TEXT: Rogues in Remballo is a Pathfinder Roleplaying Game adventure for 4–6 first level characters, a city adventure 
  that gets the characters embroiled in strange plots, sinister intrigue, and fierce battles. Is the thieves’ guild of Manas 
  encroaching on the territory of the Remballo guild? What is hidden in the sanctuary-courtyard known as the Four 
  Corners? How is the powerful banking house of Borgandy involved with all of it? What starts as a straightforward 
  mission actually involves a host of complications — some of which can be deadly if the characters don’t play their 
  cards right. Rogues in Remballo is set in the Borderland Provinces region of the Frog God Games Lost Lands 
  setting, but can be played on a stand-alone basis in any city.
  Rogues in Remballo
  An Adventure for Pathfinder Roleplaying Game by Matt Finch
  For First Level Characters
  Frog God Games
  Adventures Worth Winning
  www.froggodgames.org
  
  1
  Borderland Provinces: Rogues in Remballo
  Credits
  Author: Matt Finch
  Editor: Jeff Harkness
  Pathfinder Conversion: Jeff Swank
  Layout: Charles A. Wright
  Front Cover Art: Andrew DeFelice
  Interior Art: Peter Bergting
  Cartography: Robert Altbauer
  Frog God 
  Games
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  Rogues in Remballo
  
  2
  Borderland Provinces: Rogues in Remballo
  Rogues in Remballo is an adventure for first-level characters, but is not intended as an adventure 
  for a first-time game master or players. The adventure is not difficult to run, but pacing an adventure 
  like this one requires a game master with some experience. There is a large area for information-
  gathering, which can slow down the adventure if it is not well controlled, and assaults on a 
  location like the Four Corners frequently bog down in excessive planning and discussion. The 
  experientced game master should encounter no difficulties here, but keeping the action moving 
  could prove to be a problem for a first-timer. Frog God Games publishes a number of introductory 
  adventures suitable for learning how to run a game for the first time, and if you have never run an 
  adventure before, one of these would be a better introduction to the art.
  The first section of the module introduces basic information about the City of Remballo, in the 
  Kingdom of Suilley. This material is not necessary for the use of the module, but provides context 
  that may be useful if you want to use the entire city in your campaign. Information about the city 
  of Manas and the countries surrounding Remballo is published in The Lost Lands: Borderland 
  Provinces published by Frog God Games.
  The second part of the module is the complete adventure, as presented in the Borderland 
  Provinces book. For ease of reference and to avoid page-flipping, it has its own introduction at 
  the beginning of the section.
  Introduction
  
  3
  Borderland Provinces: Rogues in Remballo
  rem-BAH-low
  A small trading city dominated by a far-reaching banking house that 
  subtly opposes organized crime
  LN small city
  Corruption +1; Crime +1; Economy +2; Law +2; Lore +2; 
  Society +1
  Qualities prosperous
  Disadvantages none
  Danger +5
   
  Government autocracy
  Population 6,722
  Notable NPCs
  Mayor Catherine of House Borgandy (N female human 
  aristocrat 6)
  High Priest Bruno Fortinbras (LG male human cleric of 
  Thyr 7)
  High Priestess Eliana Arjente (N female human cleric of 
  Sefagreth 8)
  Luciano Borgandy, Head of House Borgandy (LN male 
  human expert 8)
  Ghristoph Borgandy, Spymaster of House Borgandy (N 
  male human rogue 10)
  Gorvais Borgandy, Vicar of Remballo Cathedral (LN 
  male human expert 4)
   
  Base Value 4,000 gp; Purchase Limit 50,000* gp; Spellcasting 6th
  Minor Items 4d4; Medium Items 3d4; Major Items 1d6
  *This is double the purchasing power of a normal city of this 
  size due to presence of the House of Borgandy
  Appearance
  Milestones along the road have been counting down the distance to 
  the City of Remballo for the last five miles. When the city comes into 
  view, it has the look of a fortification rather than a settlement, with high 
  stone walls and substantial towers. Two flags fly over the gatehouse, one 
  of them a mounted merchant on an orange background, and the other a 
  triangle of three coins on a field of black.
  General Information
  Remballo is a small city along the South County Road between the 
  capital cities of Olaric and Manas, where a wide cart-road from the 
  kingdom’s rural interior joins the high road. The town is filled with 
  merchants, petty traders, carters, caravan guards looking for employment, 
  and others who make their livelihood along major trade roads. Much 
  of the area inside Remballo’s walls is given over to warehouses and 
  caravan yards, large inns, and animal corrals, all the requirements of a 
  commercial city.
  History
  Remballo is not built upon Hyperborean ruins, as many of the cities 
  of the Borderland Provinces are. It was founded in 3027, roughly the 
  same time as Bard’s Gate, as a small trading post to take advantage of 
  increasing trade from the southern cart road. The southern trail is usually 
  called the Remballo Road, even though it is not paved in any way and 
  winds drunkenly through the countryside making sharp curves around 
  woodlands and hillsides. To call it a “road” is quite an overstatement of 
  the facts. Nevertheless, the Remballo Road is one of the longest decent 
  trails through this part of the kingdom’s interior. A fairly steady stream 
  of farm produce and other rural goods arrive at Remballo from the south, 
  except during the mud season when rural travel becomes tremendously 
  difficult for carts and wagons.
  City of Remballo Map Key
  1. County Road Gate
  2. Remballo Road Gate
  3. Red Jongleur Inn
  4. Citadel
  5. Counting-House of the Borgandy family
  6. Cathedral of Thyr and Sefagreth
  7. Corrals and Enclosures for animals
  8. Warehousing District
  9. Cathedral Square
  10. Caravansary (caravans assemble in these fields)
  11. University of Remballo
  12. Citadel Courtyard (municipal buildings)
  13. Public Baths
  14. Thieves’ Guild
  15. Dead Fiddler Square
  The House of Borgandy
  The Borgandy family are a house of investors and bankers 
  headquartered in Remballo. Rather than engaging in trade themselves, 
  they finance caravans, expeditions, and land purchases for others. They 
  do invest in town real estate, not only in Remballo but also in Manas 
  and Olaric, but the only reason they would hold farmland is if they had 
  foreclosed on a noble’s estate. The patriarch of the Borgandy Family is 
  Romero Borgandy, and much of the family’s business is also managed 
  by his daughter, Isobel Borgandy Razaan (the Razaan family is closely 
  allied with the Borgandys).
  The Borgandys provide a few services that might be useful to 
  adventurers. First of these is simply to hold money safe for travelers 
  unwilling to carry huge sums with them on the dangerous roads of the 
  Borderland Provinces. The Borgandys do not pay interest on deposits: 
  ensuring the safety of large sums of money is considered value enough in 
  these uncertain times. Second, the Borgandys issue “letters of credit” that 
  can be redeemed with other moneylenders in distant cities on the strength 
  of the Borgandy family’s assets. Such letters of credit are extremely 
  specific, with a description of the holder given in the letter itself, making 
  them useless to thieves (other than shapechangers, perhaps). Moreover, 
  the paper used for the letters bears a very specific magical watermark, 
  difficult to forge even for a high-level spellcaster. The downside of these 
  letters is that they cost 10% of the face value, which is how the Borgandys 
  make their profits and pay their distant affiliates for cashing the letters in. 
  A 1,000 gp payment for a House of Borgandy letter of credit receives a 
  letter for 900 gp rather than the full 1,000 gp.
  Remballo
  
