TEXT: VELINT4-01 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  What a Tangled Web 
   
  A One-Round D&D Living Greyhawk®  Veluna 
  Introductory Adventure 
  Version 1.1 
   
   
  by Evan Miller  
  Triad Edit: David Kerscher and Jeff Richards 
   
   
   
  Amidst a backdrop of war and invasion, when a Paladin of Rao is attacked by the forces of Furyondy, the two 
  countries are posied at odds with each other.  Amidst the tension you are asked to investigate the happenings and find 
  out why the attack occured.  Can you find out what’s really going on before relations between the two allies are 
  destabilized?  An introductory Veluna adventure for new characters.  Only 1st level Living Greyhawk characters may 
  play this scenario. 
   
   
   
  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.  
  
  What a Tangled Web 
   
  Page 2 
  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 
  
  What a Tangled Web 
   
  Page 3 
  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 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 Background 
   
  The war in Veluna has begun.  The forces of evil 
  have brought undead and fiends to Veluna in an 
  attempt to bring it low.  To this extent, the forces 
  of Hextor have a hand to play in these events. 
   
  Ymrix Mulgarrit, a cleric of Hextor, has set 
  about to sow discord in the country during these 
  trying times.  Sneaking into the country back in 
  early CY 593 as a merchant, he has hired a 
  mercenary group known as The Crow’s Claws to 
  pose as followers of Rao.  Having infiltrated the 
  church, they are privy to all information 
  regarding the clerisies. 
   
  Having caught wind of a paladin of Rao 
  returning to Mitrik with the religious artifact 
  known as the Eye of Rao: a medallion worn 
  about the neck of Prince Thrommel who fought 
  against the hordes of Elemental Evil at Emridy 
  Meadows.  It is said that the Eye was given to 
  Thrommel by Jolene to aid him in his battle. 
   
  With the disappearance of Prince Thrommel, so 
  to did the Eye of Rao disappear. 
   
  Sensing an advantage, Ymrix sent the Crow’s 
  Claws to waylay the paladin returning with the 
  medallion dressed as soldiers of Furyondy.  His 
  goal being that of sowing discord.  To make 
  Veluna think that in this time of great peril that 
  their neighbor may be taking advantage of it. 
   
  **Disclaimer!!  This adventure is set prior to 
  the events at the interactive at MVC 2004.  
  Please make sure that all involved understand 
  this as otherwise this may seem a bit 
  confusing. 
   
  Adventure Summary 
   
  Encounter 1: The Road to Mitrik 
  The PCs stumble upon the attack 
  against the paladin.  The Crow’s Claws leave a 
  few men behind to slow the PCs while the rest 
  escape with the Eye. 
  After the fight, they find the Paladin still alive, 
  holding onto life tenuously.  He implores the 
  PCs to help him back to Mitrik. 
   
  Encounter 2: The Church of Rao 
  Upon reaching Mitrik, it seems the town already 
  knows of the incident.  The church of Rao is 
  incensed that Furyondy would do such a heinous 
  thing.  The PCs are asked to look into the matter. 
   
  Encounter 3: Leaving the Church 
  While an uneasy peace reigns over the city, the 
  PCs are attacked in an attempt to scare them off 
  the case.  They catch a glimpse of a man who 
  was there at the attack.  He runs from the PCs, 
  realizing they’re on to him. 
   
  Encounter 4: Attack in the Night 
  Later that night, rogues from the Crow’s Claws 
  attack the PCs while they sleep under orders of 
  Ymrix in an attempt to keep them quiet.  The 
  PCs will find a note leading them to the groups 
  money handler. 
   
  Encounter 5: Meeting the Stool Pigeon 
  The PCs track down a contact from the 
  mercenaries.  He tells the PCs where they can 
  find the Crow’s Claws.   
   
  Encounter 6: Clipping the Claws 
  The PCs raid the warehouse base of the 
  mercenary group and find evidence of the ruse.  
  They also find a note denoting the location the 
  item is to be taken to.  This is enough evidence 
  to reconcile Veluna and Furyondy. 
   
  Encounter 7: The Head of the Beast 
  The PC’s are finally led to Ymrix himself where 
  they retrieve the Eye of Rao.  
   
  Encounter 1: The Road to 
  Mitrik 
   
  
  What a Tangled Web 
   
  Page 4 
  The sun is high in the Veluna sky as the Great 
  Western Road streches toward Mitrik.  The 
  Diocese of Whitehale may have fallen to the 
  army of The One, but the holy city still stands 
  as a bulwark against the advance of the forces 
  of darkness. 
   
  The day seems perfect without a cloud in the 
  sky.  Perfect except for the distant sound of 
  battle and the scream of horses off the main 
  road.  It sounds as if it is coming from a small 
  copse of trees not more than a hundred feet 
  from the road. 
   
  Ask the characters what they wish to do.  There 
  are several possibilities: 
   
  1. If they are hesitant, by the time they get 
  there, Hiram will be dead.  You should read 
  them the text where Hiram states his last 
  request then dies.   
  2. If they ignore it altogether.  Have Hiram run 
  from the copse towards the road, chased by 
  two men.  Another on horseback will come 
  out of the copse moments after.  When he 
  sees the characters he will shout for their 
  help.  Offer the PCs a spot check [DC 10] to 
  see his holy symbol.  A Knowledge 
  (Religion) check [DC 5, automatic for native 
  Velondi] will reveal it to be a symbol of 
  Rao.  After he calls for help, an arrow from 
  the mounted rider will strike him in the neck 
  and he will drop.  Paraphrase the next box 
  text. 
  3. If they hurry into the forest, read the 
  following text as is.  (Or paraphrase it at 
  your leisure) 
   
  The canopy of trees hang over you like great 
  hands blocking all but the most stubborn of 
  sunbeams.  The underbrush makes it difficult to 
  move,  horses and men alike.  Ahead in a 
  clearing, a man clad in armor with a tabard 
  emblazoned with the symbol of Rao, fights 
  valiantly standing next to the corpse of his 
  horse.  Bodies of his attackers litter the ground 
  around this man, armed only with a longsword 
  and clad in chainmail.  He attacks one of his 
  assailants but is grabbed during the motion in 
  time for another to come behind him and drive 
  a slender sword through the links of his armor.  
  The man sinks to the ground motionless.  
  Another man, with a long scar on his cheek, 
  atop a horse yells at the men for killing the 
  Raoan. One of the attackers tosses something to 
  the mounted man. 
   
