TEXT: VELINT4-02 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Prejudice and Pride 
   
  A One-Round D&D Living Greyhawk®  Veluna 
  Introductory Adventure 
  Version 1.0 
   
   
  by David Kerscher  
  Triad Edit: Jeff Richards 
   
   
   
  A chance encounter – isn’t that how it always begins? This time, a request for help leads to another, and eventually 
  leads you down the Velverdyva river and to the city of Devarnish in the company of a beautifull young Rhennee girl.  
  An Veluna introductory module for 1st level PCs. 
   
   
   
  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.  
  
  Prejudice and Pride 
   
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  This is an RPGA® Network scenario for the Dungeons 
  & Dragons® game.  A four-hour time block has been 
  allocated for each round of this scenario, but actual 
  playing time will be closer to three hours. The rest of 
  the time is spent in preparation before game play, and 
  scoring after the game. The following guidelines are 
  here to help you with both the preparation and voting 
  segment of the game.  Read this page carefully so that 
  you know and can communicate to your players the 
  special aspects of playing an RPGA scenario. 
   
  PREPARATION 
   
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well.  There is enough room 
  along the inside margin to bind the adventure, if you 
  desire. 
   
  Read this entire adventure at least once before you run 
  your game. Be sure to familiarize yourself with any 
  special rules, spells, or equipment presented in the 
  adventure.  It may help to highlight particularly 
  important passages. 
   
  When you run an RPGA D&D adventure we assume 
  that you have access to the following books: the 
  Player’s Handbook, the Dungeon Master’s Guide, and 
  the Monster Manual.  We also assume that you have a 
  set of dice (at least one d4, d6, d8, d10, d12, and d20), 
  some scrap paper, a pencil, an RPGA scoring packing, 
  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 a 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 name tag in front of him or her. The 
  tag should have the player's name at the bottom, and the 
  character's name, race, and gender at the top. This 
  makes it easier for the players (and the DM) to keep 
  track of who is playing which character. 
   
  The players are free to use the game rules to learn about 
  equipment and weapons their characters are carrying.  
  That said, you as the DM can bar the use of even core 
  rule books during certain times of play. For example, 
  the players are not free to consult the Dungeon Master’s 
  Guide when confronted with a trap or hazard, or the 
  Monster Manual when confronted with a monster. 
   
  Some of the text in this scenario is written so that you 
  may present it as written to the players, while other text 
  is for your eyes only. Text for the players will be in 
  bold italics. It is strongly recommended that you 
  paraphrase the player text, instead of reading it aloud, 
  as some of the 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. Complete the RPGA scoring 
  grid with names and RPGA numbers only, and the 
  event information at the top. RPGA no longer uses 
  voting for any reported results. Give the Scoring Packet 
  to your event coordinator.  
   
   This is a LIVING GREYHAWK Adventure. As a 
  Living™ adventure, it is expected that players will 
  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, a character sheet, and then have 
  any players without a character create one.  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. 
   
   
  DETERMINING AVERAGE PARTY LEVEL 
  (APL) 
   
  As an introductory scenario, this module can be played 
  by first level characters only.  It supports only APL2, 
  assuming a party of 6 1st level characters. 
   
  IS IT A FULL MOON? 
   
  Since the hazards of lycanthropy are a current part of 
  the LIVING GREYHAWK campaign, it may be 
  necessary to determine if this adventure takes place 
  during a full moon.  For game purposes, the full moon 
  lasts three days of each month. For a given scenario that 
  does not state the phase of the moon, roll 1d10 before 
  
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  play begins. On a result of 1, the first day of the 
  scenario is a night of the full moon (roll 1d3 to 
  determine where in the sequence of three nights it falls). 
   
  Adventure Summary 
   
  The scenario begins in Grayington with the PCs 
  stumbling upon an attack on a Rhennee couple in an 
  alley by some prejudiced street toughs.  After assisting 
  the victims, the PCs are invited to their home for some 
  good food and thanks.   
  At the barge, the PCs learn of some of the ways of the 
  Rhennee and are given crystal ball readings by the 
  family’s wise woman.  After hearing the tale of the 
  victims and the heroic fortunes of the PCs, another 
  Rhennee girl asks them to escort her to Devarnish so 
  that she may pursue her dream to join the Veluna 
  Organization for the Performing Arts.  
  The party’s barge ride on the Velverdyva is interrupted 
  by an attack by some hungry crocodiles, which damage 
  the boat.  The next day, while waiting for the bargemen 
  to make repairs, the girl’s headstrong ex-fiance arrives 
  to “rescue” her from the PCs, whom he thinks have 
  kidnapped her.  
  When the PCs finally reach Devarnish, they must 
  convince the rather small minded clerk at VOPA that 
  the girl they are escorting is not a criminal or vagabond, 
  but an honest applicant and a potentially fine student. 
  [ Note that many encounters can play out very 
  differently if there is a Rhennee in the party. It will be 
  up to the DM to make the adjustments as they see fit. ] 
  Veluna note:  This event happens before the events of 
  VEL4-05.  Make sure the players understand the time 
  setting of this scenario. 
  Introduction 
   