  4
  Borderland Provinces: Rogues in Remballo
  
  5
  Borderland Provinces: Rogues in Remballo
  The Counting House is, for obvious reasons, well-fortified. A robbery 
  would by no means bankrupt the family since they have extensive real-
  estate holdings, loans to nobles, and shares of caravan cargos, but there is 
  still a formidable quantity of treasure stored away here.
  One might expect the Borgandy family to be motivated purely by self-
  interest, and there are unquestionably a few of them that fit the mold of a 
  greedy banker. Most of them, however, are dedicated to the proposition 
  that if they foster a more productive world, one that is governed by Law 
  and mercy (commercially reasonable mercy, at least), their own trade 
  will prosper. For a family that lives a thousand miles from any sea, their 
  oddly maritime motto is that “a rising tide lifts all boats.” The family has 
  informants and agents in several of the great cities, and in addition to 
  the commercial information they get from this network, they have been 
  piecing together information about larger-scale criminal activity. Unlike 
  the counts and dukes and kings of the Provinces, the Borgandys assemble 
  information that is not cut off by political boundaries, and they have a 
  much broader picture of the threats facing the Borderland Provinces as a 
  whole. They understand many of the implications of Foere’s withdrawal 
  from the region, and have also discerned that the northern-based Friendly 
  Men appear to be a very far-ranging criminal syndicate. They even 
  surmise that the headquarters of the Friendly Men is probably somewhere 
  in Aachen Province.
  Although they cannot pay well for purely altruistic missions, the 
  Borgandys might be willing to hire traveling adventurers for a number of 
  different tasks. They often have foreclosures in distant lands, investments 
  that seem to be going bad for no discernable reason, and people they 
  suspect of being dishonest in business dealings. They handle their own 
  problems in Manas and Olaric for the most part, but always have need 
  of trustworthy help in places such as Kingston, Troye, Alembretia, and 
  even the distant city of Endhome. In particular, they are very concerned 
  about the fact that one of the Borgandy cousins, Savario Borgandy, has 
  disappeared (see Rogues in Remballo, below).
  They do not engage in the opium trade that has started to develop in the 
  area, not for moral reasons but because they want to avoid the violence 
  involved in the opium-related gang wars that are simmering in Manas and 
  elsewhere. “Violence is unprofitable business,” as they say.
  Although it is not a common occurrence, the House of Borgandy 
  occasionally does business with Loom Ché, a denizen of Leng who resides 
  in the Unclaimed Lands. Loom Ché captains a ship that can sail through 
  the misty seas between dimensions. For a price, he sometimes ships 
  supplies of gold coin to the family’s offices in Mirquinoc and Endhome. 
  Loom Ché and his associates are very, very dangerous and unpredictable, 
  not to mention bizarre. Lower-level characters would be at great risk to 
  even board the ship. However, a higher-level group of characters might 
  have a chance to interact with Loom Ché through the Borgandy family. 
  See The Lost Lands: Borderland Provinces, Chapter 11: The Unclaimed 
  Lands, Court of Loom Ché.
  Places of Interest
  The Red Jongleur Inn
  Wealthier travelers in Remballo are directed in particular to the Inn 
  of the Red Jongleur. The Jongleur offers ordinary accommodations to 
  farmers and pilgrims, but their luxury rooms at the top of a large round 
  tower are spectacular. For a (large) price, the Jongleur produces gourmet 
  foods of a quality that would impress even the King of Suilley. The top 
  rooms have their own common room for small gatherings, and the inn is 
  frequently host to diplomatic gatherings of dignitaries from Olaric and 
  Manas, allowing these nobles and luminaries to meet midway and live in 
  luxury while their discussions are in progress.
  Cathedral of Thyr and Sefagreth
  The cathedral of Thyr and Sefagreth is a splendid, graceful stone 
  building with the left side dedicated to Sefagreth and the right side to 
  Thyr. It was originally just a small temple to Thyr, financed by the city 
  fathers at the time of the city’s founding. When the first members of the 
  Borgandy family arrived a hundred or so years ago, they began financing 
  the temple and later arranged for the sanctuary to maintain a shrine to 
  Sefagreth as well. The Borgandys take both of these gods as their patrons, 
  without preference between the two. Since the cathedral has a dual nature, 
  it is not maintained by the priests of either of the two deities venerated 
  in its halls. Rather, it is managed by a Vicar neutral to both gods who is 
  appointed by the Borgandy family. The current Vicar is Gorvais (gor-VAY-
  iss) Borgandy, a family member who showed more talent for managing 
  real estate than money. In addition to supervising the cathedral grounds 
  and building, Gorvais manages several of the warehouses and caravan-
  yards in Remballo on the family’s behalf.
  The priests of Thyr and Sefagreth are generally content with the role of 
  tenants, even though it is a bit unorthodox. The Borgandys do not interfere 
  with religious practices, and handle the sort of administrative tasks that 
  the priests view as a distraction anyway.
  Adventure
  Ghristoph Borgandy is always willing to pay for information, and he 
  occasionally handles the family’s dirty work, some of which is kept secret 
  from the other members of the family. Ghristoph could send a party of 
  adventurers on all kinds of missions, from recovering lost collateral to 
  gaining information about mercantile and political operations in Manas 
  or Olaric, to tracking down rumors about the Friendly Men or the 
  Wheelwrights.
  Important Tradition
  It is customary, at the beginning of this adventure, to say 
  a toast. The toast is a pun on the name of our layout artist, 
  Chuck Wright, but it seems to have brought good luck to many 
  adventuring parties in the past. Raise your glass and say,  
  “May your dice chuck right!” Then it’s game on.
  
  6
  Borderland Provinces: Rogues in Remballo
  Introduction
  Rogues in Remballo takes place in the neighborhood of Dead Fiddler 
  Square. It is a starting adventure for 1st-level characters, designed to get 
  them a few experience points and establish relationships (good or bad) 
  with some possible patrons who can point them to more adventures in the 
  future. By the end of the adventure, the characters will most likely have 
  contacts with the Borgandy family, the thieves’ guild of Remballo, and 
  the city watch. 
  Like most cities, Remballo has a tangled mess of strange laws and 
  land rights. Case in point, a small courtyard in the Dead Fiddler Square 
  neighborhood called the Four Corners is not subject to search or seizure 
  by city authorities, due to a centuries-old religious restriction that 
  contained no expiration clause.. It has become a place where stolen goods 
  and renegade people can be hidden from the law, and the courtyard’s 
  tenants are known to be a criminal fraternity of some kind. The situation 
  has become more a matter of concern not only to the neighbors but also to 
  the city watch and the Thieves’ Guild.
  Ordinarily, this is exactly the sort of situation the Thieves’ Guild would 
  handle for the city; the reason the guild is allowed to exist is because 
  it helps control and regulate crime. However, in this case, the Thieves’ 
  Guild believes (a) it has a traitor in its midst, and (b) the operation going 
  on in the Four Corners is being run by the Thieves’ Guild of Manas. If 
  the Manas Thieves’ Guild is involved, it creates a serious problem. First, 
  there is a strict policy of nonviolence between the guilds, formalized in an 
  actual treaty. Second, the Manas Thieves’ Guild is much more violent and 
  numerous than the one in Remballo, which makes keeping to the treaty 
  a matter of self-preservation as well as honor. However, if the Manas 
  thieves are fencing goods or operating in Remballo, the Remballo thieves 
  would very much like to put a stop to it, preferably involving the death of 
  the Manas thieves who are invading their territory.
  What is Happening 
  in the Four Corners?
  The Thieves’ Guild of Manas is not officially running a secret operation 
  in Remballo as feared by the Remballo Thieves’ Guild. However, thieves 
  from the Manas Guild are involved here, without the knowledge of their 
  own guild. They are acting as renegades, an activity that can get them 
  executed by either one of the guilds involved. The Remballo Guild is 
  working from reliable information — that there is a Manas connection to 
  the Four Corners — they just reached an incorrect conclusion that it was 
  the Manas guild behind it rather than renegade members of the guild. This 
  could become important in the events following the adventure.
  There are actually two criminal activities based in the Four Corners, 
  and they are not related except for their location and the fact that they 
  know about each other. The first is the fencing and smuggling operation 
  run by the renegade Manas guild members. The second is a kidnapping 
  plot by the actual owner of the Four Corners: a man by the name of 
  Doctor Remora, once a professor at the University of Remballo. Remora 
  is a wizard of small talent, but with a flair for audacious crime. He has 
  kidnapped a member of the Borgandy family, and with the coerced 
  assistance of the banker is producing fake letters of credit.
  Getting Involved
  The characters might get involved with the Four Corners in a number 
  of ways: the Thieves’ Guild, the City Watch, and the Borgandy Family. 
  The Borgandys are quietly searching for their kidnapped relative, Savario, 
  aware that he could be fashioning letters of credit; they do not know if he 
  has been kidnapped, or if he has turned to a life of crime. The City Watch 
  knows nothing of the possible involvement of the Manas Thieves’ Guild 
  or of the missing Borgandy relative. These are secrets the thieves and the 
  Borgandys are keeping to themselves. However, the City Watch knows 
  that something is going on in the Four Corners, wants to stop it, and has 
  no way to do so — not officially, at least. The Thieves’ Guild, believing 
  that the Manas guild is involved, wants to kill everyone in Four Corners 
  without leaving a trail back to themselves. This is made more difficult by 
  the fact that they believe they have a traitor in their midst.
  The City Watch: If the characters come into contact with the City 
  Watch, they meet with Captain Gustave Bouchard, who explains that 
  the city cannot enter the Four Corners. But if the characters were to 
  break in and find out what is happening, the City Watch also cannot 
  prosecute the characters if they were to take everything in the place. 
  The guards would prefer that the characters capture any wrongdoers 
  and take them out of the Four Corners for arrest, but they won’t lose 
  sleep if there are a few deaths. Because of their legal constraints, 
  they cannot pay for the characters’ work, but they have talked to 
  the House of Borgandy about some sort of secret payment from the 
  city’s premier family. They just don’t want to know about it. Captain 
  Gustave gives them a letter of introduction to speak to Romero 
  Borgandy, head of the family. He also gives them a copy of the player 
  map of the Dead Fiddler Square neighborhood so they don’t have to 
  waste time scouting it out.
  Rogues in Remballo
  A Tale of Two Thieves Guilds
  The Thieves’ Guild of Remballo is virtually an extension of 
  the city government. Thieves are forbidden to act with violence, 
  pickpockets and thieves all pay dues to the guild, and a cut is paid 
  into the city coffers as a tax. The number of authorized burglaries 
  is limited to a certain number, and the number of thieves allowed 
  in the guild is also limited. Guild thieves are tried in the city courts 
  (with a guild attorney), but if convicted they are sentenced not by 
  the city but by the guild, which assesses monetary damages rather 
  than hangings, brandings, and mutilation. On the other hand, the 
  Thieves’ Guild actively hunts down freelance thieves, handing 
  them over to the city or trying them in the Court of Thieves (which 
  invariably hangs the freelancers they convict). As such, the Remballo 
  Thieves’ Guild not only reduces crime in the city but ensures that it 
  is nonviolent, and helps the city to police all other thefts.
  The Thieves’ Guild of Manas is an altogether different animal. The 
  City of Manas allows their Thieves’ Guild to remain in operation not 
  because of a friendly relation but because any attempts to close it down 
  result in an all-out crime wave, not only of theft but of murder and 
  arson as well. The guild makes it very clear that war means war. Just as 
  with the Remballo guild, the Manas guild hunts down freelance thieves 
  in its territory and limits its numbers. Unlike the Remballo guild, the 
  thieves of Manas are not barred from violence, and rather than paying 
  the city’s government, they pay bribes to selected government officials. 
  The city of Manas and its Thieves’ Guild have a much more adversarial 
  relationship than the peaceful situation in Remballo, and the Manas guild 
  has a correspondingly more-violent approach. Since they are already a 
  technically illegal operation, the Manas guild dabbles in crimes other 
  than thieving and fencing, getting into extortion, kidnapping, and even 
  assassination, while the traditionalist Remballo guild absolutely forbids 
  such expansions.
  
