bark but not fight. 
   
  The first thing a party will need to do is get close 
  enough to the stadt to be of some effect. How easy this is 
  depends upon the time of day and the direction they 
  come from, thanks to the dogs’ sense of smell. One dog is 
  always with the guard on duty in location 1, whilst the 
  other two roam around the settlement. In order to 
  approach unnoticed the group must make successful 
  Move Silently rolls with the DC set by the following 
  conditions: 
   
  � From anywhere in the middle of the day: DC 
  10+APL 
  � From the North or South at night: DC 8+APL 
  � From the West in the afternoon and early night: DC 
  14+APL 
  � From the East in the afternoon and early night: DC 
  6+APL 
  � From the West in the late night and morning: DC 
  6+APL 
  � From the East in the late night and morning: DC 
  12+APL 
   
  Should anyone fail in the test to sneak up then the dogs 
  will raise the alert and the defenders will be prepared. 
  They may not immediately assume an attack, but they are 
  suspicious enough to fall back to the main stadt and 
  determine what is happening. 
   
  Note: Try not to drag this encounter out too long. If 
  the PCs are not sure if people are within the stadt then 
  have a guard walk out to attend to a call of nature. 
   
  Meerwake Stadt 
  The valley in which the stadt lies is about half a mile 
  across (north to south) and three-quarters of a mile long 
  (east to west) with its opening in the west side. 
   
  Little is left of the old stadt, and only three of the old 
  buildings still fully stand. Most obvious among these is 
  the main long building, which indeed looks like a burial 
  barrow. Remnants of old ditches, once covered but now 
  open to the elements, run between the remaining 
  buildings. Grass has over-grown everything and the stadt 
  does look – to casual examination at least – abandoned. In 
  the morning and afternoon long shadows lend an eerie 
  air to Meerwake, and the DM should feel free to play up 
  how quiet and spooky the place is. 
   
  The main stadt is dug into the ground, for the most 
  part, around 5 to 7 feet deep. The exterior walls are built 
  of stone and mortar, and are only about four feet tall. The 
  roof arches over that, made of turf for the most part. 
  There are arrow slits carved into the walls – one for each 
  ten feet or so. These arrow slits have steps leading up to 
  them on the inside, and have a firing arc of about 45 
  degrees each side (ie. a total firing arc of 90 degrees). 
  Rosrijder stadts are meant to be easily defended. 
   
  Note: When moving through the doorways in the 
  main stadt, heavy leather curtains bar each one. To pass 
  through is considered a partial-move action. To tear down 
  a curtain requires a Strength test (DC 10). 
   
  These are the following key locations: 
   
  1. 
  Former stores hut: This domed mound is used as 
  the western post by whichever guard is on duty. 
  Unless an alarm has been raised there will be one 
  guard and a dog here at all times. 
  2. 
  Stores hut: This is where Kârl Hüssen has 
  previously stored the items needed for his plan. 
  There are signs that dozens of barrels were recently 
  kept here, as well as a pungent oily odour. Any open 
  flames brought into this chamber will glow brighter 
  and let off a thin but acrid smoke. 
  A successful Search (DC 10+APL) test will reveal that 
  some oil has seeped into the ground. If a flame is 
  touched to the ground a thick smoke will be given off 
  (-1 Con for 1d6 hours, Fort save (DC 12+APL) to 
  negate). 
  A successful Alchemy test (DC 13+APL) will 
  reveal the oil to be flammable and probably explosive 
  if burned in a confined space. 
  A successful Wilderness Lore roll (DC 10+APL) 
  by a PC with the Track feat outside of this hut will 
  Tinderbox 
   
  Page 5 
  
   
  reveal that a large wagon recently loaded up here and 
  then left heavily laden, heading South. A particularly 
  good roll (more than 5 over the DC) will reveal that 
  the wagon left some three or four days beforehand. 
  3. 
  Former long house: Few of this building’s walls 
  remain standing, and its roof is long gone. It is little 
  more than an eroded ditch in the ground. It does, 
  however, serve as a good place to hide and survey the 
  main stadt. There are arrow slits in the walls still 
  standing, though these walls are only three feet tall. 
  The ditch has filled in a little and is about four feet 
  deep. 
  4. 
  Stables: The western end of the main stadt is dug 
  slightly deeper than the rest, giving it higher 
  ceilings. There are four horses stabled here, one of 
  which is a small Weisspeer war-horse. There is hay 
  in the corner, and provisions by the internal 
  doorway, which like other entrances has a leather 
  curtain in place of a door. The three ordinary horses 
  here belong to the Hüssen clan and were stolen by 
  Kârl’s men. The Weisspeer war-horse is Hánnè’s. 
  Thus none of the horses may be sold as extra 
  treasure. 
  5. 
  Living space: Once this large space would have been 
  partitioned and decorated, a comfortable and 
  welcoming home to several dozen people. Now it is 
  old, cobwebbed and run down. If no alarm has been 
  raised there will be two guards here, one asleep and 
  the other lounging about doing little. 
  6. 
  Hánnè’s quarters: This was once the chambers of an 
  important member of the stadt, and is now where 
  Hánnè is held in relative comfort. She has a clean 
  bed, a desk and several small comforts, though far 
  less than she might enjoy if she were free. If there 
  was ample warning of the PCs’ approach, Hánnè has 
  been gagged and bound by Darig. Otherwise she is 
  unbound but half-asleep, having been woken from a 
  fitful sleep by the commotion. 
  7. 
  Kârl’s quarters: If he were here, this is where Kârl 
  would be. Currently it is in use by Darig, who spends 
  his nights here. During the day he is either found 
  sitting here in solitude, conversing with the off-duty 
  guard, or sitting in Hánnè’s room and watching her 
  discomfortingly. 
  A successful Search (DC 12+APL) in this room 
  will reveal a scrap of paper in a brazier near the 
  bedroll.  
   
  The Opposition (EL 3) 
  � Darig Hüssen: hp 10; see Appendix One. 
  � Hüssen Goons (3): hp 10, 9, 8; see Appendix One. 
  � Guard dogs (3): hp 6, 5, 4; see Appendix One. 
   
  A cousin of Kârl Hüssen, Darrig is a dark haired and 
  dusky skinned sinister young man scares most people he 
  encounters. He is a cold-hearted young fellow who has 
  little compassion for anyone and is loyal only to himself 
  and his cousin. There is an air of evil about Darig that 
  makes others think twice about approaching him, let 
  alone crossing him. 
   
  Tactics: If the PCs are spotted then the men in the 
  stadt will initially try to locate and observe intruders. If 
  the PCs manage to look like they’re just passing by (eg. 
  They act like hunters or the like) and don’t approach the 
  stadt then the guards will not immediately attack. 
  If Darig recognises the PCs from having been played 
  in Promises To Keep, however, then he will order an 
  assault with crossbows straight away. 
  Darig and his cronies will fight to the death. They 
  know that they can expect no mercy if captured, and that 
  they might be interrogated. Their loyalty is such that 
  they will willingly throw themselves to their deaths if all 
  seems lost. This might well be frightening for the PCs to 
  witness, and the DM should make much of their near 
  suicidal attitudes. 
  If the alarm has been raised then they will draw back 
  to the main stadt, ensuring that Hánnè is under their 
  control. They will initially make use of the arrow slits and 
  ditches as much as possible to provide cover (nine-tenths 
  cover) and allow crossbow fire, and also to outflank 
  opponents if possible. Darig has an uncanny sense to 
  know who is the weakest and will attack the PC with the 
  best combination of low AC and hit points. The other 
  warriors will seek the chance to die like true men of arms 
  and will readily give (and accept) one-on-one challenges 
  if things look lost. 
  The dogs will bark and raise the alarm if alerted but 
  they will not fight unless they are cornered and cannot 
  flee. 
   
  Treasure 
  All APLs–loot (116gp). 
   
  Interrogating Darig 
  Darig is more privy to Kârl’s plans than anybody else – 
  thus the reason he is determined to avoid capture. 
  Getting the information out of him is close to impossible. 
  He cannot be intimidated by normal means. Magic, 
  torture, and other intimidation will likewise fail. Only 
  appealing to his ego will have limited success (see below). 
  Characters who succeed in a Sense Motive (DC 12+APL) 
  test will soon realise that Darig, though apparently stable, 
  is quite insane and does not think or react like a normal 
  person. Success at this test also means that the PC must 
  make a Will save (DC 10+APL) or be quite unnerved by 
  Darig (apply a –1 morale penalty to all actions directed 
  against him). 
  Tinderbox 
   
  Page 6 
  
   
   
  If Darig is stripped down for any reason it soon 
  become horribly apparent that any torture the PCs may 
  be inclined to inflict would pale in comparison to what 
  atrocities he has already suffered. Read the following if 
  this happens (note: please tone this down if there are 
  younger players – just say he’s been badly hurt in the 
  past): 
   
  Whilst the externally obvious parts of his body 
  remain untouched, his back, thighs, chest and 
  genitalia have been horribly mutilated by fire, 
  branding irons and other instruments of torture. The 
  burns have been so horrific on his back that the skin 
  has literally melted together in a horrible spiral like 
  pattern. With all he has suffered his response to any 
  intimidation by you is a silent chuck e, horrible in its 
  brutal honesty, revealing that he cannot be scared 
  into talking. 
   
  l
   
   
  f
  t
  t
   
   
  Should Darig be killed and speak with dead is employed 
  the only response the PC will get from him is a shrill 
  screaming that will require the spellcaster to make a Will 
  save (DC 14+APL) or lose 1 point of Wisdom  
   
  Read the following to that PC regardless of the save. 
  (Once again, tone it down for younger players.)   
  The soul that you have recalled is unlike any you 
  would have expected as your spell goes horribly awry. 
  The soul grabs hold of you instead of returning to the 
  body for a short time. Desperately it is trying clamber 
  out o  the hell it has found itself in, and is trying to 
  possess you as an alternative, much like a drowning 
  person who would instead drown their rescuer to save 
  themselves from sheer panic. You feel its intense pain 
  and suffering. A voice reaches into your soul and 
  laughs softly, saying contemptuously, “ his place is 
  reserved for my servants who have failed, you yet 
  have service to render in my name.  Go forth and 
  render it fool!” You feel a taste of the agony of 
  punishment before the soul of Darig is dragged away 
  in torment. The spell ends abruptly. 
   
  Regardless of the outcome of the save the caster will 
  suffer 3d6 points of subduing damage and be stunned for 
  1d4 rounds. No knowledge check, commune spell or the 
  like will reveal anything more than that they have made 
  contact with a divine being, a “dark god”. 
   
  Note: A dark and evil god has indeed ensnared 
  Darig’s soul. This is the reason that he cannot be 
  interrogated, nor is speak with dead allowed. The identity 
  of this foul divinity will be withheld for now, to maintain 
  the mystery. 
   
  Appealing to Darig’s ego.   
  The only method of information extraction what will 
  have any success with Darig will be either a Bluff check 
  (DC 14+APL) or a well played appeal to the evil cunning 
  of his plan. This will extract the following small rant of 
  self-satisfaction. 
   
  “Soon you will lose all your petty pro ections. Run 
  back to Schwartzenbruin and save what you can 
  fools.”
  What the warriors know 
  The three warriors are relatively minor members of the 
  band but are fanatically loyal nonetheless. They can, 
  however, be bluffed or intimidated (DC 12+APL) into 
  what they know, which is the following: 
   
  � Kârl has mentioned tunnels under Schwartzenbruin. 
  � Kârl picked up the barrels off a Greyhawk trader at 
  several arranged deliveries on the lakeshore over the 
  last month or so. 
  � The barrels look like kegs of ale. 
  � Kârl has about two dozen henchmen loyal to him in 
  Schwartzenbruin. 
  � Hánnè has been sick, and they suspect that Kârl has 
  been drugging her to keep her quiet. 
   
  What Hánnè knows 
  Hánnè’s view of things is necessarily quite different to 
  the others. She knows that Kârl is up to something no 
  good, but she doesn’t know what it is. She can provide 
  the following information: 
   
  � Kârl has not molested her. Apart from kidnapping 
  her he has treated her with respect and dignity. 
  � At nights she has heard Kârl muttering in his 
  chamber, as if talking with someone. At such times 
  she has felt a shiver down her spine and a tingle of 
  fear. Kârl may not be totally sane, but he is not 
  delusional either, so something is going on – 
  something sinister. 
  � When he first kidnapped her, Kârl took her to Exag 
  and, though she was subsequently blindfolded, took 
  her to what she knows was a subterranean chamber. 
  She tried to escape, but was recaptured easily. After 
  that single attempt she fell terribly ill and wished to 
  die. Then she was moved here, but she does not 
  recall that journey well or how many days may have 
  passed. She has only begun to recover in the last 
  couple of days since Kârl has been gone. 
  � She thinks Kârl is not entirely in control of his 
  actions and she has seen a haunted look in his eye at 
  times. 
  Tinderbox 
   
  Page 7 
  
   
   
  Why hasn’t Hánnè tried to escape? 
  It’s quite apparent that Hánnè is probably capable of 
  overcoming Darig and the guards easily enough, should 
  she set her mind to it. So why not? Because she is under 
  the effect of a powerful domination-like spell that cannot 
  be dispelled or broken and will not be revealed at this 
  stage of the Perrenland campaign. 
   