  It is a fine evening in the city of Grayington, as you 
  stroll along after dinner but before the night patrols 
  begin to suggest that you retire for the night (after all, 
  anyone out too long past dark is up to no good, they 
  say).  The air is brisk but not too cold, and there is a 
  light wind from the south.   
  The buildings are neat and orderly, the town peaceful 
  and serene – a definite reflection of the tenets of Rao 
  that are held so dear in the hearts of this city’s 
  populace.  You can recall it being said that Rao holds 
  Grayington dearest among his flock – of course, it is 
  usually said by the people of Grayington, but no one 
  would dispute that this city is most likely the most 
  fervent in its dedication to the Wizened One. 
  While their dedication to Rao is to be complemented, 
  the citizens of Grayington are not known for their 
  night life.  The taverns are friendly but calm, there are 
  no street artists, no parties spilling from Inns.  The 
  city is a lawful one, and the people seem to like it that 
  way.  You are able to wander in peace and take in the 
  sights by the light of Luna, but you soon decide to 
  return to you rooms at the Inn, having admired all 
  you can of the moonstruck Velverdyva River. 
  Encounter One:  Damsel in 
  Distress 
   
  Before you get very far, the peace of the night is 
  pierced by a cry for help, and a dark haired, olive 
  skinned young woman with a torn dress runs from an 
  alleyway, pursued by a rough cut young man. 
  “Help!  Please!  They’re hurting Lesaro!!”   
  The young lady is Sasha Dragliona, a young Rhennee 
  who, along with her brother Lesaro, was accosted by 
  some overly intoxicated young ruffians.  The toughs 
  had made some suggestions that the protective Lesaro 
  took great umbrage to, and he defended his sister with 
  his fists.  Sasha broke free of the one holding her, and 
  luckily found the party.  Lesaro, not so lucky, is getting 
  all he can take in the alley. 
  APL 2 (EL 4) 
  Sasha Dragliona: Human Rhennee female, Com1 
  (noncombatant). 
  Lesaro Dragliona: Human Rhennee male, War1 
  (nearly unconscious noncombatant). 
  Overly Intoxicated Toughs (5): Male Human War1: 
  hp 6 (each).  See Appendix One. 
  Overly Intoxicated Tough Leader:  Male Human 
  Ftr1: hp 9.  See Appendix One. 
  Tactics: In round one of the combat (which should be 
  non-lethal), the five toughs in the alley will concentrate 
  on finishing beating Lesaro into unconsciousness (it 
  will only take one hit or kick).  Their “leader” (the one 
  out in the street) will talk tough and advise the party to 
  leave well enough alone, saying they were just “taking 
  out the trash”. He seems very pleased with himself for 
  that turn of phrase. 
  The toughs will stick with non-lethal combat, using 
  their fists.  If any party member uses lethal attacks, then 
  the toughs will draw knives and fight to kill.  If at any 
  time, a party member uses a flashy spell (DM’s 
  discretion) that incapacitates more than half the toughs, 
  or if two or more are apparently killed by lethal attacks, 
  the remainder will flee.  
  