  7
  Borderland Provinces: Rogues in Remballo
  
  8
  Borderland Provinces: Rogues in Remballo
  The House of Borgandy: If the characters come into contact with the 
  House of Borgandy and appear to be reliable, they are brought before the 
  aged Romero Borgandy and his daughter Isobel, who explains that their 
  cousin Savario has disappeared and must be recovered. They believe that 
  he disappeared in the vicinity of Dead Fiddler Square, and willingly give 
  this information, but they do not mention the possibility that he might be 
  forging letters of credit. It is possible that this contact happens because the 
  City Watch sends the characters to get the promise of a reward from the 
  family. If this is the case, the Borgandys offer a reward of 1,000 gp for 
  handling the situation in Four Corners, and 2,000 gp if they can recover 
  Savario — keep in mind that at this point, no one knows that the two 
  missions are connected. If the characters agree to help, the Borgandys 
  give them a copy of the player map.
  The Thieves’ Guild: Finally, it is possible that the Thieves’ Guild will 
  contact the characters. This will be done in secret by the guild’s second 
  in command because the guild does not want to alert a possible traitor in 
  their midst. The agent, Master Thief Leonora Spider (N female human 
  rogue 8) will of course not mention the possibility of a Thieves’ Guild 
  traitor, but will caution the characters not to talk to anyone in the Thieves’ 
  Guild other than herself. If the characters are obviously concerned about 
  this, she explains the traitor problem. If the characters agree to undertake 
  the mission for the Thieves’ Guild, the guild pays 1,000 gp for a successful 
  mission, and 500 gp toward raising any casualties from the dead at the 
  Cathedral of Thyr and Sefagreth. They give the characters a copy of the 
  player map.
  Investigating  
  the Neighborhood (CR 3)
  The City Watch and the Thieves’ Guild have both been keeping an 
  eye on the Four Corners, and can tell the characters that there is not 
  much passage in and out of the place, even though several people seem 
  to be living there. They prefer that the characters be extremely discreet 
  about asking questions, and definitely don’t want to see a door-to-door 
  investigation going on. A quick scout-around is fine, but they want the 
  place cleared out regardless of who is in there, so there isn’t much mystery 
  (or so they think). A bit of discreet inquiry of the neighbors could help the 
  characters, but it can also slow the adventure down, so try to move them 
  along if they are playing police detectives.
  Asking at the University
  Inquiries may lead the PCs to the University of Remballo to ask about 
  Doctor Remora. No one in the university knew him well, and he was 
  removed from the faculty for accepting bribes from students. If the PCs 
  visit the university, they gain a piece of information no one originally told 
  them: Doctor Remora is a wizard, although not a very good one. No other 
  useful information comes from the university; do not let the characters get 
  bogged down there.
  Temporary Surveillance on the Characters
  Whether the City Watch or the Thieves’ Guild (or both) hire the 
  characters, the patron has someone shadow the characters to make sure 
  they are remaining discreet. Moreover, if the characters were hired 
  only by the City Watch, they almost immediately gain a shadow from 
  the Thieves’ Guild and vice versa. Within a day, they will be followed 
  by a thief and a guard. The thief and the guard notice each other, and 
  report to the characters that they are being followed. This can lead to 
  all sorts of complications; if the characters handle it well, they may 
  come into peaceful — or non-lethal, at least — contact with another 
  patron, and get more reward money for the same task. If they kill a thief 
  or a guard, on the other hand, they will be in trouble with a powerful 
  organization in the city. Under no circumstances will either of the two 
  tails assist the characters in any way within the boundaries of the 
  Four Corners. Their organizations do not want to be implicated in 
  anything: that’s what the characters are for. If both the city watch and 
  the Thieves Guild end up hiring the characters, the two organizations 
  decide that there is no need to keep tailing the characters and withdraw 
  their agents for more useful pursuits.
  THIEVES’ GUILD TAIL 
  CR 3
  XP 800
  Human rogue 4
  N Medium humanoid (human)
  Init +3; Perception +6
   
  AC 17, touch 14, flat-footed 13 (+3 armor, +3 Dex, +1 dodge)
  hp 29 (4d8+4 plus 4)
  Fort +2; Ref +7; Will +0
  Defensive Abilities evasion, trap sense +1, uncanny dodge
   
  Speed 30 ft.
  Melee mwk dagger +7 (1d4+1/19-20) or
  mwk shortsword +7 (1d6+1/19-20)
  Special Attacks sneak attack +2d6
   
  Str 12, Dex 17, Con 13, Int 15, Wis 8, Cha 10
  Base Atk +3; CMB +4; CMD 18
  Feats Dodge, Mobility, Weapon Finesse
  Skills Acrobatics +10, Appraise +9, Bluff +6, Climb +8, 
  Diplomacy +5, Disable Device +14, Escape Artist +10, 
  Knowledge (local) +7, Perception +6, Sense Motive +6, 
  Sleight of Hand +10, Stealth +10, Swim +5
  Languages Common, Gasquen, Orc
  SQ rogue talents (fast stealth, surprise attacks), trapfinding +2
  Combat Gear alchemist’s fire; Other Gear masterwork 
  studded leather, masterwork dagger, masterwork 
  shortsword, loaded dice, masterwork thieves’ tools, silk rope 
  (50 ft.), torch (2)
  GUARDSMAN TAIL 
   
  CR 3
  XP 800
  Male human fighter 4
  LG Medium humanoid (human)
  Init +1; Perception +0
   
  AC 18, touch 12, flat-footed 16 (+6 armor, +1 Dex, +1 dodge)
  hp 42 (4d10+8 plus 10)
  Fort +6; Ref +2; Will +3; +1 vs. fear
   
  Speed 30 ft.
  Melee mwk longsword +9 (1d8+3/19–20)
  Ranged longbow +5 (1d8/x3)
   
  Str 17, Dex 13, Con 14, Int 12, Wis 10, Cha 9
  Base Atk +4; CMB +7; CMD 19
  Feats DodgeB, Iron WillB, Point-Blank Shot, Power Attack, 
  ToughnessB, Weapon Focus (longsword)
  Skills Appraise +5, Climb +4, Diplomacy +2, Knowledge 
  (dungeoneering) +5, Profession (cook) +7, Survival +4, Swim +3
  Languages Common, Orc
  SQ armor training 1
  Other Gear scale mail, longbow, masterwork longsword, 
  quiver with 20 arrows
  Dead Fiddler Square  
  Map Key
  Unless otherwise noted, all of the NPCs encountered in the city are 
  ordinary commoners. The player map shows the number of floors in each 
  building.
  1. Four Corners Courtyard
  See separate map.
  