  Hánnè is bound to stay ‘true’ to Kârl, tied to him in 
  insidious fashion by the spell. Initially she attempted to 
  break free and suffered the consequences. Now she is 
  resigned to her situation, for the time being at least. So 
  long as only she has been in danger she has been 
  accepting of her fate. This means that she is depressed 
  and lethargic, almost as if her morale has been utterly 
  shattered. Rather normal, really, for someone held 
  captive and in fear for so long. 
   
  Note that part of the condition of the spell effect is 
  that Hánnè cannot volunteer the knowledge that it has 
  been done to her or such other things as who has done it 
  or how it was done. No form of compulsion, magical or 
  otherwise, is powerful enough to get her to reveal these 
  issues. Thus she will try to deflect questions as to why she 
  remains, and what has been going on. As she is feeling 
  naturally under the weather – thus the need to get her 
  medicines as shown in Wild Goose Chase – this should 
  be easy for her to do by playing the sick ingenue. At no 
  point will she implicate Kârl in any plot to destroy the 
  council, she will maintain that she hasn’t been privy to 
  any plans. 
   
  Despite what she has been through, Hánnè’s spirit is 
  not entirely broken, and any suggestion of danger to the 
  Council or the common population will raise her ire. She 
  will do what she can to assist the PCs in such a way that 
  she is not directly opposing Kârl. The more she tries to do 
  so, or is forced to do so, the sicker she will become. Such 
  is her loyalty to Perrenland and her sense of duty that if 
  need be she might even push herself to the point of 
  collapse. 
   
  How sick is Hánnè? 
  Hánnè is tired and faint-headed and looks pale and 
  unwell, but she is functioning well enough. If giving her 
  herbs acquired in Wild Goose Chase she will perk up a 
  bit. There is nothing the PCs can do for her – she has no 
  damage, no disease and no stat loss. If PCs wish to 
  diagnose her condition then allow a Heal (DC 15) test 
  and state that Hánnè is suffering the effects of severe 
  stress and fatigue. 
   
  Encounter Two 
  It is with some relief that you find yourselves on the 
  outskirts of Weisshaven, the village across the 
  Undrill from Schwartzenbruin. Though safely in your 
  care, Hánnè Weisspeer has looked pale and sickly for 
  the two days or so that it has taken to return to the 
  city. She may have waved away your concerns, but she 
  is most obviously unwell. Who knows what she has 
  had to endure in Kârl Hüssen’s company. 
   
  You make your way to the pier and await the 
  ferry that will carry you across the river to the 
  opposite 
  village, 
  Narbells. 
  This 
  is 
  quickly 
  accomplished. A brisk ride brings you swiftly to the 
  main gate, where you can identify yourselves and the 
  important person whom you escort. 
   
  Little do the folk of the city know what other 
  tidings you bring. 
   
  Try and arrange things so that the PCs arrive back in 
  Schwartzenbruin in the late morning to early afternoon. 
  Use Hánnè’s sickness to delay or slow the group down if 
  needed. 
   
  Basically, Schwartzenbruin is split into three 
  districts. On the mainland is the Old City, which is 
  separated from the lake by the Shore district. A short way 
  across the water is the island that houses the New City, 
  which is where the Council halls and the Voormann’s 
  residence may be found. 
   
  There really are only two choices open to the PCs 
  once they return to Schwartzenbruin – they can inform 
  the authorities or they can try to find and stop Kârl 
  themselves. Actually they can do both, as the former 
  option will lead naturally to the latter. 
   
  Informing the authorities 
  There is no way the PCs can simply march up to the 
  Council chambers and demand to be let in. It just won’t 
  happen. Luckily Hánnè, sick or not, is too well versed in 
  diplomacy to let that happen without comment. She, of 
  course, can demand to be let in – but only on her own. 
   
  The best bet for the PCs is to go to The Lamp, the 
  tavern used by the Voormann for his private discussions, 
  and let the staff there know that they need to speak to 
  someone. Should the players not immediately think of 
  The Lamp, the DM should feel free to drop a casual hint 
  that this is where meetings have happened before. 
   
  The PCs might also ask that a message be passed to 
  Karenin or Hasten – or someone in their entourage. This 
  is an acceptable option, although some arrangement will 
  need to be made for a reply to be returned to them. 
  However this is done, the PCs will eventually be 
  requested to wait at The Lamp for further instructions. 
   
  Another possible location is the Weisspeer grafhuis, 
  which can be found on the mainland in the Old City. 
  Currently Hánnè’s mother, Gréta Vosser-Weisspeer, is in 
  residence there. This short dainty woman is an attractive 
  Tinderbox 
   
  Page 8 
  
   
  and pleasant woman in her late forties. She will 
  immediately take Hánnè into her care if the PCs bring 
  her to the grafhuis. The PCs will be welcomed in and 
  feted as heroes by Gréta and the household staff. 
   
  Regardless of the means chosen, the PCs will 
  ultimately find themselves meeting with several 
  important people in a private room in The Lamp. The 
  dignitaries present will be: 
   
  � Hánnè Weisspeer 
  � Anfréda Bêrn, the head of Den Hoogspeeren (the 
  elite grafsgardt for the Weisspeer clan) 
  � Hogget Rieffe of the Voormannsgardt 
  � Dik Fjoerkop, an Auchfahnlein in the 6
  th Auszugen 
  (and a member of the Null, Perrenland’s secret 
  service) 
   
  The PCs will be asked to report what they have learned 
  and to make any suggestions that they may have. Here is 
  a chance for the players to ham up the drama of the 
  situation, and if they don’t have a sense that serious 
  trouble is upon them then the DM should have Hánnè 
  ensure that is the case. A few points must be noted that 
  have a bearing on how this discussion turns out: 
   
  � The final vote of the Council is imminent, likely 
  within the next few hours. 
  � The Council can not be stopped. 
  � It can, however, be moved, but some evidence of a 
  real threat would be needed. 
  � Whatever the result is going to be, it is a tense and 
  near-run affair. 
  � Troops and city guards can be made available to 
  search for Kârl. 
  � The tunnels under the city are already being 
  explored and people posted at appropriate choke 
  points. 
   
  Assuming the characters don’t come across as a complete 
  pack of wallies they will be charged with taking part in 
  the hunt for Kârl Hüssen and stopping whatever 
  insidious plan he may have. To assist in that end they will 
  be given tokens (shield clasps with a blue cross over a 
  yellow background with a black bear above) that will 
  identify them as working for the Voormann. Display of 
  these tokens will provide the following stackable 
  bonuses: 
   
  � +4 to Charisma-based skill tests when dealing with 
  members of the Auszug or the city watch. 
  � +2 to Charisma-based skill tests when dealing with 
  members of the public who respect the authorities. 
  � -2 to Charisma-based skill tests when dealing with 
  people engaged in criminal activities. 
   
  Doing it on their own 
  The players may decide that they don’t need the help of 
  the authorities, or that they don’t have time to worry 
  about niceties such as reporting in. This is a fair and valid 
  option, if a little gung-ho. 
   
  Should they choose this path Hánnè will initially 
  stress that they should report their findings to someone. 
  If they have no wish to do so then she is prepared to take 
  that task upon herself and will volunteer. Unless a 
  particularly good counter-argument is given (eg. there 
  could be assassins posted to intercept her near the 
  Council chambers) she can not be dissuaded from doing 
  this. She is so determined that she may have to be 
  physically restrained by PCs hell-bent on keeping the 
  authorities out of things. 
   
  Note: If Hánnè is held against her will then the 
  party better have a good reason for it in the wash up. 
  Otherwise they will be found guilty of kidnapping. Not 
  only will no rewards be paid, but they will be in serious 
  legal trouble. 
   
  If Hánnè is allowed to report in then the PCs may be 
  allowed a couple of hours of free time to investigate. 
  After that time they will have been described to the 
  soldiers and watchmen around Schwartzenbruin and 
  accorded assistance whether they ask for it or not. 
   
  Should the PCs choose this path they may proceed 
  to the next encounter, having earned no special bonuses 
  or penalties to any social skill tests they may have to 
  make. 
   
  Treasure: The Weisspeer clan has a standing reward 
  for the rescue of Hánnè Weisspeer. Thus the PCs are due 
  150gp each for their part in her recovery. 
   
  Encounter Three 
  Somewhere in this large bustling city is a villain 
  engaged in devious and dangerous plans. Though not 
  entirely sure of his intentions, you know Kârl is up to 
  no good and needs to be stopped. If only you knew 
  where he was and what he was up to. Now it’s time to 
  see just good you are at hunting… 
   
  The players can now hit the town, looking for clues to 
  Kârl’s whereabouts. This is a rather free flowing affair, 
  and the DM is encouraged to improvise. The important 
  thing is to maintain the sense of urgency – noting that 
  Kârl’s plan could go into effect at any time. Let the PCs 
  overhear conversations from ordinary folk saying that the 
  Council should be out with a decision “any time now”. 
  Have people speculating, perhaps betting about the 
  outcome in taverns and so on. The general consensus is 
  that the result is going to be a toss up between Karenin 
  Weisspeer and Ordus Bildger. 
  Tinderbox 
   
  Page 9 
  
   
   
  Important: If the party starts to waffle and becomes 
  lazy with their time, increase the pressure as the end of 
  the day approaches. Have guards running to false alarms 
  and the like. If still nothing has happened by the fourth 
  hour of darkness Kârl’s plan goes into effect and the 
  Council meeting is blown up from below. At this stage 
  proceed to the conclusion – the PCs have failed because 
  of their hesitation. 
   
  Specific avenues of investigation are listed for this 
  encounter, most of which will shorten the investigation 
  time. In addition to those choices the characters may ask 
  around in general, using any number of social skills. 
  Listed below is the information (some of which is not 
  true, of course) that can be gained, and the associated 
  DCs for social skill tests to gain than information: 
   
  � There are those that think that Kârl Hüssen has been 
  set up because the established order doesn’t want a 
  young Voormann. [Rumour] (DC 8+APL) 
  � The rumour is that Hánnè Weisspeer is a witch, and 
  has been using Kârl Hüssen for her own evil 
  purposes. [Rumour] (DC 10+APL) 
  � It’s been said that Kârl Hüssen is going to poison 
  everyone in Schwartzenbruin. [Rumour] (DC 
  10+APL) 
  � Some say that strangers have been noted asking 
  questions about the city’s water supplies. [True] (DC 
  12+APL) 
  � If anyone would know about tunnels and the like, 
  it’d be the Ratters. [True] (DC 12+APL) 
  � Apparently the Auszug keep detailed maps of all the 
  tunnels under the city. [False] (DC 10+APL) 
  � Visiting 
  diviners 
  have 
  suddenly 
  left 
  Schwartzenbruin for no obvious reason. [True] (DC 
  12+APL) 
  � If anyone would know what’s going on it’d be the 
  street urchins, because no one pays them a second 
  glance. [True] (DC 10+APL) 
  � The city watch have been very nosy in the last week 
  or so. [True] (DC 10+APL) 
  � There will probably be news as to who is the next 
  Voormann by the end of the night. [True] (DC 
  12+APL) 
  � Lots of people have been carting kegs and barrels 
  around. Election time makes people thirsty. [True] 
  (DC 8+APL) 
  � A bunch of rough sorts were seen loading barrels 
  into the long warehouse on the south end of the 
  docks in the New City. [True] (DC 22+APL) 
   
  Searching the known tunnels 
  The upper tunnels, those that are relatively well known, 
  are a red herring for the purposes of this adventure. 
  Contained within these tunnels are routes used by 
  servants, family crypts, and other interesting locales. It is 
  important to note that this is not one great inter-
  connected network, but rather a selection of different 
  caverns and tunnels. 
   
  No encounters are detailed for the upper tunnels but 
  the DM is encouraged to play up on the inherent 
  spookiness of underground locations and have the PCs 
  jumping at shadows (so to speak). There are a number of 
  guards posted at key spots who will be suspicious of 
  interlopers and will challenge the PCs. There may be 
  furtive sorts totally unrelated to Kârl’s plot skulking in 
  the darkness as well. 
   