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  Development:  After the fight, Sasha will rush to her 
  brother’s side (earlier if he is left alone) and worriedly 
  take his head in her lap.  He is beaten badly, but it is all 
  subdual damage, and he is easily patched up.  Sasha 
  will thank the PCs profusely, and tell the PCs that those 
  particular toughs constantly persecute her family. She 
  will tearfully ask that they help bring her brother back 
  to her home, where he can be tended to and her family 
  can reward them as best they are able.  If the PCs are 
  able to heal Lesaro, he also thanks them profusely and 
  insists that they join him and his sister at their home for 
  a celebration.  
  Either way, the two Rhennee will want to leave the 
  scene of the fight, not wanting to draw the attention of 
  the local authorities. (If there was a fatality among the 
  toughs, Sasha will spit on the body and mutter a curse 
  in Rhopan, then hurry the PCs away, telling them that 
  the law will come down hard on anyone found here.)  
  Along the way to their home, Sasha (and possibly 
  Lesaro) can tell the PCs what happened and give them 
  some more information about the Rhennee (see 
  Appendix 2). 
  If the PCs insist on remaining with the toughs, or going 
  to find the authorities, then the two Rhennee will invite 
  them to join them at the Rhennee district when they are 
  done, but will not wait with the PCs. 
  Encounter Two:  Revelry 
  The Rhennee district is not a luxurious one.  In fact, if 
  you were traveling alone, you might think twice before 
  entering.  With Sasha and Lesario’s presence, 
  however, the welcome is warm and friendly.  It seems 
  that the Rhennee were preparing for a party of some 
  sort this evening, and your deed is more good news to 
  be celebrated.  
  Torches send lights dancing around a square that is 
  soon brimming with people and food.  The smells are 
  enticing, and matched only by the wonderful tastes 
  they accompany.  Music from a dozen instruments 
  fills the air, along with raucous singing.  Dancers 
  begin to slowly and gradually pick up the pace.  Soon 
  you are swept into the festivities as if you were one of 
  their own. 
  Among the revelry, one girl stands out among the rest.  
  Striking enough in her beauty, her voice and dance 
  sets her head and shoulders above the crowd.  Her 
  song is mesmerizing, her dance contagious.  Her 
  colorful skirts and long black curls swirl through the 
  dancers, and everyone is soon watching her intricate 
  moves and listening to her angelic voice. 
  When she stops with a dramatic flourish, the entire 
  crowd cheers loudly.  She blushes a bit, and shyly 
  curtsies.  She bashfully retreats to a nearby table, and 
  sits next to an old woman dressed in black, with 
  colorful kerchiefs in her hair and golden bangles on 
  her wrists.  The old woman smiles and places a 
  comforting arm around the young girl.  
  Soon music fills the air, and the Rhennee are all 
  dancing and singing again, and the revelry continues 
  into the night. 
  There are many things that can happen here, and they 
  are almost all up to the PCs.  They can thoroughly 
  enjoy themselves.  If they wish to gather information, 
  ask questions, eat, dance, tell stories, perform 
  legerdemain, they can have a good time doing so. The 
  Rhennee can tell the PCs about the general news of 
  Veluna and about their way of life, though they will not 
  go into personal details.  The Rhennee are a proud 
  people, and some of the younger men will elaborate on 
  their tales of daring do. 
  There are two set “encounters” here, and one optional 
  one.  When the first two happen is up to the GM 
  (though PCs can certainly trigger 2B on their own as 
  well), whether the third one happens is up to the PCs.  
  None require the entire party to participate, modify the 
  text if there is only one PC present. 
  Encounter 2A 
  As you are enjoying a spicy dish made with fish and 
  vegetables, Sasha and an older man approach.   
  “Here, father.” she says, “these are the good folk that 
  helped Lesario and me.” 
  “I am Emilio Dragliona,” he says, bowing deeply, 
  “and I am indebted to you for saving my daughter and 
  my son.  Who knows what would have happened if 
  you had not stopped those pigs.  Please, take this as a 
  small sign of my family’s gratitude, and know that you 
  are to be considered part of my family.” 
  He hands the PCs a small sack of coins.  If the PCs 
  refuse the reward, he will insist that they take it.  If they 
  continue to refuse, he will bcome visibly agitated at the 
  situation, and consider it a point of honor that they take 
  it.  If they refuse a third time, he will stomp off in a 
  huff.  Later that evening, or possibly the next morning, 
  the PCs will find the sack stuffed into a pocket, one of 
  their pouches or somehow on their person.   
  Encounter 2B 
  If the PCs approach the young dancer, skip the first 
  paragraph, and adjust the text accordingly.  If they do 
  not approach her, she approaches them later in the 
  evening. 
  Late in the evening, you feel a tap on your shoulder 
  and a quiet voice say “Excuse me, please.”  Turning, 
  
