TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & 
  DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any 
  form without permission of the author.  To learn more about the Open Gaming License and the d20 
  system license, please visit www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the 
  Coast, Inc. LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. 
  This scenario is intended for tournament use only and may not be reproduced without approval of the 
  RPGA Network.  
   
  VER4-04  
   
   
   
   
   
   
   
  Ship of Fools 
   
  A One-Round D&D LIVING GREYHAWK
  ®  
  Verbobonc Regional Adventure 
   
   
  by Gregory Hanigan 
  Triad Edit: Ron Lundeen & Brad Ruby 
  Circle Edit: David Christ 
   
   
   
  Knavery may be the best defense against the knave; but in Rhynehurst, where the gutters have so often flowed crimson 
  with the blood of thieves beset upon thieves, the varied shades of gray result in a situation where “good” is only relative 
  to what one considers “evil”.   A roguish adventure for APLs 2 to 8, and the first adventure in the “Fools” trilogy.    
   
  
  Ship of Fools 
   
  Page 2 
  Introduction 
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A four-hour time block has been allocated 
  for each round of this scenario, but the actual playing time 
  will be closer to three and a half hours. The rest of the time 
  is spent in preparation before game play, and scoring after 
  the game. The following guidelines are here to help you 
  with both the preparation and voting segment of the game. 
  Read this page carefully so that you know and can 
  communicate to your players the special aspects of playing 
  an RPGA scenario. 
    
  Preparation 
   
   
   
   
   
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room along 
  the inside margin to bind the adventure, if you desire.  
   
  Read this entire adventure at least once before you run 
  your game. Be sure to familiarize yourself with any special 
  rules, spells, or equipment presented in the adventure. It 
  may help to highlight particularly important passages.  
   
  When you run an RPGA D&D adventure we assume that 
  you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the Monster 
  Manual. We also assume that you have a set of dice (at least 
  one d4, d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of fun. It is 
  also a good idea to have a way to track movement during 
  combat. This can be as simple as a pad of graph paper and a 
  pencil, as handy as a vinyl grid map and chits, or as 
  elaborate as resin dungeon walls and miniatures. 
   
  Instruct the players either to prepare their characters now, 
  or wait until you read the introduction, depending on the 
  requirements of the scenario as described in the 
  introduction.  
   
  Keep in mind that you must have at least four players (not 
  counting the DM), for the game session to be a sanctioned 
  RPGA event. As well, you cannot have more than six 
  players participating in the game. 
   
  Once you are ready to play, it is handy to instruct each 
  player to place a nametag in front of him or her. The tag 
  should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes it 
  easier for the players (and the DM) to keep track of who is 
  playing which character. 
   
  The players are free to use the game rules to learn about 
  equipment and weapons their characters are carrying. That 
  said, you as the DM can bar the use of even core rulebooks 
  during certain times of play. For example, the players are 
  not free to consult the Dungeon Master’s Guide when 
  confronted with a trap or hazard, or the Monster Manual 
  when confronted with a monster.  
   
  Some of the text in this scenario is written so that you may 
  present it as written to the players, while other text is for 
  your eyes only. Text for the players will be in gray boxes. 
  It’s strongly recommended that you paraphrase the player 
  text instead of reading it aloud. Some of this text is general 
  and must be adapted to the specific situation or to actions 
  of the player characters. 
   
  Reporting 
   
   
   
   
   
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and 
  DM fill out a reporting form.  After the form is filled out 
  it should be given to the senior DM. 
   
  Living Greyhawk 
   
   
   
   
  This is a LIVING GREYHAWK Adventure.  As a LIVING 
  adventure it is expected that players bring their own 
  characters with them.  If players do not have a LIVING 
  GREYHAWK character generated, get a copy of the 
  current LIVING GREYHAWK character generation 
  guidelines, and a character sheet from your convention 
  coordinator or the RPGA Web site, ant then have any 
  players without a character create on.  Once all players 
  have a LIVING GREYHAWK character, play can begin. 
   
  Along with the other materials that you are assumed to 
  have in order to run a D&D game, it is also recommended 
  that you have a copy of the LIVING GREYHAWK 
  Gazetteer. 
   
  Living Greyhawk Levels of Play 
   
   
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the Average 
  Party Level (APL): 
   
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs trained 
  for war), other than those brought by virtue of a class 
  ability (i.e. animal companions, familiars paladin’s 
  mounts, etc) use the sidebar chart to determine the 
  
  Ship of Fools 
   
  Page 3 
   
   
  number of levels you add to the sum above. Add each 
  character’s animals separately. A single PC may only 
  bring four or fewer animals of this type, and animals 
  with different CRs are added separately. 
  3. 
  Sum the results of 1 and 2, and divide by the number 
  of characters playing in the adventure.  Round to the 
  nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
  By following these four steps, you will have determined 
  the APL. Throughout this adventure, APLs categorize the 
  level of challenge the PCs will face. APLS are given in 
  even-numbered increments. If the APL of your group 
  falls on an odd number, ask them before the adventure 
  begins whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
   
  APL also affects the amount of experience you may gain 
  at the end of the adventure. If your character is three 
  character levels or more either higher or lower than the 
  APL this adventure is being played at, that character will 
  receive only half of the experience points awarded for the 
  adventure. This simulates the face that either your 
  character was not as challenged as normal, or relied on 
  help by higher-level characters to reach the objectives. 
   
  Note: LIVING GREYHAWK adventures are designed for 
  APL 2 and higher. Four or sometimes even five 1
  st-level 
  characters may find difficulty with the challenges in a 
  LIVING GREYHAWK adventure. If your group is APL 1 
  there are two things that you can do to help even the 
  score: 
   
  1. 
  Attempt to create a table of six 1
  st-level 
  characters, 
  or 
  try 
  to 
  enlist 
  higher-level 
  characters to play at that table. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them, and fight for them. All riding 
  dogs are considered trained to attack. PCs who 
  want their dogs to attack must succeed at a 
  Handle Animal or Charisma check (DC 10). 
  Failure indicates that the animal will not attack 
  that round. This is a free action (spoken 
  command) that may be attempted each round. If 
  an animal loses half or more hp in a single 
  round it flees, unless another check is 
  successful. 
   
  Time Units and Upkeep 
  This is a standard one-round Regional adventure, set in 
  Verbobonc.  Characters native to Verbobonc pay one 
  Time Unit per round, all others pay two Time Units per 
  round.  Adventurer’s Standard Upkeep costs 12gp per 
  Time Unit.  Rich Upkeep costs 50gp per Time Unit.  
  Luxury Upkeep costs 100gp per Time Unit. 
   
   
   
   
   
   
   
   
   
  Adventure Summary and 
  Background 
   
  Lathmir Amanthsal, a Suel Merchant specializing in 
  spices, has for his entire life been obsessed with the racial 
  superiority of the Suel, the history of the Suloiese 
  Empire, and the theology of the Scarlet Brotherhood.  
  The Scarlet Brotherhood is a collection of evil Suel racists 
  and slavers.  Many of them train as monks.  Several years 
  ago, Lathmir’s trade brought him in contact with an agent 
  of the Brotherhood, who saw in Lathmir an opportunity 
  to use the merchant, and his position in Verbobonc, to 
  spread the influence of the Brotherhood into the 
  Viscounty.  Once the Brotherhood had established 
  themselves in Verbobonc, they would be free to strike at 
  a target that if damaged or destroyed, would result in the 
  destabilization of the entire region: the Royal Furyondy 
  Mint.   
   
  In order to accomplish their mission the Brotherhood 
  needs a solid base of operation as well as the ability to 
  operate without interference within Verbobonc City.  To 
  fund the mission and the construction of the base of 
  operations, the brotherhood needs to get enough capital 
  on-site.  Unfortunately Lathmir, due to his meager 
  fortunes, lacked the ability to finance such an extensive 
  operation.  The Brotherhood subsidized his spice trading, 
  and with their support Lathmir rose in stature among the 
  Verbobonc Merchant Houses.  In order to further mask 
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  
  Ship of Fools 
   
  Page 4 
  the influx of money, the Brotherhood has taken to 
  smuggling platinum along with Lathmir’s spices, slowly 
  and carefully building up their stockpile of capital.  The 
  second requirement of the Brotherhood is to be able to 
  execute their plans independently; and so the 
  organization they identified as the most capable of 
  detecting 
  and 
  combating 
  the 
  incursion 
  of 
  the 
  Brotherhood needed to be neutralized.  That organization 
  is the Family, the organized crime syndicate in 
  Verbobonc. 
   
  As Rhynehurst is the most corrupt port in Verbobonc, 
  the Brotherhood decided that Rhynehurst would be the 
  best area to begin their smuggling and also where they 
  would begin their attack on the Family.  Moving in two 
  weeks 
  ago, 
  the 
  Scarlet 
  Brotherhood 
  began 
  to 
  systematically kill key personnel within the Family’s 
  loose-knit organization in Rhynehurst.  These killings 
  included many double agents who were working for the 
  Silver Guard (the Rhynehurst city watch), as well as those 
  involved in smuggling.  The head of the Family within 
  Rhynehurst, a rogue/wizard named Uncle Krot, rapidly 
  became concerned over the number of his members he 
  was losing, but he was unable to stop the murders.  
  Eventually even the Silver Guard became aware of the 
  carnage that was occurring in the streets, but due to their 
  own shrinking numbers (from losing double agents) they 
  found their abilities similarly limited.   
   
  It is at this point that the characters arrive in Rhynehurst. 
  There they witness the head of the Family in the region 
  threatening Lathmir, attempting to extort the family’s 
  standard cut in any smuggling activities taking place 
  under his jurisdiction.  To Krot’s surprise, Lathmir 
  refuses to pay his tribute to the Family.  When the 
  assassin that Krot sends to kill Lathmir is instead killed 
  by one of the monk assassins, Krot begins to suspect that 
  Lathmir might be associated with the murders of Family 
  members. 
   
  At the same time Lathmir is escorting, along with the last 
  of the platinum needed to finance the Brotherhood’s 
  plans 
  in 
  Verbobonc, 
  the 
  Scarlet 
  Brotherhood’s 
  representative, “Uncle Vardis.”  At this time neither 
  Vardis nor Lathmir wish to betray the presence of the 
  Brotherhood in Verbobonc; and so when the opportunity 
  to hire the characters as bodyguards arise, Lathmir asks 
  the characters to assist him.  
   
  The captain of the Silver Guard, Watch Captain Nunn, is 
  only aware that Family members are dying in the street 
  and upsetting the merchants of the city.  Captain Nunn 
  attributes these killings to some sort of gang turf war.  
  Captain Nunn sees an opportunity to stop this “gang war” 
  by having the players arrest or kill the only person he can 
  think of that might be behind the killings: Krot.   
   
  Krot also realizes the characters’ usefulness.  He sends a 
  representative to instruct any rogues in the party to kill 
  the Suel merchant Lathmir.    
   
  The next morning the characters meet with Krot, and 
  have the opportunity to kill him, or join forces with the 
  Family against Lathmir. 
   
  The following day the characters have the opportunity to 
  pursue several different goals: they can join Lathmir in 
  unwittingly establishing the Scarlet Brotherhood in the 
  Viscounty of Verbobonc; attempt to kill Lathmir and 
  perhaps stop the Scarlet Brotherhood; or fight against the 
  Family. 
   
   
  Encounter One: 
  Hoist that barge, lift that bale 
   
  The docks of Rhynhurst are not as busy as those of 
  Verbobonc City, but that fact does not seem to have 
  reduced the amount of corruption, avarice and theft 
  occurring there.  Still, it’s a relief to be back in 
  civilization, even if it is one of the more seedy parts.  
  As your riverboat slowly approaches the dock you can 
  see hundreds of people at work as cargo is hoisted 
  from ships, swung onto the docks, inspected by the 
  port officials and finally moved to the squat 
  warehouses that line the streets of the port district.  
  Even before your boat has been tied off, the Rhennee 
  captain leaps to the dock and shouts for the dock men 
  to begin their work before turning to your group. 
  “That will be 10 gold a head,” the captain says, holding 
  out a hand for payment. 
   
  If the players ask, none of the characters actually 
  arranged a cost for passage ahead of time.  Here are some 
  options to use in this roleplaying encounter: 
   
  Pay the man.   The Rhennee boatman collects 10 gp per 
  head for each character and Medium or larger animal, at 
  which point the boatman will allow the remainder of the 
  characters’ equipment and livestock to be moved off the 
  barge.  As the characters are paying the bargeman, have 
  them make a Listen check (DC 15+APL) to overhear the 
  Development, below. 
   
  Haggle.  If the players attempt to haggle, the Rhennee 
  boatman refuses to release the characters’ gear and 
  animals until he is paid, and if the players attempt to 
  
  Ship of Fools 
   
  Page 5 
  haggle the price down the Rhennee will relent and only 
  charge 8 gp per head – but will count every head of every 
  animal, including dogs, animal companions, familiars, 
  etc.  As the characters are haggling with the bargeman, 
  have them make a Listen check (D 20+APL) to overhear 
  the Development, below. 
   
  Ten gold!  Do I look like a kobold with a concussion?! 
   If the players refuse to pay the Rhennee entirely, he will 
  argue loudly with them while refusing to turn over the 
  characters’ equipment and animals.  His attitude will 
  switch to Unfriendly and he will call the Silver Guard 
  (the Rhynehurst town guard) to arrest the players.  As the 
  characters are arguing with the bargeman, have them 
  make a Listen check (DC 25+APL) to overhear the 
  Development, below.  The Silver Guard listens to both 
  sides, but doesn’t make a decision right away.  The 
  Rhennee bargeman slips the guard 15 gp (Spot check 
  [DC 20+APL]) to see this transaction. The guard then 
  decides that they’ll have to side with the bargeman and 
  insist the characters pay his price…unless the characters 
  produce a larger bribe.  In any case, the Silver Guard 
  won’t take the trouble to arrest anyone. 
   