  In short, the exploration of the tunnels at this stage 
  is a futile waste of time, though the players may not know 
  that. Don’t let the action get bogged down here. Get them 
  in and out quickly, and have the PCs understand that 
  they can’t seem to find any clues down below. 
   
  The Auszug and City Watch 
  The Schwartzenbruin Stadwake (City Watch) and the 
  Auszug are the one and the same thing – for the army 
  provides the guards, who are rotated on and off duty. 
  Some of the old hands are permanently assigned to watch 
  duties, as their knowledge and experience of the city is 
  valued. 
   
  The Stadwake are tense and nearly exhausted – the 
  election has caused come trouble amongst hotheads in 
  the city and the guards have been kept busy. Although 
  peace has been maintained, the guards are still somewhat 
  stressed and will be happy when the election is done. 
  Then they might be able to relax. 
   
  Getting the guards to talk to the PCs requires a 
  Diplomacy (DC 10+APL) test – remember to apply 
  modifiers if the PCs are displaying the city tokens. 
  Success can reveal the following: 
   
  � Of course the tunnels under the New City have been 
  searched and are guarded. The Stadwake are not 
  fools. 
  � Kârl Hüssen is being watched for, as are other 
  suspected troublemakers. No doubt the villain has 
  disguised himself though. 
  � The man to talk to about tunnels is a NCO called Pen 
  Gersiten, who can often be found at Den Toren. 
   
  Den Toren and Pen Gersiten 
  It is possible that the PCs have already experienced Den 
  Toren, a back-street tavern frequented by mercenaries 
  and other such folk. The tavern’s name comes from the 
  tower shield above the door, and it is a place friendly to 
  military folk and clan-less patrons. A talking point is the 
  row of eleven skulls above the bar, testament to the lethal 
  Tinderbox 
   
  Page 10 
  
   
  skills of the barman, Pieter. His half-orc bouncers, Garret 
  and Muis, are big burly lads well able to handle trouble as 
  well. 
   
  If the PCs were involved in the events of Wild Goose 
  Chase then they will have a history with the folk of Den 
  Toren. The DM should ask the players what happened 
  here previously, as it is possible that they may have 
  harassed the barmaid, Kárla, and thus be less than 
  welcome. Likewise, they may be welcomed by the staff if 
  they were friendly during their previous visit. 
   
  Pen Gersiten can be found at the bar, a short broad-
  shouldered fellow with close cropped blonde hair and a 
  lantern jaw. Ordinarily a man of steady temper, Pen is not 
  a happy man at all when the PCs meet him. A Vestmeer 
  and proud of it, he fully embraces the feud between the 
  East and West Meerijders. Thus the recent and surprising 
  news that his kid sister is marrying an Oostmeer and is 
  pregnant with her beau’s child has not cheered Pen up. 
  In fact, he is livid, and in a very angry mood, helped 
  along by some strong ales. 
   
  Anyone who is obviously of the Oostmeer clan will 
  earn scowls and snide remarks from Pen. Their presence 
  will earn a -2 penalty to Charisma-based skill tests for 
  dealing with Pen. 
   
  On the other hand, anyone who can pass themselves 
  off as disliking the Oostmeers (Bluff DC 12 or obvious 
  Vestmeer membership will do the trick) can ingratiate 
  themselves with Pen, earning a +2 bonus to Charisma-
  based skill tests. 
   
  Getting information out of Pen requires a base 
  Diplomacy or Bluff skill test (DC 13+APL), with any 
  modifiers as described above. If successful he can impart 
  the following knowledge. 
   
  � Most people only know about the upper tunnels 
  under the New City. There are rumours that there 
  are lower tunnels. 
  � The people who would know the most about the 
  tunnels are the Ratters. 
  � The Ratters can be found at the Nest, a tavern near 
  the Necropolis. 
  � The Ratters take their orders from their matriarch, 
  Tantie Jéssa. 
   
  If anyone starts a fight with Pen, assume that he is a 
  Fighter of one level higher than the APL, with stats as 
  given in the DMG. However, the DM should do 
  everything possible to avoid violence. The staff and 
  patrons of Den Toren – all capable and dangerous at 
  times – may also intercede. 
   
  The Ratters 
  There are people who know the tunnels under 
  Schwartzenbruin better than anybody, the ratters. These 
  folk, often sneered at or ridiculed by the other residents 
  of the city, are well aware of the fact that there are older 
  tunnels under those more commonly known. If anyone 
  could claim to control these tunnels – though no one 
  truly does – it is the Ratters. Despite their name, these 
  folk hunt more than just rats, and keep the city’s 
  underground clean of other subterranean threats. They 
  rather enjoy their superiority down below and are loath 
  to give away any secrets that may lessen their advantage. 
   
  However, the Ratters are patriots of sorts and have 
  no wish to see the Council harmed or such trouble occur. 
  Thus they are willing to help, to a degree. 
   
  The Ratters may be found at The Nest, a run-down 
  tavern outside the walls of the Necropolis, on the 
  southern end of the New City. It is packed with adults, 
  children and various animals – terriers, ferrets, hounds 
  and crows to name but a few. The place is noisy, lively, 
  and more than a little smelly. Well-dressed PCs are going 
  to look distinctly out of place (apply a -2 penalty to 
  Charisma-based skill tests here) as the Ratters are a 
  motley group dressed in patchwork clothing. 
   
  The PCs can’t just breeze in and expect to be well 
  received. They must be polite and show due respect, for 
  they are meeting with the Ratters on their home turf. A 
  Diplomacy (DC 10+APL) or Bluff (DC 12+APL) test is 
  needed to appease the Ratters, though the DM may wish 
  to apply modifiers based upon how the players roleplay 
  the encounter. 
   
  If successful, the characters will be introduced to the 
  Ratters’ matriarch, Tantie Jéssa. This venerable human 
  woman is bent and wrinkled with age, as are the two old 
  terriers that sit loyally at her feet, but her eyes are bright 
  and reveal that she has a mind like a steel trap. 
   
  Tantie Jéssa will be quite snide with any attractive 
  women in the group and will flirt outrageously with big 
  butch guys. If the PCs want any useful information they 
  had better play along. 
   
  To get Tantie Jéssa to talk the PCs must succeed with 
  a Diplomacy (DC 10+APL) test. Only one PC may make 
  this roll, though others may assist. If the primary 
  diplomat is a big butch guy, lower the DC by 4, and raise 
  it by 4 if the main PC is an attractive female. If the PCs 
  succeed, Tantie Jéssa will reveal the following: 
   
  � There are tunnels, burrowed by the “Old People”, 
  under the New City. 
  � These tunnels are very, very old and few people 
  know about them. They have never been completely 
  explored. 
  Tinderbox 
   
  Page 11 
  
   
  � Some of these tunnels may even lead out under the 
  lake. 
  � None of the tunnels known and used by the Ratters 
  is being used by anyone else. 
  � There is a tunnel that the Ratters don’t use – it starts 
  at the bottom of the long warehouse on the Docks in 
  the New City. 
  � Strange goings-on have been reported near that 
  warehouse recently. (This is not embellished upon.) 
   
  None of the other Ratters will reveal this information to 
  the PCs. They will talk about other things but such 
  sensitive information is the province of Tantie Jéssa. 
   
  The City’s Children 
  Characters who played and were successful in the 
  scenario Mordenkainen’s House of Chocolate may well 
  have 
  earned 
  the 
  favour 
  of 
  the 
  children 
  of 
  Schwartzenbruin. As silly as this may sound, this favour 
  could come in quite handy, for the children are one 
  group that Kârl will have completely disregarded. 
   
  Should the characters take the time to visit their 
  original contacts on the mainland side of the city in the 
  Shore district they will be in luck. The leader of the 
  children who gather near Den Aldboot tavern is Ánnigje 
  Goedmeeróver, a bossy little pigtailed blonde whose 
  father is in the Zee-Auszug. Ánnigje has spent the day 
  sailing with some friends in the channel between the 
  mainland and the island. She has spotted something 
  unusual, a fact that would never occur to her as strange 
  unless asked if she has seen anyone lugging barrels 
  around. 
   
  Ánnigje has seen a group of men loading what 
  looked like ale kegs into the long warehouse at the south 
  end of the docks, on the western side of the New City. 
   
  Where to next? 
  Once the characters have, hopefully, learned about the 
  dockside entrance they may proceed to the next 
  encounter. 
   
  Encounter Four 
  Few folk are working in the docks, as most await the 
  election result. There are those, however, who are 
  determined to work nonetheless – determined souls 
  for whom a mere election does not provide an excuse 
  to slack off. There are the usual layabouts to be found 
  as well who have nowhere better to be. It is one of 
  these crusty old coves – a one-legged former sailor – 
  who points you in the right direction. 
   
   
   
   
  i
  l
   
   
  “Ja, maat!” he exclaims, “I know the long 
  warehouse. That one there, it is.” He points a gnarled 
  finger in the direction of a long building sitting on a 
  low bluff above the docks. “There must be some party 
  planned, I’d think,” he continues, “w th al  those kegs 
  being loaded in for the last couple of weeks. Ja, just 
  down there at the loading dock, I’ve seen them.” He 
  points down to the docks, where you can see a sturdy 
  loading dock. Double doors lead into a small building 
  lying directly below the long warehouse. One of the 
  doors appears to be ajar… 
  The small building is just a records office and temporary 
  storage point for goods that are taken off boats at the 
  dock and moved into storage in the long warehouse. 
   
  There is nobody at the doors and the entry room is 
  empty. A corridor leads into the hill, ending at location 
  #1. 
   
  The tunnels are dark and unlit, with no sources of 
  light. Thus the PCs will be operating in total darkness 
  unless they have light sources or darkvision.  
   
  The key locations are listed below. Refer to the map 
  in Appendix Five. 
   