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  you see the lovely young dancer from earlier in the 
  evening. 
  The girl is about 16 summers old, and has long black 
  curly hair that frames a pretty olive skinned face.  Her 
  striking blue eyes jump out at you in the torchlight.  
  You can tell that she is shy, but has worked up her 
  courage to approach you for some important reason. 
  “My name is Ivana Roganev, and Sasha has told me 
  that you are brave heroes who would help a girl to 
  fulfill her dream.  Might you be able to help me with a 
  small favor?” 
  Assuming the PCs will listen,  
  “I wish to go to the city of Devarnish, there to study to 
  become a bard, perhaps even to perform for the nobles 
  and bishops in the Veluna National Theater.  I am 
  almost of age, and this is my desire.” 
  “My father is not pleased with the idea, but he has 
  said he will allow me to go if he has assurances that I 
  will be safe on my journey and while I am there.  My 
  granmama has told him that all will be fine, but he 
  stubbornly wishes me to have an escort.  Could you be 
  my escort to Devarnish?” 
  Ivana can tell the PCs more if they ask –  
  • 
  Her mother died last year and her father does not 
  wish to lose his daughter as well, but he knows that 
  there is little he can do to stop it. 
  • 
  Her father hoped that she would stay here and 
  marry Basilio Poposh, a fiery young Rhennee 
  bargeman with promise.  Ivana tried to love him, 
  but she has decided it was not to be.  Her father 
  was disappointed, but did not press her into it. 
  • 
  Basilio was very nice, but was ultimately too 
  caught up in himself and his “adventures”, and 
  didn’t want her pursuing her dreams.  If they ask, 
  he is currently off on an “adventure”.  
  • 
  Her granmama is a Vetha (wise woman) and does 
  indeed have “the gift”.  She dotes on the young 
  girl, and has seen that Ivana’s journey will be an 
  eventful one (Ivana hasn’t told her father that), but 
  will be good for her and should end well (she did 
  tell her father that part). 
  • 
  She has no relatives or contacts in Devarnish, but a 
  bard that had passed through earlier in the year told 
  her about the Veluna Organization for the 
  Performing Arts, and in particular the guildhouse 
  in Devarnish.  She has his name as a reference, and 
  he told her that nobles and merchants will often 
  sponsor students in the school. 
  • 
  She does not want to go to the VOPA guildhouse / 
  theater in Grayington because of the attitude 
  towards Rhennee from some in the city.  She 
  would like to go to Veluna City or Mitrik, but has 
  promised her father she would not go to those cities 
  because of the proximity to the fighting. 
  • 
  She can convince one of the bargemen to carry 
  them down the river, which would be quick and 
  safe. 
  • 
  She cannot pay them, but granmama might give 
  them a reading for their help.  
  Ivana Roganev: Female Human (Rhennee) Brd1: hp 4. 
  See Appendix One. 
  Encounter 2C 
  This encounter happens if the PCs try to make contact 
  with the old woman (Ivana’s granmama).  Adjust the 
  first paragraph text depending on how the PCs come to 
  meet her. 
  You approach the old Rhennee woman as she sits in 
  front of her small house.  She sits and watches the 
  revelry, enjoying the music and dance.  Others have 
  brought her food and drink, and she is obviously well 
  respected within the community.  She has a noble air 
  about her despite the worn clothes and stooped 
  posture.  She holds herself well and has a matronly 
  and authoritative way of speaking. 
  “So dears, you wish to know what your future holds?  
  What fate has in store for you?  Come in, come in – sit 
  down and have some tea, and we’ll see what the spirits 
  can tell us...” 
  She motions to a small table inside the small room.  
  As you sit, she prepares some tea for you. 
  She will chit chat with the PCs while preparing the 
  snacks.  She can tell them much of what Ivana said in 
  Encounter 2B, and about the history and situations of 
  the Rhennee (see Appendix 2).  If the PCs have not yet 
  been approached by Ivana, she will subtly feel them out 
  to see if they might be willing to escort her 
  granddaughter to Devarnish.  Eventually she will sit 
  and see who wishes their fortune told.   
  With a dramatic flourish, she produces a small crystal 
  ball from the folds of her skirts.  Lowering her voice, 
  she asks “Who among you would look for a sign from 
  the spirit world as to your fate?”  
  She will give a reading to whichever PCs wish one.  (If 
  asked, the reading will cost 25 gold, or a favor to an old 
  lady, obviously referring to Ivana’s trip.  If they don’t 
  ask, she will request the favor in payment afterwards.)  
  Use the following “readings”, choosing as you feel 
  
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  might fit a particular PC.  Make sure you use the first 
  one: 
  • 
  “A lady is in need of a hero.  You can be that 
  hero, or another can replace you.  Your sword is a 
  great strength, but there must be more for you to 
  succeed.” 
  • 
  “Your future is very cloudy.  Your lord calls you 
  to service, but answering the call may put you in 
  conflict with a church.  You will have to decide.” 
  • 
  (Wizard type) “A tower lies in your future.  It is 
  not yours, but belongs to a powerful mage.  
  Whether he is for you or against you depends on 
  what it is you seek.” 
  • 
  (rogue type):  “New friends can help you find a 
  lost family. Beware a short wizard.”   
  • 
  “The king is gone.  The prince is not well.  The 
  queen walks to the throne.  The scepter is 
  missing.” 
  • 
  “A child holds the key, and the beast is restrained.  
  But it is the child that is inside the beast.  Each 
  traps the other.” 
  • 
  “Many pieces move about the board, an unseen 
  hand directing them.  Black is winning.  As one 
  pawn takes a rook, it is revealed to be a queen, but 
  a white knight defeats her.” 
  Encounter Three:  Dinner on the 
  River 
  The morning dawns clear and bright – it looks like a 
  fine day for travel.  After gathering your supplies, you 
  meet Ivana and set out on the river on a Rhennee 
  barge.  The bargeman and his assistant are good men, 
  and seem very capable of handling their vessel without 
  any help, though they do not object if you offer. 
  It is a pleasant way to travel, by barge.  The river is 
  calm and peaceful, the scenery pretty.  You are able to 
  relax as the craft floats lazily down the river, and are 
  treated to a nice lunch of fish and bread.  Ivana sings 
  pleasant songs of travel and romance. 
  The reverie is so pleasant and calming, that you barely 
  noice the first bump on the boat.  The shouts of the 
  bargemen quickly get your attention, however, and 
  you rise and look around, but see nothing.  Perhaps 
  the barge hit a floating log or a rock - but no, the 
  bargemen seem more concerned than that would 
  entail, and are rapidly poling the barge towards the 
  near bank.  
  Suddenly the water next to you erupts as two  scaly 
  beasts surge out of the water and attack the boat! 
  Allow the PCs to make spot rolls vs the crocodiles hide 
  rolls (+11) to get an action in the surprise round.  The 
  only action of the crocs in the surprise round is to move 
  to the surface (no attacks in the surprise round!). 
  Creatures: 
  APL 2 (EL 4) 
  Crocodiles (2):  Medium Animal; hp 25 each; See 
  Monster Manual. 
  Bargemen (2):  Male Human (Renee); Exp1; hp 8 
  each; see NPCs. 
  Tactics:  The barge is 15 feet wide and 25 feet long.  
  There are some crates in the center (taking up 10 by 10 
  foot of space, towards the front).  There are lips on the 
  edge, but the PCs should not have any problem 
  remaining on the boat unless the crocodiles successfully 
  bull rush them or the boat, or grapple them into the 
  water.  Luckily for the PCs, the boat is already in fairly 
  shallow water (four and a half feet), and even if they 
  fall in, humans will have no real danger of drowning.  
  (Not that they need to know this...) 
  Note:  Anybody on the edge of the boat can attack and 
  be attacked by the crocs in the water.  Those on the boat 
  effectively have cover against the crocs (+4 AC), and 
  have higher ground (+1 melee attacks).  Anybody can 
  climb onto the crates in the middle of the barge with a 
  DC5 climb check to get out of the reach of the crocs.  
  Ivana will do just this while singing to inspire courage 
  in the PCs. 
  The crocodiles will attack the nearest target and attempt 
  to bite it and drag it into deep water to pin it.  See the 
  monster manual description of crocodile tactics.  The 
  crocs will flee if they are reduced to 10 hp or less. 
  The bargemen will easily be able to ground the boat on 
  the bank after the combat if the PCs can drive the 
  crocodiles off.  
  After the fight, the Rhennee inspect the beached barge, 
  and discover that it is damaged.  They will begin fixing 
  it, but it will take a day or two to complete the repairs.  
  This part of the river seems pleasant enough to camp at 
  anyway. 
  Encounter Four: Bravados on 
  the Banks 
  Have the PCs roll Spot checks (DC 12).  Read the 
  following to those that succeed. Those that fail their 
  check will have to wait until those that succeeded fill 
  them in, or until Ivana reacts. 
  As you relax in the soft grass near the river bank 
  watching the bargemen make repairs to the boat, you 
  