  The clearing is 60 feet in diameter.  There is a 
  trail that leads away on the side opposite the 
  party.  Once the characters are noticed, the man 
  on horseback takes off down the trail at a full 
  gallop.  The men left behind wear tabards 
  emblazoned with the livery of Furyondy.  The 
  characters can discern this with a Knowledge 
  (Local Iuz) DC 10 (can be done untrained), 
  although if someone is from Furyondy, they will 
  recognize it immediately.  The attackers are 
  actually mercenaries dressed up as soldiers of 
  Furyondy.  If anyone in the party is from 
  Furyondy and tries to talk to them, the 
  mercenaries will ignore their pleas to stop 
  fighting.  The mercenaries aren’t stupid though 
  and will not fight to the death if at all possible.  
  If they lose half their numbers or are severely 
  injured, they will attempt to run away.  If they 
  can’t escape, they will die trying.  If anyone tries 
  to chase the man on horseback, make it as 
  cinematic as possible.  Make the player(s) make 
  ride checks to try to catch up to the man, but they 
  will ultimately fail. 
   
  When the combat is finished, any characters 
  looting the bodies will notice that the weapons 
  borne by the assailants all have a symbol upon 
  them 
  of 
  a 
  highly 
  stylized 
  bird. 
   
  A 
  Knowledge(Nature) or Wilderness Lore check of 
  DC 10 will be able to recognize the bird as a 
  Crow. 
   
  Creatures: 
   
  APL 2 (EL 3):  
  Mercenary Fighter (2):  Male Human Ftr1; 12 
  hp; See Appendix 1. 
  Mercenary Rogue (2):  Male Human Rog1; 7 
  hp; See Appendix 1 . 
   
  Treasure: 
   
  APL 2: L: 54 gp; C 0 gp; M: 0 gp 
   
  Development:  The man on the ground is Hiram 
  Ulster, a Paladin of Rao, and he is dying.  The 
  characters have four rounds when combat begins 
  to try to stabilize him before he dies.  If the 
  characters fail to stabilize him, read the 
  following after combat: 
   
  The man on the ground shudders violently as 
  his life begins to pass away.  He grabs [nearest 
  character’s name, preferring a follower of Rao] 
  and rasps, “Return me… to Mitrik… temple… 
  
  What a Tangled Web 
   
  Page 5 
  .”  He coughs up more blood before finishing.  
  “The… eye… must retrieve… , the…” and with 
  that, his body goes limp as his last breath 
  escapes his lips. 
   
  If the players successfully stabilize him with a 
  spell or through a Heal check, he is able to talk 
  to them if they get him to 0 hp or more.  If not, 
  modify the above passage as you read it and have 
  him fall unconscious at the end, rather than dead.  
  If they successfully are able to get him to 0 hp, 
  read the following. 
   
  The man sits up with your help, grimacing in 
  pain.  “May Rao grant you wisdom my friends.  
  I thank you for helping me.  My name is Hiram 
  Ulster, a humble servant of the Reasoned One.  
  To whom do I owe my life?” 
   
  Let the PC’s introduce themselves.  If any of 
  them introduce themselves Furyondians, they 
  will be met with a callous glare.  He is, rightfully 
  so, untrusting of those from Furyondy. 
   
  “I am glad you came along when you did.  Pity 
  it was not sooner.  I was on my way back from a 
  quest given to me by the priests in Mitrik when 
  I was waylaid by those brigands of Furyondy.  
  They have stolen a precious artifact of Veluna.  
  I dare not think why they would perform such a 
  treacherous act and would not believe it had I 
  not lived through it.  I must ask another boon 
  of you if I may.  I must get back to the 
  cathedral in Mitrik and report on what has 
  happened.  Alas my horse was slain and I am in 
  no condition to return on foot.  Might you 
  accompany me to the temple?” 
   
  If a character is on horseback, he will ask to ride 
  with them.  If not, let the PCs think of a way to 
  get him there.  If no one can come up with a 
  good idea, have Hiram suggest the building of a 
  travois or litter to carry him there.  It will take 
  them until late afternoon to reach Mitrik. 
  Should the characters ask about the 
  nature of his quest he will merely tell them that it 
  was one of religious significance to retrieve an 
  artifact thought lost for some time.  He will go 
  into no further detail on what it was or why 
  Furyondy might be interested in it.  He will 
  firmly, yet politely, suggest that the PCs show 
  reason and keep their curiosity to themselves and 
  that others higher than he will tell the characters 
  what they need to know, if they need to know it. 
   
   
   
  Encounter 2: The Church of 
  Rao. 
   
  The Grand Cathedral of Rao in Mitrik is the 
  center of the Raon religion in Veluna.  A great 
  commotion rises as the badly injured Hiram is 
  carried into the Cathedral .  Soon several 
  clerics, attended by two guards, arrive and 
  carry Hiram off into the church grounds 
  behind the cathedral.  The Mitrik Temple 
  Guardsmen move to block any passage onto the 
  church grounds. 
   
  The cathedral itself is open to the public, but the 
  church grounds behind the cathedral is not.  The 
  guards will not allow anyone to pass onto the 
  church grounds who is not a member of that 
  church or an invited guest.  Clerics and Paladins 
  of Rao can gain entrance, but the other PCs may 
  not.  If asked, the guards will simply state that 
  the law of the church is that only those close to 
  Rao or the guests of the clergy may walk the 
  grounds.  Any Raoan clerics or Paladins in the 
  party that are part of the church of Rao meta-org 
  may give permission for the other PCs to enter.  
  If they are not members of the meta-org, the 
  guards will say that only official, ordained 
  members of the church may grant such 
  permission. 
   
   
  Just as Hiram is carried into the 
  church grounds, a man dressed in robes 
  bearing the symbol of Rao approaches and 
  addresses your party. 
   
  “How do you do good sirs [and 
  lady/ladies].  I am Wensel, a humble servant of 
  the Reasoned One.  The Archbishop would like 
  to extend his gratitude to you in person, but he 
  must attend to Hiram, so he sends his regrets.  
  However, I believe the Guard Commandant will 
  wish to speak with you.  If you would please 
  follow me, I shall take you to a room where you 
  may rest and wash up from your journey.  If 
  any of you are injured, an acolyte will come 
  attend to you.” 
   
  If Wensel is asked why he thinks Furyondian 
  forces would attack a Paladin of Rao, he will 
  simply shrug and say that he cannot read the 
  hearts of other men and that anything he may say 
  may not be the truth.  The Reasoned One teaches 
  one to study and learn the why, not to guess it.  
  More will be revealed when they speak to the 
  Guard Commandant. 
  
  What a Tangled Web 
   
  Page 6 
   
  Allow time for the PCs to heal up.  NPC 
  clerics will heal them back to full hp.  When the 
  PCs are finished, Wensel returns to take them to 
  the temple master. 
   
   
  This small office is full of tomes, 
  scrolls and reams of loose paper.  It’s a picture 
  of disorganization.  Behind the desk sits a 
  middle aged, balding man wearing armor.  He 
  is shuffling through papers with a look of 
  frustration evident upon his face.  Wensel 
  whispers something to him and he looks up for 
  a moment before dismissing him with a wave of 
  his hand. 
   