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  Borderland Provinces: Rogues in Remballo
  2. Hooded Falcon Inn
  This is a large inn with the sign of a hooded falcon over the 
  entry gate. The gate leads into a courtyard surrounded by the 
  various buildings of the inn.
  Owned by Jirander and Jauntline Lamarc, the Hooded Falcon offers rooms 
  at a reasonable rate, food included. The common room is generally filled 
  with an ordinary tavern crowd until 10 p.m. The other buildings in the inn’s 
  courtyard are a stable, an outhouse, the kitchen (attached to the common room 
  through a curtained door, and the residence building where the Lamarcs live 
  on the top floor, with servants and staff on the ground floor. The inn’s gate 
  closes at midnight, but porter Firkin Fortbeard (a dwarf) remains on watch by 
  the gate to let guests in and out — and to keep an eye out for burglars.
  Asking around in the Hooded Falcon for information about the Four 
  Corners allows a single Diplomacy check, which gives the PCs all the 
  information for lower success levels on the check as well.
  DC 10: The Four Corners is nearby; the gate’s on Haven Street. You 
  can’t miss it. Always seems to be filled with criminals, because there’s 
  some sort of law that the guards can’t go there, it’s owned by a man with 
  a red braid.
  DC 15: Aye, they don’t go in or out much. The new owner is a fellow 
  named Doctor Remora. They say he used to be a professor. Tall man, 
  he is, bald except for a long, red-dyed braid down his back. Wears a 
  professor’s robe and talks to himself. 
  DC 20: Doctor Remora? Strange fellow. They say he eats horse meat. 
  That’s probably a lie. Horse meat’s really stringy. Have you ever eaten 
  horse meat?
  DC 25: Oh, I know the place. One of their dogs chased me halfway 
  down Haven Street. I should have filed a lawsuit. 
  3. Portico Market
  This is a busy market covered by a large wooden roof 
  supported by old stone pillars at the front and a two-story 
  stone warehouse at the back.
  The Portico Market is run by a group of merchants who keep their wares 
  in the large building behind the covered area. Several of the street vendors 
  who push carts through the city streets buy their stock at wholesale in 
  the warehouse, but the stalls under the portico itself offer their goods at 
  normal prices to passers-by.
  If the PCs know they are looking for a robed man with a long red braid, 
  a successful DC 10 Diplomacy check allows the PCs to find a talkative 
  vendor at the portico market who knows Doctor Remora well, although 
  he does not know the name of the robed man with the long braid. A DC 
  15 check means the vendor also recalls a strange piece of spicy gossip: 
  the vendors were all quite interested when the braided man purchased 
  (from three different sellers) a set of window bars, some manacles, and 
  a chamber pot — he apparently failed to realize that the vendors gossip 
  among themselves. In the end, they decided it was none of their business. 
  A DC 20 check means that the vendor asks around and finds out that the 
  man’s name was some kind of fish, like “Puffer,” or “Barracuda.” A DC 25 
  check here means that they recall the name correctly: “Remora.”
  4. Curganon’s Warehouse
  This is a one-story stone building with a slate-shingled roof 
  and a securely locked double door in front. There is no sign 
  to indicate what the building contains, but there is a single 
  window in the front with a window box of yellow geraniums.
  This warehouse offers space to a variety of small merchants, and is also 
  the home of Leo and Veldiss Curganon and their 3 children. The window, 
  which is securely locked at night (DC 25 Disable Device), opens into the 
  residential portion of the building. None of the merchants have any useful 
  information about the Four Corners, but a successful DC 20 Diplomacy 
  check allows the characters to learn that Feodric Ozzerd (see Areas 5 and 
  18) is another warehouse-owner they could ask, but he’s a shifty sort of 
  fellow, not to be entirely trusted.
  5. Ozzerd’s Warehouse 
  A dark, slate-shingled roof tops this one-story stone 
  building. There is no sign outside, and the wooden double 
  doors are closed.
  Space is not available for general rent in this warehouse, which stores 
  the property of the merchant Feodric Ozzerd (See Area 18). It is also one 
  of the hidden outlets for the Four Corners, with a hidden tunnel leading 
  to the lair. Feodric is seldom here, and the PCs would have to track him 
  down at his residence if they want to talk to him.
  6. Aralt’s Warehouse
  This is a three-story building. The ground floor is built 
  of stone, and the upper two stories are half-timbered. The 
  only windows in the building are on the top floor, looking out 
  over the square. These have stout wooden shutters and are 
  painted in a cheery blue color. A sign over the double wooden 
  doors reads: “General Warehousing.”
  This warehouse stores general goods for several small merchants. 
  It is also the home of the owners, Timon and Liriel Aralt (who live on 
  the top floor). They don’t know anything about the Four Corners, but it 
  happens they have a very useful piece of information linking Remora to 
  the thieves. If the PCs specifically ask a question about a man with a red 
  braid and a successful DC 10 Diplomacy check allows Liriel Arault to 
  suddenly remember the man with the long red braid: he and another man 
  with a very strong Manas-city accent once made fun of the Araults’ blue-
  painted shutters. She doesn’t remember any details about the man from 
  Manas, but she remembers him saying “We should train it to paint; it 
  could be another source of income.”(This was Rafael the Cur).
  7. Doctor Escalous, Alchemist
  This is a two-story building with a one-story extension 
  built onto the main building as a store. A sign over the shop 
  entrance has a painting of a mortar and pestle, and reads: 
  “Doctor Escalous, Alchemist and Apothecary.”
  Doctor Escalous is an apothecary and a minor alchemist. His house and 
  workshops are in the main part of the building, and his shop is the 10-foot-by-
  20-foot extension. A successful DC 10 Diplomacy check gets him to reveal 
  that he has met the man with the long red braid (Doctor Remora, although he 
  does not know the name), and recalls selling him some sort of minor alchemical 
  concoction. A successful DC 15 check means that he also recalls the various 
  concoctions were to help people sleep. A DC 20 check means that he happens 
  to mention that the concoctions wouldn’t be enough to put a person directly to 
  sleep; they would only work on something smaller, like a small dog. 
  The concoctions, are part of his regular inventory. They cost 5 gp each 
  and although they will not knock out a person, they will knock out any of 
  the dogs labeled as a “little dog” in the adventure. He can sell the PCs as 
  many as 3 doses.
  
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  Borderland Provinces: Rogues in Remballo
  8. Shoemaker Huron Cordonyr
  This is a two-story wooden building in poor repair, with a 
  faded red roof of uneven wood shingles. The picture of a shoe 
  is painted over the door.
  Cordonyr supplies shoes to various different merchants. This building 
  is his home and workshop. His wife Jocelyn does various odd jobs, mostly 
  working as a seamstress. They don’t know anything useful to the PCs, but 
  offer to repair their boots for a fair price.
  9. Bertran Limner
  This is a two-story, half-timbered building. It is newly 
  painted and has a roof of wooden shingles. A paintbrush 
  hangs over the door.
  Bertran is a housepainter who works for various contractors. A successful 
  DC 10 Diplomacy check gets him to reveal he recently painted the inside of 
  the Four Corners courtyard (the exteriors, not the insides of the buildings). 
  He knows where the doors in the courtyard are located, but not much more. 
  A DC 20 check means that he thinks to mention that the man who hired him 
  was a halfling with a Manas-city accent, who said something strange when 
  Bertran asked about painting over the boarded up door in the south wall of 
  the Corners. He said, “Paint it over, cracks will show if anyone tampers with 
  it.” Bertran asked why anyone would tamper with the door when there was 
  a perfectly good one around the corner, and the halfling told him rudely to 
  get on with his work, and not to ask stupid questions.
  10. Arnault Porter
  This is a two-story house, half-timbered but weathered and ill-
  kept. The roof is shingled in wood, and there is no sign out front.
  This is the home of the Porter family, all of whom are day laborers 
  working for builders, warehouses, or caravans. They know nothing useful 
  about the Four Corners, red-haired men with braids, or people with 
  accents from the City of Manas. They also don’t like to be bothered by 
  nosy busybodies who obviously don’t have gainful employment.
  11. Giles Woodmonger
  This is a one-story house with a roof made of moldy-looking 
  wooden planks. A less-weathered rectangular patch next to the door 
  must have once been covered by a sign, but it is no longer there.
  Giles Woodmonger and his wife Parrille buy firewood and charcoal by 
  the wagonload in the wholesale markets, and sell it door to door. They 
  