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  see five men approaching.  They are largely 
  unremarkable except for their colorful cloaks and 
  scarves, and the one in front, who is whip thin and 
  wears a rakish hat with a bright blue plume. 
  At about this time, Ivana comes out from around a 
  tree on the bank, where she has been washing some 
  clothes for the bargemen.  She gasps and drops the 
  wet bundle.  “Basilio!” 
  “Yes!  It is I, Ivana!” cries the leader of the small 
  group. “I have come to rescue you from these villains!  
  Have at them, boys!”  He draws a rapier and points it 
  right at you.  The others advance. 
  At this point, the PCs must quickly decide how to react.  
  Basilio has been chasing the group.  Upon his return to 
  the Rhennee district the day after the PCs left, he went 
  looking for Ivana and was told by a hung-over friend of 
  his that some outsiders had taken Ivana down the river.  
  Basilio, being a hot headed man of action with little 
  time for thought, immediately gathered some cronies 
  for a rescue mission, not stopping to ask if the girl left 
  willingly.  (After all, she wouldn’t want to leave 
  Basilio...)  
  Ivana will try to tell him the truth, but he will think that 
  the PCs have enchanted his love somehow (and will not 
  be shy in announcing this theory).  She tries to 
  intercede, but one of his associates will grab her and 
  “pull her to safety”.  If the PCs are forced into fighting, 
  she will inspire courage (the crony holding her will not 
  stop it, assuming she is helping his side), though she 
  still urges mercy. 
  It will be very difficult for the PCs to get Basilio to 
  listen to them and their explanations.  He is a proud 
  man and will assume they are trying to trick him, which 
  he takes as an insult.  The PCs can attempt to improve 
  his attitude from hostile using Diplomacy (DC 20 to 
  make him unfriendly, DC 25 to make him indifferent.) 
  This will take one minute of talking to avoid the -10 
  penalty for rushing diplomacy, and only one person can 
  do the talking (no aid another).  Basilio will give them 
  that one minute.  If they fail to change his attitude he 
  attacks. If the PCs successfully talk him down to 
  unfriendly, he will hesitate long enough to allow one 
  additional diplomacy check to improve his attitude even 
  more.  (See Player’s Handbook page 72 for details.)  If 
  they can make him indifferent, he will pause long 
  enough to hear them out and realize his mistake.  
  Intimidate can likewise be used to change Basilios’s 
  attitude, but give him a +4 to his roll to resist intimidate 
  because he is strutting his stuff for his woman.  
  Basilio is a flamboyant, arrogant swashbukcling hero at 
  heart, and acts as such in combat.   
  APL 2 (EL 4)  
  Basilio Poposh:  Male Human (Rhennee) Ftr2/Rog2: 
  hp 24. See Appendix One. 
  Basilio’s Cronies (4): Male Human (Rhennee) War1: 
  hp 6 (each).  See Appendix One. 
  EL is lowered because of presence of Ivana and 
  because Basilio and such won’t kill PCs that are down 
  or surrendered. 
  Treasure/Development: Ivana has a cameo that 
  Basilio gave her.  Should the PCs kill Basilio in combat 
  and loot his body, Ivana will keep the cameo as a 
  memento of better times.  Should the PCs convince 
  Basilio of his error (with or without subduing him first), 
  she will give the cameo to the PCs as a “thank you” for 
  protecting her. 
  Should Basilio and the boys defeat the party, they will 
  return to Grayington with Ivana, who will eventually 
  explain to misguided rescuer what really happened.  
  The adventure should be over for the party. 
  Encounter Five:  VOPA 
  The remainder of your journey passes uneventfully, 
  and soon you disembark and begin to travel inland.  
  The travel is easy on the road, and farmers wave as 
  you pass.  Early the next day, you can see the spires 
  and towers of Devarnish in the distance. 
  The city of Devarnish is a large, bustling city that 
  straddles the Great Western Road, anchoring the 
  eastern end of that busy thoroughfare.  Many 
  different types of people fill her streets and shops, 
  giving the city a cosmopolitan air. 
  You find the guildhall of the Veluna Organization of 
  Performing Arts easily enough, with a little help from 
  friendly citizens.  The building, not surprisingly, is 
  more theater than office, more concert hall than 
  school. 
  The small man behind the desk looks up from his 
  papers with a wide smile.  “Greetings, and welcome to 
  the Veluna Organization of Performing Arts – home 
  to the greatest artists and troubadors in all the 
  Flanaess.  Are you by chance here to inquire about 
  the coming season of the Veluna National Theater?  
  The schedule has not been made public yet, but I can 
  assure you that Master Silverleaf’s newest is indeed 
  one of the scheduled events!” 
  The clerk is eager to sell subscriptions to the VNT, and 
  will gladly discuss the things that will be happening, 
  but none of it is pertinent to the game at hand.  The DM 
  is free to create names of performers, playwrights, 
  plays, etc for the PCs.  (Master Silverleaf is a renowned 
  elven playwright whose latest work has been long 
  