  Wensel bows to those assembled before 
  him.  “By your leave…” he says to you as he 
  exits the room. 
   
  “So, you’re the lot that brought Hiram 
  back to us.  My name is Larson, Guard 
  Commandant of the Mitrik Temple Guard, and 
  I wanted to thank you for that in person.  Well, 
  that and I have a proposition for you, seeing as 
  you all have gotten caught up in this. 
   
  “In case you haven’t noticed, word 
  that Hiram was attacked by soldiers of 
  Furyondy has spread throughout the city like 
  wildfire.  It seems odd to me, seeing as you just 
  recently brought Hiram back to the city.  
  Whatever the reason, people know. 
   
  “Hiram was returning from a quest to 
  retrieve something that is known as the Eye of 
  Rao.  It’s an amulet that was worn by Prince 
  Thrommel long ago during the battle with the 
  Elemental Evil at Emridy Meadows.  It was 
  thought lost for all these years when rumors of 
  it’s existence arose.  Following up on these 
  rumors, we found the location of the amulet 
  and sent Hiram to retrieve it. 
   
  “It is magical, don’t let me fool you.  
  But it’s not some powerful artifact like the 
  Crook of Rao.  It has more significance to us 
  religiously than anything else.  A piece of 
  history if you would.  Veluna is it’s rightful 
  owner, but I suppose Furyondy feels that it 
  must be theirs since Jolene gave it to Prince 
  Thrommel as a favor.” 
   
  He leans back in his chair and looks 
  the party over for a bit before continuing.  “If 
  you ask me, the circumstances around it are 
  questionable.  Something’s not right.  People 
  seemed to know about it before you lot even 
  made it into town, and before long the 
  accusations were flying.  And how did anyone 
  outside of the church know that Hiram was 
  returning from this particular quest? Not only 
  that, but a rider from Furyondy came to 
  announce that they had nothing to do with 
  Hiram’s attack.  Curious as Hiram was just 
  attacked.  I fear that there’s someone working 
  on the inside.   
  “Here’s where you come in.  I need 
  someone to look into this.  I would send agents 
  of the church to look into it, but with tensions 
  rising and the fall of Castle Sepher and 
  Whitehale, we need every able bodied person 
  here to defend the temple in case the situation 
  gets worse.  I can’t offer you much but I do 
  understand that this will most likely be 
  dangerous work.  I can offer you 50 Crooks 
  each if you bring me evidence.  I know it 
  doesn’t seem like much, but you will also have 
  the gratitude of the church and the citizens of 
  Veluna.  So what do you say?” 
   
  If the characters don’t accept, Larson is 
  obviously disappointed and the adventure ends.  
  If the characters accept, he allows them to stay in 
  guest quarters there on the church grounds if 
  there are any clerics or paladins of Rao in the 
  party. 
   
  The characters will be paid the 50 gold if they 
  bring evidence from encounter 7 to them.   
   
  Encounter 3: Leaving the 
  Church 
   
  When the characters leave the church of Rao, 
  make them give you a marching order.  Have 
  everyone make a Spot check opposed by Nillis’ 
  hide check.  Since they are 80 ft away, their spot 
  checks are -8 for distance and -5 because they 
  are distracted by the crowds in the street.  If they 
  fail, they are surprised on the surprise round.  
   
  Should they spot him before he attacks read or 
  paraphrase the following: 
   
  As you leave the church, you notice a man 
  lurking on a nearby rooftop.  He has a long 
  scar on his cheek and looks very much like the 
  man who ran away on horseback when Sir 
  Hiram was being attacked.  His bow is drawn, 
  and he lets fly an arrow! 
   
  Nillis has the surprise round.  As per the rules, 
  any character who makes their spot check may 
  take a partial action during the surprise round (in 
  initiative order).  
   
  
  What a Tangled Web 
   
  Page 7 
  If no one makes their initial spot checks, first 
  read the following: 
   
  The streets of Mitrik are rather quiet for this 
  time of day.  Without the heavy sounds of a 
  midday crowd, the distinctive sound of an arrow 
  whistling 
  through 
  the 
  air 
  catches 
  your 
  attention. 
   
  Tactics:  Nillis will attempt to poison any 
  character in the back of the party, preferring 
  obvious spellcasters or rogues to any other 
  classes.  He will attack using his shortbow from 
  the roof of a nearby building, using the edge of 
  the roof for cover (+4 AC and qualifies him to 
  make hide checks).  The characters have two 
  options: run or fight.  If they stay, they must 
  make spot checks each round to find where the 
  attacks are coming from.  Nillis will make 1 
  attack each round and then Hide at -20 to his 
  hide check (see sniping under Hide skill in the 
  PHB).  Be sure to modify their spot checks for 
  distance and include a -5 for being distracted by 
  the fleeing crowds for the first 2 full rounds.  If 
  one or more PC’s spot him and shout out or point 
  to his location, you can eliminate the -5 penalty 
  for being distracted. 
   
  Once spotted and advanced upon, Nillis will 
  attempt to escape by any means necessary, 
  generally by running and leaping across the 
  rooftops.  Assume each rooftop is 20 ft across  
  (enough to qualify for a running jump) and 
  requires a 10 ft jump to jump to the next roof 
  (DC10 for running jump).  He will not stay and 
  fight. 
   
  Nillis has his arrows coated in poison 
  (Blue Whinnis, DC 14, initial 1 temporary 
  Constitution; secondary Unconsciousness 1d3 
  hours).  Note, this is an untiered encounter with 
  no official EL.  This is not meant to be a combat.  
  Under no circumstances should you attempt to 
  kill any of the characters.  The mercenaries are 
  simply looking to scare them.  This attack is 
  meant as a warning.  Nillis is by no means trying 
  to kill the characters.  They are trying to scare 
  them into stopping their investigation. 
   
  Creatures: 
   
  Nillis Hamlet:  Male Human Rog4; 24 hp; See 
  Appendix 1. 
   
  Treasure: 
   
  APL 2: L: 56 gp; C 0 gp; M: 0 gp 
   
  Development:  Should the characters defeat 
  Nillis, his body can be taken to the church of 
  Rao.  His weapon also bears the mark of the 
  Crow.  The characters, explaining who the man 
  is, will be asked to give the body over to the 
  church for investigation.  Should the characters 
  inquire at a later time, the body will have 
  mysteriously disappeared, pointing to the reality 
  of an agent being in the church. 
   
  Encounter 4: Attack in the 
  Night 
   
  At this point, the characters will probably be 
  wondering who it is that is behind this.  Let them 
  search for as long as they want.  They won’t find 
  anything.  However, if they have a copy of the 
  symbol from the weapons, whether they know 
  what the bird is or not, they can make one Gather 
  Information check each (no aiding please) at DC 
  15.  If successful they learn that it is the symbol 
  for a mercenary group known as the Crow’s 
  Claws.  Little is known of the group, but they 
  work for anyone for the right price. 
   