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  Borderland Provinces: Rogues in Remballo
  have delivered to the Four Corners once or twice, but remember nothing 
  useful about it. Someone bought wood. People do that. After the PCs talk 
  to them, they inform the city guard that the PCs are asking suspicious 
  questions. The guards know what is happening, but will quickly inform 
  the PCs that their inquiries are raising suspicions.
  12. Everil the Scribe
  This is a two-story building made of plaster-covered wood 
  and brick; the roof is shingled with slates. A quill pen is 
  painted over the door.
  Everil is a freelance copyist, serving the needs of various businesses in the 
  city that need copies of contracts, letters, etc. A successful DC 15 Diplomacy 
  check gets him to reveal that he remembers the man with the red braid, and 
  he knows his name is Doctor Remora because of a curious incident. Doctor 
  Remora came to Everil’s little office with a piece of paper. It had writing on it, 
  but the doctor did not show it to him. What Remora wanted was to see if any 
  of Everil’s supply of paper matched with the one Remora was carrying. None 
  of Everil’s paper seemed right, and Remora went on his way, tipping Everil 
  with a silver piece for his time. A DC 20 check means that Everil remembers 
  Remora seemed to be checking the heavier-weight paper, like that used for 
  legal documents. If the PCs made the DC 20 check and also offer money, 
  Everil suddenly recalls that Remora was talking to himself, and kept saying, 
  “Borgandy, Borgandy, Borgandy… where do they get it?”
  13. Valry Tailor
  This is a two-story building at the end of the alley. The 
  building is plaster-and-wood, with a sharply-pitched roof of 
  wooden shingles. The sign of a needle hangs over the door.
  Valry is a tailor who sews garments to order for the city’s middle class of 
  small merchants and guild-members. He knows nothing useful to the PCs.
  14. Bordac Gilere
  This is a half-timbered building of three stories, with a 
  wood-shingle roof and a balcony ten feet above the street 
  level. While it is by no means a rich residence, it is obviously 
  the home of someone who is well employed. There are recent 
  repairs to the roof, new glass in the windows, and other signs 
  of expensive renovations.
  Bordac is a messenger for House Borgandy, one of several employees 
  whose only duty is to locate and give messages to people the Borgandys 
  need to contact during the business day. Bordac helped with the kidnap-
  ping of Savario Borgandy, giving him a “message” to meet another family 
  member in the Four Corners. Bordac won’t say anything about the event 
  unless intimidated (PC’s must succeed at Intimidate skill check DC 13). 
  His story is that a man with a long red braid paid him a modest tip and 
  asked if Savario could be bothered to meet him as a potential new client. 
  In actuality, he was paid a very healthy bribe and sent with the message 
  that it was another member of House Borgandy who wanted an urgent 
  meeting — a story that was obviously invented by the robed man (whose 
  name he does not know, but the PCs likely do). If the Intimidation check 
  succeeds by +5 he will tell the whole story and beg for the PCs not to tell 
  anyone because he has a starving aunt and feeds beggars regularly (quite 
  obviously not true). If he reveals any information at all to the PCs, he goes 
  on the run and leaves the city as soon as the PCs depart from his house, 
  barely taking the time to pack a bag.
  15. Honore Berrioc
  This two-story house is half-timbered with a slate roof, very 
  well-built. There are glass-paned windows in the top floor, 
  and the house’s beams are carved with decorative patterns 
  and small gargoyle-faces.
  Honore is a freelance accountant who helps businesses total up their 
  books of account. Unbeknownst to Honore, his wife Beatrice is a Non-
  Substantialist heretic, one who believes that the gods are unable to act 
  directly in the world other than by granting clerical spells. She owns a 
  pamphlet by the scholar Crasmus of Troyes called “The Limitations of 
  the Divine,” setting forth his arguments for Non-Substantiation, a book 
  that carries the death penalty if it is discovered (and if the owner does not 
  recant the heresy).
  This is not information she will offer to anyone, but a successful DC 20 
  Knowledge (religion) check means that the PCs notice when she sneezes 
  (wouldn’t even be noticed otherwise) she says a little blessing that is very 
  much associated with certain heresies. Since she knows nothing about the 
  Four Corners, this is a blind alley if the PCs follow up on it, but mentioning 
  it to the authorities could get her burned at the stake by the Temple of 
  Thyr. Incidentally, the reward for discovering a heretic is 100 gp.
  16. Ardaal Parsine
  This is a two-story building, well maintained and neat. It 
  is built of half-timber construction, with a wooden-shingled 
  roof. There is no sign to indicate anything about the building 
  other than the word “Parsine” above the door.
  Ardaal Parsine is a journeyman in the Guild of Cheesemakers. He 
  works elsewhere in the city and is not present during the day. His wife 
  Claudette does not work, since Ardaal is a relatively well-off member of 
  the middle class, even though he is not yet a master cheesemaker. They 
  know nothing of use to the PCs.
  17. Gilbert Toullenese
  This is a one-story building of half-timber and plaster, with 
  a wood-shingled roof.
  Gilbert (N male human fighter 3) is an attendant at the city baths where 
  he acts, essentially, as a bouncer. His wife Nancie is a bookkeeper who 
  works with Honore Berrioc (see Area 15) on larger tasks. She knows 
  nothing about the Four Corners and nothing of Beatrice’s heretical 
  beliefs; indeed if anyone questions her about the Berriocs, she will go 
  straight to the Thieves Guild and report that she suspects some thieves are 
  freelancing in the area. Why she doesn’t go to the city guards is anyone’s 
  guess: she just happens to think of the Thieves Guild first.
  18. Residence of 
  Feodric Ozzerd, merchant: 
  This one-story residence is obviously owned by someone 
  rich. The roof is slate and the building is of stone. The 
  windows are barred and stoutly shuttered.
  
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  Borderland Provinces: Rogues in Remballo
  The Ozzerd family are merchants and own their own warehouse (see 
  Area 5). They are complicit in the smuggling operation being carried on 
  in the Four Corners, but do not know about the kidnapping or the fact that 
  the tunnels under Dead Fiddler Square extend beneath the city wall. As 
  far as Ozzerd knows, goods come in through the tunnels, and leave his 
  warehouse by wagon. Obviously, he is not going to say anything about 
  any of this unless he is threatened with death at the point of a weapon — 
  in which case he spills the beans. He gets paid by a man who speaks with 
  a Manas accent, and can describe Jamais Vue. Other than that, he doesn’t 
  know any details. If he ends up giving a description of Jamais Vue, his 
  next action is to leave town, fast, headed for anywhere but Manas.
  19. Isarn Jarn: 
  This three-story house is built of cheap wood and plaster, 
  an obvious fire hazard. There is no sign outside.
  Isarn Jarn is a laborer for one of the city’s brickmakers, and sublets the 
  rest of the house to other workers. He knows nothing useful, nor do the 
  other workers in the house.
  20. Coribald Nightwatch: 
  This three-story building is half-timbered and has a wood-
  shingled roof. There are shuttered windows along the top 
  floor, and a walled garden beside the house.
  Coribald works as a freelance torchbearer/guard for people making 
  their way through the city streets after dark. He sleeps during the day, and 
  is not happy to be awakened by people knocking on his door. It requires 
  a successful DC 25 Diplomacy check to get anything useful out of him, 
  and his only contribution to the PCs knowledge is that he remembers once 
  at about midnight that he saw someone climbing down a ladder from the 
  roof of the Four Corners’ eastern building, “the low one.” He didn’t ask 
  questions, and cannot describe the person.
  21. Cabinetmaker
  This two-story house has a small walled garden to the side, 
  with a neatly lettered sign reading, “keep out.” The roof is 
  neatly shingled with wood, and the windows on the top floor 
  have beautifully carved shutters.
  Tharthibal Groone is a freelance cabinetmaker, a master member of the 
  Carpenters’ Guild, who works to order for households that hire him. He 
  is not wealthy because he dislikes people, does not hire apprentices, and 
  tends to insult his customers. He will also insult the PCs.
  22. Lobright Gorm, Teamster
  This is a two-story house, half-timbered and well-kept. The roof 
  is tiled with slates, and there is a walled yard beside the house.
  Lobright and his 2 sons have a wagon (kept in the garden to the side of 
  the house) and hire themselves out to deliver goods throughout the city or 
  even into the countryside for short trips. Mistress Gorm is a phenomenal 
  cook, and occasionally works as a caterer. None of them know anything 
  of value about the Four Corners, but the PCs will be offered a jam tart.
  23. Warehouse Workers (5)
  This is a two-story building, drab and not very well-kept. 
  It is built of plastered brick, and has a wood-shingled roof.
  This house is rented out to a group of 5 peasants from the countryside, 
  two of whom work in the adjacent warehouse. Their country accents are 
  so thick they can barely be understood, and ultimately they know nothing 
  of value to the PCs in any case.
  24. Warehouse 
  This sturdy, two-story building is made of stone, and has a 
  roof of slate tiles. A sign over the woor reads, “Warehouse,” 
  and there is a second sign beside the door reading, “For sale, 
  contact House Borgandy.”
  This small warehouse on the Via Scorpioli is partitioned for the use of 
  several small merchants. It is operated by a manager (Ilgor Manat) on behalf 
  of the Borgandy family at the moment, for they foreclosed on an unpaid 
  mortgage three months ago. The place is for sale, if there are any buyers.
  25. Sir Vodivaine of Remballo 
  (Landlord)
  This two-story building is decorated with carved and painted 
  beams, and the windows of the top floor are paned with glass. 
  The roof is of wooden shingles, painted a rich, red color.
  Sir Vodivaine’s family has resided in the city for four generations, 
  owning several houses that they rent to tenants. Sir Vodivaine (LN human 
  male aristocrat 4) is fat and not particularly greedy for money, but he has a 
  hot temper. Dame Rillian Vodivaine is friendly but very aware of her high 
  social status. The Vodivaines own the vacant building at Area 27. They 
  know nothing of value to the PCs, whom they perceive to be of low social 
  status in any case. “Please go away, we contribute at the temple for the 
  welfare of beggars, we don’t give food to them at the front door.”
  26. Ulric Plasterer
  This is a two story building, half-timbered and well built. 
  The roof is shingled in wood, and there are shuttered windows 
  (not with glass) in the top floor.
  Ulrich is a contract plaster-worker with various builders. He doesn’t 
  even know where the Four Corners is, since he walks north to his place of 
  employment from here.
  27. Vacant Building
  This three-story building is half-timbered, and has a roof 
  of slate tiles. The windows are shuttered and locked, and the 
  place looks disused.
  Sir Vodivaine (see Area 25) owns this building.
  