  Prejudice and Pride 
   
  Page 8 
  awaited.  The rumored title is “The Ghosts of 
  Whitehale”.)  Note that the clerk will not address Ivana.   
  The clerk will also mention that PCs can become 
  “Patrons of the Arts” by donating to VOPA.  [There are 
  no benefits for this at this time, other than the clerk will 
  be a bit more friendly to the PCs if he has made a sale 
  (ticket subscriptions cost 10 gp and include 2 tickets to 
  five shows) or garnered a donation (minimum 10 gp).] 
  PCs that bring up Ivana’s desire to apply for 
  membership will be told that there are no spots 
  available. The clerk glares at Ivana ever so briefly, 
  “Maybe she could try next year, or maybe go try the 
  branch in Veluna City.”  A Sense Motive check (DC 
  12) will tell the successful PC that the clerk is not 
  telling the truth about openings, and if the roll is over 
  17, they will be able to tell the clerk does not like 
  something about her.  (The PCs should be able to guess 
  what that is.)  
  If Ivana is the one to address the application issue, the 
  clerk will dismiss the girl with a  sneer, saying that they 
  aren’t accepting new applications right now and “why 
  don’t you go back to your boat”.  It should be obvious 
  that the clerk is a petty little man that just doesn’t like 
  Rhennee.  
  The PCs will need to convince the clerk that Ivana 
  should be allowed to apply for admission. Feel free to 
  role play this exchange, remembering that the clerk 
  does not like Rhennee (he was brought up in an 
  intolerant household, and considers all Rhennee 
  classless thieves and charlatans).  Also remember that 
  Ivana is very proud and will most likely spout off at the 
  clerk, which will not help the situation.  If Ivana does 
  start getting into an argument with the clerk, allow the 
  PCs a chance to stop her and calm her down.  If they do 
  not, it will be more difficult to convince the clerk. 
  A Diplomacy check (DC 15) can be made to convince 
  the clerk to comply. In this situation, multiple speakers 
  will tend to confuse the situation, so do not allow the 
  PCs to “assist” one another (ie one roll).  Give the PCs 
  a +2 bonus if any of them purchase a subscription or 
  donate at least 10 gp to the arts.  (Give +4if they do 
  both.)  If Ivana has not been prevented from verbally 
  assaulting the clerk, then apply a –5 penalty to the 
  check. 
  The clerk is the only person on duty right now, and in 
  fact will be the only person on duty for quite some time, 
  as the other employees are rehearsing and doing other 
  VOPA related duties.  
  Conclusion 
   
  A couple days later, a messenger arrives at your room 
  with a package addressed to you.  Inside, you find a 
  note and a simple gold ring. The note reads, “Thank 
  you so much for bringing this wonderful girl to our 
  attention.  We are sure she will be the best bard 
  Veluna has seen in ages, and we are bursting with 
  pride at being able to provide for her training as her 
  sponsors.  Please accept this small token of our 
  gratitude.  Watch for her name in Mitrik soon!  
  Master and Mistress Barymont.” 
   