  Once the characters decide to bed down for the 
  night, either in the church quarters or an Inn, the 
  Crow’s Claws attack them in the night.  Let the 
  player’s decide if they are setting a watch or not.  
  If they are in the church, the attackers are 
  dressed as acolytes.  If they are at an inn, the 
  attackers are dressed in black.  The DM will 
  have to determine the layout of the location 
  where the PC’s are staying.  The would-be 
  assassins will attack at about 1 hour after the 
  PC’s bed down (spies and informants are paid 
  off to pass on info to the claws).  Should the PCs 
  be clever enough to expect the attack, they could 
  fake going to bed and set an ambush. 
   
  Creatures: 
   
  APL 2 (EL 3):  
   
  Mercenary Rogues (3):  Male Human Rog1; 7 
  hp each; See Appendix 1. 
   
  Treasure: 
   
  APL 2: L: 16 gp; C 0 gp; M: 0 gp 
   
  Tactics:  The claws will sneak up on the PC’s 
  location and try to silently kill any PC’s on 
  
  What a Tangled Web 
   
  Page 8 
  watch, then continue to kill anyone sleeping.  
  They will not stop to coup de grace a downed 
  character, they know they have to move quickly 
  before the others awaken.  Roll standard opposed 
  checks for hide/spot and move silent/listen.  Be 
  sure to include the -1 per 10 ft of distance on 
  both spot and listen checks, and the -5 on listen 
  checks for listening for sound on the other side 
  of a door, and -10 on listen checks for sleeping 
  characters.   The claws will use darkness or 
  cover to allow them to hide.  They will close to 
  within 30 ft of any target and will fire their bows 
  with sneak attack as long as the target is flat-
  footed.  If a PC attacks the claws or simply 
  shouts a warning, this is considered “battle” for 
  the purposes of listen checks (DC -10).  A PC 
  cannot shout a warning while flat footed. 
   
  Development:  On one of the dead assailants, 
  there is a note from their contact.  Give them 
  player handout 1. 
   
  Encounter 5: Meeting the 
  Stool Pigeon 
   
  The Ale and Maiden Inn, for a building in the 
  old quarter, is very well kept, even by Mitrik 
  standards. 
   
  Sumptuous 
  tapestries, 
  plush 
  couches and chairs, all a show of wealth above 
  what is normally seen in the old quarter.  A well 
  stocked bar sits against the west wall where two 
  very attractive women are talking quietly to the 
  bartender.  A set of doors in the east wall seem 
  to lead to the kitchen, and a set of stairs leads 
  up to a hallway. 
   
  The two women at the bar will smile at any male 
  members of the party. 
   
  If the characters inquire at the bar about Marek 
  (the occupant in room 8, they won’t know him 
  by name), they will tell them they don’t know 
  anything about him personally.  He stays here 
  often enough though, enjoying the attention of 
  girls who sometimes come here.  If they press 
  the issue, he has ordered a massage for this 
  evening (assuming the PCs arrive right after they 
  are attacked).  If the PCs come in the middle of 
  the night, the Inn will be empty and Marek will 
  be asleep with one of the women in bed with 
  him.  If they wait until the next day, Marek will 
  be gone, having realized that the would-be 
  assassins never returned and it dawned on him 
  that he might be marked by the PCs.  In this 
  case, the charcters can get a description of the 
  man that stayed in room 8 and can take 1d4+1 
  hours to make a Gather Information check DC20 
  to find him.  No aiding in this check, but each 
  PC can try, and they can retry as long as they 
  like.  Each night they sleep, send another group 
  of assassins at them, but add 1 rogue each 
  additional night.  These additional attacks do not 
  have a note on them though…  Eventually they 
  will be able to track down Marek somewhere in 
  town. 
   
  The characters should be able to find room eight 
  easily enough upstairs.  If the characters knock 
  on the door Marek is going to want to know who 
  it is before opening the door.  If the PC’s try to 
  convince him that they’re from the cell that tried 
  to kill them, they’ll have to try a Bluff check 
  opposed by Marek’s Sense Motive check.  If 
  there are any female PCs and they say they are 
  there for his massage, he’ll open the door 
  without a second thought, requiring no check.  
  Or they can pick the lock on the door (Open 
  Locks DC25), or they can break down the door 
  (See door stats below).  If he hears them opening 
  the lock (-5 Listen check thru a door, -5 for being 
  distracted, opposed by the lockpickers move 
  silent check) or they take more than 1 round 
  breaking down the door, he will attempte to flee 
  out the window.  If he gets away, use the rules 
  above for tracking him down.  If they get him to 
  open the door, read the following: 
   
  A short, middle aged, balding man with a small 
  round monocle opens the door.  His eyes get big 
  as he eyes the party and begins to slowly shake 
  his head.  “You, what do you want? I-I-I-I-I-I 
  don’t want any trouble… please…” 
   
  He skitters backwards away from you and 
  plants himself in a back corner of the room, 
  hands held out in front of himself, pleading.  
  “Please, don’t kill me… I know things… 
  please… .” 
   
  Creatures: 
   
  Marek:  Male Human Exp4; hp 14; See 
  Appendix 1. 
   
  Strong Wooden Doors, hardness 5, 15 hp, 
  Break DC 18; Locked DC25.   
   
  Marek isn’t a combatant, he’s a coward.  In fact, 
  he’s the mercenary group’s accountant and 
  money handler.  He was here to pay the 
  mercenaries upon completion of their job.  He 
  
  What a Tangled Web 
   
  Page 9 
  recognizes the characters from the reports their 
  spies have sent to the group.  He believes they’re 
  here to kill him and will give them the 
  information they seek to spare his life. 
   
  Should the characters burst into the room, Marek 
  will cower in the corner and give the same 
  speech above.  Marek is a minor player in the 
  mercenary group.  He bears no ill-will towards 
  the characters and if needed, will throw his 
  dagger on the ground at their feet to show he 
  means no harm.  If the characters insist on killing 
  Marek, he won’t fight back, crying piteously the 
  whole time.  The DM should strongly consider 
  this an evil act should the characters pursue this 
  route.  If the characters turn him over to the city 
  guard, they will take him, but will ultimately let 
  him go for lack of anything to hold him on. 
   
  The following are answers to questions put to 
  Marek: 
   
  Who are you?  “I am Marek.  I work for the 
  Crow’s Claws.  A bigger bunch of ne’er-do-
  wells you’ll be hard pressed to find, but they pay 
  well.” 
   