  Development: If the players make their Listen check, 
  they overhear Krot threatening Lathmir.  Read or 
  paraphrase the following.  If the characters all failed their 
  Listen checks, proceed to Encounter 2. 
   
  At the riverboat moored next to yours you overhear, 
  despite the general din, an argument between a tall, 
  blond and handsome merchant, and a much shorter 
  heavyset man whose black eyes glower up at him.  
  Accompanying the fat man are two beefy men-at-arms 
  whose lazy and relaxed stance belies the fact that 
  their hands rest on the pommels of their rapiers, and 
  their eyes never cease to sweep over the crowd 
  around them.  The heavyset man’s jowls quiver with 
  rage as he leans forward to say to the merchant: 
   
  “I mustn’t have heard you right – fop.  Cause I just 
  know you’re too smart not to pay.” 
   
  The merchant rises up even taller and replies with a 
  voice dripping with disdain, “You heard me just fine, 
  Krot.  You will not get a single sheaf from me.  Now, 
  take your rats back to the sewers, I have business to 
  see to.” 
   
  Krot glares up at the merchant, before a sickly wicked 
  smile crosses his face.  Bowing slightly he turns and 
  strides away, followed by his guardsmen.  The 
  merchant watches them leave, then he turns back to 
  his barge and shouts at the workers to spur them on. 
   
  Encounter Two: 
  An assassin’s assassin 
   
  Finally finishing your business with the bargeman, 
  you collect your possessions and begin moving 
  through the crowd.   
   
  As the characters move through the crowd have them 
  make a Spot check [DC 20+APL] to notice the Rhennee 
  rogue.  If any succeed, proceed to Text A.  If they fail, 
  proceed to Text B. 
   
  Text A: 
  Out of the milling laborers you spy a short Rhennee 
  man, striding toward the riverboat moored beside 
  yours.  Rapidly the Rhennee moves behind a tall 
  blond merchant, who is preoccupied with watching a 
  frail old man exit from the hold of his ship.  As he 
  approaches, the Rhennee draws a wicked dagger from 
  his belt.  Just before he strikes his whole body freezes, 
  his back arced, before he crumbles to the ground.   
  Hearing the body fall behind him, the merchant 
  turns and gazes down at the Rhennee.  An amused 
  smile crosses his face as he watches the man die and 
  then motions for a workman to fetch the guard. 
   
  Text B: 
  Your group is moving through the crowd when you 
  notice that a group of people is gathering around the 
  prone form of a Rhennee man.  Standing a stride 
  away, looking down coolly at the body is a tall blond 
  merchant, who motions one of his workmen to fetch 
  the town guard. 
   
  The Murderer 
  Any characters who witnessed the murder may attempt 
  to spot whomever attacked the thief.  Oppose the Spot 
  check against the Hide of the Monk Adept (see Appendix 
  1).  It is important to note that if the monk is spotted, and 
  if the players give chase, the monk will attempt to escape. 
   If forced to fight, the monk will fight with a poisoned 
  siangham built with a crosspiece, so it looks like a dagger. 
  The monk will attempt to escape at the earliest 
  opportunity.  Under no circumstances—whether in 
  fighting, escaping, or dying—will the monk do anything 
  recognizable as a monk-only ability.  Specifically, the 
  monk will not use unarmed attacks, although he will use 
  his Tumble skill and his superior movement rate.   
   
  APL 2 (EL 3) 
  �Monk Adept: male human (Suel) Mnk3; hp 20; see 
  Appendix One. 
  
  Ship of Fools 
   
  Page 6 
   
  APL 4 (EL 5) 
  �Monk Adept: male human (Suel) Mnk5; hp 31; see 
  Appendix One. 
   
  APL 6 (EL 7) 
  �Monk Adept: male human (Suel) Mnk7; hp 42; see 
  Appendix One. 
   
  APL 8 (EL 9) 
  �Monk Adept: male human (Suel) Mnk9; hp 53; see 
  Appendix One. 
   
  Tactics:  The monk tries to flee if at all possible. 
   
  Development:  If the characters are able to defeat the 
  monk, then a poor guardsman sets off the trap on the 
  rogue’s corpse just as the characters return to the scene 
  (see The Trap, below). 
   
  Treasure: The monk has a few coins and a short, stabbing 
  dagger that is actually a siangham built with a crosspiece. 
  At higher APLs, he also wears a magical vest. 
       APL 2: L: 26 gp; C: 8 gp; M: 0 gp. 
       APL 4: L: 26 gp; C: 8 gp; M: vest of resistance +1, 83 gp 
  per character. 
       APL 6: L: 26 gp; C: 8 gp; M: vest of resistance +1, 83 gp 
  per character. 
       APL 8: L: 26 gp; C: 8 gp; M: vest of resistance +2, 333 gp 
  per character. 
   
  The Trap 
  If the characters wish to inspect the thief’s body, they are 
  in for a nasty surprise.  The monk assassin used a magical 
  shuriken coated with wyvern poison.  When someone 
  gets too close to the shuriken, it explodes in a fiery burst, 
  consuming the body entirely and damaging those who 
  are near. 
   
  The thief is quite dead, having just received 11 points of 
  Constitution damage.  If any character wishes to examine 
  the body, have him make a Craft (alchemy) or Heal check 
  (DC 15) to identify that the man was poisoned to death.  
  If an investigating character has the Trapfinding class 
  ability, have the character roll a Search check (DC varies 
  by APL, see below).  If this Search check fails, or the 
  investigating character does not have the Trapfinding 
  class ability, the trap goes off.  The resulting explosion 
  also destroys the rogue’s corpse. 
   
  If the trap is discovered and disarmed, the trap is on a 
  shuriken imbedded in the rogue’s back.  It was coated 
  with wyvern stinger poison, but is safe to handle now. 
   
  APL 2 (EL 3) 
  �Flaming sphere trap: magic device; proximity trigger 
  (alarm) affects any character examining the corpse; no 
  reset; Atk spell effect (flaming sphere, 3rd-level wizard, 
  2d6 fire, DC 13 Ref save avoids); Search DC 27; Disable 
  Device DC 27.  Note: the flaming sphere does not move 
  from the area of the corpse and the investigators; if the 
  investigator moves away, the flaming sphere does not 
  follow.  
   
  APL 4 (EL 5) 
  �Scorching ray trap: magic device; proximity trigger 
  (alarm) affects any character examining the corpse; no 
  reset; Atk +5/+5 ranged touch (two rays); spell effect 
  (scorching ray, 7th-level wizard, 4d6 fire per ray, no save); 
  Search DC 27; Disable Device DC 27.  Note:  if two or 
  more characters are examining the corpse, these rays fires 
  at two separate targets.  
   
  APL 6 (EL 7) 
  �Scorching ray trap: magic device; proximity trigger 
  (alarm) affects any character examining the corpse; no 
  reset; Atk +5/+5/+5 ranged touch (three rays); spell effect 
  (scorching ray, 11th-level wizard, 4d6 fire per ray, no 
  save); Search DC 27; Disable Device DC 27.  Note:  if 
  three or more characters are examining the corpse, these 
  rays fires at separate targets.  
   
  APL 8 (EL 9) 
  �Polar ray trap: magic device; proximity trigger (alarm) 
  affects any character examining the corpse; no reset; Atk 
  +5 ranged touch; spell effect (polar ray [substituting fire 
  for cold], 15th-level wizard, 15d6 fire, no save); Search DC 
  33; Disable Device DC 33.  
   
  Divinations:  Both the monk and the rogue attempt to 
  refuse any speak with dead spell (the rogue has a +3 Will 
  save, and the monk’s Will save varies by APL).  Even if 
  they fail, these lackeys can give only minimal 
  information beyond their immediate mission.   
   
   
  Encounter Three: 
  Nothing to see here… Move 
  along 
   
  The murmuring crowd separates to allow in an 
  Oeridian man wearing a tabard of the house of 
  Rhynehurst.  His eyes take in the entire scene before 
  turning to the crowd.  In a deep, resonant voice he 
  
  Ship of Fools 
   
  Page 7 
  shouts at them, “There is nothing more to see here!  
  Move along!” He barely pauses to see if anyone 
  follows 
  his 
  command 
  before 
  turning 
  to 
  his 
  lieutenants. 
  “Jenda, 
  Hobar, 
  disperse 
  this 
  crowd…bruises and bones only.”  You watch as two 
  deputies holding heavy studded clubs step forward 
  and begin shoving the crowd away, gleefully striking 
  out at the few workers who straggle.  The Oeridian 
  man watches, smiling with satisfaction, and then 
  addresses the group of you and the tall blond 
  merchant. “I am Watch Captain Nunn, and I want to 
  know why people are being killed on my docks.”   
   
  Allow the players to step forward and tell what they 
  know.  If any are members of the Mounted Borderers or 
  any other meta-org with some authority, allow them to 
  identify themselves at this time.  Captain Nunn will defer 
  to their explanations above anyone else.  Lathmir didn’t 
  know that attack was coming, and he’ll say so.  The 
  captain listens to what everyone has to say and asks them 
  intelligent-sounding follow-up questions.  Then read the 
  following: 
   
  A hunched Oeridian man arrives behind Captain 
  Nunn with a wheelbarrow as Nunn finishes speaking 
  to you.  “Clearly this merchant has been targeted for 
  assassination.” Nunn says, over the wet squelch as the 
  workman drops the Rhennee’s remains into the 
  wheelbarrow. “And where there is one assassin there 
  may well be another.  And seeing how I am suffering 
  under a lack of resources at the moment, I hereby 
  swear you in as provisional deputies of the Silver 
  Watch.”  Behind him you can see the workman wheel 
  the body away, trailing a steady drip of blood.  “You 
  are to escort this fine merchant back to his residence 
  and then report to me at the east gate for further 
  instruction.”  With that, Captain Nunn turns on his 
  heel, steps over the pool of blood now congealing on 
  the dock, and disappears into the crowd. 
   
   
  Encounter Four 
  Walking the walk, talking the 
  talk 
   
  Allow the players to react to their sudden deputation 
  before reading the following: 
   
  The merchant turns to your group as an elderly man 
  joins him, walking stiffly up the quay. “Thank you so 
  much for your help with the guard.  My name is 
  Lathmir Amanthsal, and this is my uncle, Vardis.”  
  The old mans face cracks into a wrinkled smile as he 
  beams up at the group of you.  “We’re staying at the 
  Gull’s Wing Inn, and while I am loathe to leave these 
  filthy Rhennee unwatched with my cargo…” Lathmir 
  scowls at the workers.  “…for safety’s sake it might be 
  best to get out of the open.”   
   
  On the walk to the Inn the characters will most likely 
  question Lathmir extensively.  Use the following general 
  guidelines for handling these questions.   
   
  General guidelines for roleplaying the merchant Lathmir 
  Amanthsal:   
   
  Lathmir prefers to converse with humans.  His attitude is 
  Friendly to Suel, Indifferent to Oeridian and Flan, and 
  Unfriendly to Rhennee.  He is Unfriendly to any human 
  mix (half-elf, half-orc) and Indifferent to all other races. 
   
  Lathmir will occasionally use in-game racial slurs when 
  referring to other NPCs in his conversations with the 
  characters.  For instance, Rhennee are referred to as “the 
  gutter folk” or “dirty Rhennee.” Half-orcs or half-elves are 
  referred to as “half-breeds” or “mutts.”  Be very careful, 
  however, since using racial slurs–even mild ones within 
  the game—may offend some players. 
   
  Lathmir will spend most of his free time doting on his 
  uncle.  He makes sure to walk slowly enough for his 
  uncle to keep up, and points out the occasional 
  architectural or historical oddity to him. Clearly, Uncle 
  Vardis has not been to Verbobonc before, and Lathmir is 
  showing him the sights as the characters walk with him.  
  The reality is that his “uncle” is educating him in the 
  philosophy of the Scarlet Brotherhood.  This education 
  has the effect of breaking down of Lathmir’s will and 
  increasing his racism.  
   
  “We heard you talking to Krot.” If Lathmir is 
  confronted about his conversation with Krot, he will 
  admit that Krot was attempting to extort protection 
  money from him (a distortion).  In reality, Krot was 
  demanding the Family’s share of the profit from 
  Lathmir’s own smuggling efforts.   
   
  “Any idea why you were targeted?” Lathmir says that 
  Krot was attempting to extort protection money from 
  him (a distortion).  He refused, and assumes that Krot 
  ordered the assassination (which is true).  He will then 
  ask for assistance in guarding him and his imports on the 
  trip to Verbobonc City. 
   
   
  
  Ship of Fools 
   
  Page 8 
  “Whatcha carrying?” If questioned as to the goods 
  Lathmir is importing he will speak at great length on the 
  variety of spices he is bringing in from the world.  
  Pepper, cinnamon, cumin and dried peppers make up the 
  majority of his wares (true, but not the whole truth).  He 
  is quite excited about the opportunities in Verbobonc, 
  whose food he considers very bland (true). 
    
  “Who’s the stiff?”  If questioned about the Rhennee 
  rogue or (if the characters were able to catch him) the 
  monk, Lathmir will say that he’s never met either of them 
  (true).  If pressed, Lathmir will say that there appears to 
  be a gang war going on in Rhynehurst (true).   
   