   
  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 
  Defeating the toughs and rescuing the Rhennee 
   
  APL 2 -  
   
  120 xp 
   
  Encounter Three 
  Defeating the crocodiles 
  APL 2 -   
   
  120 xp 
   
  Encounter Four 
  Defeating Basilio (through combat or role playing) 
  APL 2 -  
   
  120 xp 
   
  Encounter Five 
  Convincing the clerk that Ivana should be allowed to 
  apply for membership 
  APL 2 -  
   
  50 xp 
   
  Discretionary roleplaying award 
  APL 2 -  
   
  40 xp 
   
  Total possible experience:   
  APL 2 -  
   
  450 xp 
   
  Treasure Summary 
   
  
  Prejudice and Pride 
   
  Page 9 
  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. 
  L:  Looted gear from enemy 
  C:  Coin, Gems, Jewelry, and other valuables 
  M:  Magic Items (sell value)  
   
  Encounter One:  
   
  Loot from toughs 
   
  APL 2: L: 0 gp; C: 5 gp; M: 0 gp 
  Encounter 2A:   
   
  Reward from Rhennee 
   
  APL 2: L: 0 gp; C: 20 gp; M: 0 gp 
  Encounter Four:  
   
  Loot from Basilio  
   
  APL 2: L: 300 gp; C: 0 gp; M: 0 gp 
   
  - OR - 
   
  Gift from Ivana to party 
   
  APL 2: L: 0 gp; C: 300 gp; M: 0 gp 
  Conclusion: 
   
  Reward from Ivana’s sponsor 
   
  APL 2: L: 0 gp; C: 75 gp; M: 0 gp 
   
  Total Possible Treasure: 
  APL 2: 400 gp 
   
   
  
  Prejudice and Pride 
   
  Page 10 
  Appendix One: NPCs 
   
  Overly Intoxicated Toughs (5): Male Human 
  War1: CR 1/2; HD 1d8 + 3; hp 9 each; Init +1; 
  Spd 30 ft; AC 11 (touch 11, flat-footed 10); 
  BAB: +1; Grapple: +3; Attack +3 melee (1d3+2 
  subdual, unarmed strike) or +3 melee (1d4+2, 
  dagger); Full Attack +3 melee (1d3+2 subdual, 
  unarmed strike) or +3 melee (1d4+2, dagger); 
  AL N; SV Fort +3; Ref +1; Will +2; Str 14, Dex 
  12, Con 12, Int 9, Wis 10, Cha 8. 
   
  Skills and Feats: Intimidate +3; Iron 
  Will, Toughness 
   
  Equipment:  Dagger, 5 gp each 
   
  Overly Intoxicated Tough Leader: Male 
  Human Ftr1: CR 1; HD 1d10+2; hp 12; Init +2; 
  Spd 30 ft; AC 14 (touch 12, flat-footed 12) [+2 
  Dex, +2 leather armor]; BAB: +1; Grapple: +3; 
  Attack +3 melee (1d3+2 subdual, unarmed 
  strike) or +3 melee (1d4+2/19-20, dagger); Full 
  Attack +3 melee (1d3+2 subdual, unarmed 
  strike) or +3 melee (1d4+2/19-20, dagger); AL 
  CN; SV Fort +4; Ref +1; Will +2; Str 14, Dex 
  14, Con 14, Int 8, Wis 10, Cha 12. 
   
  Skills and Feats: Intimidate +5; 
  Improved Unarmed Strike, Iron Will 
   
  Equipment: Dagger, leather armor, 5 gp 
   
  Ivana Roganev: Female Human (Rhennee) 
  Brd1: CR 1; HD 1d6; hp 4; Init +2; Spd 30 ft; 
  AC 13 (touch 12, flat-footed 10) [+2 Dex]; BAB: 
  +0; Grapple: +0; Attack +0 melee (1d4, dagger) 
  or +2 ranged (1d4, thrown dagger); Full Attack 
  +0 melee (1d4, dagger) or +2 ranged (1d4, 
  thrown dagger); AL NG; SV Fort +0; Ref +4; 
  Will +2; Str 10, Dex 15, Con 10, Int 12, Wis 10, 
  Cha 16. 
   
  Skills and Feats:  Balance +6, Gather 
  Information +7, Perform +7, Profession (Boater) 
  +5, Sleight of Hand +4, Spellcraft +3, Swim +4, 
  Tumble +6; Skill Focus (Swim) 
   
  Equipment:  Dagger, pack with clothes. 
   