  Who are the Crow’s Claws?  “A mercenary 
  group.  They’ve been around a long time, but 
  were never much in the way of major players, ya 
  know?  Not until the current leader took over.  
  He keeps their operations in the shadows.  
  They’ll do anything for a couple crooks, and 
  would probably kill their own mother for a 
  Brilliant.”  (The crook and the brilliant are the gp 
  and pp in Veluna, respectively) 
   
  Who runs the Crow’s Claws?  “A man by the 
  name of Hodgdon.  He’s been in the group for 
  many years.  He is the one who has led them to 
  prosperity.” 
   
  What do you do?  “I work as their accountant 
  and money handler and at some times as a 
  contact.  I manage their funds and pay the 
  members when they complete their jobs.  I don’t 
  fight for them if that’s what you mean.  I’m 
  much better at crunching numbers than swinging 
  a sword.  I sometimes work as a point of contact, 
  but I never thought my life would end up in 
  danger.” 
   
  What is their objective/What do they hope to 
  accomplish?  “They were hired to pose as 
  Furyondians and take something from a paladin 
  of Rao.  They were supposed to leave him alive 
  so the church would know and sow distrust 
  between the two countries.  In light of what is 
  going on in Veluna, that could be a bad thing.  
  They got a bit overzealous and Nillis’ men killed 
  the paladin.  They spread the rumors in town of 
  the happenings themselves, and also spread 
  rumors near the border.  Luckily you happened 
  along to bring his body back to the temple.” 
   
  Where is this employer of yours?  “I don’t know 
  who it is that hired us.  I’m not privy to that 
  information.  I get the information from the boss 
  on what’s going on.  It’s a need to know thing.” 
   
  Where is the Crow’s Claws headquarters?  
  “They operate out of an old warehouse in the 
  merchant quarter.  It’s on the corner of South 
  street and merchant row.  It has the symbol of the 
  group on the back of the building.  The symbol is 
  on a concealed door which is the only way into 
  the building… at least that I know of.” 
   
  Why were we attacked?  “Just business.  Our 
  employer didn’t like the fact that you were 
  snooping around at the behest of the church.  So 
  he asked us to neutralize you.   He paid us extra 
  for it.” 
   
  How did you know who we were?  “There have 
  been spies following you and asking about you.  
  They’re in the church of Rao.  They’re members 
  of the Crow’s Claws.  Our employer wanted 
  them there for his plans so we placed them there.  
  They have sent us reports on what you look 
  like… that’s how I recognized who you were.  
  Seeing as you’re here, at least one of the cells 
  has been compromised.” 
   
  Who are the spies in the church?  “I don’t 
  know.  I don’t handle that end of it.” 
   
  Why are you telling us everything?  “I’m just an 
  accountant.  I’m not a fighter and I don’t fight 
  for them.  I make good money working for them, 
  but my life isn’t worth losing over it.” 
   
  Above and beyond these questions, he doesn’t 
  know much.  Everything he tells the characters is 
  the truth. 
   
  Encounter 6: Clipping the 
  Claws 
   
  The warehouse is easy enough to find. Around 
  the back of the building the Crow symbol is on 
  
  What a Tangled Web 
   
  Page 10 
  what looks to be an old, tall piece of cabinetry 
  after a few minutes of searching. 
   
  Most likely the characters will enter here.  
  Should they try the other doors on the buildings, 
  they are bolted shut and can’t be opened short of 
  bashng them down, which would be tough to do.  
   
  Strong Wooden Doors (Barred), hardness 5, 20 
  hp, Break DC 25.   
   
  The mercenaries within will hear the characters 
  breaking down the door and move to ambush the 
  characters as detailed below.   
   
  When the PCs open the doors to the cabinet, it 
  seems empty.  A Search check [DC 10, since 
  PCs know it’s here] will reveal that the back wall 
  of the cabinet can slide aside.  On the concealed 
  door is a small mechanical alarm set up.  When 
  the characters open the concealed door, the 
  mercenaries inside will be alerted, unless the 
  alarm is disabled.   
   
  Alarm Trap: Search DC 15; Disable Device DC 
  15.  No chance to avoid. 
   
  The characters will hear a soft ringing come 
  from within the building if they open the door 
  without disarming it first, or if they set it off 
  while attempting to disarm it.  If they enter the 
  concealed door without finding the alarm, or 
  after setting it off, read the following: 
   
  The back of the cabinet is tall enough for you 
  fit through. Inside the warehouse is dim, even 
  with several torches on the wall.  Four foot 
  high crates lie about randomly on the floor of 
  the warehouse, a few stacked two high.  In the 
  far corner of the warehouse from you, you can 
  see an office, light coming from within. 
   
  If they disable the alarm, add the following: 
   
  You see four men in armor standing around a 
  crate playing cards, drinking ale, cursing and 
  being loud in general.  They don’t seem to 
  notice you enter. 
   
  The warehouse is 50 x 80.  The office is a small 
  10 x 10 room in the opposite corner from where 
  the PCs enter.  If the mercenaries know they are 
  coming, they will be hiding among the crates, 
  crouched down out of sight within 30 feet of the 
  entrance.  They will attack when ever a PC 
  become adjacent to them (spot check vs. their 
  hide or the PCs are surprised in the surprise 
  round).  If the PCs enter quietly while the guards 
  are playing cards, if the PCs attempt to sneak up 
  on them, the guards suffer a –5 penalty to their 
  listen checks due to being distracted by their card 
  game. 
   
  Creatures: 
   
  APL 2 (EL 3): 
  Mercenary Fighters (4):  Male Human Ftr1; 12 
  hp each; See Appendix 1. 
   
  Treasure: 
   
  APL 2: L: 87 gp; C 0 gp; M: 0 gp 
   
  If the PCs enter the office, they will find a chest 
  in the back corner.  Within the chest are various 
  tabards and other garb for both followers of Rao 
  and soldiers of Furyondy, along with a detailed 
  sheets of instructions on various rituals and 
  customs in the church, how to get into the 
  church, and what to look for and do while there.  
  Also, there is a sheet of parchment that looks like 
  a payroll ledger with a list of mercenaries 
  assigned to the church. 
   
  At the bottom of the instructions, there is one 
  thing that stands out.  It says: 
   
  Once you have obtained the Eye of Rao, bring it 
  to me at my camp situated 10 miles north of 
  Mitrik.  Best to wait a day or two to let the 
  situation give you cover for leaving with the 
  Eye.  Don’t fail me. 
   
  Ymrix 
   
  The players can take the instructions, ledger and 
  clothing to the church as irrefutable proof of the 
  ruse that has been perpetrated. 
   
  Encounter 7: The Head of 
  the Beast 
   
  The players now have a choice ahead of them.  
  They can journey to Ymrix’s camp about 10 
  miles north of Mitrik, or they can allow the 
  church of Rao to deal with them.  If the players 
  decide to go and retrieve it, run this final 
  encounter.   
   