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  Borderland Provinces: Rogues in Remballo
  28. Bartlet of Ruece
  This is an old stone building, probably from early in the 
  city’s history, built of fieldstone rather than mortared blocks. 
  It has two stories and the roof is made of unpainted wood 
  shingles. There are shuttered windows in the top floor.
  Bartlet is a day laborer from the countryside (a hamlet called Ruece). 
  A successful DC 15 Diplomacy check reveals that he works with a red-
  haired man who ties back his hair. The man is a massive brute named 
  Ulbrogar, who can often be found in the Hooded Falcon. This is true, but 
  Ulbrogar has a full head of hair and does not wear robes. No one anywhere 
  else has even remotely connected Ulbrogar to the PCs’ questions because 
  he simply doesn’t fit the description. Except, apparently, to Bartlet.
  29. Rodrion Carpenter
  This is a pleasant, well-built house with walled gardens 
  beside it. The construction is half-timber, and the roof is 
  shingled with wood. The building has two stories, and there 
  is a small placard near the door with a picture of a hammer, 
  sign of the Carpenters Guild.
  Rodrion is a journeyman carpenter in the Carpenters’ Guild, a house-
  framer. Like Beatrice Berrioc (Area 15), Rodrion is a Non-Substantialist 
  heretic, but he does not know Beatrice. He meets with similarly heretical 
  friends from the Carpenters’ Guild elsewhere in the city. A successful DC 
  25 Knowledge (religion) check allows a character to notice a pattern of 
  wood in the door-placard that looks like a secret sign used by many Non-
  Substantialist Heretics. The bounty is 100 gp, if the PCs decide to take 
  action on this, but if they get involved with a heresy investigation it will 
  completely blow their cover in the neighborhood. 
  30. Opium Den
  This two-story building is a rickety construction of wood 
  and plaster, with a wood-shingled roof. The picture of a 
  smoking pipe is crudely drawn over the top of the door.
  This building is an opium den where the drug is sold by the pipe to 
  users who then sleep it off on one of the pallets that cover the floor. 
  The building itself is rented, but the operator of the den is a man named 
  Porthos Quaine (CE male human fighter 5), who is a member of the Five 
  Circles opium gang. The Five Circles are not a significant group: two 
  of them travel to Manas to buy the opium, and the other three members 
  of the gang run opium dens in different parts of the city (this being one 
  of them). They are actually quite terrified that one of the Manas opium 
  gangs might start trying to consolidate business here in Remballo, for 
  the Manas gangs are extremely violent. Porthos is the only member of 
  the Five Circles Gang who can swing a sword reliably, and his four 
  partners all distrust him.
  Porthos himself is worried because he has recently spotted someone he 
  knows from his occasional visits to purchase opium in Manas: a member 
  of the Manas Thieves’ Guild named Gedriz the Legbreaker. A DC 15 
  Diplomacy check causes him to offer a stream of worried information. 
  Porthos has reached the uncomfortable conclusion that Gedriz might be 
  planning to extort money from opium dens, and Porthos’ den is located 
  right in the area he assumes Gedriz is scouting. A DC 20 Diplomacy check 
  earns another fact: he happens to know one useful thing about Gedriz, 
  which is that the Manas thief is considered to be a skillful thief in the 
  Manas Guild, but reckless and rebellious.
  31. Hauvoc the Teamster
  This building is well maintained, a two-story structure of 
  plastered brick and timber beams. The roof is made of wooden 
  shingles painted black. A small sign over the door bears the 
  picture of a wagon, and beneath it the word “Haulage” has 
  been neatly lettered in black paint.
  Hauvoc owns a wagon (kept in the caravansary on the east side of the 
  city), and hires out for whatever sort of haulage is needed by various 
  contractors. A DC 15 Diplomacy check reveals that he once hauled a lot 
  of dirt and rubble from the Four Corners, a whole wagon a day for 5 days.
  32. Bolti Ghar, Wine Deliverer
  This is a two-story building of whitewashed bricks, turned 
  grey with the weather. The roof is wood shingled and needs 
  repair. Two windows on the top floor are painted blue, but 
  the paint is faded and peeling.
  Bolti delivers casks of wine from a wine merchant to various taverns 
  and households in the city. He does not own his own wagon, and knows 
  nothing useful about the Four Corners.
  33. Luco Fortinbras
  This corner building has only one floor, with two shuttered 
  windows that look like they have taken considerable damage 
  from passers-by, including the name “Bertrand” carved into one 
  of them. The building is made of brick covered in plaster, which 
  has been broken away in spots. The roof is of wooden shingles.
  Luco is a caravan guard who finds work as a night watchman if he is not 
  traveling between Remballo and Olaric or Manas. If asked about the Four 
  Corners, a DC 20 Diplomacy check reveals that he spent a bit of time as 
  the night watchman for the Portico Market, and the inhabitants of the Four 
  Corners were often wandering around the area, a halfling and a man who 
  trains dogs. Both of them had a definite accent from somewhere other than 
  Remballo, but he doesn’t know where.
   
  34. Yanno the Pastry Seller 
  The top floor of this two-story house is built out over the 
  top of the alleyway running beside it, turning the narrow 
  street into a tunnel between the adjacent buildings. The 
  structure is a mix of whitewashed stone and black timber 
  beams, with two windows in the top floor looking out over 
  the Via Scorpioli.
  Yanno and his wife Erissa own two handcarts, which they push through the 
  streets selling pastries (bought from bakers in the Portico Market). They also, 
  once per day, make a delivery to the Haven Street Gate of the Four Corners. 
  They are not delivering pastries; they are making a delivery of horse meat 
  purchased from a butcher outside the Dead Fiddler Square neighborhood. If 
  asked about the deliveries, they will be completely forthcoming (no Diplomacy 
  check required) since they have no suspicions about the Four Corners. The 
  people want horse meat, and Yanno and Erissa sell them horse meat at a nice 
  profit. It does seem to be an awful lot of meat, though, they must admit.
  