  1. 
  This subterranean storage room is reached by a long 
  corridor that runs from the loading platform at the 
  docks. The corridor ends in double doors – currently 
  open – that stand before a loading bay.  
  Two sets of stairs flank the loading bay, both of 
  which lead down to the bottom of the storage room 
  some 15 feet below. These stair also lead up to the 
  warehouse level above. There is a sturdy winch with 
  a rope for lowering things into the storage room. 
  The room itself is cool and dry and large (30ft by 
  100ft) and full of crates and – more importantly – 
  kegs and barrels. 
  A Search (DC 13+APL) will reveal the bodies of 
  two stevedores and a young girl hidden in a crate in 
  the top right corner of the room. A Heal (DC 12) test 
  will reveal that they were all knifed in the back. 
  2. 
  In the bottom left corner of the room there is a 
  secret door, previously unknown to almost everyone. 
  Anyone who succeeds at a Search (DC 10+APL) will 
  be able to find this door, because they will notice 
  bloods smears – hastily wiped up – leading to the 
  door, which is slightly ajar. 
  3. 
  This vaguely octagonal chamber is obviously of 
  ancient construction. Though the walls are still 
  smooth and unbroken, they were obviously painted 
  at some stage in the past and the painting has faded 
  considerably. The motifs on the walls show tall 
  humanoid people engaged in what appears to be 
  ritual activities. The decorations are obviously of Ur-
  Flannae design. A character with the Track feat may, 
  with a Wilderness Lore (DC 15) check, note that the 
  dust on the sides of the chamber and the cleaner 
  path down the middle indicates that this room has 
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  been left unused for centuries (if not longer) but has 
  seen some recent but regular passage in the past 
  month or two. 
  Apart from this information, the most obvious 
  things of note are the bodies of two strong men in 
  chain shirts. A Heal (DC 15) check reveals that some 
  form of magical energy killed them. A subsequent 
  Knowledge (Arcane) test (DC 12) will identify the 
  likely cause as a magic missile spell. 
  4. 
  This short chamber, some 15 feet in width, slopes 
  sharply downwards to a thin opening that leads to a 
  narrow rough tunnel. Around the opening are runic 
  carvings, written in an obscure Ur-Flan script. If 
  someone has the means to read them (Decipher 
  Script (DC 30) or comprehend languages) then they 
  will be revealed to read “Only the initiated possessed 
  of grace shall pass unhindered.” There is lingering 
  magic in the carvings, enough to force a Will save 
  (DC 12) from those who pass through. Failure results 
  in a foreboding feeling that has no game effect other 
  than giving the character the willies for a brief 
  moment. A detect magic spell can reveal that this 
  was once a form of glyph of warding. 
  5. 
  Once an entry chamber, this small rough cavern – its 
  walls carved with runes and pictographs – is 
  obviously the scene of a recent fight. Slumped 
  against the north-east wall is the body of an Auszug 
  trooper, clearly killed by a cleaving blow that split 
  his helmet and his skull. Any PC in the Auszug or 
  who succeeds at a Knowledge (Military) test (DC 12) 
  will recognise that he is of the First Auszugen, a 
  division usually stationed in Traft (ie. not 
  Schwartzenbruin). Lying before the tunnel in the 
  bottom east of the chamber are two more men in 
  chain, their corpses charred by some form of fiery 
  assault. A large bloodstain leads out of the room 
  along the passage. 
  6. 
  This long dark passage slopes gently downwards. 
  There are roughly carved stairs, their edges 
  smoothed by centuries of passage, every twenty or 
  thirty feet or so. The bloodstains from the entry 
  chamber lead to another corpse of a man in chain 
  armour, several crossbow bolts sticking out of him. 
  Using the Track feat with a Wilderness Lore (DC 15) 
  test will reveal that this man made a defensive retreat 
  until he fell (on the point where the 6 is written on 
  the map). A Heal (DC 12) check can show he bled to 
  death. 
  When the PCs reach the body they may make a 
  Listen (DC 12) test to hear the sounds of combat 
  ahead. Anyone who rolls 20 or better for this test can 
  determine that the combat is occurring within two 
  or three hundred feet. 
  7. 
  A side tunnel, its entrance surrounded by more 
  carvings of tall humanoids performing rituals, leads 
  steeply downwards. Anyone examining the carvings 
  who succeeds at a Knowledge (Religion) test (DC 15) 
  can tell that the rituals displayed deal with death and 
  burial. Once again, steps have been carved into the 
  floor, but this narrow passage is extremely steep. 
  There are no signs that anyone has passed this way in 
  recent times – the dust and cobwebs attest to that. 
  8. 
  There is a grim little dance of death taking place in 
  this largish chamber. Kârl Hüssen’s remaining 
  henchmen are defending against an attack by Iuzian 
  agents disguised as Auszug troopers. Full details of 
  the battle and the tactics of the combatants are 
  described later. If the characters approach this scene 
  carefully they will have one round of surprise 
  (against everyone except Einrik the assassin) to act as 
  they wish. A brief description of the people involved 
  is as follows: 
  Five tough looking men in chain shirts armed 
  with battle-axes are forming a defensive position in 
  front of the exit in the north east of the room. They 
  are using natural columns of rock as cover. Three 
  more comrades lie dead near them and there are 
  broken crossbows lying discarded at their feet. 
  Three men and two or three women (depending 
  upon APL) dressed in Auszug uniforms – once again 
  from the First Auszugen in Traft (again, not 
  Schwartzenbruin) – are trying to push forward to 
  defeat the men in chain. One of the women has dark 
  curly hair and seems to be carrying wand (this is 
  Margetta) – she is at the rear of the group, using her 
  comrades as cover. The others are armed with short 
  swords and crossbows. Another two men and a 
  woman lie dead from this group. One of the dead 
  men appears to have been a spellcaster, and died 
  with a crossbow bolt in his gut. 
  A red-haired woman (this is Regina) with yellow 
  eyes and sharp red fingernails (Spot (DC 15) to 
  notice this) is using the cover of the west wall to 
  sneak around towards the Hüssens. To even notice 
  her at all at the start of the fight requires a Spot (DC 
  28+APL) test. Regina is at point (a) at the start of the 
  encounter. 
  At APL 4 and higher, a black-clad man (Einrik 
  the assassin) is lurking in the shadows high up near 
  point (b) – he has cast spider climb to get there. It 
  requires a Spot (DC 30) to notice him. 
  9. 
  This is the chamber where the kegs have been 
  stashed by Kârl. Note that this is not one straight 
  tunnel, but a series of tunnels – obviously quite 
  extensive – winding under the city. Luckily, 
  however, they are so little used that it is obvious 
  which paths have been taken recently. The tunnel 
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  leading to this chamber climbs upwards such that it 
  is only thirty feet or less below the level of the 
  ground above. Anyone with means of determining 
  direction will realise that this chamber lies near the 
  council district. 
  Getting to this chamber, and dealing with the 
  explosives within, is detailed in Encounter Six. 
  10. At the bottom of the steep tunnel (#7) – some 150 
  feet below the entrance – is a network of carved 
  tunnels, obviously hewn from the rock some time 
  ago. These are ancient crypts, and there are 
  thousands upon thousands of skeletal remains 
  crammed into niches carved along the length of 
  these tunnels. The PCs may search for treasure and 
  loot as much as they like, but there is nothing to be 
  found. The people in these parts did not believe in 
  burial goods. 
  11. A further hundred feet lower than the crypts lies a 
  large ritual chamber. Its ceiling lies some 150 feet 
  above the floor, making it an impressive sight 
  indeed. The slightest whisper echoes for minutes, 
  giving this chamber a spooky air. The walls are 
  completely covered in carvings now recognised as 
  the Ur-Flannae style. In the back wall directly 
  opposite the entry is a prominent carving of an 
  eagle-headed man with his arms outstretched. This 
  carving is some hundred feet tall! There is no 
  portion of wall here bigger than a foot squared that 
  does not have some form of carving. The room itself 
  radiates immensely strong transmutation magic. 
  This chamber is incredibly holy, so much so that 
  any weapons brought into this chamber will be 
  rendered Holy for the remainder of the adventure 
  and for the duration of the next scenario each PC 
  plays. In addition, any armour will be empowered 
  with a protection from evil spell for the same 
  duration. This effects even magical arms and armour. 
   
  The Battle 
  As soon as battle is joined, the DM should keep track of 
  how many rounds of combat take place. This is vital, as it 
  determines how much time the PCs have if they try to 
  locate and disarm Kârl’s bomb. 
   
  Note that the battle is rated easier than normal 
  because the two parties will fight each other as readily as 
  they will attack the PCs. The DM should take care to 
  ensure that some fighting does occur between the two 
  groups – for though the Iuzians may hang back (see 
  below) the Hüssens will take the opportunity to attack 
  them as well. Thus the EL’s for this encounter have been 
  halved. 
   
  In fact, should the PCs hang back and wait to see 
  what 
  happens, 
  allow 
  opposed 
  Spot 
  and 
  Move 
  Silently/Hide checks. Should the PCs not be noticed 
  then the Iuzians will defeat the Hüssen henchmen in 5 
  rounds for the loss of one of the Infiltrators (#4). 
  However, Einrik – if present – will still be lurking about 
  undamaged. 
   
  APL 2 (EL 3) 
  The Hüssens 
  � Hüssen Henchmen (5): hp 14, 13, 12, 12, 11; see 
  Appendix One. 
  The Iuzians 
  � Regina Roodhârt: hp 8; see Appendix One. 
  � Iuzian Infiltrators (5): hp 6, 6, 5, 5, 4; see Appendix 
  One. 
   
  APL 4 (EL 5) 
  The Hüssens 
  � Hüssen Henchmen (5): hp 20, 19, 18, 18, 17; see 
  Appendix One. 
  � Einrik Krijgboot: hp 32; see Appendix One. 
  The Iuzians 
  � Regina Roodhârt: hp 22; see Appendix One. 
  � Margetta: hp 9; see Appendix One. 
  � Iuzian Infiltrators (4): hp 16, 15, 15, 14; see Appendix 
  One. 
   
  APL 6 (EL 7) 
  The Hüssens 
  � Hüssen Henchmen (5): hp 32, 31, 30, 30, 29; see 
  Appendix One. 
  � Einrik Krijgboot: hp 32, see Appendix One. 
  The Iuzians 
  � Regina Roodhârt: hp 30; see Appendix One. 
  � Margetta: hp 15; see Appendix One. 
  � Iuzian Infiltrators (4): hp 26, 25, 25, 24; see Appendix 
  One. 
   
  APL 8 (EL 9) 
  The Hüssens 
  � Hüssen Henchmen (5): hp 44, 43, 42, 42, 41; see 
  Appendix One. 
  � Einrik Krijgboot: hp 32, see Appendix One. 
  The Iuzians 
  � Regina Roodhârt: hp 38; see Appendix One. 
  � Margetta: hp 21; see Appendix One. 
  � Iuzian Infiltrators (4): hp 26, 25, 25, 24; see Appendix 
  One. 
   
  The Hüssens’ Tactics: The Hüssen warriors know they 
  have no friends in the tunnels. They also know they can 
  expect little mercy, but they are fanatically loyal to Kârl. 
  Thus they will fight to the death – attacking the Iuzians 
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  as well as the PCs – to give him time to set his plot in 
  motion. Any still alive at that time will try to escape with 
  their life intact – but they know that surrender is no 
  option. 
   
  If present, Einrik will do all he can to kill the PCs 
  when they arrive, as he will recognise any who have 
  played in previous scenarios. He will use hit and run 
  tactics and will avoid face-to-face combat at all costs. He 
  will pick off spell-casters and those with ranged combat 
  first, reserving his poisoned bolt for them. Note that he 
  will consider Regina and Margetta such a threat that he 
  will attack them with as much malice as he does the PCs. 
  At APL 8, Einrik starts the combat having just quaffed a 
  potion of blink that lasts for 5 rounds. If given the chance 
  he will then quaff his last remaining potion of blink. 
   
  The Iuzians’ Tactics: The Iuzians are dressed like 
  city guards, and they will use this ruse to their advantage. 
  They will attempt to call the PCs to aid them and hold 
  back, allowing the party to take the brunt of the damage. 
  That done they will endeavour to dispose of the 
  characters by a surprise attack. Should the characters 
  display a willingness to proceed further the Iuzians will 
  allow them to do so and depart. 
   
  If the characters discover their real nature then they 
  will fight to the death, knowing that neither their 
  opponents nor their master will be kind to them if they 
  are captured. 
   
  Regina will try to conceal her presence as long as 
  possible, making good use of her hiding ability and her 
  darkness spell. She has a potion of cure light wounds in a 
  vial on a thong around her neck, ready to be quaffed. If 
  her life is endangered she will do all she can to flee, 
  abandoning her companions to their fates as necessary. 
  She uses her enchanted boots to best serve speedy entry 
  and exit into combat. 
   
  If present, Margetta is very blunt in her tactics – 
  pick a dangerous looking person and kill them with 
  continual attacks. She uses her companions as a shield 
  and avoids hand-to-hand combat like the plague. She will 
  caste invisibility and haste if she knows them to give 
  herself the best tactical advantage. 
   
  Note that if any of the PCs have the Ire of Iuz 
  certificate from previous scenarios then the Iuzians will 
  not allow the PCs to depart. 
   
  Treasure: Note that the spellbooks for the magical 
  characters are not listed as available treasure because they 
  are tucked safely away in whichever dark holes the 
  baddies crawled out of that morning. 
   
  APL 2–loot (107gp), +2 cursed rapier (friendslayer)-(0gp), 
  (potion of see invisibility-(15gp), potion of cure light 
  wounds -(7gp). 
   
  APL 4–loot (167gp), +2 cursed rapier (friendslayer)-
  (0gp), Wand of Magic Missile (1
  st-level caster)-(113gp), 
  potion of see invisibility-(15gp), potion of cure light 
  wounds -(7gp). 
  APL 6–loot (167gp), +2 cursed rapier (friendslayer)-
  (0gp), Wand of Magic Missile (3
  rd-level caster)-(338gp), 
  potion of see invisibility-(15gp), potion of cure light 
  wounds -(7gp). 
   
   APL 8–loot (167gp), +2 cursed rapier (friendslayer)-
  (0gp), Wand of Magic Missile (5
  th-level caster)-(563gp), 
  potion of blink-(112gp), potion of see invisibility-(15gp), 
  potion of cure light wounds -(7gp). 
   
  Note: When any bodies are being looted, the DM should 
  be careful to ask who is searching which body. The first 
  person to pick up the cursed rapier after Regina is dead is 
  stuck with it. 
   
  Interrogating prisoners 
  The Hüssens 
  Einrik will not talk at all. If captured he will use a special 
  mind trick and will himself to death rather than betray a 
  confidence. He may try to stall the PCs until the bomb 
  explodes. After that the point is moot. 
   
  The warriors know the following information, 
  which can be learned with a successful Intimidate (DC 
  16+APL) test. 
   
  � “You’re all going to die! Soon!” 
  � “There’s a huge explosion going to happen down that 
  tunnel <nods in direction of #9> and there’s nothing 
  you can do about it!” 
  � “Maybe if you hurry you can stop it, but I don’t think 
  so. <laugh>” 
   
  The Iuzians 
  Whatever nefarious deed the Iuzians are up to, the PCs 
  aren’t about to find out. With a successful Intimidate (DC 
  14+APL) test, any living Iuzian will get to say “The 
  Voorm…” before dramatically boiling away into a puddle 
  of liquefied flesh and bone, screaming horribly as this 
  happens. 
   