  “Do you know what’s going on here?”  If asked about 
  the general condition of Rhynehurst, Lathmir will 
  happily relate that the thieves of the city seem to be 
  turning on each other.  “It’s like they all came down with 
  filth fever,” he will say happily.  If pressed, though, he 
  will say that he doesn’t know who is killing whom (a 
  distortion), just that he’s pleased that the vermin are 
  cleaning themselves up.   
   
  “Where did you say your uncle’s from?”  Lathmir will 
  tell the characters that Uncle Vardis is from Onwall, but 
  is traveling with Lathmir for “obvious reasons.”  If 
  pressed, Lathmir will explain that his insufficient 
  fortunes have kept him from assisting his uncle in 
  moving away from those besieged lands (true).  But now 
  that he can afford it he hopes that his uncle will spend 
  the remainder of his years comfortably here (true). 
   
  At an opportune moment, Lathmir offers to hire the 
  players to protect him during his trip to Verbobonc City. 
   Citing the attempt on his life as the reason, he will offer 
  50 gold per person for the one day’s travel.   
   
  Uncle Vardis will not be talkative but will answer 
  questions posed him.  He did not witness anything (true), 
  doesn’t know either the thief nor the monk (true), and if 
  asked if he knows anything about the fight he will sagely 
  respond, “That is the end of the path when you throw 
  your lot in with chaos.” 
   
  Special points for skills and spells the characters may use: 
   
  Detect spells:  Neither Lathmir nor Uncle Vardis will 
  detect as evil.  Lathmir is not evil (yet), and Uncle Vardis 
  is wearing a permanently invisible ring of mind shielding 
  with Nystul’s magic aura cast on it (Caster level 15
  th) to 
  make it undetectable by detect magic and the like.  Other 
  than the ring, neither wears any magic items.  Both 
  Lathmir and Vardis will detect as lawful. 
   
  Sense Motive or discern lies:  The responses given for 
  Lathmir and for Uncle Vardis are nearly all technically 
  truthful, with a few minor distortions. These distortions 
  are consistent with the greater truth of Lathmir’s 
  experience.  Any rolls for Lathmir involving such 
  questions should grant him a +10 circumstance modifier 
  on his Bluff roll.  Even if he fails, the statement given to 
  the players should be that he is not being entirely 
  truthful, not that he is lying.   
   
  Divinations:   Due to the fact that both of the major 
  groups in this module are evil, (the Scarlet Brotherhood 
  is lawful evil, the Family is neutral evil) any question 
  posed regarding any outcome will always be “weal and 
  woe.”  More powerful spells, such as divination, should 
  give correct advice, but also should not be specific to one 
  group or the other.  A fine example would be warning of 
  the dangers of poison, as both groups use poison. 
   
  Bards:  A Bardic Knowledge check (DC 30) on Lathmir 
  will reveal that he was a minor importer in Verbobonc for 
  several decades, but whose fortune has improved greatly 
  over the past several years. 
   
  Suggestion or detect thoughts: These attempts may 
  succeed against Lathmir, but he sticks to the above 
  information and provides as little information as possible 
  about Uncle Vardis and his business.  If confronted 
  directly, he will attempt a second Will save.  Uncle Vardis 
  will help Lathmir resist this sort of magical pushing as 
  slyly as he is able. 
   
  Development:  If the characters agree to help Lathmir, 
  he tells them to meet him by the east gate late the next 
  morning (he has some business to attend to earlier, but it 
  is fairly mundane).  After escorting the merchant and his 
  uncle to their Inn, the characters may then go see the 
  Captain (go to Encounter 5).  If the characters decide 
  instead just to retire to an inn, skip to Encounter 6. 
   
   
  Encounter Five: 
  The Captain hook 
   
  The characters are free to go find an inn (if they do, skip 
  to Encounter 6) or, if they accepted Captain Nunn’s 
  mission, they may go to the watch station.  If they go to 
  the watch station read the following: 
   
  It is evening by the time you reach the watch station, 
  but the braziers outside are lit and lantern light 
  streams out the open door.  Inside you can see Watch 
  Captain 
  Nunn 
  speaking 
  with 
  several 
  of 
  his 
  lieutenants.  A pewter mug sits beside his hand.     
  
  Ship of Fools 
   
  Page 9 
  Assuming the characters enter, Captain Nunn welcomes 
  them, begs them to sit down, and dismisses his 
  lieutenants.  They exit a side door, towards the stables 
  that are attached to the watch station.  Captain Nunn is 
  happy to make a little small talk.  When the characters 
  bring up the “further instruction” the Captain spoke of, 
  or ask questions as to what is happening here, read the 
  following: 
   
  Captain Nunn looks over his shoulder to make sure 
  his staff is outside before speaking.  “I offer my most 
  sincere apologies, it is not usual for me to impose 
  service on citizens, but clearly the merchant was in 
  danger – and I have found that my men 
  are…inadequate.   
   
  “It began a couple weeks ago, or at least that’s when 
  we noticed them.  Cuthbert knows that Rhynehurst is 
  no stranger to killings, but while we might find a 
  corpse floating by the docks, they haven’t been left in 
  the streets for respectable people to find.  My men 
  have tried to preserve the peace and not alarm the 
  people, but we’ve had over a dozen murders.  And 
  today, well, today they’ve not only struck in broad 
  daylight – but in public!”  Nunn pauses to take a 
  drink.  “These murders must end, else it lead to open 
  fighting in the streets.  Which brings me to you.”  
  Nunn casts an eye to the door before continuing, 
  “You’re more capable than my lieutenants, and since 
  you’re outsiders there’s nothing to link you to the 
  Silver Guard – which also means your loyalties are 
  not suspect.  Now, I know that one of the local 
  leaders of the Family, a toad of a man named Krot, is 
  going to be at the Empty Cask Inn tomorrow 
  morning.  I want you to go there and put an end to 
  this killing, one way or another.  Will you do this?” 
   
  “Hey, I know Krot!”  Any character that is a member of 
  the Family has heard of Uncle Krot (the Uncles are the 
  shadowy masterminds behind the Family) on a 
  Knowledge (local) check (DC 20).  If the character is a 
  member of the Smuggling branch of the Family, the DC 
  drops to 10.  If a character knows of Uncle Krot, they 
  have heard that he dabbles in magic, and is known as a 
  reasonable man.  It is unwise to cross him, as he holds 
  long grudges.  He’s a short, overweight Oeridian man. 
   
  “You want us to rub him out?”  Nunn doesn’t 
  necessarily want Krot killed; on the other hand, he’s not 
  particularly opposed to the idea of a known criminal 
  dying.  What Nunn does want is order restored to the 
  city streets, and he thinks that Krot (or Krot’s death) 
  could provide that.   
   
  “What’s it worth to ya?”  Nunn will not be able to pay 
  the party anything for their service beside, he adds 
  hastily, the gratitude of the Captain of the Silver Watch.  
  He also promises that he will personally mention their 
  names to Lord Rhynehurst the next time he sees him.   
   
  “Who’s Krot?”  Nunn explains that much of the Family’s 
  smuggling comes through Rhynehurst, and that because 
  of this the Family keeps a close eye on the docks.  Krot is 
  the person in charge of the smuggling, extortion, and 
  enforcement in the area, and the person they are 
  supposed to “stop.” 
   
  “Who’s killing who?”  Nunn firmly believes Rhynehurst 
  is in the middle of a Family turf war.  He will admit that 
  he does not know which faction of the Family is fighting 
  which, but he knows that many of the dead have been 
  killed by daggers, others have been beaten to a pulp, and 
  some have died by poison.   
   
  “What about the merchant Lathmir?”  Nunn is 
  convinced that  Lathmir is not at all involved in the 
  murders.  “That stuck up merchant?  He’s a fop.  I’ve seen 
  his type before – all mouth and no brain.  Nah, the only 
  reason why that thief got killed then was because he 
  came out in the open.” 
   
  Development: If the characters agree to help put an end 
  to the killings, read the following: 
   
  “Good.”  Captain Nunn says as he leans in for his last 
  instructions.  “Remember, I seek to quell the violence 
  and to quiet the streets of Rhynehurst.  Do not let any 
  fighting spill out onto them, or I’ll have no choice but 
  to arrest you all.” 
   
   
  Encounter Six: 
  Crying Uncle 
   
  By the time this Encounter begins, it is quite dark.  The 
  characters will most likely want to find an inn.  The only 
  inn with rooms available is the Restful Night, a high-end 
  establishment run by a dwarf named Balik.  The Restful 
  Night has many rooms available, but each is small and 
  cramped (for one person only).  Each room’s door has a 
  good lock on it.  The characters are welcome to roleplay 
  at the inn as much as they like, but nothing of note will 
  occur until they retire to their rooms.  At this point 
  gather any members of the Family or any characters who 
  have more levels of rogue than of any other class levels.  
  Law enforcement types, such as Mounted Borderers or 
  House Guard members, will not be approached unless 
  
  Ship of Fools 
   
  Page 10 
  they are also members of the Family.  Take these players 
  aside and read or paraphrase the following: 
   
  To Members of the Family 
  You wake in the night when your well-trained ears 
  pick up the minute metal scratches of a lock pick set 
  being used.  Peering into the darkness you can see a 
  greasy-haired halfling crouching just inside the room, 
  as he swings your door closed.   Seeing you awake, he 
  lifts a finger to his lips and then flashes the 
  recognition sign of a Brother of the Battirovka 
  Family.  He waits, his hand on his dagger, obviously 
  awaiting your return of the sign.  
   
  Assuming that the player returns the sign (any member 
  of the Family has been taught the proper return sign) 
  read the following: 
   
  Satisfied by your recognition sign the halfling moves 
  silently to your bed.   
   
  Go on to The Instructions, below. 
   
  To Rogue non-members 
  You wake in the night when your well-trained ears 
  pick up the minute metal scratches of a lock pick set 
  being used.  Peering into the darkness you can see a 
  greasy-haired halfling crouching just inside the room, 
  as he swings your door closed.   Seeing you awake he 
  lifts a finger to his lips and silently moves to your 
  bed.   
   
  If the character raises a fuss or prepares to attack, the 
  halfling immediately leaves.  If the character seems 
  willing to listen, go on to The Instructions, below. 
   
  The Instructions 
  The halfling crouches by your bed, softly hissing 
  instructions.  “Do not move or speak.  I have been 
  sent as a representative from Uncle Krot.  He 
  instructs you to kill the Suel merchant, as a personal 
  favor, for which you will be rewarded.  Do not 
  concern yourself with the law, if through your own 
  incompetence you are apprehended.  The Silver 
  Guard, though bumbling fools, still have honor 
  enough to stay bought.  Do you understand?” 
   
  This rogue knows nothing about why Krot wants the 
  Suel merchant dead or even who the Suel merchant is.  
  He has been sent to deliver the message and to find out 
  whether the characters agree to do the job – that is all.  If 
  the players attempt to detain the rogue, he will attempt to 
  escape.  If caught, he will deny any knowledge of the 
  Family; although the Silver Watch will detain him if the 
  characters insist, but the halfling won’t stay jailed for 
  long. 
   
  All APLs 
  �Halfling messenger: male halfling Rog9; hp 38; see 
  Appendix One. 
   
  The halfling waits to hear the character’s response, which 
  is probably one of the following: 
   
  Nod and smile.  The character accepts the mission to kill 
  Lathmir, but later tells their party about the meeting.  
  Please note that any good characters should refuse to 
  murder a man who thus far has done nothing to deserve 
  it. 
   
  Nod and smile and keep your mouth shut.  The 
  character accepts the mission to kill Lathmir and doesn’t 
  tell the other characters in their party about it.   
   
  Refuse when you’re a member of the family.  Family 
  members who refuse the mission are reminded by the 
  halfling that membership sometimes has its little costs 
  and little favors, and won’t the character please 
  reconsider?  If the character still refuses, the halfling 
  leaves, and the character will later face discipline from 
  the Family, as listed on the AR. 
   
  Refuse when you’re not a member of the family.  
  Characters who refuse the mission but whom are not 
  members of the Family will be denied future 
  membership in the Family, as listed on the AR.  The 
  Family has no interest in people who can’t take orders. 
   
  Development: The halfling evaluates the sincerity of the 
  characters’ responses with his Sense Motive skill (oppose 
  Bluff and Sense Motive checks if the character does not 
  intend to follow through with his given response).  
  Whether or not the halfling suspects the character is 
  being honest, he takes the character’s response back to 
  Krot.  Please carefully note the characters who have 
  refused the halfling’s instructions, since they have 
  repercussions not only in the module but also in the 
  character’s future. 
   
   
  Encounter Seven: 
  Family matters 
   
  Nothing will occur the following morning until the 
  characters go to the Empty Cask Inn.   
   
  The Empty Cask is one of the larger inns that sit by 
  
  Ship of Fools 
   
  Page 11 
  the warehouse district.  Its heavy shuttered windows 
  block out the light of the morning sun.  The smells of 
  stale ale and acrid smoke assail you when you enter.  
  Although it is well before noon, the inn’s common 
  room is crowded with people.  Ruddy light sputters 
  from lamps hanging from oak beams, and the 
  waitresses move lazily through the tables, plunking 
  down tankards with little enthusiasm.  A thin, 
  balding man stands behind the bar, pouring drinks 
  from the kegs and bottles that line the back wall.   
   
  The barkeep is, naturally, a lookout for the Family and 
  the bar is a common meeting spot for Family members.  
  Players will be under surveillance upon entering, and 
  Krot will be told almost immediately of their arrival and 
  their actions.  The bartender will deny that he knows of 
  Krot, where he might be located, or how he might be 
  reached.  He’s lying, and badly (Sense Motive check [DC 
  8+APL]). 
   