  Finding it isn’t too difficult.  Several large tents 
  are set up in an area approximately 70x70.  
  
  What a Tangled Web 
   
  Page 11 
  There is one large tent that dominates the center.  
  This is Ymrix’s tent.  The other tents make up 
  the west, east and southern sides of the camp.  
  The northern side of the camp has their 
  cookfires.  The player’s can finish this encounter 
  in one of two ways: combat, or stealth.  Combat 
  could be risky.  Have the players specify a time 
  they are going to the camp.  Read the following: 
   
   Up ahead there is a large collection of tents 
  with guards standing watch at the perimeter.  
  From the north side of the camp there is the 
  loud talk of soldiers and the bright light of 
  camp fires.   A larger tent dominates the center 
  of the encampment. 
   
  There are 3 sentries total, and 1 warrior guarding 
  Ymrix.  Ymrix is talking to Hodgdon, the claw’s 
  leader.  Have them patrol the grounds in a fairly 
  random fashion.  If you have it drawn out on a 
  mat, when they reach an intersection, roll a die to 
  determine which direction they go in.  Roll spot 
  and Listen checks opposed by the characters 
  Move Silently and Hide checks to see if they are 
  spotted.  Remember to include the -1 per 10 ft of 
  distance to their spot and listen checks.  Guards 
  on duty are never “distracted” unless a specific 
  distraction is created (which only makes them 
  “distracted” for spot/listen in areas other than 
  where they are focusing on the distraction!).  If 
  they succeed on a listen check, they will move to 
  investigate where they heard the sound.  Allow 
  any stealthy characters to try to get to the main 
  tent and retrieve the Eye undetected.  Should 
  they be spotted, the guards will sound horns that 
  will call the soldiers to their position.  Start 
  combat as soon as the horns are sounded.  
   
  Should any characters be foolish enough to get 
  close to where the soldiers are, they will see an 
  opposing looking man speaking with a man that 
  has the look of a seasoned veteran with the 
  symbol for the Crow’s Claws on his breastplate.  
  This is Hodgdon, the leader of the Claws.  Once 
  the fighting starts, he leaves.  He isn’t being paid 
  to protect Ymrix. 
   
  Should the characters get to the tent by stealth or 
  by fighting their way through, upon entering the 
  main tent, they will find living conditions worthy 
  of a military lifestyle.  A chest in the back of the 
  tent contains the eye.  On it is a symbol: 
   
   Upon the chest you found are two symbols, 
  each one identical.  A gauntleted fist holding 
  three arrows pointing downwards. 
   
  A knowledge religion check DC 10 (automatic 
  for followers of Heironeous) will reveal the main 
  symbol as the holy symbol of Hextor. The chest 
  is locked and trapped by poison. 
   
  Locked Chest, hqrdness 5, 15 hp, Open Lock 
  DC 25 and trapped. 
   
  APL2: 
   
  Poison needle trap: CR 2; +8 ranged (1, plus 
  greenblood oil poison); Search (DC 20); Disable 
  Device (DC 20).  Greenblood Oil: DC 13, initial 
  1 
  temporary 
  Constitution; 
  secondary 
  1d2 
  temporary Constitution. 
   
  Inside the chest is the Eye of Rao.  If a PC 
  decides to wear it, it will not really benefit them 
  in this adventure, as it grants the wearer the 
  ability to see all that may have been hidden to 
  them as if they were uder the effects of a true 
  seeing spell.  And since this Intro module has no 
  invisible opponents, etc., it won’t do them much 
  good. 
   
  Should combat break out, here is what the PC’s 
  face.  Note:  This is a tough encounter for 1st 
  level characters.  It is intended for the PCs to 
  have all the advantage here.  The bad guys don’t 
  know they are coming and the PCs should be 
  able to take them down piecemeal.  Be sure to 
  allow a good plan to work. 
   
  Creatures: 
   
  APL 2 (EL 5): 
   
  Ymrix Mulgarrit:  Male Human Clr4 (Hextor); 
  30 hp; see Appendix 1. 
  Hextorite Warriors (4):  Male Human War1; 8 
  hp each; see Appendix 1. 
   
  Treasure: 
   
  APL 2: L: 119 gp; C 0 gp; M: +1 Half plate (146 
  gp) 
   
  Tactics:  Ymrix will keep away from the 
  characters for as long as possible, casting spells. 
  If Ymrix is reduced to around ¼ his starting hp 
  (8 or fewer), he will attempt to flee. 
   
  Hodgdon will leave immediately.  He will 
  calmly walk away, telling Ymrix he wasn’t paid 
  for this.  He will only fight if someone is stupid 
  
  What a Tangled Web 
   
  Page 12 
  enough to push the matter.   If a PC seems to 
  think he can take Hodgdon, have Hodgdon roll 
  an intimidate check.  Tell the PC the result of the 
  intimidate and tell them it means they are not 
  sure that they can survive going after this 
  seasoned mercenary.  He will enjoy toying with 
  his opponents, disarming them then smacking 
  them with non-lethal attacks. 
   
  The warriors will go after any other fighting 
  classes first in an attempt to keep them away 
  from Ymrix.  Should any spellcasters begin 
  targeting their master, they will try to maneuver 
  to attack them.  They will fight to the death for 
  their master.  If Ymrix flees, the soldiers will 
  attempt to flee as well, moving to protect Ymrix 
  as they do. 
   
  If there are any followers of Heironeous in the 
  party, Ymrix will be especially pleased to target 
  them, almost exclusively.  Anytime he speaks 
  during combat he will call those characters 
  brother or sister in a parody of the relationship 
  between Hextor and Heironeous. 
   
   
  Aftermath: 
   
  The PC’s, having returned the eye and evidence 
  of what happened, will be hailed as heroes.  
   
  After returning the Eye of Rao and the evidence 
  of the mercenaries, things begin to calm down 
  once again in Mitrik.  The church of Rao 
  makes a public statement regarding the events, 
  telling the people that it was a ruse perpetrated 
  by the forces invading the country in an attempt 
  to make Veluna weak by diverting it’s attention.  
  Not long after, the church of Rao sends a 
  messanger to Furyondy to explain what 
  transpired and formally apologize to one 
  another in a show of goodwill.  Life returns to 
  normal in the city.  
   
  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 role-playing) to each 
  character. 
   
  Encounter 1: The Road to Mitrik 
   
  Defeating the mercenaries. 
   
   
  APL 2 –  
  90 xp 
   
  Encounter 4: Attack in the Night 
   
  Defeating the assassins. 
   
   
  APL 2 –  
  90 xp 
   
  Encounter 6: Clipping the Claws 
   
  Defeating the mercenaries. 
   