  Encounter Five 
  With little ceremony, an armoured figure leaps into 
  the fray, swinging a gleaming sword with deadly 
  intensity. At long last you face your despised enemy – 
  Kârl Hüssen has arrived. 
   
  Finally Kârl Hüssen makes an appearance, arriving from 
  location #9 and giving the characters an opportunity to 
  deal with their enemy. Kârl will enter the fray after 10 
  rounds of combat have taken place. If the fight has ended 
  before then he will arrive at the very end of the combat. 
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  It is important that Kârl’s arrival is swift and the PCs 
  should not see him coming until he has arrived. 
   
  The DM should continue to keep track of how many 
  rounds of combat have passed since the PCs first entered 
  the battle at location #8. 
   
  APL 2 (EL 4) 
  � Kârl Hüssen: hp 26; see Appendix Two. 
   
  APL 4 (EL 6) 
  � Kârl Hüssen: hp 38; see Appendix Two. 
   
  APL 6 (EL 8) 
  � Kârl Hüssen: hp 50; see Appendix Two. 
   
  APL 8 (EL 10) 
  � Kârl Hüssen: hp 62; see Appendix Two. 
   
  Tactics: Kârl in angered by the appearance of the PCs 
  and seriously wishes to hurt them. His tactics are quite 
  simple – a blitz attack. He knows he can expect little 
  quarter from the PCs, so his best defence is to hurt them 
  badly and quickly. If he’s going to die, he’s going to die 
  fighting – and he wants to take the PCs with him. Given 
  his druthers, he will engage in combat with the toughest 
  fighter in the party first. 
   
  Kârl has an initiative of 20 at APL 2 and 24 at higher 
  APLs. 
   
  Note: Before arriving Kârl had drunk some potions 
  of haste and a potion of darkvision to allow quicker 
  passage through the tunnels. The haste – giving him an 
  extra partial action and a further +4 dodge bonus to AC – 
  will last for a number of rounds equal to the APL. The 
  DM should also remember that Kârl’s longsword is keen. 
   
  What if Kârl is captured? 
  Well done to the PCs! However, he will not truthfully 
  answer any of their questions. There is no way the PCs 
  can make Kârl talk – he has supernatural help in this. He 
  will, however, talk to the PCs if he is conscious – trying 
  to delay them should they attempt to locate and disarm 
  his bomb. He will be glib and infuriating, using sarcastic 
  comments to annoy his captors. 
   
  Encounter Six 
  At this stage the PCs have two choices – either to try to 
  locate and disarm the bomb, or to run back and evacuate 
  the Council. It is possible to split the party and attempt 
  both. 
   
  Trying to disarm the bomb 
  The explosion will occur 30 rounds after the PCs entered 
  the combat at location #8. This means that if they waited 
  until the end of the fight there is a fair chance that they 
  won’t have time to reach the bomb before it explodes. 
   
  Should any of the PCs start down the tunnel at the 
  commencement of the fight they will have to deal with 
  attacks from the Hüssen defenders as well as 
  encountering Kârl before his scheduled arrival. The 
  tunnel is five to seven feet wide, should several people go 
  and end up fighting Kârl. Getting past him would be 
  quite difficult. 
   
  The distance from location #8 to the bomb at #9 is 
  approximately 1,500 feet. Due to the slope of the incline 
  as well as the roughness of the tunnel, characters may 
  only move at twice their base rate. 
   
  Within the last 200 feet, characters must deal with 
  noxious fumes that are poisonous. Due to their exertions 
  getting here, the characters must make a Fort save (DC 
  10+APL) to hold their breath. This test should be 
  repeated each round and the DC is increased by +1 per 
  round. Any character unable to hold their breath in a 
  particular round must either lose a temporary point of 
  Con, or breath and resist the effects of the fumes. 
   
  � Poisonous Fumes: 1 Con/1 Con, Fort save (DC 
  12+APL) to negate. 
   
  A character forced to breath can attempt again to hold 
  their breath, but the DC still rises as if they had held their 
  breath that round. 
   
  Within the last 100 feet, the fumes are so thick that 
  vision is reduced to no better than three-quarters, no 
  matter what the light source. 
   
  The Bomb 
  The bomb consists of approximately 50 kegs that have 
  been piled up over a period of a month or more. There are 
  a number of fuses equal to the APL that have been lit. It 
  takes a standard action to snuff each fuse – no Disable 
  Device roll is necessary. This allows a PC to search for a 
  fuse and disable it, one per round.  So long as there is one 
  fuse still active after the 30 rounds have expired, then the 
  explosion will occur. 
   
  As stated, the bomb will explode 30 rounds after the 
  start of the battle. This is a massive explosion. When it 
  does, anyone in the chamber or within 50ft of it will take 
  the full damage. 
   
  Anyone within 100ft takes half damage, and anyone 
  within 500ft takes quarter damage. 
   
  Anyone at all in the tunnels – regardless of distance 
  – must make a Fort save (DC 14+APL) or be stunned for 
  APL rounds due to the concussion of the blast. 
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  Page 16 
  
   
   
  � Keg Bomb: APLx2d6 damage; Fort save (DC 16+APL) 
  for half damage. 
   
  Trying to warn the Council 
  The distance between location #8 and the Council 
  chambers is approximately 2,500 feet. 
   
  Due to cobblestones and tight corners, any PC 
  running may move at only three times their base rate (not 
  taking armour or the Run feat into account). 
   
  Characters may run a number of rounds equal to 
  their Constitution score. Each round thereafter they 
  must make a Constitution check (DC 10) to keep 
  running. This DC increases by 1 each round thereafter. A 
  character that fails must stop and rest for 1 minute (10 
  rounds) before running again. These rules can be found 
  on page 127 of the PHB. 
   
  Should a character run out of puff it will take them 
  1d4 rounds to find a city guard or soldier to deputise to 
  carry the message. This guard will cover the remaining 
  distance at a rate of 90 feet per round. 
   
  Whether a character reaches the Council quarters or 
  deputises a guard, the authorities must be convinced of 
  the level of threat. To do this requires a Diplomacy or 
  Bluff test (DC 15+APL). Minimal success will see the 
  evacuation ordered and completed within 10 rounds. For 
  each point the test exceeded the DC, reduced the time by 
  1 round – to a minimum of 5 rounds. 
   
  Should the explosion occur, everyone within the 
  Council meeting (and those at the gate) will take the full 
  damage as listed above. 
   
  What if the Council was moved earlier? 
  Kârl has ways and means of getting information. Assume 
  that he was somehow mystically aware – through 
  divination – that the meeting would be moved, and he 
  has set his trap up under the new location. Should this 
  happen then the DM may like to drop hints that there 
  may be a spy in the Council. How else could Kârl know? 
   
  Conclusion 
  What happens next is very much dependent upon 
  whether the characters were able to stop the bomb 
  and/or evacuate the council. It is unlikely that they will, 
  because the odds are very much stacked against them. 
  Regardless, Schwartzenbruin is soon abuzz with news of 
  what has taken place. People are uncertain of what the 
  future holds and many are panicked. Wild rumours are 
  flying about, some accurate and others totally ridiculous. 
  A hornet’s nest has been stirred in Perrenland and things 
  aren’t about to die down in a hurry. 
   
  Here are the possible outcomes, most of which – to 
  be honest – are much the same: 
   
  The bomb exploded under the Council 
  The scene is that of devastation and chaos. Confusion 
  reigns as people run around trying to make sense of what 
  happened. Bodies lie scattered amongst rubble and 
  injured and dazed folk stagger aimlessly. People quickly 
  arrive to help and the air rings with the cries of the 
  wounded and the shouts of those trying to help. 
   
  Certain facts will come to light in the aftermath: 
   
  � Karenin Weisspeer was re-elected Voormann by the 
  Council. 
  � Orgus Bildger was nominated as Untervoormann. 
  � Karenin Weisspeer has disappeared! 
  � Hasten Weisspeer is dead. Worse, somehow his soul 
  has been stolen. 
  � Gutherie Roodberg is dead. His soul has also been 
  stolen. 
   
  Any PCs killed by the explosion will be hailed as heroes 
  for trying nonetheless and will be raised from the dead 
  for free. 
   
  The bomb exploded but the Council was 
  evacuated 
  In all the chaos several important events occur: 
   
  � Karenin Weisspeer was re-elected Voormann by the 
  Council. 
  � Orgus Bildger was nominated as Untervoormann. 
  � Karenin Weisspeer has disappeared! 
  � Hasten Weisspeer is dead. Worse, somehow his soul 
  has been stolen. 
  � Gutherie Roodberg is dead. His soul has also been 
  stolen. 
   
  Any PCs killed by the explosion will be hailed as heroes 
  for trying nonetheless and will be raised from the dead 
  for free. 
   
  The bomb didn’t explode 
  Regardless of whether the bomb explodes or not, there is 
  going to be chaos and excitement because word will get 
  out – the great gouts of smoke that eventually rise 
  through cracks in the ground will see to that. In the 
  chaos that ensures, the following events occur: 
   
  � Karenin Weisspeer was re-elected Voormann by the 
  Council. 
  � Orgus Bildger was nominated as Untervoormann. 
  � Karenin Weisspeer has disappeared! Members of the 
  Voormannsgardt assigned to him have been killed. 
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  � Hasten Weisspeer is dead. Worse, somehow his soul 
  has been stolen. Members of the Weisspeer 
  grafgardt have been slain. 
  � Gutherie Roodberg is dead. His soul has also been 
  stolen. Members of the Roodberg grafgardt have 
  been slain. 
   
  The words of the Prophetess 
  To further fuel rumour and speculation, soon after the 
  election results are declared and the climactic events 
  occur, a strange event takes place. The Sepian Prophetess 
  – a visiting gnome dignitary who was present at the 
  election council – makes a visionary statement. This 
  either occurs in the rubble as she is pulled free, or at a 
  public gathering when news of Karenin’s disappearance 
  gets out. She chants the following eerie words: 
   
  The Soul of the Judge, 
  The Soul of the Fist, 
  The Soul of the Nation, 
  All snatched by the twisted lover. 
  Three Souls for the Prince of Laughter, 
  Three Souls to fuel his greed, 
  Three Souls to awaken in the darkness the thing that 
  he most needs; 
  Only a mother’s ill choice now can undo. 
   
  After the dust has settled… 
  If Kârl was slain 
  If Kârl Hüssen was slain by the PCs his corpse is 
  recovered and held, waiting to be taken home by his 
  mother. Regardless of Kârl’s reputation, his mother Kârla 
  – the Hüssen pfalzgraf – is a respected woman. So the 
  body will be treated with respect. However, soon after 
  things have settled down, Kârl’s body is stolen from 
  where it lies and whisked away. How did this happen? 
  Because the thief was the last person anyone would 
  expect to do the deed – Hánnè Weisspeer. 
   
  If Kârl was captured 
  Should he have somehow been captured, Kârl will be 
  closely guarded and imprisoned. However, despite the 
  efforts to keep him secure until his trial and expected 
  execution, he is freed and escapes. How could such a 
  thing occur? Because the person who freed him was none 
  other than Hánnè Weisspeer, whom nobody suspected of 
  such a deed. 
   
  If Kârl was disposed of 
  It is possible that some PCs may decide that Kârl needs to 
  die and should never come back, and thus go to lengths 
  to make sure this happens. Within reason, allow them, 
  but mention beforehand that even if he is an outlaw his 
  clan may still be annoyed if his body is treated with 
  disrespect. Should the permanent destruction still go 
  ahead, let the PCs do so, but they will have incurred the 
  ire of the Hüssen clan. Have any PCs involved note the 
  Ire of the Hüssens on the AR is now in play for those 
  characters. 
   
  Likewise, some PCs may decide to take Kârl’s head as 
  a trophy (which they have a right to do by Perrenland 
  law). Should this be done the Hüssen clan will make 
  polite negotiations to have the head returned. Should 
  these advances be refused then the PC involved will also 
  earn the Ire of the Hüssens. 
   
  What about Kârl’s equipment? 
  Kârl’s magical weapons and armour are not available to be 
  claimed by the PCs. They are effectively Hüssen 
  property, family heirlooms, ‘stolen’ by Kârl when he 
  became an outlaw. Anyone keeping those items will be 
  considered to have committed a theft of the highest 
  degree. 
   
  By Perrenland law this means that they must return 
  the items or pay a fine equal to each item’s full value. 
  There is an additional fine of 25% of value per TU each 
  item is illegally in a character’s possession. The maximum 
  additional fine is 100% of full item value. In other words, 
  the values and fines for the various pieces of equipment 
  are:  
   
  � +2 keen longsword (Sturmfjoer) [APL 2 or 4]: Value 
  18,315gp, additional fine of 4,578gp 7sp 5cp per TU. 
  � +3 keen longsword (Sturmfjoer) [APL 6 or 8]: Value 
  32,315gp, additional fine of 8,078gp 7sp 5cp per TU. 
  � +2 chain shirt [All APLs]: Value 4,250gp, additional 
  fine of 1,062gp 5sp per TU. 
  � +1 large steel shield [All APLs]: Value 1,170gp, 
  additional fine of 292gp 5sp per TU. 
   