  Feel free to roleplay this encounter as much as you like.  
  The bartender is surly, rude, and will go out of his way to 
  insult the party.  Wait until some point after the party 
  demands to see Krot, before reading the following: 
   
  Behind the barkeep a dusty bottle begins to give off a 
  sooty red glow as a candle rises into it from the 
  counter below.   Seeing this the bartender scowls to 
  himself, then thumps the side of the bar with a 
  practiced kick.  A portion of the bar swings aside, 
  revealing a dark passage leading down.  “He’ll talk to 
  you now,” he says, “but you’ll have to leave your 
  weapons here.”   
   
  The bartender insists that the characters leave all of their 
  weapons behind, and he’ll stand in their way and argue 
  loudly until they do.  Some options available to the 
  characters are: 
   
  Hand ‘em over.  Any weapons the characters give up will 
  be stored behind the bar.  They character will be able to 
  get them back at the end of the next Encounter. 
   
  Weapons?  Us?  No sir.  Each character has time to 
  make one quick Sleight of Hand check to conceal a light 
  weapon on their person (note that this use of Sleight of 
  Hand may be used untrained).  Make a Sleight of Hand 
  check opposed by the bartender’s Spot check (His Spot 
  bonus is equal to the APL: +2 at APL 2, and so on).  In 
  addition, the bartender won’t find any weapons hidden in 
  extradimensional spaces (such as a bag of holding). 
   
  Err…We’ll be right back.  If the characters want to 
  leave and come back, even for a few moments, Krot and 
  his rogues will clear out of the cellar.  They are not fools, 
  and assume that the characters have either stepped out to 
  hide their weapons better or to alert the town guard.  
  Whatever their reason, Krot won’t stick around.  The 
  bartender will grin evilly once the characters finally 
  return, and tell them that Krot has left.  The bartender 
  doesn’t know where, and Krot won’t be back during this 
  scenario. 
   
  You are getting very sleepy… The characters might try 
  to fascinate, charm, or otherwise enchant the bartender.  
  His Will save is equal to the APL (Will +2 at APL 2, and so 
  on).  If he succeeds, move right to Rush him!, below. 
   
  C’mon.  For us?  Please?  If the characters want to use 
  Diplomacy, Bluff, or Intimidate to convince the 
  bartender to let them descend while armed, this is 
  possible but extremely difficult (he already despises the 
  characters, and letting them see Krot while armed will 
  probably get him a long walk off a short pier).  The DC 
  for these skills is 35.  Characters who are members of the 
  Family get +5 circumstance bonus to their checks, and 
  members of the Smuggling division get another +5 
  circumstance bonus to their checks.  Characters that 
  agreed to the halfling’s instructions in the last Encounter 
  gain a +5 circumstance bonus, as well. 
   
  Let’s split up.  If only some characters wish to go 
  weaponless downstairs, the bartender will let them.  He’ll 
  keep a close eye on the others left behind in the bar.  Go 
  on to the next Encounter with those characters who get 
  past the bartender. 
   
  Rush him!  If the characters fight the bartender (He has 
  an AC of 10 and 20 hit points; he doesn’t fight back other 
  than to shout curses), the other patrons do not participate 
  but yell loudly and thump on the floor.  This alerts Krot, 
  who immediately vacates along with his entourage.  By 
  the time the characters descend to the basement, it is 
  empty. 
   
  If the characters get past the bartender and Krot hasn’t 
  fled, go on to Encounter 8.  If Krot has fled, the basement 
  is empty, and the characters must go to Encounter 9. 
   
   
  Encounter Eight: 
  Meeting the parents 
   
  The passageway from the bar descends to a camped and 
  twisted passage that doubles back on itself several times 
  before leading to a tight stairway.  It takes three rounds to 
  traverse this dark passage. 
  
  Ship of Fools 
   
  Page 12 
  Read: 
   
  The unlit passage and twisting stairs lead down at 
  least 20 feet before reaching a hard packed earth 
  floor.   Thick wood beams support the ceiling, which 
  is just barely 5 feet from the floor.  Ahead you can see 
  that the short passage opens up to a very musty and 
  poorly lit cellar, some 30 feet across and no more than 
  40 feet long.  Once into the cellar the ceiling extends 
  up approximately 15 feet.   Boxes and crates stacked 
  in the cellar form deep shadows and narrow passages 
  through the room.  Ahead of you, in the center of the 
  room is a desk, lit by a single lamp, where a fat 
  Oeridian man sits.  He motions for you to step 
  forward. 
   
  “For what purpose have you sought me out?”  The 
  man asks. 
   
  Krot is currently using two spells to conduct this 
  interview, silent image and ventriloquism.  Krot himself 
  is watching from a small illusion-covered window on the 
  back wall of the room, deep in the shadows, with a 
  commanding view of the characters and the desk.  If he 
  wants to, Krot can rush out the back of this passage onto 
  the streets of Rhynehurst easily.  Unless the characters 
  can fit through the window (it is about six inches high 
  and a foot wide), they will find it very hard to follow him. 
   
  Many of the crates have illusions as their fronts (thanks 
  to Krot’s silent image), in which his rogues lie in wait.  
  The dust in the room will dimly outline any invisible, 
  giving a +10 circumstance bonus to all Spot checks used 
  to identify them. 
   
  Review the rules on illusions, particularly the necessity 
  of interacting with them before receiving a Will save. 
   
  Information for roleplaying Uncle Krot: 
  • 
  Krot is in charge of the smuggling operation for 
  the Family here in Rhynehurst. 
  • 
  He is very concerned with the number of his 
  men who have been killed over the past two 
  weeks, and has been concealing the large 
  number of deaths from the Silver Guard. 
  • 
  Krot doesn’t know the number of actual 
  assassinations, but at least 25 of his men have 
  been killed. 
  • 
  Krot strongly suspects that the Suel merchant is 
  in some way connected with these killings, 
  since he is obviously very well protected.  As a 
  precaution Krot has ordered the Suel merchant 
  killed. 
  • 
  Krot badly wants more information on the Suel 
  merchant, and is willing to employ the 
  characters to investigate him. 
  • 
  Krot has been unable to find out who has been 
  killing his men, and no standard method for the 
  attacks can be discerned.  He will tell the 
  players that poisons are often used, and 
  sometimes the bodies have been so badly 
  mutilated that they were nearly unidentifiable. 
  “We want your head.”  If the adventurers attack Krot, 
  move right to The Combat, below. 
   
  “We were instructed to take you into custody.”  Krot is 
  already aware of the characters’ mission, but he 
  appreciates the honesty of the direct approach.  Krot 
  argues that he isn’t behind the killings, and he’s as much 
  a victim as Captain Nunn.  Go to An Offer You Can’t 
  Refuse, below. 
   
  “We’re here to stop the killings.”  Krot welcomes the 
  characters’ inquiries and recounts the number of deaths 
  that have occurred in Rhynehurst.  He will complain that 
  Captain Nunn only seeks to keep the murders quiet, 
  instead of stopping them.  Krot wants to know who’s 
  behind them, and he suspects the Suel merchant 
  Lathmir.  Go to An Offer You Can’t Refuse, below. 
   
  “We have some questions about Lathmir.”  If 
  approached with the suspicions about Lathmir, Krot will 
  do everything in his power to persuade the characters 
  that he is involved in the murders.  Krot is only 
  speculating that Lathmir is involved, but he’s willing to 
  sound certain if it will convince the characters.  Krot 
  doesn’t know anything about Uncle Vardis, and is certain 
  that the old man is harmless. 
   
  “You got it.  He’s a dead man.” In the rare case that the 
  party rogue agreed to kill Lathmir in Encounter 6, and 
  the rest of the party has no problem with that (or is 
  playing along), Krot is pretty clear that he’d like Lathmir 
  murdered as soon as the characters discover what he’s up 
  to. 
   
  An Offer You Can’t Refuse 
  If the characters seem willing to talk, Krot offers the 
  characters a deal.  He’ll pay them 50 gold each (he can be 
  convinced to pay up to 100 gold each) for information 
  about the Suel merchant and his activities.  He points out 
  that gathering such information is neither illegal nor 
  immoral, and he believes that it is highly suspect that the 
  
  Ship of Fools 
   
  Page 13 
  Rhennee “dockworker” (Krot’s assassin) was killed right 
  next to Lathmir.  If the characters seem receptive to the 
  idea, Krot will suggest that they kill Lathmir as soon as 
  the opportunity presents itself, in order to protect the 
  Family.  After their conversation, the characters are free 
  to leave the cellar the way they came.  Go on to 
  Encounter 9. 
   
  The Combat 
  If the interview turns violent or if the players demand 
  that he be brought in, Krot will dismiss the illusion of 
  him at the desk but keep the illusions that are hiding his 
  rogues.  He will then demand that the characters to leave. 
   If the characters attempt to search the room the rogues 
  will sneak attack the party, while Krot supports them 
  from above. 
   
  All APLs 
  �Uncle Krot: male human Rog9/Wiz3; hp 73; see 
  Appendix One.  At APL 2, Krot leaves out the back of his 
  secret passage as soon as combat starts.  At APL 4 through 
  8, he uses a scroll of fireball centered on the party 
  (expecting his rogues to evade the damage) and then 
  flees. 
   
  APL 2 (EL 3) 
  �Family Rogues (3): male and female human Rog1; hp 
  8 each; see Appendix One. 
   
  APL 4 (EL 5) 
  �Family Rogues (3): male and female human Rog2; hp 
  14 each; see Appendix One. 
   
  APL 6 (EL 7) 
  �Family Rogues (3): male and female human Rog4; hp 
  26 each; see Appendix One. 
   
  APL 8 (EL 9) 
  �Family Rogues (3): male and female human 
  Ftr1/Rog5; hp 42 each; see Appendix One. 
   
  Tactics: The rogues fire their crossbows from behind 
  their illusions (which they have already successfully 
  disbelieved) as sneak attacks.  At APLs 4 and above, Krot 
  will cast a fireball from a scroll (caster level 5
  th) and then 
  flee.  In the second round, the rogues move into melee, 
  flanking whenever possible.  The rogues know this is a 
  test of loyalty to Krot, and so fight to the death. 
   
  Treasure: Defeat and loot Krot’s rogues. 
       APL 2: L: 237 gp; C: 63 gp; M: 0 gp. 
       APL 4: L: 237 gp; C: 63 gp; M: 0 gp. 
       APL 6: L: 193 gp; C: 63 gp; M: vest of resistance +1 (x3), 
  83 gp per character each, +1 studded leather armor (x3), 
  98 gp per character each. 
       APL 8: L: 193 gp; C: 63 gp; M: vest of resistance +2 (x3), 
  333 gp per character each, +1 studded leather armor (x3), 
  98 gp per character each. 
   
   
  Encounter Nine: 
  And away we go… 
   
  By this point, the characters have agreed either to guard 
  Lathmir on his trip to Verbobonc, investigate or slay 
  Lathmir, or report back to Watch Captain Nunn.  One 
  way or another, they have reason to go to the east gate of 
  Rhynehurst.  When they get there, read the following: 
   
  Just inside the east gate sit two heavily loaded 
  wagons, each piled high with sacks and covered with 
  tarps.  Even from this distance you can make out 
  Lathmir Amanthsal, speaking to Watch Captain 
  Nunn.  Several workmen are preparing the wagons 
  for travel.  The thin frame of Lathmir’s uncle is 
  already perched atop the second wagon, looking on 
  with interest at the business around him.  As you 
  approach, you can see Lathmir shake Nunn’s hand, 
  throw his backpack up to his uncle, and climb onto 
  the second wagon.   
   
  Lathmir will welcome the players, and will thank them 
  for agreeing to guard him.  The players will have several 
  choices at this point: 
   
  Attack Lathmir.  Some players may simply attack 
  Lathmir, either because Krot or the halfling instructed 
  them to.  Warn the players that attacking Lathmir 
  without proof of wrongdoing is an evil act, although 
  subduing him for arrest or questioning is probably not 
  evil.  In this case, the monk “workmen” will move to 
  protect Lathmir (use their statistics from Encounter 12).  
  Uncle Vardis will take the Heward’s handy haversack and 
  move to Lathmir.  He will then abundant step them both 
  as far away as possible. 
   
  Watch Captain Nunn assembles his men while the 
  characters are fighting the monks, and after the fight he 
  arrests them.  If they didn’t kill anyone, Captain Nunn 
  imprisons them for assault.  If they captured Lathmir, 
  Captain Nunn immediately lets him go.  If the characters 
  killed anyone, Captain Nunn imprisons them for murder. 
   Regardless of the charge, the characters remain in prison 
  for 2 extra Time Units, but are then freed without any 
  explanation (the Family has pulled some strings).  
  Characters who are members of the Family are released 
  
  Ship of Fools 
   
  Page 14 
  after only a day or so, and need not pay any additional 
  Time Units.  In any case, the scenario is over; go to the 
  Conclusion. 
   
  Join Lathmir.  Most parties agree to travel with Lathmir. 
   He will gladly accept their assistance, and will wait if the 
  players wish to gather animals, buy items, or speak with 
  Captain Nunn.  If the characters converse with Captain 
  Nunn, go to Encounter 10.  Otherwise, skip to Encounter 
  11.   
   
  Let Lathmir go.  Some characters may choose not to join 
  Lathmir and instead simply report to Captain Nunn their 
  encounter with Krot.  If so, go to Encounter 10. 
   