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  Borderland Provinces: Rogues in Remballo
  35. Ilander the Potter
  This is a two-story building with an open-fronted potter’s 
  workshop on the ground floor. The building is half-timbered, 
  and the roof is shingled with wood. There are three windows 
  on the top floor, all wood-shuttered.
  Ilander makes pottery and sells it to the merchants of the Portico Market. 
  A successful DC 15 Diplomacy check gets him to reveal he recalls the 
  man with the red braid because he sold him a chamber pot in the Portico 
  Market. He also remembers that other merchants sold him a set of window 
  bars and some manacles the same day (the PCs may already have heard 
  this story from the other merchants in the Portico Market).
  The Four Corners
  Remember the Upper Floors
  Before starting the adventure, take note that there are some balconies on 
  the second level that the characters will notice, and also that some of the 
  adjoining buildings are built slightly over the street, making them closer 
  to the buildings of the Four Corners than they are at street level. Also take 
  note of the locations of the windows. There are no windows at ground 
  level, even in the surrounding buildings, for at the time these structures 
  were built, the area was quite dangerous.
  Visitors and Deliveries
  The characters might stake out the gate on Haven Street or the door in 
  Rat’s Mews. If so, they will learn the following information about those 
  who visit the Four Corners. A successful DC 10 Perception check allows 
  the PCs to notice the first important point is that none of the thieves, or 
  Doctor Remora, apparently ever leave the place. If the stakeout lasts more 
  than a day, this becomes quite suspicious. The second visitor is Widow 
  Tarcy, who prepares lots of cooked food. She delivers the pots of stew 
  and such twice per day to the Haven Street gate. Gedriz the Legbreaker 
  opens the gate, pays her a couple of silver pieces, gives her the pots from 
  her last visit, and takes the ones with food. The third visitor to the Haven 
  Street gate is Yanno or Erissa, the pastry sellers, delivering horse meat 
  (see Area 34 on the Dead Fiddler Square neighborhood map). The final 
  visitor arrives at night, usually about ten o’clock, preceded by a foul 
  smell. This is Bodo the Night-soil dealer, who picks up the contents of 
  chamber pots along his route (free!), then takes them to mix with dirt and 
  sell as fertilizer. Naladir the Elf opens the gate for him and hands chamber 
  pots through, which Bodo empties into the large clay pots in his wagon. 
  Bodo himself does not live in the neighborhood. He knows nothing at all 
  about the Four Corners, he just picks up the night-soil and moves on to 
  other houses.
  There is one other outside contact with the Four Corners, but it will not 
  be seen in a stakeout of the complex. The Remballo thief Caron Brun, a 
  traitor to the guild working with the Manas thieves, delivers information 
  to them through the tunnel leading from Ozzerd’s Warehouse at Area 5 
  on the neighborhood map. The messages are usually just about the times 
  when the Thieves’ Guild sends an observer to check on the courtyard, 
  but occasionally he passes on some very sensitive information about the 
  Remballo Guild’s activities. Since the Manas thieves burn the letters, none 
  of the seriously incriminating letters currently exist.
  Ground Floor
  1. Glassware Shop
  1A. Ground Floor Shop
  This building looks like a shop, with shelves of glassware 
  against the wall. A skinny man with a pockmarked face 
  behind a counter near the back of the room smiles to see you 
  enter. Stairs on the east wall lead to a second floor, and a back 
  door is in the western corner of the north wall.
  This is indeed an ordinary, innocent shop rented to Blaroin Adaloc 
  by the sinister Doctor Remora. Blaroin knows absolutely nothing about 
  anything illegal going on in the courtyard. He has no access to the 
  courtyard itself; the door of his back room is locked from the inside of 
  the courtyard (as are his upstairs balcony door and his upstairs window 
  looking out over the stable).
  Other than his inventory of glassware and a wooden box containing 5 
  gp and 39 sp, there is nothing of interest in Blaroin’s shop. The stairs lead 
  up to Area 1B.
  1B. Blaroin Adaloc’s Bedroom
  Blaroin’s upstairs chambers are unremarkable and standard for the 
  living quarters of a modest shopkeeper. He keeps a lockbox under his bed 
  (DC 20 Disable Device) containing 22 gp and 439 sp.
  2. Back Room
  This is the back room of Blaroin’s shop, where he stores extra glassware. 
  The door in the north wall is securely locked (DC 25 Disable Device) 
  from the outside.
  3. Tunnel Building
  3A. Ground Floor and Tunnel
  Note: The door into this building is a wooden double door large enough 
  to accommodate a wagon. The door is of recent construction, and broken 
  masonry around the edges indicates that it replaced a much smaller door.
  The interior of the building is a single room with a rickety 
  wooden staircase leading up to the second floor in the 
  southeast corner. Large wooden crates and bales of wool and 
  hay fill most of the room, but a pathway between the stored 
  items is open to the southwest corner. The interior of the 
  building is quite dark, since there are no windows.
  At night, one of the dogs sleeps here, and sounds an alarm if not dealt 
  with quickly.
  The open area in the southwest corner is a very important place. It is 
  a very large trapdoor, not hinged, but a removable section of the floor 
  (DC 20 Perception check to notice) requires two people to lift it away 
  from the top of the pit below. The pit descends 20 feet underground to a 
  tunnel leading south. Heavy bales of wool block the boarded-up door the 
  characters may have seen from the outside.
  The stairs lead up to Area 3B.
  
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  Borderland Provinces: Rogues in Remballo
  3B. Thieves and Storage (CR 2)
  The upper floor of this building is single, large room 
  containing three wooden beds and a large pile of boxes and 
  crates. Doors lead through the north and south walls, both of 
  which must lead to balconies. There are two windows in the 
  north wall overlooking the courtyard, both of which are open 
  and un-shuttered (although there are locking shutters that 
  can be closed).
  This is the room of three of the Manas thieves, including the 
  ringleader of the operation, Jamais Vue. Jamais is a rising star in the 
  Manas Thieves’ Guild, and a potential rival to the guildmaster within a 
  few years. Jamais wants to reduce the number of those years, so he has 
  started this operation to provide himself with funding for an eventual 
  takeover. Now that the smuggling and fencing operation is well under 
  way, he plans to return to Manas from the “vacation” he has been taking, 
  resuming his ordinary role in the Manas guild while money rolls in here 
  in Remballo.
  Only one of the thieves (Fandiff Quickfingers) is likely to be present 
  at any given time, since Jamais is usually down in the lair, and one of the 
  two others (assume its Selardy Doland) is always on guard in Area 16 of 
  the Lair.
  FANDIFF QUICKFINGERS 
  CR 2
  XP 600
  Halfling rogue 3
  CN Small humanoid (halfling)
  Init +7; Perception +7
   
  AC 16, touch 14, flat-footed 13 (+2 armor, +3 Dex, +1 size)
  hp 26 (3d8+6 plus 3)
  Fort +4; Ref +7; Will +1; +2 vs. fear
  Defensive Abilities evasion, trap sense +1
   
  Speed 20 ft.
  Melee mwk dagger +7 (1d3/19-20) or
  mwk shortsword +7 (1d4/19-20)
  Special Attacks sneak attack +2d6
   
  Str 10, Dex 17, Con 14, Int 13, Wis 8, Cha 12
  Base Atk +2; CMB +1; CMD 14 
  Feats Improved Initiative, Weapon Finesse
  Skills Acrobatics +11 (+7 to jump), Appraise +5, Bluff +7, 
  Climb +6, Disable Device +12, Disguise +7, Escape Artist +9, 
  Knowledge (local) +5, Perception +7, Sleight of Hand +9, 
  Stealth +13; Racial Modifiers +2 Acrobatics, +2 Climb, +2 
  Perception
  Languages Common, Goblin, Halfling
  SQ rogue talent (fast stealth), trapfinding +1
  Other Gear masterwork leather armor, masterwork dagger, 
  masterwork shortsword, masterwork thieves’ tools, key to chest.
  Treasure: Each of the three beds has a chest underneath, along with a 
  chamber pot.
  Fandiff’s Chest: This chest contains ordinary clothing Small size plus a 
  minor stash of opium (50 gp), a bag of 28 gp, and a small silver chime (10 gp). 
  The chime is not magical, but the dogs have been trained not to bark when they 
  hear it. This has been necessary because, for some reason, dogs absolutely hate 
  Fandiff. He also has a small medallion showing the image of a hand with two 
  fingers removed (this is the medallion of the Manas Thieves’ Guild).
  Selardy’s Chest: This chest (DC 20 Disable Device) contains ordinary 
  clothing, a bag of 45 gp, and a turquoise gem worth 100 gp). Selardy’s 
  chest, like Fandiff’s has one of the Manas guild medallions.
  Jamais’s Chest: Jamais’ chest (Unlocked) contains clothing and one of 
  the Manas guild medallions, like the others. There is nothing else in here 
  since he stashes his treasure in a box in Area 16 in the lair.
  