  In addition any PCs involved in the theft (do not include 
  those who protest and gain nothing from the items) will 
  receive the Ire of the Hüssens as listed on the AR. 
   
  To be fair, let the players know these details quite 
  clearly and give them a chance to think again. There are 
  enough Hüssens in Perrenland that any PC who thinks 
  he or she can steal and sell the items is sadly quite 
  mistaken. 
   
  What now? 
  Orgus Bildger has been declared interim Voormann 
  whilst Karenin is missing and he has, together with the 
  Old Kerk Hetshoolmann, Reanulf Solcarde, declared 
  martial law. 
   
  The Voormann is missing. The pfalzgrafs of the 
  Weisspeer and Roodberg clans are dead and their souls 
  Tinderbox 
   
  Page 18 
  
   
  stolen. Hánnè Weisspeer has stolen away Kârl Hüssen 
  and it is now rumoured that they were lovers. 
  The future is oh, so uncertain… 
   
  The End 
   
  Experience Point Summary 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award.  Award the total value (objectives plus 
  roleplaying) to each character. 
   
  Encounter One 
  Defeat Darig and the goons and rescue Hánnè: 
   
  APL 2 90xp; APL 4 90xp; APL 6 90xp;  
  APL 8 90xp. 
   
  Encounter Four 
  Defeat the intruders:  
  APL2 90xp; APL 4 150xp; APL 6 210xp;  
  APL 8 270xp. 
   
  Encounter Five 
  Defeat Kârl Hüssen: 
   
  APL2 120xp; APL 4 180xp; APL 6 240xp;  
  APL 8 300xp. 
   
  Encounter Six 
  Stopping the bomb: 
   
  APL2 60xp; APL 4 120xp; APL 6 180xp;  
  APL 8 240xp. 
   
  or 
  Evacuating the Council: 
  APL2 30xp; APL 4 60xp; APL 6 90xp;  
  APL 8 120xp. 
   
  Story Award 
  Discovering the tunnels: 
  APL 2 40xp; APL 4 60xp; APL 6 80xp; 
  APL 8 100xp. 
   
  Discretionary roleplaying award 
  APL 2 50xp;  APL 4 75xp; APL 6 100xp; 
  APL 8 125xp. 
   
  Total possible experience:   
  APL 2 450xp; APL 4 675xp; APL 6 900xp; 
  APL 8 1,125xp. 
   
  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.  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 (sell value)  
   
  Encounter One: 
   
  All APLs: L: 116gp; C: 0gp; M: 0gp 
   
  Encounter Two 
   
  All APLs: L: 0gp; C: 150gp; M: 0gp 
  Tinderbox 
   
  Page 19 
  
   
   
  Encounter Four: 
   
  APL 2: L: 107gp; C: 0gp; M: 397gp 
   
  APL 4: L: 167gp; C: 0gp; M: 686gp 
   
  APL 6: L: 167gp; C: 0gp; M: 1,361gp 
   
  APL 8: L: 167gp; C: 0gp; M: 1,586gp 
   
  Encounter Five: 
   
  All APLs: L: 0gp; C: 0gp; M: 157gp 
   
  Total Possible Treasure 
   
  APL 2: L: 223gp; C: 150gp; M: 554gp 
   
  APL 4: L: 283gp; C: 150gp; M: 843gp 
   
  APL 6: L: 283gp; C: 150gp; M: 1,518gp 
   
  APL 8: L: 283gp; C: 150gp; M: 1,743gp 
   
  Special 
  Ur-Flannae Divine Blessing: Weapons in the possession 
  of the character are temporarily enchanted with a +1 
  enhancement bonus. The character’s armour items also 
  provide protection from evil. This enchantment lasts for 
  the duration of Tinderbox and the next scenario played 
  following the completion of Tinderbox. This includes 
  magical items. Items so blessed should be marked with 
  an asterisk or initialled by the DM. 
   
  Ire of the Hüssens: Through his or her actions the 
  PC has insulted the Hüssen clan of Perrenland. The PC 
  receives a -2 penalty to all Charisma-based skill tests 
  when dealing with Hüssen clan members in social 
  encounters. 
   
  Favour of the Council: The PC has rendered good 
  service to the Cantonal Council of Perrenland. The PC 
  receives a +2 circumstance bonus to all Charisma-based 
  skill tests when dealing with Perrenland figures of 
  authority in social encounters. The PC gains once 
  Perrenland regional influence point. Not this point 
  counts as double for the purposes of requirements for the 
  Auszug, Old Kerk, or clan grafgardts. 
   
  Items for the Adventure Record 
  +2 cursed rapier (friendslayer): The first person to pick 
  up this cursed weapon following the death of its previous 
  owner is the unlucky next victim of its curse. Whenever a 
  character misses an attack with the item, he or she must 
  make a successful Reflex (DC 20) save or immediately 
  attack one friend anywhere within the character’s reach, 
  provoking an attack of opportunity from the character’s 
  original target. After one week in the character’s 
  possession, the rapier always forces the owner to employ 
  it when engaged in melee combat, rather than another 
  weapon. The rapier’s owner automatically draws and 
  fights with it, even if he or she meant to draw or ready 
  some other weapon. It can only be got rid of by means of 
  limited wish, wish or miracle (which will render the 
  rapier non-magical, leaving it as a masterwork item) or 
  through death (the curse is broken if the character is 
  raised). 
  Market price: 0gp, Frequency: Adventure 
   
  Item Access 
  APL 2: 
  potion of neutralise poison (Market price: 750gp, 
  Frequency: Regional) 
  boots of striding and springing  (Market price: 
  2,500gp, Frequency: Adventure) 
   
  APL 4: 
  APL 2 items. 
  +1 studded leather armour of shadow (Market price: 
  4,175gp, Frequency: Adventure) 
  Wand of Magic Missile (1
  st-level caster) (Market 
  price: 750gp, Frequency: Adventure) 
   
  APL 6: 
  APL 2 items. 
  +1 studded leather armour of shadow (Market price: 
  4,175gp, Frequency: Adventure) 
  Wand of Magic Missile (3
  rd-level caster) (Market 
  price: 2,250gp, Frequency: Adventure) 
   
  APL 8: 
  APL 2 items. 
  potion of blink (Market price: 750gp, Frequency: 
  Regional) 
  +1 studded leather armour of shadow (Market price: 
  4,175gp, Frequency: Adventure) 
  Wand of Magic Missile (5
  th-level caster) (Market 
  price: 3,750gp, Frequency: Adventure) 
  Tinderbox 
   
  Page 20 
  
   
  Appendix One 
  Encounter One 
  All APLs 
  � Darig Hüssen: Male human Ari1/War2; CR 2; 
  Medium humanoid; HD 1d4+2d8; hp 10; Init +3; Spd 30; 
  AC 17 (touch 13, flat-footed 14) [+3 Dex, +3 Studded 
  Leather, +1 Buckler]; Atk +6 melee (1d6 [crit 18-20/x2], 
  rapier), +6 ranged (1d8 [crit 19-20/x2], light crossbow); 
  AL LE; SV Fort +3, Reflex +3, Will +3; Str 10, Dex 16, Con 
  10, Int 16, Wis 12, Cha 14. Height 5ft 8in. 
   
  Skills and Feats: Appraise +7, Bluff +6, Diplomacy +6, 
  Innuendo +5, Intimidate +8, Knowledge (commerce) +5, 
  Knowledge (military) +5, Knowledge (mining) +5, Listen 
  +5, Ride +9, Sense Motive +5, Spot +5; Skill Focus 
  (intimidate), Weapon Finesse (rapier), Weapon Focus 
  (Rapier). 
   
  Possessions: rapier, masterwork; dagger, light 
  crossbow (20 bolts), studded leather armour, masterwork; 
  buckler, masterwork. 
   
  � Hüssen Goons (3): Male human War1; CR ½; 
  Medium humanoid (6 ft. tall); HD 1d8+5; hp 10, 9, 8; Init 
  +2; Spd 30; AC 18 (touch 12, flat-footed 16); Atk +3 melee 
  (1d8+2 [crit x3], battle axe); +3 melee (1d8 [crit 19-20/x2], 
  light crossbow); AL LE; SV Fort +4, Reflex +2, Will +0; Str 
  14, Dex 14, Con 14, Int 10, Wis 10, Cha 10. 
   
  Skills and feats: Climb +4, Jump +4, Move Silently 
  +2, Ride +3; Power Attack, Toughness. 
   
  Possessions: battle axe, dagger, light crossbow (20 
  bolts); chain shirt, large wooden shield. 
   
  � Guard dogs (3): Small animal; HD 1d8+1; hp 6, 5, 4; 
  CR 1/3; Init +3; Spd 40; AC 16 (touch 15, flat-footed 12) 
  [Dex +4, Size +1, Natural +1]; Atk +1 melee (1d4, bite); SA 
  Scent; AL N; SV Fort +3, Reflex +6, Will +1; Str 10, Dex 
  18, Con 12, Int 2, Wis 12, Cha 6. 
   
  Skills and feats: Listen +5, Spot +5, Swim +6, 
  Wilderness Lore +1. 
   
  Special Abilities: Scent: +8 to Wilderness Lore 
  checks when tracking by scent. 
   
  Encounter Four 
  APL 2 
  � Hüssen Henchmen (5): Male Human War2; CR 1; 
  Medium Humanoid; HD 2d8+4; hp 14, 13, 12, 12, 11; Init 
  +1; Spd 30; AC 17 (touch 11, flat-footed 16) [Dex +1, 
  Chain Shirt +4, Shield +2]; Atk +4 base melee, +3 base 
  ranged; +4 (1d8+2 [crit x3], battle axe); AL NE; SV Fort +5, 
  Reflex +1, Will +0; Str 14, Dex 12, Con 14, Int 10, Wis 10, 
  Cha 10. 
   
  Skills and feats: Climb +5, Handle Animal +3, 
  Intimidate +3, Jump +5, Ride +4; Power Attack, Cleave. 
   
  Possessions: battle axe, dagger, chain shirt, large 
  wooden shield. 
   
  � Regina Roodhârt: Female Tiefling Rog2; Medium 
  Outsider; HD 2d6+2; hp 8; Init +7; Spd 30; AC 16 (touch 
  13, flat-footed 13) [Dex +3, Studded Leather +3]; Atk +3 
  (1d6+3 [crit 18-20/x2], rapier), +4 (1d4 [crit x2], dart); SA 
  sneak attack +1d6, darkness 1/day; AL CE; SV Fort +1, 
  Reflex +6, Will +1; Str 11, Dex 17, Con 12, Int 14, Wis 12, 
  Cha 10. Height 5ft 6in. 
   
  Skills and feats: Balance +6, Bluff +7, Climb +3, 
  Disable Device +5, Disguise +5, Escape Artist +6, Hide 
  +10, Innuendo +2, Jump +2, Listen +3, Move Silently +8, 
  Open Lock +5, Search +4, Spot +3, Tumble +8, Improved 
  Initiative. 
   
  Possessions: +2 cursed rapier (friendslayer), boots of 
  striding and springing, potion of cure light wounds, 
  potion of see invisibility, 12 darts, dagger, studded leather 
  armour. 
   
  � Iuzian Infiltrators (5): Male(3)/Female(2) Human 
  War1; CR ½; Medium Humanoid; HD 1d8+1; hp 6, 6, 5, 
  5, 4; Init +6; Spd 30; AC 16 (touch 12, flat-footed 14) [Dex 
  +2, Studded Leather +3, Buckler +1]; Atk +2 (1d6+1 [crit 
  19-20/x2], short sword), +4 (1d8 [crit 19-20/x2], light 
  crossbow); AL CE; SV Fort +3, Reflex +2, Will +1; Str 12, 
  Dex 14, Con 12, Int 10, Wis 12, Cha 10. 
   
  Skills and feats: Climb +5, Intimidate +4, Jump +5, 
  Dodge, Improved Initiative. 
   
  Possessions: short sword, light crossbow, 10 bolts, 
  dagger, studded leather armour, buckler. 
   
  APL 4 
  � Hüssen Henchmen (5): Male Human War3; CR 2; 
  Medium Humanoid; HD 3d8+6; hp 20, 19, 18, 18, 17; Init 
  +1; Spd 30; AC 17 (touch 11, flat-footed 16) [Dex +1, 
  Chain Shirt +4, Shield +2]; Atk +5 (1d8+2 [crit x3], battle 
  axe); AL NE; SV Fort +5, Reflex +2, Will +1; Str 14, Dex 
  12, Con 14, Int 10, Wis 10, Cha 10. 
   