   
  APL 2 –  
  90 xp 
   
  Encounter 7: The Head of the Beast 
   
  Defeating the Hextorite priest and his 
  warriors OR sneaking past them to recover the 
  Eye of Rao. 
   
   
  APL 2 –  
  150 xp 
   
  Story Awards 
   
  Turning the evidence from the warehouse in 
  to the Church of Rao 
   
   
  APL 2 –  
    30 xp 
   
   
  Total Possible Experience: 
   
   
  APL 2 –  
    450 xp 
   
  Treasure Summary 
   
  During an adventure, characters encounter 
  treasure, usually finding it in the possession of 
  their foes. Every encounter that features treasure 
  has a “treasure” section within the encounter 
  description, giving information about the loot, 
  coins, and magic items that make up the 
  encounter’s treasurer.  
   
  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 minute 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 (that is., 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 piece each 
  character gains if they take the coin available. A 
  normal adventuring party can usually gather this 
  
  What a Tangled Web 
   
  Page 13 
  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 treasures from each encounter add it 
  up and that is 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 
   
  Encounter 1: The Road to Mitrik 
  Loot from the mercenaries.. 
   
  APL 2: L: 54 gp; C 0 gp; M: 0 gp 
   
  Encounter 3: Leaving the Church 
  Loot from Nillis. 
   
  APL 2: L: 56 gp; C 0 gp; M: 0 gp 
   
  Encounter 4: Attack in the Night 
  Loot from the assassins. 
   
  APL 2: L: 16 gp; C 0 gp; M: 0 gp 
   
  Encounter 6: Clipping the Claws 
  Loot from the Mercenaries. 
   
  APL 2: L: 87 gp; C 100 gp; M: 0 gp 
   
  Encounter 7: Head of the Beast 
  Loot from the Mercenaries. 
   
  APL 2: L: 119 gp; C 0 gp; M: +1 Half 
  plate (146 gp) 
   
  Conclusion 
  Reward from the Church of Rao for 
  eliminating a threat to Veluna. 
   
  APL 2: L: 0 gp; C 50 gp; M: 0 gp 
   
  Total Possible Treasure: 
   
   
   
  APL 2:   400 gp  
  
  What a Tangled Web 
   
  Page 14 
   
  Appendix 1: 
   
  Encounter 1: The Road to 
  Mitrik 
   
  Mercenary Fighter (2), Male Human Ftr1; 
  Medium Humanoid; CR 1; HD 1d10+2; hp 12; 
  Init +5; Spd 20; AC 18 (touch 11, flat-footed 
  17); Atk +4 melee (1d8+3/19-20, Longsword) or 
  +2 ranged (1d8/x3, Longbow); Full Attack +4 
  melee (1d8+3/19-20, Longsword) or +2 ranged 
  (1d8/x3, Longbow); AL LE; SV Fort +4, Ref +1, 
  Will +1; Str 16, Dex 12, Con 14, Int 10, Wis 12, 
  Cha 8. 
  Skills: Climb 2, Jump 2, Swim -3. 
  Feats: Power Attack, Improved Initiative. 
  Posessions: 
  Longsword, 
  longbow,  
  chain mail, heavy steel shield, arrows (20). 
   
  Mercenary Rogue (2), Male Human Rog1; 
  Medium Humanoid; CR 1; HD 1d6+1; hp 7; Init 
  +7; Spd 30; AC 16 (touch 13, flatfooted 12); Atk 
  +1 melee (1d6+1/18-20, rapier) or +3 ranged 
  (1d6/x3, Shortbow); Full Attack +1 melee 
  (1d6+1/18-20, rapier) or +3 ranged (1d6/x3, 
  Shortbow); SA: Sneak Attack +1d6; AL LE; SV 
  Fort +1, Ref +5, Will +0; Str 12, Dex 16, Con 
  12, Int 14, Wis 10, Cha 8. 
  Skills: Appraise 6, Balance 5, Disable 
  Device 6, Hide 5, Listen 6, Move Silently 5, 
  Open Lock 7, Search 6, Spot 4, Tumble 5, Use 
  Magic Device 3.  Feats: Dodge, Improved 
  Initiative. 
  Posessions: 
  Arrows 
  (20), 
  rapier, 
  shortbow,  studded leather. 
   
   
  Encounter 
  3: 
  Leaving 
  the 
  Church 
   
  Nillis Hamlet, Male Human Rog4; Medium 
  Humanoid; CR 4; HD 4d6+8 (Rogue); hp 24; 
  Init +7; Spd 30; AC 16 (touch 13, flat-footed 
  15); Atk +5 melee (1d6+1/18-20, masterwork 
  rapier) or +6 ranged (1d6/x3, shortbow); SA 
  Sneak Attack +2d6; SQ Evasion, Uncanny 
  Dodge (Dex Bonus); AL LE; SV Fort +3, Ref 
  +7, Will +1; Str 12, Dex 16, Con 14, Int 14, Wis 
  8, Cha 10. 
  Skills: Appraise 8, Balance 10, Disable 
  Device 6, Hide 9, Intimidate 6, Jump 10, Listen 
  6, Move Silently 9, Open Lock 10, Search 8, 
  Spot 6, Tumble 11.   Feats: Improved Initiative, 
  Point Blank Shot, Far Shot. 
  Possessions: 20 arrows, masterwork 
  buckler, 
  masterwork 
  rapier, 
  shortbow, 
  masterwork studded leather. 
   
   
  Encounter 4: Attack in the Night 
   
  Mercenary Rogue (3), Male Human Rog1; 
  Medium Humanoid; CR 1; HD 1d6+1; hp 7; Init 
  +7; Spd 30; AC 15 (touch 13, flatfooted 12); Atk 
  +1 melee (1d6+1/18-20, rapier) or +3 ranged 
  (1d6/x3, Shortbow); Full Attack +1 melee 
  (1d6+1/18-20, rapier) or +3 ranged (1d6/x3, 
  Shortbow); SA: Sneak Attack +1d6; AL LE; SV 
  Fort +1, Ref +5, Will +0; Str 12, Dex 16, Con 
  12, Int 14, Wis 10, Cha 8. 
  Skills/Feats: Appraise 6, Balance 7, 
  Disable Device 6, Hide 7, Listen 6, Move 
  Silently 7, Open Lock 7, Search 6, Spot 4, 
  Tumble 7, Use Magic Device 3; Dodge, 
  Improved Initiative. 
  Posessions: 
  Arrows 
  (20), 
  rapier, 
  shortbow,  leather armor. 
   