   
  Encounter Ten: 
  Singing to the cops 
   
  As you approach Captain Nunn, the man glances 
  around furtively before placing a finger to his lips.  
  Nunn then leads your group into the stables attached 
  to the watch station.  “We should have less chance of 
  being overheard here,” he explains.  “Were you 
  successful in your task?” 
   
  “Yep.  He’s dead (or captured).”  Captain Nunn will be 
  pleased that Krot is dead (or glad to take him into 
  custody).  He will thank the players for their service, but 
  will remind them that he is unable to officially recognize 
  their good deed.  He will mention their service to Lord 
  Rhynehurst, and they can expect the gratitude of the lord 
  in the future.  Please note the Influence of Duke 
  Rhynehurst and Infamy with the Family on the players’ 
  AR.   
   
  “Nope, he escaped before we could even see him.”  
  Captain Nunn will be disappointed that the characters 
  failed, and will be even more worried that the killings 
  will continue. 
   
  “We didn’t get Krot, but we got all these other guys.”  
  If the characters fought the rogues in the cellar of the 
  Empty Cask Inn, Captain Nunn will be impressed.  He’s 
  still worried about the killings, but pleased that the 
  characters were able to mop up a bit of filth before 
  returning to him empty-handed. 
    
  “Well, we didn’t capture him.  We talked to him, and 
  he said he wasn’t the problem.”  Nunn is disappointed 
  that the characters were not able to capture Krot, and is 
  initially skeptical of any accusations the players may 
  make regarding Lathmir.  However, he listens to what 
  the characters have to tell him.  A Diplomacy check [DC 
  10+APL] will win him over to the character’s side of 
  thinking.  If the players succeed in convincing Nunn, he 
  will ask the players to investigate Lathmir on his behalf, 
  and thank them for their efforts so far.   
   
  As long as the characters are willing to travel with 
  Lathmir as guards (either to protect him, or to investigate 
  him for Krot or Captain Nunn), go on to Encounter 11.  
  If they are unwilling to travel with Lathmir, conclude the 
  scenario now. 
   
   
  Encounter Eleven: 
  On the road 
   
  Assuming that the players have joined Lathmir, get a 
  marching order from them, along with the two wagons, 
  and then read the following: 
   
  The open road leading to Verbobonc City is broad and 
  well worn, and while most of the wagons that were 
  traveling to Verbobonc have left much earlier than 
  yours, travelers, carts and wagons traveling to 
  Rhynehurst regularly pass your wagon.  Lathmir 
  spends the afternoon in close conversation with his 
  uncle, allowing the tradesmen to work the teams of 
  horses.  Toward evening it becomes apparent that you 
  will not reach Verbobonc today and Lathmir pulls the 
  wagons off the road to one of the many traveler 
  camps that pepper the road.  With practiced ease the 
  workers unhitch the horses and begin preparations to 
  make camp for the night.    
   
  This encounter is a roleplaying encounter with Lathmir, 
  Uncle Vardis and the characters.  It is designed to 
  illustrate Lathmir’s decent into racism and his acceptance 
  of the principles of the Scarlet Brotherhood. If the 
  players already have the impression of Lathmir as a 
  bigoted jerk, feel free to skimp on the roleplaying here.  
  Otherwise use the guidelines provided in Encounter 4 
  along with the statements below to roleplay Lathmir 
  during the evening.  If the characters speak with him he 
  will be even more opinionated about the lesser breeds of 
  man, and what might be done to improve the land of 
  Verbobonc for those who deserve to live here.  However, 
  it is very important to not overdo the racist elements of 
  Lathmir’s personality, since not only will it give too much 
  away to the players, but may also offend.  Therefore it is 
  important to phrase Lathmir’s statements so that they are 
  positive affirmations of general principles, but which 
  have an unsaid or under laying element of bigotry. 
   
  
  Ship of Fools 
   
  Page 15 
  This encounter should play out like a dialogue between 
  Uncle Vardis and Lathmir (and perhaps the characters).  
  Uncle Vardis is new to Verbobonc, and he uses his status 
  as a newcomer to ask very leading questions of Lathmir 
  and the characters, like the following: 
   
  • 
  “Your ruler, Viscount Langard, is a half-elf, isn’t 
  he?  What do you think about that?” 
  • 
  “I’ve heard the Rhennee barge-folk are 
  untrustworthy.  What do you think about 
  them?” 
  • 
  “Aren’t the gnomes to the south in some sort of 
  rebellion?  How do you feel about that?” 
   
  Some of Lathmir’s responses are listed below.  Feel free to 
  paraphrase them.  As he gives each, Uncle Vardis nods 
  happily.  Note whether any characters seem to share 
  Lathmir’s and Vardis’ opinions.  Lathmir gives responses 
  like: 
   
  • 
  “I cannot deny that I’ve benefited greatly from 
  the Viscounty, but I have to say that at times I 
  have longed for a stronger, more central, form 
  of government.” 
  • 
  “One has to question how such a fine land has 
  digressed to the point of transferring its 
  sovereign power to someone who does not even 
  share its heritage.” 
  • 
  “This great nation was built through the work of 
  man, for the benefit of man, and I can’t see any 
  reason we should have to share it with anyone 
  else.” 
  • 
  “You cannot trust the half-breeds to represent 
  mankind; they do not have our values in their 
  hearts.” 
  • 
  “From what I’ve seen, the Viscount would do 
  well to police the vagrants from their rivers.  
  Doing so would dramatically increase the safety 
  and ability for good citizens to ply their trade.” 
  • 
  “Verbobonc City would do well to drive out the 
  Rhennee – they’re stinking cretins, spreading 
  crime and disease among the good people of 
  Verbobonc.”   
  • 
  “The gnomes in the south have been such a 
  terrible drain on Verbobonc.  The nobles should 
  show those creatures who truly rules this land.” 
  • 
  “The gnomes are using the specter of a giant 
  invasion to bolster support for their cause, but 
  they simply want more human gold.” 
   
  Neither Lathmir nor Uncle Vardis argue at length with 
  characters who disagree, but (with a very patronizing air) 
  dismiss any responses or arguments as the opinions of 
  lesser beings.  By the end of the evening, the players 
  should adequately dislike Lathmir, but should not really 
  have any justifiable reason to kill him.   
   
  By the end of his dialogue with Uncle Vardis, Lathmir 
  has cemented his racist beliefs, and Uncle Vardis 
  wholeheartedly approves of him.  Lathmir steels his 
  resolve to persecute the “lesser races” with his all the 
  support he can bring to bear.  At this point, Lathmir’s 
  alignment slides from lawful neutral to lawful evil. 
   
  Lathmir goes to bed after the conversation winds down, 
  but Uncle Vardis stays awake all night, with no apparent 
  ill effect. 
   
  Development:  If any non-Rhennee human character 
  shows genuine agreement with Lathmir’s statements, 
  Uncle Vardis notes his or her potential for eventual 
  indoctrination into the Scarlet Brotherhood.  Mark 
  “Uncle Vardis’ Approval” on that character’s AR. 
   
   
  Encounter Twelve: 
  Exit stage left 
   
  The following morning passes without incident, but once 
  again have the characters form their marching order. 
   
  The morning passes pleasantly, and the remaining 
  miles to Verbobonc City are eaten away by the soft 
  clop of the horses as they pull their load.  By noon the 
  gates of Verbobonc are looming large, and the farms 
  you had been passing have become cottages and 
  storefronts.   Children and their parents, along with 
  laborers and their carts move between the small 
  homes and the road.  The city is only about a javelins 
  throw away, when you see Uncle Vardis straighten, 
  and peer down at a nearby herbalist’s shop before 
  giving a short shout. 
   
  Have the characters make a Spot check [DC 20+APL] to 
  see the thieves lying in wait ready to ambush the wagons. 
  The rogues step from their hiding places and fire their 
  crossbows on the surprise round.  If the characters dealt 
  peaceably with Krot, the rogues target Lathmir, Uncle 
  Vardis, and the monk “workers” only.  If the characters 
  fought Krot, or scared him off, the rogues attack the 
  characters as well as the monk “workers.” 
   
  At this point, combat erupts around the wagons.  The 
  monks immediately move to defend Lathmir and Uncle 
  Vardis, and the rogues move in with rapiers drawn.  The 
  characters essentially have four choices: 
  
  Ship of Fools 
   
  Page 16 
  Attack the Rogues:  Many parties will attack the rogues 
  immediately, even if the rogues concentrate their fire on 
  Lathmir and the monks.  If so, use the tactics listed for 
  the rogues to direct their counter attack.  The monks will 
  hold off on attacking the rogues, preferring instead to 
  remain undetected, and Vardis will not abundant step 
  away with Lathmir unless threatened.  
   
  Attack the Monks:  Some characters may decide that 
  now is their chance to attack Lathmir, especially if 
  they’ve noticed his shift to evil of the night before.  
  Neither Lathmir nor Uncle Vardis will attack the 
  characters.  If the battle goes badly, Vardis will grab the 
  haversack and use his abundant step ability transport 
  both himself and Lathmir well into Verbobonc City.  
  Even if Lathmir is killed, Vardis will collect his body and 
  the haversack and abundant step away. 
   
  Monks vs. Thieves? I gotta pop me some popcorn!  It 
  is doubtful that any party will choose to duck out of the 
  fight, although it is possible.  If they do, they earn no 
  experience for this encounter.  Sum up the battle 
  however you wish, providing that Lathmir and Uncle 
  Vardis survive and (if necessary) take the haversack and 
  abundant step away. 
   
  Bring it on!  A few parties may end up attacking both the 
  monks and the rogues, especially if they attempt area-
  effect spells that land on both groups.  When playing 
  both sides, it is important to note that they will be 
  fighting each other as well as the players.  The rogues will 
  not forget that their mission is to kill Uncle Vardis and 
  Lathmir. 
   
  Uncle Vardis’ Grand Exit (from the rogues) 
  If at any time during the battle Vardis uses his abundant 
  step ability to escape, read or paraphrase the following: 
   
  Cowering by the second wagon you see Lathmir, 
  clutching his backpack to his chest, above whom 
  stands Uncle Vardis. Gone is the stooped, frail old 
  man.  Instead Uncle Vardis is a flurry of movement, 
  striking at his opponent with the edge of his hand 
  before leaping into the air and slamming his knee 
  into the man’s face, and then finally driving both fists 
  into the man’s chest.  The dulled crunch of the man’s 
  splintered ribs is followed by a bloodied moan as the 
  man collapses in front of Vardis, who is already 
  looking for his next opponent.  Then, seeing how the 
  tide of battle has turned against him, he steps over to 
  Lathmir, grabs his arm, and the two of them blink out 
  of existence.   
   
  Uncle Vardis’ Grand Exit (from the characters) 
  If at any time during the battle Uncle Vardis and Lathmir 
  are attacked by the party, they abundant step away.  Read 
  or paraphrase the following: 
   
  While Lathmir cowers from your blows, protecting 
  himself with his backpack Uncle Vardis is a flurry of 
  movement, striking out with his hands, feet, even 
  elbows.  Then, seeing that he may be overwhelmed, 
  he turns to Lathmir, grabs his collar and the both of 
  them wink out of existence.   
   
  No Grand Exit Needed 
  If Lathmir and Vardis ride out the battle in safety, read 
  the following: 
   
  The short and bloody fight is behind you.  The bodies 
  of the bandits lay about, and the wagons you have 
  fought to protect remain unharmed.  Lathmir steps 
  forward his hand outstretched in friendship.  “Thank 
  you, Thank you all for your assistance.  You have truly 
  saved the day for us.  Haven’t they, Uncle Vardis?” 
   
  Uncle Vardis’s face beams with a wrinkled smile.  
  “They most certainly have.”  
   
  The Rogues: 
   
  APL 2 (EL 6) 
  �Family Rogues (8): male and female human Rog1; hp 
  8 each; see Appendix One. 
   
  APL 4 (EL 8) 
  �Family Rogues (8): male and female human Rog2; hp 
  14 each; see Appendix One. 
   
  APL 6 (EL 10) 
  �Family Rogues (8): male and female human Rog4; hp 
  26 each; see Appendix One. 
   
  APL 8 (EL 12) 
  �Family Rogues (8): male and female human 
  Ftr1/Rog5; hp 42 each; see Appendix One. 
   
  Tactics: The rogues fire their crossbows from hiding as 
  sneak attacks onto the monks, or onto the monks and the 
  characters.  In the second round, the rogues move into 
  melee, flanking whenever possible by using their Tumble 
  skill.  If the number of rogues is reduced to two or one, 
  they flee. 
   
  Treasure: Defeat and loot the rogues. 
       APL 2: L: 351 gp; C: 16 gp; M: 0 gp. 
       APL 4: L: 631 gp; C: 16 gp; M: 0 gp. 
  
  Ship of Fools 
   
  Page 17 
       APL 6: L: 631 gp; C: 16 gp; M: potion of cure moderate 
  wounds (x8), 25 gp per character each. 
       APL 8: L: 631 gp; C: 16 gp; M: vest of resistance +1 (x8), 
  83 gp per character each, potion of cure moderate 
  wounds (x8), 25 gp per character each. 
   
  The Monks 
   
  APL 2 (EL 6) 
  �Monk “Workers” (8): male human (Suel) Mnk1; hp 9 
  each; see Appendix One. 
   
  APL 4 (EL 8) 
  �Monk “Workers” (8): male human (Suel) Mnk2; hp 15 
  each; see Appendix One. 
   
  APL 6 (EL 10) 
  �Monk “Workers” (8): male human (Suel) Mnk4; hp 27 
  each; see Appendix One. 
   