  Skills and feats: Climb +5, Handle Animal +4, 
  Intimidate +5, Jump +5, Ride +5; Power Attack, Cleave, 
  Improved Bull Rush. 
   
  Possessions: battle axe, dagger, chain shirt, large 
  wooden shield. 
   
  � Einrik Krijgboot: Male Human Rog6/Ass2; CR 8; 
  Medium humanoid; HD 8d6+8; hp 32; Init +8; Spd 30; 
  AC 18 (touch 14, flat-footed 14) [Dex +4, Studded Leather 
  +3]; Atk +7 melee (1d6+1 [crit 19-20/x2], shortsword), +9 
  ranged (1d8+poison [crit 19-20/x2], light crossbow); SA 
  sneak attack +4d6; AL NE; SV Fort +3, Reflex +12, Will 
  +3; Str 12, Dex 18, Con 12, Int 14, Wis 12, Cha 14. Height 
  5ft 8in. 
  Tinderbox 
   
  Page 21 
  
   
   
  Skills and feats: Balance +12, Climb +9, Disable 
  Device +10, Disguise +10, Escape Artist +10, Forgery +4, 
  Gather Information +10, Hide +12, Innuendo +8, Jump 
  +7, Listen +11, Move Silently +12, Open Lock +8, Search 
  +8, Spot +11, Tumble +8; Alertness, Improved Initiative, 
  Point Blank Shot, Precise Shot. 
   
  Spells Prepared (3; base DC = 12 + spell level): 1—
  change self, obscuring mist, spider climb (already cast). 
   
  Possessions: 
  shortsword, 
  masterwork; 
  light 
  crossbow, masterwork (10 poisoned bolts), 5 daggers, +1 
  studded leather armour of shadow. 
   
  Poison: Giant Wasp poison, 1d6 Dex/1d6 Dex, Fort 
  save (DC 18) resists. 
   
  � Regina Roodhârt: Female Tiefling Rog3/War2; CR 4; 
  Medium Outsider; HD 3d6+2d8+5; hp 22; Init +8; Spd 30; 
  AC 17 (touch 14, flat-footed 13) [Dex +4, Studded Leather 
  +3]; Atk +6 (1d6+3 [crit 18-20/x2], rapier), +8 (1d4 [crit 
  x2], dart); SA sneak attack +2d6, darkness 1/day; AL CE; 
  SV Fort +5, Reflex +7, Will +2; Str 11, Dex 18, Con 12, Int 
  14, Wis 12, Cha 10. Height 5ft 6in. 
   
  Skills and feats: Balance +7, Bluff +8, Climb +3, 
  Disable Device +6, Disguise +6, Escape Artist +8, Hide 
  +12, Innuendo +2, Intimidate +4, Jump +2, Listen +3, 
  Move Silently +10, Open Lock +6, Search +4, Speak 
  Language (Abyssal), Spot +3, Tumble +10, Dodge, 
  Improved Initiative. 
   
  Possessions: +2 cursed rapier (friendslayer), boots of 
  striding and springing, potion of cure light wounds, 
  potion of see invisibility, 12 darts, dagger, studded leather 
  armour. 
   
  � Iuzian Infiltrators (4): Male(3)/Female(1) Human 
  War3; CR 2; Medium Humanoid; HD 3d8+3; hp 16, 15, 
  15, 14; Init +6; Spd 30; AC 16 (touch 12, flat-footed 14) 
  [Dex +2, Studded Leather +3, Buckler +1]; Atk +4 (1d6+1 
  [crit 19-20/x2], short sword), +5 (1d8 [crit 19-20/x2], light 
  crossbow); AL CE; SV Fort +4, Reflex +3, Will +2; Str 12, 
  Dex 14, Con 12, Int 10, Wis 12, Cha 10. 
   
  Skills and feats: Climb +5, Intimidate +4, Jump +5, 
  Listen +5, Spot +5, Alertness, Dodge, Improved Initiative. 
   
  Possessions: short sword, light crossbow, 10 bolts, 
  dagger, studded leather armour, buckler. 
   
  � Margetta: Female Human Wiz2; CR 2; Medium 
  Humanoid; HD 2d4+5; hp 9; Init +2; Spd 30; AC 12 
  (touch 12, flat-footed 10) [Dex +2]; Atk +1 melee (1d4 [crit 
  19-20/x2], dagger), +3 ranged (1d4 [crit x2], dart); SA 
  spells; AL NE; SV Fort +1, Reflex +2, Will +4; Str 10, Dex 
  14, Con 12, Int 16, Wis 12, Cha 10. Height 5ft 2in. 
   
  Skills and feats: Concentration +6, Hide +5, 
  Knowledge (arcane) +8, Knowledge (religion) +6, Move 
  Silently +4, Speak Elven, Spellcraft +8; Dodge, 
  Toughness. 
   
  Spells Prepared (7/5; base DC = 13 + spell level): 0–
  daze x 2, detect magic x 2, ray of frost x 3; 1st–burning
  hands, magic missile x2, shield. 
   
   
  Possessions: 10 darts, dagger, Wand of Magic Missile 
  (1
  st-level caster, 30 charges) 
   
  APL 6 
  � Hüssen Henchmen (5): Male Human War5; CR 4; 
  Medium Humanoid; HD 5d8+10; hp 32, 31, 30, 30, 29; 
  Init +1; Spd 30; AC 17 (touch 11, flat-footed 16) [Dex +1, 
  Chain Shirt +4, Shield +2]; Atk +7 (1d8+2 [crit x3], battle 
  axe); AL NE; SV Fort +6, Reflex +2, Will +1; Str 14, Dex 
  12, Con 15, Int 10, Wis 10, Cha 10. 
   
  Skills and feats: Climb +6, Handle Animal +4, 
  Intimidate +6, Jump +6, Ride +6, Power Attack, Cleave, 
  Improved Bull Rush. 
   
  Possessions: battle axe, dagger, chain shirt, large 
  wooden shield. 
   
  � Einrik Krijgboot: Male Human Rog6/Ass2; CR 8; 
  Medium humanoid; HD 8d6+8; hp 32; Init +8; Spd 30; 
  AC 18 (touch 14, flat-footed 13) [Dex +4, Studded Leather 
  +3]; Atk +7 melee (1d6+1 [crit 19-20/x2], shortsword), +9 
  ranged (1d8+poison [crit 19-20/x2], light crossbow); SA 
  sneak attack +4d6; AL NE; SV Fort +3, Reflex +12, Will 
  +3; Str 12, Dex 18, Con 12, Int 14, Wis 12, Cha 14. Height 
  5ft 8in. 
   
  Skills and feats: Balance +12, Climb +9, Disable 
  Device +10, Disguise +10, Escape Artist +10, Forgery +4, 
  Gather Information +10, Hide +12, Innuendo +8, Jump 
  +7, Listen +11, Move Silently +12, Open Lock +8, Search 
  +8, Spot +11, Tumble +8; Alertness, Improved Initiative, 
  Point Blank Shot, Precise Shot. 
   
  Spells Prepared (3; base DC = 12 + spell level): 1—
  change self, obscuring mist, spider climb (already cast). 
   
  Possessions: 
  shortsword, 
  masterwork; 
  light 
  crossbow, masterwork (10 poisoned bolts), 5 daggers, +1 
  studded leather armour of shadow. 
   
  Poison: Giant Wasp poison, 1d6 Dex/1d6 Dex, Fort 
  save (DC 18) resists. 
   
  � Regina Roodhârt: Female Tiefling Rog5/War2; CR 6; 
  Medium Outsider; HD 5d6+2d8+7; hp 30; Init +8; Spd 30; 
  AC 17 (touch 14, flat-footed 14) [Dex +4, Studded Leather 
  +3]; Atk +7 (1d6+3 [crit 18-20/x2], rapier), +9 (1d4 [crit 
  x2], dart); SA sneak attack +3d6, darkness 1/day; AL CE; 
  SV Fort +5, Reflex +8, Will +2; Str 11, Dex 18, Con 12, Int 
  14, Wis 12, Cha 10. Height 5ft 6in. 
   
  Skills and feats: Balance +7, Bluff +10, Climb +3, 
  Disable Device +6, Disguise +6, Escape Artist +10, Hide 
  +14, Innuendo +2, Intimidate +4, Jump +2, Listen +8, 
  Move Silently +12, Open Lock +6, Search +4, Speak 
  Tinderbox 
   
  Page 22 
  
   
  Language (Abyssal), Spot +8, Tumble +12, Alertness, 
  Dodge, Improved Initiative, Dodge. 
   
  Possessions: +2 cursed rapier (friendslayer), boots of 
  striding and springing, potion of cure light wounds, 
  potion of see invisibility, 12 darts, dagger, studded leather 
  armour. 
   
  � Iuzian Infiltrators (4): Male(3)/Female(1) Human 
  War5; CR 4; Medium Humanoid; HD 5d8+5; hp 26, 25, 
  25, 24; Init +7; Spd 30; AC 16 (touch 12, flat-footed 14) 
  [Dex +2, Studded Leather +3, Buckler +1]; Atk +6 (1d6+1 
  [crit 19-20/x2], short sword), +7 (1d8 [crit 19-20/x2], light 
  crossbow); AL CE; SV Fort +5, Reflex +3, Will +2; Str 12, 
  Dex 15, Con 12, Int 10, Wis 12, Cha 10. 
   
  Skills and feats: Climb +6, Intimidate +4, Jump +6, 
  Listen +6, Spot +6, Alertness, Dodge, Improved Initiative. 
   
  Possessions: short sword, light crossbow, 10 bolts, 
  dagger, studded leather armour, buckler. 
   
  � Margetta: Female Human Wiz4; CR 4; Medium 
  Humanoid; HD 4d4+7; hp 15; Init +2; Spd 30; AC 12 
  (touch 12, flat-footed 10) [Dex +2]; Atk +2 melee (1d4 [crit 
  19-20/x2], dagger), +4 ranged (1d4 [crit x2], dart); SA 
  spells; AL NE; SV Fort +2, Reflex +3, Will +7; Str 10, Dex 
  14, Con 12, Int 17, Wis 12, Cha 10. Height 5ft 2in. 
   
  Skills and feats: Concentration +8, Hide +5, 
  Knowledge (arcane) +10, Knowledge (religion) +8, Move 
  Silently +5, Speak Elven, Speak Infernal, Spellcraft +10; 
  Dodge, Iron Will, Toughness. 
   
  Spells Prepared (7/6/5; base DC = 13 + spell level): 
  0—daze x 2, detect magic x 2, ray of frost x 3; 1st—
  burning hands x2, magic missile x2, shield; 2nd—
  flaming sphere x2, invisibility x2, web. 
   
  Possessions: 10 darts, dagger, Wand of Magic Missile 
  (3
  rd-level caster, 30 charges) 
   
  APL 8 
  � Hüssen Henchmen (5): Male Human War7; CR 6; 
  Medium Humanoid; HD 7d8+14; hp 44, 43, 42, 42, 41; 
  Init +1; Spd 30; AC 17 (touch 11, flat-footed 16) [Dex +1, 
  Chain Shirt +4, Shield +2]; Atk +9/+4 (1d8+2 [crit x3], 
  battle axe); AL NE; SV Fort +9, Reflex +3, Will +2; Str 14, 
  Dex 12, Con 15, Int 10, Wis 10, Cha 10. 
   
  Skills and feats: Climb +9, Handle Animal +8, 
  Intimidate +9, Jump +9, Ride +9; Power Attack, Cleave, 
  Improved Bull Rush, Great Fortitude. 
   
  Possessions: battle axe, dagger, chain shirt, large 
  wooden shield. 
   
  � Einrik Krijgboot: Male Human Rog6/Ass2; CR 8; 
  Medium humanoid; HD 8d6+8; hp 32; Init +8; Spd 30; 
  AC 18 (touch 14, flat-footed 14) [Dex +4, Studded Leather 
  +3]; Atk +7 melee (1d6+1 [crit 19-20/x2], shortsword), +9 
  ranged (1d8+poison [crit 19-20/x2], light crossbow); SA 
  sneak attack +4d6; AL NE; SV Fort +3, Reflex +12, Will 
  +3; Str 12, Dex 18, Con 12, Int 14, Wis 12, Cha 14. Height 
  5ft 8in. 
   
  Skills and feats: Balance +12, Climb +9, Disable 
  Device +10, Disguise +10, Escape Artist +10, Forgery +4, 
  Gather Information +10, Hide +12, Innuendo +8, Jump 
  +7, Listen +11, Move Silently +12, Open Lock +8, Search 
  +8, Spot +11, Tumble +8; Alertness, Improved Initiative, 
  Point Blank Shot, Precise Shot. 
   