  Encounter 5: Meeting the Stool 
  Pigeon 
   
  Marek, 
  Male 
  Human 
  Exp4; 
  Medium 
  Humanoid; CR 3; HD 4d6-4; hp 14; Init +0; 
  Spd 30; AC 10 (touch 10, flat-footed 10); BAB 
  +3; Grapple +1; Attack +1 melee (1d4-2, 
  Dagger); Full Attack +1 melee (1d4-2, Dagger); 
  AL N; SV Fort +0, Ref +1, Will +6; Str 7, Dex 
  11, Con 9, Int 16, Wis 15, Cha 14. 
  Skills: Appraise 10, Bluff 9, Diplomacy 
  11, 
  Forgery 
  10, 
  Gather 
  Information 
  9, 
  Knowledge (History) 10, Knowledge (Local 
  VTF) 10, Knowledge (Nobility and Royalty) 10,  
  Profession (Accountant) 11, Sense Motive 11.  
  Feats, Skill Focus: Negotiator, Profession 
  (Accountant), Toughness. 
  Posessions: Dagger. 
   
  Encounter 6: Clipping the Claws 
   
  Mercenary Fighter (4), Male Human Ftr1; 
  Medium Humanoid; CR 1; HD 1d10+2; hp 12; 
  Init +5; Spd 20; AC 18 (touch 11, flat-footed 
  17); Atk +4 melee (1d8+3/19-20, Longsword) or 
  +2 ranged (1d8/x3, Longbow); Full Attack +4 
  melee (1d8+3/19-20, Longsword) or +2 ranged 
  
  What a Tangled Web 
   
  Page 15 
  (1d8/x3, Longbow); AL LE; SV Fort +4, Ref +1, 
  Will +1; Str 16, Dex 12, Con 14, Int 10, Wis 12, 
  Cha 8. 
  Skills: Climb 2, Jump 2, Swim -3. 
  Feats: Power Attack, Improved Initiative. 
  Posessions: 
  Longsword, 
  longbow,  
  chain mail, large shield, arrows (20). 
   
  Encounter 7: The Head of the 
  Beast 
   
  Ymrix Mulgarrit, Male Human Clr4 of 
  Hextor: CR 4; Medium humanoid; HD 4d8+8; 
  hp 30; Init +4; Spd 20 ft.; AC 17 (touch 10, flat-
  footed 17); BAB +3; Grapple +5; Attack +7 
  melee (1d10+2/19-20, masterwork heavy flail) or 
  +3 ranged (1d8/19-20, light crossbow); Full 
  Attack +7 melee (1d10+2/19-20, masterwork 
  heavy flail) or +3 ranged (1d8/19-20, light 
  crossbow); SQ Rebuke Undead; AL LE; SV Fort 
  +6, Ref +1, Will +7; Str 14, Dex 10, Con 14, Int 
  10, Wis 16, Cha 12.  
  Skills: Concentration +9, Spellcraft +7, 
  Knowledge (Religion) +7. Feats: Improved 
  Initiative, Martial Weapon Proficiency (Heavy 
  Flail)*, 
  Power 
  Attack, 
  Improved 
  Sunder,  
  Weapon Focus (Heavy Flail)*. 
  Possessions: masterwork heavy flail, 
  half plate +1, light crossbow, Bolts (10 ), silver 
  holy symbol. 
  Spells Prepared (Clr 5/4+1/3+1; base 
  DC = 13 + spell level): 0 - detect magic, 
  guidance, light, read magic, cure minor wounds; 
  1st - bane, cause fear, cure light wounds, doom, 
  protection from good*; 2nd – bulls strength, hold 
  person, silence, spiritual weapon* . 
  *Domain Spell. Domains: Evil (evil 
  spells at +1 caster level), War (bonus proficiency 
  and Weapon Focus feat). 
   
  Hextorite Warriors (4), Male Human War1; 
  Medium Humanoid; CR 1/2; HD 1d8+2; hp 8; 
  Init +1; Spd 30; AC 18 (touch 11, flat-footed 
  17); BAB +1; Grapple +3; Attack +4 melee 
  (1d8+2/19-20, 
  Longsword) 
  or 
  +2 
  ranged 
  (1d8/x3, Longbow); Full Attack +4 melee 
  (1d8+2/19-20, 
  Longsword) 
  or 
  +2 
  ranged 
  (1d8/x3, Longbow); AL LE; SV Fort +4, Ref +1, 
  Will +0; Str 14, Dex 12, Con 14, Int 10, Wis 10, 
  Cha 8. 
  Skills: Climb 1, Jump 1. Feats: 
  Endurance, Weapon Focus (Longsword). 
  Posessions: 
  Longsword, 
  Longbow,  
  Chain Mail, Heavy Shield, Arrows (20). 
   
  Hodgdon (non-combatant): Male Human Ftr6; 
  CR 6; Medium Humanoid (Human); HD 
  6d10+12; hp 54; Init +1; Spd 20 ft; AC 23 (touch 
  13, flat-footed 21) [+2 Dex, +3 shield, +6 armor, 
  +1 deflection, +1 natural]; Base Atk +6; Grp +9; 
  Atk +11 melee (1d10+6, +1 bastard sword, 19-
  20x2) or +10 melee (1d4+3, masterwork dagger, 
  19-20x2) or +9 ranged (1d4+3, masterwork 
  dagger, 19-20x2); Full Atk +11/+6 melee 
  (1d10+6, +1 bastard sword, 19-20x2) or +10/+5 
  melee (1d4+3, masterwork dagger, 19-20x2) or 
  +9 ranged (1d4+3, masterwork dagger, 19-
  20x2); SQ  SR13; AL CN; SV Fort +9, Ref +6, 
  Will +8; Str 16, Dex 15, Con 14, Int 13, Wis 14, 
  Cha 15.  
   
  Skills and Feats: Climb +7, Handle 
  Animal +11, Intimidate +14, Ride +11; Iron 
  Will, Weapon Focus (bastard sword), Weapon 
  Specialization (bastard sword), Exotic Weapon 
  Proficiency (bastard sword), Combat Expertise, 
  Improved Disarm, Leadership, Skill Focus 
  (Intimidate). 
   
  Possessions:+1 Spell Resistance 13 
  Breastplate, +1 heavy steel shield, +1 bastard 
  sword, masterwork dagger, cloak resistance +2, 
  ring protection +1, amulet natural armor +1. 
  
  What a Tangled Web 
   
  Page 16 
  Appendix 2:  Player Handouts 
   
   
  Player Handout 1 
   
   
   
   
  Our contractor is displeased that these individuals are interfering 
  with his plans, and Nillis apparently didn’t scare them enough to 
  get the job done.  We call on your cell to silence this group.  
  Please be discreet.  We do have a reputation to uphold.  Make it 
  quick, we bear them no personal ill will.  Once you are finished, 
  meet me at the Ale and Maiden Inn in room eight. 
   
  Sincerely, 
  Marek 
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Veluna/594/Intro mods/VELI4-01 - What a Tangled Web/VELI4-01 - What a Tangled Web.pdf