  APL 8 (EL 12) 
  �Monk “Workers” (8): male human (Suel) Mnk6; hp 39 
  each; see Appendix One. 
   
  Tactics: If these monks attack, they prefer to use their 
  stunning fist ability and then gang up on stunned 
  opponents.  They tumble to flank whenever possible, and 
  do their best to interpose themselves between any 
  opponents and Lathmir. 
   
  Treasure: Defeat and loot the monks. 
       APL 2 and 4: L: 0 gp; C: 16 gp; M: bracers of armor +1 
  (x8), 83 gp per character each. 
       APL 6: L: 0 gp; C: 16 gp; M: bracers of armor +1 (x8), 83 
  gp per character each, potion of cure moderate wounds 
  (x8), 25 gp per character each. 
       APL 8: L: 0 gp; C: 16 gp; M: bracers of armor +1 (x8), 83 
  gp per character each, potion of cure serious wounds (x8), 
  63 gp per character each. 
   
   
  Conclusion 
   
  Once the battle is over, the owner of the herbalist shop, 
  Ilda, runs outside ready to fight.  Read: 
   
  A stout Flan woman rushes out of the herbalist’s shop, 
  ill-fitting armor thrown hastily over her wide frame, 
  and a rusting mace in the other hand.  She looks 
  around frantically for a moment and, seeing the 
  combat done, sighs dramatically.  “Well, that’s my life 
  all over,” she says, “never in time for the battle, only 
  in time for cleaning up afterward.”  She squints at 
  your group and eyes your wounds.  “I suspect ye’ll be 
  needing to see my wares, then?” 
   
  Ilda is happy to sell the characters a wide variety of 
  unusual potions and oils, as listed on the Adventure 
  Record. 
   
  There are many different results of this scenario, 
  depending on who the characters allied with, and who 
  they fought.  In virtually all cases, however, Uncle Vardis 
  and Lathmir have escaped with a Heward’s handy 
  haversack full of platinum coins, in order to further 
  finance the plans of the Scarlet Brotherhood in 
  Verbobonc City. 
   
  Here is a guide to the various rewards and penalties that 
  the characters may have earned: 
   
  Family Discipline is only for current Family Members 
  who specifically refused the halfling’s instructions in 
  Encounter 6.  If a character agreed to kill Lathmir, but 
  didn’t (either because he didn’t get the chance or never 
  intended to), Therefore, this character is immediately 
  expelled from any Family meta-org, and may not rejoin 
  for 6 months from the date of this AR. 
   
  Family Membership Denied is only for non-Family 
  rogues who were approached in Encounter 6 and 
  specifically refused the halfling’s instructions.  The 
  Family won’t admit someone that can’t take orders.  If a 
  character agreed to kill Lathmir, but didn’t (either 
  because he didn’t get the chance or never intended to), 
  the Family won’t hold it against him, and won’t deny 
  future membership to the character. 
   
  The Favor of Uncle Krot is for all the characters, as long 
  as they dealt peaceably with Uncle Krot in Encounter 8.  
  Even if the characters fought the rogues near Verbobonc 
  City (in Encounter 12), Krot won’t hold it against them, 
  and they still get the Favor of Uncle Krot. 
   
  The Influence with Lord Rhynehurst is awarded to the 
  characters if the reported back to Watch Captain Nunn 
  in Encounter 10, and they didn’t scare off Krot and his 
  rogues in Encounter 7 (whether they talked to Krot 
  peaceably or fought his rogues in the cellar doesn’t 
  matter; Nunn is impressed in either case).  Captain Nunn 
  passes along his favorable impression of the characters to 
  Lord Rhynehurst, who is always on the lookout for good 
  people in his House Guard. 
   
  Infamy with the Family is gained if the party scared off 
  Krot and his rogues from the cellar of the Empty Cask 
  
  Ship of Fools 
   
  Page 18 
  Inn in Encounter 7, or the characters attacked Krot’s 
  rogues in Encounter 8, or if the characters fought the 
  rogues in Encounter 12.  This infamy is distressingly easy 
  to acquire in this scenario. 
   
  Uncle Vardis’ Approval can only be gained by non-
  Rhennee humans who eagerly agreed with Uncle Vardis 
  and Lathmir’s statements in Encounter 11.  Whether the 
  character was honest in his racism, or whether he was 
  lying through his teeth, the character still earns Uncle 
  Vardis’ approval. 
   
   
  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 Two – An Assassin’s Assassin 
  Defeat the monk, or disable the trap: 
   
  APL 2 
  90 XP 
   
  APL 4 
  150 XP 
   
  APL 6 
  210 XP 
   
  APL 8 
  270 XP 
   
  Encounter Eight – Meeting the Parents 
  Either defeating Krot’s rogues, or dealing peaceably with 
  Krot (do not award if Krot and his rogues fled before the 
  characters arrived): 
   
  APL 2 
  90 XP 
   
  APL 4 
  150 XP 
   
  APL 6 
  210 XP 
   
  APL 8 
  270 XP 
   
  Encounter Twelve – Exit Stage Left 
  Defeat the rogues, or the monks, or both. 
   
  APL 2 
  180 XP 
   
  APL 4 
  240 XP 
   
  APL 6 
  300 XP 
   
  APL 8 
  360 XP 
   
  Award for Good Roleplaying 
   
  APL 2 
  90 XP 
   
  APL 4 
  135 XP 
   
  APL 6 
  180 XP 
   
  APL 8 
  225 XP 
   
  Total Possible Experience 
   
  APL 2 
  450 XP 
   
  APL 4 
  675 XP 
   
  APL 6 
  900 XP 
   
  APL 8 
  1125 XP 
   
   
  Treasure Summary 
   
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each character 
  gains if the foes are plundered of all their earthly 
  possessions.  Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold.  If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot.  If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
   
  The coin total is the number of gold pieces each character 
  gains if they take the coin available.  A normal adventuring 
  party can usually gather this wealth in a round or so.  If for 
  some reason, they pass up this treasure, the coin total is 
  subtracted from the encounter totals given below. 
   
  Next, the magic items are listed.  Magic item treasure is the 
  hardest to adjudicate, because they are varied and because 
  characters may want to use them during the adventure.  
  Many times characters must cast identify, analyze 
  dweomer or similar spell to determine what the item does 
  and how to activate it.  Other times they may attempt to 
  use the item blindly.  If the magic item is consumable (a 
  potion, scroll, magic bolts, etc.) and the item is used before 
  the end of the adventure, its total is subtracted from the 
  adventure totals below. 
   
  Once you have subtracted the value for unclaimed treasure 
  from each encounter add it up and that is the number of 
  gold pieces a characters total and coin value increase at the 
  end of the adventure.  Write the total in the GP Gained 
  field of the adventure certificate.  Because this is a Regional 
  scenario, characters may spend additional Time Units to 
  practice professions or create items immediately after the 
  
  Ship of Fools 
   
  Page 19 
  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. 
   
  Encounter Two – An assassin’s assassin  
  Defeat and loot the monk adept. 
  APL 2: L: 26 gp; C: 8 gp; M: 0 gp. 
  APL 4: L: 26 gp; C: 8 gp; M: vest of resistance +1, 83 gp per 
  character. 
  APL 6: L: 26 gp; C: 8 gp; M: vest of resistance +1, 83 gp per 
  character. 
  APL 8: L: 26 gp; C: 8 gp; M: vest of resistance +2, 333 gp 
  per character. 
   
  Encounter Eight – Meeting the parents  
  Defeat and loot Krot’s rogues. 
  APL 2: L: 237 gp; C: 63 gp; M: 0 gp. 
  APL 4: L: 237 gp; C: 63 gp; M: 0 gp. 
  APL 6: L: 193 gp; C: 63 gp; M: vest of resistance +1 (x3), 83 
  gp per character each, +1 studded leather armor (x3), 98 
  gp per character each. 
  APL 8: L: 193 gp; C: 63 gp; M: vest of resistance +2 (x3), 
  333 gp per character each, +1 studded leather armor (x3), 
  98 gp per character each. 
   
  Encounter Twelve – Exit Stage Left 
  Defeat and loot the rogues. 
  APL 2: L: 351 gp; C: 16 gp; M: 0 gp. 
  APL 4: L: 631 gp; C: 16 gp; M: 0 gp. 
  APL 6: L: 631 gp; C: 16 gp; M: potion of cure moderate 
  wounds (x8), 25 gp per character each. 
  APL 8: L: 631 gp; C: 16 gp; M: vest of resistance +1 (x8), 83 
  gp per character each, potion of cure moderate wounds 
  (x8), 25 gp per character each. 
   
  Defeat and loot the monks. 
  APL 2 and 4: L: 0 gp; C: 16 gp; M: bracers of armor +1 (x8), 
  83 gp per character each. 
  APL 6: L: 0 gp; C: 16 gp; M: bracers of armor +1 (x8), 83 gp 
  per character each, potion of cure moderate wounds (x8), 
  25 gp per character each. 
  APL 8: L: 0 gp; C: 16 gp; M: bracers of armor +1 (x8), 83 gp 
  per character each, potion of cure serious wounds (x8), 63 
  gp per character each. 
   
  Maximum Possible Treasure  
   
  APL 2:  
   
  450 gp 
   
  APL 4:  
   
  650 gp 
   
  APL 6:  
   
  900 gp 
   
  APL 8:  
   
  1,300 gp 
   
  Items to be Listed on the AR: 
  Cross out any item not gained. 
   
  �Family Discipline: This character, while a member of 
  the Family, refused a direct order from a Brother of the 
  Family. Therefore, this character is immediately expelled 
  from any Family meta-org, and may not rejoin for 6 
  months from the date of this AR. 
   
  �Family 
  Membership 
  Denied: 
  This 
  character, 
  although not a member of the Family, refused a mission 
  from a Brother of the Family.  Therefore, this character 
  cannot join any Family meta-org for a period of one year 
  from the date of this AR. 
   
  �Favor of Uncle Krot: The rogue/wizard Krot is 
  pleased that the characters have undertaken a task for 
  him.  This favor can be used to increase the bonus on any 
  single standard weapon or armor by +1 (from +1 to +2, for 
  example) by paying the difference.  Cross this favor off 
  when used. 
   
  �Favor of Uncle Krot Family Member: The 
  rogue/wizard Krot is very pleased with results of the task 
  the Family member performed for him.  This favor can be 
  used by the Family Member to add one of the following 
  enhancements (Glamered, Shadow, Silent Moves, or 
  Slick) to a single suit of armor by paying the difference 
  for said enhancement.  The character must have been a 
  member of the Family prior to the start of this adventure. 
   Cross this favor off when used. 
   
  �Influence with Lord Rhynehurst:  This character is 
  invited to join either the Rhynehurst House Guard or the 
  Silver Watch when the other requirements are met.  Any 
  character who is already a member of the House 
  Rhynehurst Guard or Silver Watch is offered a 
  promotion to the next tier, whenever he or she meets the 
  other requirements of that tier and wishes to advance. 
   
  �Infamy with the Family: This character has earned 
  the enmity of the Family, and it will remain until 
  cancelled by spending (that is, deleting) two Influence 
  with the Family.  As long as this Infamy remains, this 
  character cannot use any Influence with the Family he or 
  she may accumulate. 
   
  �Uncle Vardis’ Approval: This character appears to 
  share many of Uncle Vardis’ beliefs and opinions, and 
  Uncle Vardis has noticed. 
   
  
  Ship of Fools 
   
  Page 20 
  Appendix 1: NPCs 
   
  Encounter Two 
  All APLs 
  �Lathmir Amanthsal: male human (Suel) Ari7; CR 6; 
  Medium-size humanoid (human); HD 7d8+10; hp 45; 
  Init +4; Spd 30 ft.; AC 12 (+2 leather armor), touch 10, 
  flat-footed 12; Base Atk +5; Grp +4; Atk +4 melee (1d4-
  1/19-20, masterwork dagger); AL LN (until Encounter 
  11, then LE); SV Fort +3, Ref +2, Will +9; Str 8, Dex 10, 
  Con 12, Int 13, Wis 14, Cha 15. 
   
  Skills and Feats: Appraise +9, Bluff +12, Diplomacy 
  +14, Intimidate +8, Knowledge (history) +5, Listen +4, 
  Profession (merchant) +12, Sense Motive +14, 
  Improved Initiative, Iron Will, Leadership, Negotiator. 
   
  Possessions: masterwork dagger. 
   
  �Uncle Vardis: male human (Suel) Mnk13; CR 13; 
  Medium humanoid (human); HD 13d8+26; hp 94; Init 
  +3; Spd 70 ft.; AC 18 (+3 Dex, +3 Wis +2 monk bonus), 
  touch 18, flat-footed 18; Base Atk +9; Grp +15; Atk +10 
  melee 
  (2d6+2 
  unarmed 
  strike) 
  Full 
  Atk 
  +10/+10/+10/+6 (2d6+2, unarmed strike); Space/Reach 
  5 ft./5 ft.; SA flurry of blows, unarmed strike, SQ 
  evasion, still mind, Ki strike (magic, lawful), purity of 
  body, slow fall (60 ft), wholeness of body (26 hp), 
  improved evasion, diamond body, greater flurry, 
  abundant step, diamond soul (SR 23); AL LE; SV Fort 
  +10, Ref +11, Will +11 (+13 vs. Enchantment effects); 
  Str 14, Dex 16, Con 14, Int 10, Wis 16, Cha 8. 
   