  Spells Prepared (3; base DC = 12 + spell level): 1—
  change self, obscuring mist, spider climb (already cast). 
   
  Possessions: 
  shortsword, 
  masterwork; 
  light 
  crossbow, masterwork (10 poisoned bolts), 5 daggers, +1 
  studded leather armour of shadow, potion of blink. 
   
  Poison: Giant Wasp poison, 1d6 Dex/1d6 Dex, Fort 
  save (DC 18) resists. 
   
  � Regina Roodhârt: Female Tiefling Rog7/War2; CR 8; 
  Medium Outsider; HD 7d6+2d8+9; hp 38; Init +8; Spd 30; 
  AC 17 (touch 14, flat-footed 13) [Dex +4, Studded Leather 
  +3]; Atk +9 (1d6+3 [crit 18-20/x2], rapier), +11 (1d4 [crit 
  x2], dart); SA sneak attack +4d6, darkness 1/day; AL CE; 
  SV Fort +6, Reflex +9, Will +3; Str 11, Dex 19, Con 12, Int 
  14, Wis 12, Cha 10. Height 5ft 6in. 
   
  Skills and feats: Balance +7, Bluff +12, Climb +3, 
  Disable Device +6, Disguise +6, Escape Artist +12, Hide 
  +16, Innuendo +2, Intimidate +4, Jump +6, Listen +8, 
  Move Silently +14, Open Lock +6, Search +10, Speak 
  Language (Abyssal), Spot +8, Tumble +18, Alertness, 
  Dodge, Improved Initiative. 
   
  Possessions: +2 cursed rapier (friendslayer), boots of 
  striding and springing, potion of cure light wounds, 
  potion of see invisibility, 12 darts, dagger, studded leather 
  armour. 
   
  � Iuzian Infiltrators (4): Male(3)/Female(1) Human 
  War7; CR 6; Medium Humanoid; HD 7d8+7; hp 36, 35, 
  35, 34; Init +7; Spd 30; AC 16 (touch 12, flat-footed 14) 
  [Dex +2, Studded Leather +3, Buckler +1]; Atk +8/+3 
  (1d6+1 [crit 19-20/x2], short sword), +9/+4 (1d8 [crit 19-
  20/x2], light crossbow); AL CE; SV Fort +6, Reflex +6, 
  Will +3; Str 12, Dex 15, Con 12, Int 10, Wis 12, Cha 10. 
   
  Skills and feats: Climb +7, Intimidate +4, Jump +7, 
  Listen +7, Spot +7, Alertness, Dodge, Improved Initiative, 
  Lightning Relexes. 
   
  Possessions: short sword, light crossbow, 10 bolts, 
  dagger, studded leather armour, buckler. 
   
  � Margetta: Female Human Wiz6; CR 6; Medium 
  Humanoid; HD 6d4+9; hp 21; Init +2; Spd 30; AC 12 
  (touch 12, flat-footed 10) [Dex +2]; Atk +3 melee (1d4 [crit 
  19-20/x2], dagger), +5 ranged (1d4 [crit x2], dart); SA 
  Tinderbox 
   
  Page 23 
  
   
  spells; AL NE; SV Fort +3, Reflex +4, Will +8; Str 10, Dex 
  14, Con 12, Int 17, Wis 12, Cha 10. Height 5ft 2in. 
   
  Skills and feats: Concentration +8, Hide +5, 
  Knowledge (arcane) +10, Knowledge (religion) +8, Move 
  Silently +5, Speak Elven, Speak Infernal, Spellcraft +10; 
  Combat Casting, Dodge, Iron Will, Toughness, Silent 
  Spell. 
   
  Spells Prepared (7/6/6/5; base DC = 13 + spell level): 
  0—daze x 3, detect magic x 2, ray of frost x 3; 1st—
  burning hands x2, magic missile x2, shield; 2nd—
  flaming sphere x3, invisibility x2, web; 3rd—fireball x2, 
  haste, lightning bolt x2. 
   
  Possessions: 10 darts, dagger, Wand of Magic Missile 
  (5
  th-level caster, 30 charges) 
   
  Tinderbox 
   
  Page 24 
  
   
  Appendix Two 
  APL 2 (EL 4) 
  � Kârl Hüssen: Male human Ari4/Ftr1; CR 4; Medium 
  humanoid; HD 4d8+1d10+5; hp 26; Init +2; Spd 30; AC 
  22; Atk +9 melee (1d8+4 [crit 17-20/x2], longsword); AL 
  NE; SV Fort +4, Reflex +3, Will +6; Str 14, Dex 14, Con 
  12, Int 16, Wis 15, Cha 16. Height 6ft 3in. 
   
  Skills and feats: Appraise +4, Bluff +10, Diplomacy 
  +10, Climb +3, Gather Information +8, Innuendo +10, 
  Intimidate +9, Handle Animal +4, Knowledge (history) 
  +8, Knowledge (military) +8, Knowledge (politics) +9, 
  Knowledge (tactics) +9, Read Lips +7, Ride +4, Sense 
  Motive +9, Speak Language (Elven, Flan, Gnomish, 
  Orcish), Spot +7, Swim +3, Wilderness Lore +4; Dodge, 
  Expertise, Mobility, Spring Attack. 
   
  Possessions: +2 keen longsword (Sturmfjoer), 
  dagger, +2 chain shirt, +1 large steel shield potion of 
  darkvision, potion of neutralize poison. 
   
  APL 4 (EL 6) 
  � Kârl Hüssen: Male human Ari4/Ftr3; CR 6; Medium 
  humanoid; HD 4d8+3d10+7; hp 38; Init +6; Spd 30; AC 
  22; Atk +10 melee (1d8+4 [crit 17-20/x2], longsword); AL 
  NE; SV Fort +5, Reflex +4, Will +7; Str 14, Dex 14, Con 
  12, Int 16, Wis 15, Cha 16. Height 6ft 3in. 
   
  Skills and feats: Appraise +4, Bluff +10, Diplomacy 
  +10, Climb +4, Gather Information +8, Innuendo +10, 
  Intimidate +9, Handle Animal +4, Knowledge (history) 
  +8, Knowledge (military) +9, Knowledge (politics) +10, 
  Knowledge (tactics) +10, Read Lips +7, Ride +6, Sense 
  Motive +9, Speak Language (Elven, Flan, Gnomish, 
  Orcish), Spot +7, Swim +4, Wilderness Lore +4; Dodge, 
  Expertise, Improved Initiative, Mobility, Spring Attack, 
  Whirlwind Attack.  
   
  Possessions: +2 keen longsword (Sturmfjoer), 
  dagger, +2 chain shirt, +1 large steel shield. potion of 
  darkvision, potion of neutralize poison 
   
  APL 6 (EL 8) 
  � Kârl Hüssen: Male human Ari4/Ftr5; CR 8; Medium 
  humanoid; HD 4d8+5d10+9; hp 50; Init +6; Spd 30; AC 
  22; Atk +13 melee (1d8+5 [crit 17-20/x2], longsword); AL 
  NE; SV Fort +6, Reflex +4, Will +7; Str 14, Dex 15, Con 
  12, Int 16, Wis 15, Cha 16. Height 6ft 3in. 
   
  Skills and feats: Appraise +4, Bluff +10, Diplomacy 
  +10, Climb +5, Gather Information +8, Innuendo +10, 
  Intimidate +9, Handle Animal +5, Knowledge (history) 
  +8, Knowledge (military) +10, Knowledge (politics) +11, 
  Knowledge (tactics) +11, Read Lips +7, Ride +7, Sense 
  Motive +9, Speak Language (Elven, Flan, Gnomish, 
  Orcish), Spot +7, Swim +5, Wilderness Lore +4; Dodge, 
  Expertise, Improved Initiative, Leadership, Mobility, 
  Power Attack, Spring Attack, Whirlwind Attack. 
   
  Possessions: +3 keen longsword (Sturmfjoer), 
  dagger, +2 chain shirt, +1 large steel shield potion of 
  darkvision, potion of neutralize poison. 
   
  APL 8 (EL 10) 
  � Kârl Hüssen: Male human Ari4/Ftr7; CR 10; Medium 
  humanoid; HD 4d8+7d10+11; hp 62; Init +6; Spd 30; AC 
  22; Atk +15/+7 melee (1d8+5 [crit 17-20/x2], longsword); 
  AL NE; SV Fort +7, Reflex +5, Will +8; Str 14, Dex 15, 
  Con 12, Int 16, Wis 15, Cha 16. Height 6ft 3in. 
   
  Skills and feats: Appraise +4, Bluff +10, Diplomacy 
  +10, Climb +5, Gather Information +8, Innuendo +10, 
  Intimidate +9, Handle Animal +5, Knowledge (history) 
  +8, Knowledge (military) +10, Knowledge (politics) +11, 
  Knowledge (tactics) +11, Read Lips +7, Ride +7, Sense 
  Motive +9, Speak Language (Elven, Flan, Gnomish, 
  Orcish), Spot +7, Swim +5, Wilderness Lore +4; Cleave, 
  Dodge, Expertise, Great Cleave, Improved Initiative, 
  Leadership, Mobility, Power Attack, Spring Attack, 
  Whirlwind Attack.  
   
  Possessions: +3 keen longsword (Sturmfjoer), 
  dagger, +2 chain shirt, +1 large steel shield, potion of 
  darkvision, potion of neutralize poison. 
   
  Tall, dark haired and handsome, Kârl Hüssen is 
  intelligent, charming and very talented. Sadly he is also 
  very much aware of this and he is a self-obsessed villain 
  to boot. Though he can make it appear otherwise his only 
  loyalty is to himself. A master tactician, he uses those 
  around him like pawns in his own grand game. His major 
  failing, a common one in villains, is over-confidence, 
  although a tendency towards sadism mars his character as 
  well. 
   
  A cunning plotter, he employs a large number of 
  spies, whom he uses to gain information about the 
  activities of his rivals. He is very well informed, 
  particularly about the Weisspeer clan, for whom he has a 
  strong dislike. 
   
  Kârl is an athletic fellow in his late twenties. His 
  long dark hair is well kept and he dresses in the latest 
  fashions. He usually has a slight smile on his face, as if 
  the goings-on of the world amuse him. 
  Tinderbox 
   
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  Appendix Three 
  � Hánnè Weisspeer: Female human Ari2/Brd4/Rog2; 
  CR 7; Medium humanoid; HD 8d6+8; hp 32; Init +2; Spd 
  30; AC 15 (touch 15, flat-footed 13) [Dex +2, Ring +3]; Atk 
  +6 melee (1d4+1 [crit 19-20/x2], dagger); AL N; SV Fort 
  +2, Reflex +9, Will +11; Str 12, Dex 14, Con 12, Int 16, 
  Wis 14, Cha 19. Height 5ft 6in. 
   
  Skills and feats: Bluff +12, Concentration +4, 
  Decipher Script +5, Diplomacy +12, Gather Information 
  +10, Handle Animal +5, Hide +4, Innuendo +8, 
  Knowledge (history) +6, Knowledge (law) +7, Listen +8, 
  Move Silently +5, Perform +6, Ride +5, Sense Motive +10, 
  Speak Dwarven, Speak Elven, Speak Gnomish, Spot +4; 
  Alertness, Iron Will, Leadership, Weapon Finesse 
  (rapier). 
   
  Spells Known (10/10/7; base DC = 14 + spell level): 
  0—dancing lights, daze, detect magic, ghost sound, light, 
  read magic; 1
  st—charm person, hypnotism, sleep; 2
  nd—
  detect thoughts. 
   
  Possessions: dagger, +3 ring of protection. 
   
  Hánnè Weisspeer is a slender pretty young woman in her 
  early twenties. She has straight dark brown hair that she 
  often ties back in a loose tail, and steady grey eyes. Her 
  mouth is usually quirked in a slight smile, as if she views 
  the world with a cynical air. She is pragmatic and utterly 
  competent, and can be ruthless if the situation warrants. 
  In addition to her position as the daughter of the 
  Voormann, Hánnè is a qualified Rechter (judge). 
   
  Tinderbox 
   
  Page 26 
  
   
  Appendix Four 
   
   
   
  Tinderbox 
   
  Page 27 
  
   
  Appendix Five 
  The tunnels (1sq = 10ft.) 
   
   
  Tinderbox 
   
  Page 28 
  
   
  Player Handout #1 – Paper Scrap 
   
   
  Tinderbox 
   
  Page 29 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Perrenland/593/Normal Scenarios/PER3-04 - Tinderbox (APL 2-8)/PER3-04 Tinderbox.pdf