  Bargemen (2): Male Human Exp1: CR 1/2; HD 
  1d6 + 4; hp 8 each; Init +1; Spd 30 ft; AC 11 
  (touch 11, flat-footed 10); BAB: +0; Grapple: 
  +1; Attack +1 melee (1d3+1 subdual, unarmed 
  strike) or +1 melee (1d6+1, barge pole); Full 
  Attack +1 melee (1d3+1 subdual, unarmed 
  strike) or +1 melee (1d6+2, barge pole); AL CG; 
  SV Fort +1; Ref +1; Will +3; Str 12, Dex 12, 
  Con 12, Int 9, Wis 12, Cha 10. 
   
  Skills and Feats: Profession 
  (Bargeman) +8; Skill Focus 
  (Profession(Bargeman)), Toughness 
   
  Equipment:  Barge Pole. 
   
  Basilio Poposh:  Male Human (Rhennee) 
  Ftr2/Rog2: CR 4; HD 2d10+2d6+4; hp 27; Init 
  +7; Spd 30 ft; AC 18 (touch 13, flat-footed 15) 
  [+3 Dex, +3 studded leather, +2 buckler]; BAB: 
  +3; Grapple: +5; Attack +7 melee (1d6+2/18-20, 
  masterwork rapier); Full Attack +7 melee 
  (1d6+2/18-20, masterwork rapier); SA Sneak 
  attack (1d6); SQ Evasion; AL CN; SV Fort +4; 
  Ref +6; Will +0; Str 14, Dex 16, Con 12, Int 8, 
  Wis 10, Cha 14. 
   
  Skills and Feats: Balance +5, Craft 
  (Boatwright) +1, Hide +5, Intimidate +9, Jump 
  +11, Listen +1, Move Silently +5, Profession 
  (Boater) +4, Spot +4, Swim +9, Tumble +15; 
  Acrobatic, Dodge, Weapon Focus (Rapier), 
  Improved Initiative, Skill Focus (Tumble) 
   
  Equipment: +1 Buckler, masterwork 
  rapier, masterwork studded leather armor, Potion 
  of Cure Light Wounds, pearl and ebony cameo 
  worth 1800 gp 
   
  Basilio’s Cronies: Male Human (Rhennee) 
  War1: CR 1/2; HD 1d8; hp 6 each; Init +2; Spd 
  30 ft; AC 15(touch 12, flat-footed 13) [+2 Dex, 
  +2 leather armor, +1 buckler]; BAB: +1; 
  Grapple: +2; Attack +2 melee (1d3+1 subdual, 
  unarmed strike) or +3 melee (1d6+1, rapier); Full 
  Attack +2 melee (1d3+1 subdual, unarmed 
  strike) or +3 melee (1d6+1, rapier); AL N; SV 
  Fort +2; Ref +2; Will -1; Str 12, Dex 14, Con 11, 
  Int 9, Wis 8, Cha 10. 
   
  Skills and Feats: Intimidate +3; Dodge, 
  Weapon Focus (Rapier) 
   
  Equipment:  Rapier, leather armor, 
  buckler 
   
   
  
  Prejudice and Pride 
   
  Page 11 
  Appendix Two 
  Information About the Rhennee 
   
  In Veluna, the Rhennee can be found along the length of the Velverdyva, and as far up the Fals River as 
  Mitrik (although barges have been known to navigate the river at least as far as Thornward).  "A long-
  cultivated tolerance for the Rhennee bargefolk, who are generally unwelcome on the northern [Furyondy] 
  shores [of the Velverdyva River], provides a willing flotilla of barges, and occasional protection for larger 
  vessels when strange creatures crawl from the river deeps."  [Living Greyhawk Gazetteer page 129]. 
  This tolerance is certainly not universal, however.  Many citizens of Veluna still consider the Rhennee to be 
  “outsiders” at the best, “criminals” or “the cause of our problems” at worst.  On the average, most people 
  would not persecute a Rhennee, but would not invite them in for tea, either.  They are able to sell their 
  wares in the market, but a few small minded people do not deal with them at all.  (Unless of course, they 
  feel the need to consult one of the mysterious Vetha, or wise women of the river folk, known for their cures 
  and advice.)  For the most part, the Rhennee think they are considered to be second class citizens, but it 
  does not bother them too much, as they know they can always cut ties and move down the river. 
  The Rhennee are renowned as excellent boatmen, plying their barges on the rivers and lakes of the 
  Flanaess.  They take on work when it suits them, but always seem to have time (and cause) for celebrations 
  involving music, wine, food and laughter.  These events are usually reserved for the “family”, but that term 
  can include close friends, a trade partner, or whoever is buying the wine.  
  The Rhennee are a proud race keeping alive their ancient traditions (like their language – Rhopan).  This 
  pride has earned them another reputation, that of fighters.  The combination of the mysterious, close-held 
  traditions of the bargemen being unknown to outsiders, and the pride and passion the Rhennee have, many 
  a duel or barfight has begun over an seemingly innocent remark.  What is not well known, is that more 
  likely than not, the bargeman and his erstwhile adversary are to be found drinking and laughing later that 
  night, the offense having been knocked out of their memory. 
      
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Tuflik, Fals, and Velverdyva Trade Route/Veluna/VEL4-A02 - Prejudice and Pride.pdf