  Skills and Feats: Balance + 10, Bluff +7, Diplomacy 
  +9, Escape artist +13, Hide +7, Jump +9, Listen +10, 
  Sense Motive +8, Tumble +21; Stunning Fist (Fort Save 
  DC 19), Combat Reflexes, Expert Tactician*, Improved 
  Grapple, Improved Trip (+11 touch, +6 to trip), Dodge, 
  Mobility, Spring Attack. 
   
  Possessions: invisible gold ring of mind shielding. 
   
  * New Rules Item.  See Appendix 2. 
   
  APL 2 
  �Monk Adept: male human (Suel) Mnk3; CR 3; 
  Medium humanoid (human); HD 3d8+3; hp 20; Init +2; 
  Spd 40 ft.; AC 14 (+2 Dex, +2 Wis), touch 14, flat-footed 
  12; Base Atk +2; Grp +7; Atk +4 melee (1d6+1 plus 
  poison, masterwork “dagger”); Full Atk +2/+2 melee 
  (1d6+1 
  plus 
  poison, 
  masterwork 
  “dagger”); 
  Space/Reach 5 ft./5 ft.; SA flurry of blows, unarmed 
  strike*; SQ evasion, still mind; AL LE; SV Fort +4, Ref 
  +5, Will +5 (+7 vs. Enchantment effects); Str 13, Dex 
  14, Con 12, Int 10, Wis 15, Cha 8. 
   
  Skills and Feats: Balance +10, Climb +7, Hide +8, 
  Jump +12, Tumble +12; Acrobatic, Combat Reflexes, 
  Dodge, Improved Grapple, Mobility. 
   
  Possessions: poisoned masterwork singham with a 
  crosspiece (designed to look like a dagger) [black adder 
  venom: injury DC 11 Fort, initial dmg 1d6 Con, 
  secondary dmg 1d6 Con], 8 gp. 
   
  * will not use this ability in this encounter. 
   
  APL 4 
  �Monk Adept: male human (Suel) Mnk5; CR 5; 
  Medium humanoid (human); HD 5d8+5; hp 31; Init +2; 
  Spd 40 ft.; AC 15 (+2 Dex, +2 Wis, +1 monk bonus), 
  touch 15, flat-footed 13; Base Atk +3; Grp +9; Atk +6 
  melee (1d6+2 plus poison, masterwork “dagger”); Full 
  Atk +5/+5 melee (1d6+2 plus poison, masterwork 
  “dagger”); Space/Reach 5 ft./5 ft.; SA flurry of blows, ki 
  strike (magic)*, unarmed strike*; SQ evasion, purity of 
  body, slow fall (20 ft.), still mind; AL LE; SV Fort +6, 
  Ref +7, Will +7 (+9 vs. Enchantment effects); Str 14, 
  Dex 14, Con 12, Int 10, Wis 15, Cha 8. 
   
  Skills and Feats: Balance +12, Climb +10, Hide 
  +10, Jump +14, Tumble +14; Acrobatic, Combat 
  Reflexes, Dodge, Improved Grapple, Mobility. 
   
  Possessions: vest of resistance +1**, poisoned 
  masterwork singham with a crosspiece (designed to 
  look like a dagger) [sassone leaf residue: contact DC 16 
  Fort, initial dmg 2d12 hp, secondary dmg 1d6 Con], 8 
  gp. 
   
  * will not use this ability in this encounter. 
   
  ** New Rules Item.  See Appendix 2. 
   
  APL 6 
  �Monk Adept: male human (Suel) Mnk7; CR 7; 
  Medium humanoid (human); HD 7d8+7; hp 42; Init +2; 
  Spd 50 ft.; AC 15 (+2 Dex, +2 Wis, +1 monk bonus), 
  touch 15, flat-footed 13; Base Atk +5; Grp +11; Atk +8 
  melee (1d6+2 plus poison, masterwork “dagger”); Full 
  Atk +7/+7 melee (1d6+2 plus poison, masterwork 
  “dagger”); Space/Reach 5 ft./5 ft.; SA flurry of blows, ki 
  strike (magic)*, unarmed strike*; SQ evasion, purity of 
  body, slow fall (30 ft.), still mind, wholeness of body 
  (14 hp); AL LE; SV Fort +7, Ref +8, Will +8 (+10 vs. 
  Enchantment effects); Str 14, Dex 14, Con 12, Int 10, 
  Wis 15, Cha 8. 
   
  Skills and Feats: Balance +14, Climb +12, Hide 
  +12, Jump +16, Tumble +16; Acrobatic, Combat 
  Reflexes, Dodge, Improved Grapple, Improved Trip, 
  Mobility, Spring Attack. 
  
  Ship of Fools 
   
  Page 21 
   
  Possessions: vest of resistance +1**, poisoned 
  masterwork singham with a crosspiece (designed to 
  look like a dagger) [wyvern poison: injury DC 17 Fort, 
  initial dmg 2d6 Con, secondary dmg 2d6 Con], 8 gp. 
   
  * will not use this ability in this encounter. 
   
  ** New Rules Item.  See Appendix 2. 
   
  APL 8 
  �Monk Adept: male human (Suel) Mnk9; CR 9; 
  Medium humanoid (human); HD 9d8+9; hp 53; Init +2; 
  Spd 60 ft.; AC 16 (+2 Dex, +3 Wis, +1 monk bonus), 
  touch 16, flat-footed 14; Base Atk +6; Grp +12; Atk +9 
  melee (1d6+2 plus poison, masterwork “dagger”); Full 
  Atk +9/+9/+4 melee (1d6+2 plus poison, masterwork 
  “dagger”); Space/Reach 5 ft./5 ft.; SA flurry of blows, ki 
  strike (magic)*, unarmed strike*; SQ improved evasion, 
  purity of body, slow fall (40 ft.), still mind, wholeness 
  of body (18 hp); AL LE; SV Fort +9, Ref +10, Will +11 
  (+13 vs. Enchantment effects); Str 14, Dex 14, Con 12, 
  Int 10, Wis 16, Cha 8. 
   
  Skills and Feats: Balance +16, Climb +14, Hide 
  +14, Jump +18, Tumble +18; Acrobatic, Combat 
  Reflexes, Dodge, Improved Grapple, Improved Trip, 
  Mobility, Run, Spring Attack. 
   
  Possessions: vest of resistance +1**, poisoned 
  masterwork singham with a crosspiece (designed to 
  look like a dagger) [wyvern poison: injury DC 17 Fort, 
  initial dmg 2d6 Con, secondary dmg 2d6 Con], 8 gp. 
   
  * will not use this ability in this encounter. 
   
  ** New Rules Item.  See Appendix 2. 
   
  Encounter Six 
  All APLs 
  �Halfling Messenger: male halfling Rog9; CR 9; 
  Small humanoid (halfling); HD 9d6; hp 38; Init +9; Spd 
  20 ft.; AC 17 (+1 size, +4 Dex, +2 leather armor), touch 
  15, flat-footed 17; Base Atk +7; Grp +1; Atk +12 melee 
  (1d3-2/19-20, masterwork dagger); Full Atk +12/+7 
  melee (1d3-2/19-20, masterwork dagger); Space/Reach 
  5 ft./5 ft.; SA sneak attack +5d6; SQ improved evasion, 
  improved uncanny dodge, trapfinding, trap sense +3; 
  AL NE; SV Fort +4, Ref +11, Will +7 (+9 vs. fear effects); 
  Str 6, Dex 19, Con 10, Int 14, Wis 12, Cha 13. 
   
  Skills and Feats: Bluff +13, Climb +0, Disable 
  Device +16, Hide +20, Jump +0, Listen +3, Knowledge 
  (local) +14, Move Silently +18, Open Lock +21, Sleight 
  of Hand +16, Sense Motive +13, Spot +13, Tumble +16; 
  Alertness, Iron Will, Skill Focus (open lock), Weapon 
  Finesse. 
   
  Possessions: masterwork dagger, masterwork 
  thieves’ tools, cape of the mountebank. 
   
  Other notes: this halfling is a Brother in the 
  Smuggling division of the Family. 
   
  Encounter Eight 
  All APLs 
  �Uncle Krot: male human Rog9/Wiz3; CR 12; 
  Medium humanoid (human); HD 9d6+3d4+24; hp 73; 
  Init +7; Spd 30 ft.; AC 17 (+3 Dex, +2 armor, +1 
  deflection, +1 natural), touch 16, flat-footed 13; Base 
  Atk +7; Grp +7; Atk +8 melee (1d6/18-20, rapier); Full 
  Atk +7/+2 melee (1d6/18-20, rapier); Space/Reach 5 
  ft./5 ft.; SA Sneak Attack +5d6, SQ evasion, improved 
  uncanny dodge, trap sense +3, rat familiar; AL LE; SV 
  Fort +8, Ref +10, Will +8; Str 10, Dex 16, Con 14, Int 16, 
  Wis 10, Cha 12. 
   
  Skills 
  and 
  Feats: 
  Balance 
  +8, 
  Bluff 
  +15, 
  Concentration +8, Diplomacy +15, Disguise +10, 
  Escape artist +13, Hide +13, Knowledge local +8 
  Intimidate +10, Sense Motive +10, Sleight of Hand +13, 
  Spellcraft + 12 Spot +4, Tumble +18; Combat Expertise, 
  Combat Reflexes, Improved Feint, Improved Initiative, 
  Iron Will, Scribe Scroll, Spell Focus (Illusion).   
   
  Possessions: +2 bracers of armor, +1 ring of 
  protection, +1 amulet of natural armor, scroll of fireball 
  (5
  th level caster), rapier. 
   
  Spells Memorized (4/3/2; base DC 13 + spell level, 
  14 + spell level for Illusion spells): 0—detect magic, 
  detect poison, open/close, prestidigitation; 1
  st—mage 
  armor, silent image, ventriloquism; 2
  nd—invisibility, 
  scare. 
   
  APL 2 
  �Family Rogues: male or female human Rog1; CR 1; 
  Medium humanoid (human); HD 1d6+2; hp 8; Init +6; 
  Spd 30 ft.; AC 15 (+2 Dex, +3 studded leather), touch 
  12, flat-footed 13; Base Atk +0; Grp +1; Atk +2 melee 
  (1d6+1/18-20, masterwork rapier) or +3 ranged 
  (1d10/19-20, 
  masterwork 
  heavy 
  crossbow); 
  Space/Reach 5 ft./5 ft.; SA sneak attack +1d6; SQ 
  trapfinding; AL N; SV Fort +2, Ref +5, Will +0; Str 12, 
  Dex 15, Con 14, Int 13, Wis 10, Cha 8. 
   
  Skills and Feats: Bluff +3, Gather Information +3, 
  Hide +6, Jump +4, Knowledge (local) +2, Listen +4, 
  Move Silently +6, Search +5, Sense Motive +4, Spot +4, 
  Tumble +6; Combat Reflexes, Improved Initiative. 
   
  Possessions: masterwork studded leather armor, 
  masterwork rapier, masterwork heavy crossbow, 10 
  bolts, masterwork thieves’ tools, 21 gp.  
   
  APL 4 
  �Family Rogues: male or female human Rog2; CR 2; 
  Medium humanoid (human); HD 2d6+4; hp 14; Init +6; 
  Spd 30 ft.; AC 15 (+2 Dex, +3 studded leather), touch 
  12, flat-footed 13; Base Atk +1; Grp +2; Atk +3 melee 
  (1d6+1/18-20, masterwork rapier) or +4 ranged 
  
  Ship of Fools 
   
  Page 22 
  (1d10/19-20, 
  masterwork 
  heavy 
  crossbow); 
  Space/Reach 5 ft./5 ft.; SA sneak attack +1d6; SQ 
  evasion, trapfinding; AL N; SV Fort +2, Ref +6, Will +0; 
  Str 12, Dex 15, Con 14, Int 13, Wis 10, Cha 8. 
   
  Skills and Feats: Bluff +4, Gather Information +4, 
  Hide +7, Jump +8, Knowledge (local) +2, Listen +5, 
  Move Silently +7, Search +6, Sense Motive +5, Spot +4, 
  Tumble +9; Combat Reflexes, Improved Initiative. 
   
  Possessions: masterwork studded leather armor, 
  masterwork rapier, masterwork heavy crossbow, 10 
  bolts, masterwork thieves’ tools, 21 gp.  
   
  APL 6 
  �Family Rogues: male or female human Rog4; CR 4; 
  Medium humanoid (human); HD 4d6+8; hp 26; Init +7; 
  Spd 30 ft.; AC 17 (+3 Dex, +4 studded leather), touch 
  13, flat-footed 17; Base Atk +3; Grp +4; Atk +5 melee 
  (1d6+1/18-20, masterwork rapier) or +7 ranged 
  (1d10/19-20, 
  masterwork 
  heavy 
  crossbow); 
  Space/Reach 5 ft./5 ft.; SA sneak attack +2d6; SQ 
  evasion, trapfinding, trap sense +1, uncanny dodge; AL 
  N; SV Fort +4, Ref +10, Will +2; Str 12, Dex 16, Con 14, 
  Int 13, Wis 10, Cha 8. 
   
  Skills and Feats: Bluff +6, Gather Information +6, 
  Hide +9, Jump +9, Knowledge (local) +2, Listen +7, 
  Move Silently +9, Search +8, Sense Motive +7, Spot +6, 
  Tumble +11; Combat Reflexes, Improved Initiative, 
  Lightning Reflexes. 
   
  Possessions: vest of resistance +1*, +1 studded 
  leather armor, masterwork rapier, masterwork heavy 
  crossbow, 10 bolts, masterwork thieves’ tools, 21 gp.  
   
  * New Rules Item.  See Appendix 2. 
   
  APL 8 
  �Family Rogues: male or female human Ftr1/Rog5; 
  CR 6; Medium humanoid (human); HD 1d10+5d6+12; 
  hp 42; Init +7; Spd 30 ft.; AC 17 (+3 Dex, +4 studded 
  leather), touch 13, flat-footed 17; Base Atk +4; Grp +5; 
  Atk +6 melee (1d6+1/18-20, masterwork rapier) or +8 
  ranged (1d10/19-20, masterwork heavy crossbow); 
  Space/Reach 5 ft./5 ft.; SA sneak attack +3d6; SQ 
  evasion, trapfinding, trap sense +1, uncanny dodge; AL 
  N; SV Fort +7, Ref +11, Will +5; Str 12, Dex 16, Con 14, 
  Int 13, Wis 10, Cha 8. 
   
  Skills and Feats: Bluff +7, Climb +5, Gather 
  Information +6, Hide +10, Jump +10, Knowledge 
  (local) +2, Listen +8, Move Silently +10, Search +9, 
  Sense Motive +8, Spot +8, Tumble +12; Combat 
  Reflexes, Expert Tactician*, Improved Initiative, Iron 
  Will, Lightning Reflexes. 
   
  Possessions: vest of resistance +2*, +1 studded 
  leather armor, masterwork rapier, masterwork heavy 
  crossbow, 10 bolts, masterwork thieves’ tools, 21 gp.  
   
  * New Rules Item.  See Appendix 2. 
   
  Encounter Twelve 
  The Rogues 
  APL 2 
  �Family Rogues: male or female human Rog1; CR 1; 
  Medium humanoid (human); HD 1d6+2; hp 8; Init +6; 
  Spd 30 ft.; AC 15 (+2 Dex, +3 studded leather), touch 
  12, flat-footed 13; Base Atk +0; Grp +1; Atk +2 melee 
  (1d6+1/18-20, masterwork rapier) or +2 ranged 
  (1d10/19-20, heavy crossbow); Space/Reach 5 ft./5 ft.; 
  SA sneak attack +1d6; SQ trapfinding; AL NE; SV Fort 
  +2, Ref +5, Will +0; Str 12, Dex 15, Con 14, Int 13, Wis 
  10, Cha 8. 
   
  Skills and Feats: Bluff +3, Gather Information +3, 
  Hide +6, Jump +4, Knowledge (local) +2, Listen +4, 
  Move Silently +6, Search +5, Sense Motive +4, Spot +4, 
  Tumble +6; Combat Expertise, Improved Initiative. 
   
  Possessions: masterwork studded leather armor, 
  masterwork rapier, heavy crossbow, 10 bolts, thieves’ 
  tools, 2 gp.  
   
  APL 4 
  �Family Rogues: male or female human Rog2; CR 2; 
  Medium humanoid (human); HD 2d6+4; hp 14; Init +6; 
  Spd 30 ft.; AC 15 (+2 Dex, +3 studded leather), touch 
  12, flat-footed 13; Base Atk +1; Grp +2; Atk +3 melee 
  (1d6+1/18-20, masterwork rapier) or +4 ranged 
  (1d10/19-20, 
  masterwork 
  heavy 
  crossbow); 
  Space/Reach 5 ft./5 ft.; SA sneak attack +1d6; SQ 
  evasion, trapfinding; AL NE; SV Fort +2, Ref +6, Will 
  +0; Str 12, Dex 15, Con 14, Int 13, Wis 10, Cha 8. 
   
  Skills and Feats: Bluff +4, Gather Information +4, 
  Hide +7, Jump +8, Knowledge (local) +2, Listen +5, 
  Move Silently +7, Search +6, Sense Motive +5, Spot +4, 
  Tumble +9; Combat Expertise, Improved Initiative. 
   
  Possessions: masterwork studded leather armor, 
  masterwork rapier, masterwork heavy crossbow, 10 
  bolts, masterwork thieves’ tools, 2 gp.  
   
  APL 6 
  �Family Rogues: male or female human Rog4; CR 4; 
  Medium humanoid (human); HD 4d6+8; hp 26; Init +7; 
  Spd 30 ft.; AC 16 (+3 Dex, +3 studded leather), touch 
  13, flat-footed 16; Base Atk +3; Grp +4; Atk +5 melee 
  (1d6+1/18-20, masterwork rapier) or +7 ranged 
  (1d10/19-20, 
  masterwork 
  heavy 
  crossbow); 
  Space/Reach 5 ft./5 ft.; SA sneak attack +2d6; SQ 
  evasion, trapfinding, trap sense +1, uncanny dodge; AL 
  NE; SV Fort +3, Ref +7, Will +1; Str 12, Dex 16, Con 14, 
  Int 13, Wis 10, Cha 8. 
   
  Skills and Feats: Bluff +6, Gather Information +6, 
  Hide +9, Jump +9, Knowledge (local) +2, Listen +7, 
  
  Ship of Fools 
   
  Page 23 
  Move Silently +9, Search +8, Sense Motive +7, Spot +6, 
  Tumble +11; Combat Expertise, Improved Feint, 
  Improved Initiative. 
   
  Possessions: masterwork studded leather armor, 
  masterwork rapier, masterwork heavy crossbow, 10 
  bolts, masterwork thieves’ tools, potion of cure 
  moderate wounds, 2 gp.  
   
  APL 8 
  �Family Rogues: male or female human Ftr1/Rog5; 
  CR 6; Medium humanoid (human); HD 1d10+5d6+12; 
  hp 42; Init +7; Spd 30 ft.; AC 16 (+3 Dex, +3 studded 
  leather), touch 13, flat-footed 16; Base Atk +4; Grp +5; 
  Atk +6 melee (1d6+1/18-20, masterwork rapier) or +8 
  ranged (1d10/19-20, masterwork heavy crossbow); 
  Space/Reach 5 ft./5 ft.; SA sneak attack +3d6; SQ 
  evasion, trapfinding, trap sense +1, uncanny dodge; AL 
  NE; SV Fort +6, Ref +8, Will +4; Str 12, Dex 16, Con 14, 
  Int 13, Wis 10, Cha 8. 
   
  Skills and Feats: Bluff +10, Climb +5, Gather 
  Information +6, Hide +10, Jump +10, Knowledge 
  (local) +2, Listen +8, Move Silently +10, Search +9, 
  Sense Motive +8, Spot +8, Tumble +12; Combat 
  Expertise, Improved Feint, Improved Initiative, Iron 
  Will, Skill Focus (bluff). 
   
  Possessions: vest of resistance +1*, masterwork 
  studded leather armor, masterwork rapier, masterwork 
  heavy crossbow, 10 bolts, masterwork thieves’ tools, 
  potion of cure moderate wounds, 2 gp.  
   
  * New Rules Item.  See Appendix 2. 
   
  The Monks 
  APL 2 
  �Monk “Workers”: male human (Suel) Mnk1; CR 1; 
  Medium humanoid (human); HD 1d8+1; hp 9; Init +1; 
  Spd 30 ft.; AC 14 (+1 Dex, +2 Wis, +1 armor), touch 13, 
  flat-footed 13; Base Atk +0; Grp +2; Atk +2 melee 
  (1d6+2, unarmed strike); Full Atk +0/+0 melee (1d6+2, 
  unarmed strike); Space/Reach 5 ft./5 ft.; SA flurry of 
  blows, unarmed strike; AL LN; SV Fort +3, Ref +3, Will 
  +6; Str 14, Dex 12, Con 13, Int 8, Wis 15, Cha 10. 
   
  Skills and Feats: Jump +6, Listen +6, Move Silently 
  +5, Tumble +5; Blind-Fight, Iron Will, Stunning Fist 
  (DC 12). 
   
  Possessions: bracers of armor +1, various tools, 2 
  gp.  
   
  APL 4 
  �Monk “Workers”: male human (Suel) Mnk2; CR 2; 
  Medium humanoid (human); HD 2d8+2; hp 15; Init +1; 
  Spd 30 ft.; AC 14 (+1 Dex, +2 Wis, +1 armor), touch 13, 
  flat-footed 13; Base Atk +1; Grp +3; Atk +3 melee 
  (1d6+2, unarmed strike); Full Atk +1/+1 melee (1d6+2, 
  unarmed strike); Space/Reach 5 ft./5 ft.; SA flurry of 
  blows, unarmed strike; SQ evasion; AL LN; SV Fort +4, 
  Ref +4, Will +7; Str 14, Dex 12, Con 13, Int 8, Wis 15, 
  Cha 10. 
   
  Skills and Feats: Jump +9, Listen +7, Move Silently 
  +7, Tumble +8; Blind-Fight, Deflect Arrows, Iron Will, 
  Stunning Fist. 
   
  Possessions: bracers of armor +1, various tools, 2 
  gp.  
   
  APL 6 
  �Monk “Workers”: male human (Suel) Mnk4; CR 4; 
  Medium humanoid (human); HD 4d8+4; hp 27; Init +1; 
  Spd 40 ft.; AC 15 (+1 Dex, +3 Wis, +1 armor), touch 14, 
  flat-footed 14; Base Atk +3; Grp +5; Atk +6 melee 
  (1d8+2, unarmed strike); Full Atk +4/+4 melee (1d8+2, 
  unarmed strike); Space/Reach 5 ft./5 ft.; SA flurry of 
  blows, ki strike (magic), unarmed strike; SQ evasion, 
  slow fall (20 ft.), still mind; AL LN; SV Fort +5, Ref +5, 
  Will +9 (+11 vs. Enchantment effects); Str 14, Dex 12, 
  Con 13, Int 8, Wis 16, Cha 10. 
   
  Skills and Feats: Jump +9, Listen +10, Move 
  Silently +7, Sense Motive +7, Tumble +10; Blind-Fight, 
  Deflect Arrows, Iron Will, Stunning Fist, Weapon 
  Focus (unarmed strike). 
   
  Possessions: bracers of armor +1, potion of cure 
  moderate wounds, various tools, 2 gp. 
   
  APL 8 
  �Monk “Workers”: male human (Suel) Mnk6; CR 6; 
  Medium humanoid (human); HD 6d8+6; hp 39; Init +1; 
  Spd 50 ft.; AC 16 (+1 Dex, +3 Wis, +1 monk bonus, +1 
  armor), touch 15, flat-footed 15; Base Atk +4; Grp +6; 
  Atk +7 melee (1d8+2, unarmed strike); Full Atk +6/+6 
  melee (1d8+2, unarmed strike); Space/Reach 5 ft./5 ft.; 
  SA flurry of blows, ki strike (magic), unarmed strike; 
  SQ evasion, purity of body, slow fall (30 ft.), still mind; 
  AL LN; SV Fort +6, Ref +6, Will +10 (+12 vs. 
  Enchantment effects); Str 14, Dex 12, Con 13, Int 8, 
  Wis 16, Cha 10. 
   
  Skills and Feats: Jump +9, Listen +12, Move 
  Silently +9, Sense Motive +9, Tumble +12; Blind-Fight, 
  Deflect Arrows, Dodge, Improved Trip, Iron Will, 
  Stunning Fist, Weapon Focus (unarmed strike). 
   
  Possessions: bracers of armor +1, potion of cure 
  serious wounds, various tools, 2 gp. 
   
   
  
  Ship of Fools 
   
  Page 24 
  Appendix Two: New Rules Items 
   
   
   
  New Feats 
  Expert Tactician [General] (from Song and Silence) 
  Your tactical skills work to your advantage. 
   
  Prerequisites: Dex 13+, base attack bonus +2, Combat Reflexes. 
   
  Benefit: You can make one extra melee attack (or do anything that can be done as a melee attack or a melee touch 
  attack, including attempts to disarm, trip, or make a grab to start a grapple) against one foe who is within melee reach 
  and denied a Dexterity bonus against your melee attacks for any reason.  You take your extra attack when it’s your turn, 
  either before or after your regular action.  If several foes are within melee reach and denied Dexterity bonuses against 
  your attacks, you can use this feat against only one of them. 
   
  New Magic Items 
  Vest of Resistance (from Tome and Blood): These garments offer magic protection in the form of a +1 to +5 resistance 
  modifier to saving throws (Fortitude, Reflex, and Will). 
   
  Caster Level: 5th; Prerequisites: Craft Wondrous Item, resistance, caster level must be three times that of the vest’s 
  bonus; Market Price: 1,000 gp (+1), 4,000 gp (+2), 9,000 gp (+3), 16,000 gp (+4), or 25,000 gp (+5); Weight: 1 lb. 
  
  Ship of Fools 
   
  Page 25 
  Appendix 3: Map 
   
  This is a map of the road between Rhynehurst and Verbobonc City, a distance of about 32 miles. 
   
  
  Ship of Fools 
   
  Page 26 
  Critical Events Summary 
   
   
   
  For Ides of March 2004 tables only: please turn this summary into the convention 
  coordinator. 
   
  1. Did Uncle Vardis escape with the Heward’s handy haversack full of platinum 
  coins?  
   
   
   
   
   
  Yes 
  No 
   
  2. Did Lathmir survive the scenario? 
   
  Yes 
  No 
   
  3. How did the characters’ meeting with Krot go? 
  a. They never met him; they scared him off by their actions in the 
  inn upstairs. 
  b. They talked peaceably with him, and avoided combat. 
  c. They fought the rogues, but Krot got away. 
  d. They actually managed to kill or capture Krot. 
   
  4. Do you think the players suspect the Scarlet Brotherhood is behind the events of 
  this scenario (don’t ask them, just give us your thoughts)? 
   
   
  Yes 
  No 
  I think some of them do. 
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Greyhawk/Living Greyhawk - RPGA/VER (Verbobonc)/VER4-04 Ship of Fools (3E).pdf