  16
  Borderland Provinces: Rogues in Remballo
  4. Widow Tarcy’s Rooms
  4A. Ground Floor Living Room
  The ground floor of this building appears to be unoccupied, 
  but someone lives here. There are comfortable-looking chairs 
  and a kitchen in the north end of the room, along with a small 
  wooden table. Stairs along the room’s west wall lead to an 
  upper floor. There is a door in the northeast wall, which must 
  lead to the courtyard. A large stone fireplace is built into the 
  room’s northwest corner, and is surrounded by very large 
  pots and pans, together with a countertop piled high with 
  meat and vegetables.
  This building is the home of the Widow Tarcy, a very grumpy old 
  lady who has been living here for more than forty years. She is currently 
  upstairs. The widow knows nothing about any sort of strange doings in 
  the courtyard, and she is quite convinced that nothing could possibly be 
  going on without her knowledge. If pressed, she admits that she does the 
  cooking for the courtyard’s inhabitants, delivering food to the gate twice 
  per day, and gets paid for it.
  The door in the room’s northeast corner is securely barred and boarded 
  up from the outside (hardness 5, hp 20, Break DC 25), preventing access 
  to the courtyard. The stairs lead up to Area 4B.
  4B. Widow Tarcy’s Rooms
  The upper floor is obviously a residence. The walls are 
  decorated with knitted wall-hangings with pictures of cats. 
  The Widow Tarcy will most likely be encountered in one of the two 
  upper rooms. She will scream for assistance if anyone enters the area, and 
  this will certainly alert the thieves that something is amiss.
  5. Kennels and Storage
  5A. Ground Floor Dog Kennels (CR 2)
  The room is dark, and something snarls.
  This room contains 2 little dogs and a big dog that begin barking if they 
  are not immediately handled in some way. They stop and eat meat without 
  barking if any is fed to them. Only one of the dogs is an attack dog; the 
  others are small mongrels. Several food dishes are in the room, and if 
  anyone bothers to count, there are five of them, plus one big water dish.
  The stairs in the room, which can be seen once the dogs are dealt with, 
  lead up to Area 5B.
  DOG (2)  
   
  CR 1/3
  XP 135
  hp 6 (Pathfinder Roleplaying Game Bestiary “Dog”)
  ATTACK DOG 
   
   
  CR 1
  XP 400
  hp 13 (Pathfinder Roleplaying Game Bestiary “Dog, Riding”)
  5B. Thieves’ Quarters (CR 4)
  This floor of the building is a single room with three beds.
  
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  Borderland Provinces: Rogues in Remballo
  One of the beds belongs to Rafael the Cur, one belongs to Gedriz the 
  Legbreaker, and the third belongs to Naladir the Elf. Gedriz and Naladir 
  are the gate guards, so only one of them will is present in this room at 
  a time. Their information is given in Area 8. Rafael is here during the 
  night, but he usually goes out into the city during the day, leaving through 
  the exit in Ozzerd’s Warehouse. If the characters attack the Four Corners 
  during the day, Rafael might escape the net.
  RAFAEL THE CUR, ANIMAL TRAINER 
  CR 2
  XP 600
  Human commoner 2/ranger 1
  N Medium humanoid (human)
  Init +1; Perception +9
   
  AC 14, touch 11, flat-footed 13 (+3 armor, +1 Dex)
  hp 18 (3 HD; 2d6+1d10+6)
  Fort +4; Ref +3; Will +3
   
  Speed 30 ft.
  Melee dagger +3 (1d4+1/19-20) or
  whip +3 (1d3+1 nonlethal)
  Special Attacks favored enemy (animals +2)
   
  Str 13, Dex 12, Con 15, Int 10, Wis 16, Cha 8
  Base Atk +2; CMB +3; CMD 14
  Feats Alertness, Animal Affinity, Exotic Weapon Proficiency 
  (whip)
  Skills Appraise +2, Bluff +2, Climb +5, Handle Animal +7, 
  Intimidate +5, Perception +9, Ride +3, Sense Motive +5, 
  Stealth +5, Survival +7
  Languages Common
  SQ track +1, wild empathy +0
  Other Gear masterwork studded leather, dagger, whip
  If the characters speak to Rafael rather than killing him outright, a 
  successful DC 15 Diplomacy check convinces him to tell them that he 
  is being kept prisoner here (not entirely true, DC 20 Sense Motive), and 
  try to bargain for his freedom if they let him out of the courtyard (a rope 
  out the window, or exit through the gate, he doesn’t care). In exchange, 
  he tells them that there is a secret tunnel (Area 3). He claims not to know 
  anything about what is in the tunnels, and also does not disclose that he is 
  the trainer for the dogs in the courtyard, although if asked, he admits that 
  the dogs do not bark at his presence. He explains the wooden mallet away 
  as a tool used for hammering spikes into the walls for digging. 
  Treasure: All three beds have locked chests (DC 25 Disable Device) 
  beneath them (and a chamber pot). 
  Rafael’s Bed: In addition to the chest and chamber pot, there is a large 
  wooden mallet with a five-foot-handle under the bed (used to discipline 
  the bulette, since it would not feel a whip at all). Along with clothes, the 
  chest contains a bag of 32 gp and 27 sp.
  Gedriz’s Bed: Gedriz’s chest contains ordinary clothing, along with a 
  false mustache and beard. A small bag contains 102 gp and an emerald 
  (250 gp). Additionally, there is a small medallion showing the image 
  of a hand with two fingers removed (this is the medallion of the Manas 
  Thieves’ Guild, which is the last thing Gedriz wants to advertise here in 
  Remballo, since he is a renegade).
  Naladir’s Bed: The chest under Naladir’s bed is not only locked, but 
  contains a poison needle trap. The chest contains ordinary clothing, a 
  medallion of the Manas Thieves Guild identical to the one in Gedriz’s 
  chest, a bag of 272 gp, and a cloak of elvenkind.
  POISON NEEDLE TRAP 
   
   
  CR 2
  XP 600
  Type mechanical; Perception DC 15; Disable Device DC 15
   
  Trigger touch Reset repair
  Effect Atk +10 melee (1 damage plus poison [huge 
  scorpion]); poison (Huge scorpion venom—Type poison, 
  injury; Save Fortitude DC 20; Frequency 1/round for 6 rounds; 
  Effect 1d4 Str damage; Cure 2 consecutive saves.)
  6. House of Doctor Remora
  6A. Ground Floor Workshop
  Note: Door is locked.
  The ground floor of this building is a single room, the floor 
  strewn with sand. A counter in the northwest corner holds 
  various bottles and jars of liquid. Shelves on the north and 
  south walls are stacked high with books, bird skeletons, 
  glass jars of dried herbs, measuring scales, and alchemical 
  equipment. A table and chairs are set up in the southeast 
  corner, stacked with dirty dishes. A wooden staircase in the 
  northeast corner leads to the second floor.
  This is Doctor Remora’s workshop and living room. The doctor is upstairs, 
  but there is a good chance he hears anyone moving around down here.
  The shelves contain the sorts of things an arcane caster keeps in a 
  workshop, but there is nothing of unusual value. The whole lot could 
  probably be sold for no more than 200 gp. The stairs lead to Area 6B.
  6B. Doctor Remora’s Chambers (CR 3)
  Stair Room: The entry chamber is empty, with the exception of a cheap, 
  canvas wall hanging painted with floral patterns on the north wall.  There 
  are doors on the south and west walls of the room. The west door is 
  normal, and can be locked (DC 25 Disable Device) from the other side (it 
  is). The south door has a recently installed bar across it, allowing it to be 
  securely locked from this side.
  Southeast Room: This is the room where Doctor Remora imprisoned 
  Savario Borgandy until the captive started shouting for help through 
  the window. There is a door in the west wall and the north wall, both of 
  which can be barred from the outside. The window in the south wall has 
  recently installed metal prison bars (hardness 10, hp 20, Break DC 24), a 
  single grating that is attached across the outside of the window. There is a 
  chamber pot in the southeast corner but no furniture.
  Central Room: The main features of this room are a wooden table, the 
  three doors, and three windows. There is a door in the west wall, and two 
  doors in the east wall. (It is also possible that the characters encounter 
  Doctor Remora in this room.) All of the windows are shuttered and 
  locked from the inside during the night. A stack of paper and writing 
  implements are on the table (see treasure, below).
  West Bedroom: The west bedroom is Doctor Remora’s. It contains 
  a bed with two wooden chests underneath it, along with a half-full 
  chamber pot.
  DOCTOR REMORA 
  CR 3 
  XP 800
  Human wizard 4
  NE Medium humanoid (human)
  Init +5; Perception +4
   
  AC 12, touch 12, flat-footed 11 (+1 deflection, +1 Dex)
  hp 32 (4d6+12 plus 4)
  Fort +3; Ref +2; Will +4
   
  Speed 30 ft.
  Melee club +1 (1d6-1)
  Ranged mwk light crossbow +4 (1d8/19-20)
  Special Attacks hand of the apprentice (7/day)
  Spells Prepared (CL 4th; concentration +8)
  2nd—blur, detect thoughts (DC 16), glitterdust (DC 16)
  1st—charm person (DC 15), mage armor, shield, sleep (DC 15)
  0 (at will)—daze (DC 14), mage hand, read magic, resistance
   
  Str 8, Dex 12, Con 14, Int 18, Wis 10, Cha 13
  Base Atk +2; CMB +1; CMD 13
  
  18
  Borderland Provinces: Rogues in Remballo
  Feats Improved Initiative, Scribe Scroll, Toughness, Weapon 
  Finesse
  Skills Appraise +9, Diplomacy +4, Heal +2, Knowledge 
  (arcana) +11, Knowledge (history) +8, Knowledge (local) 
  +8, Knowledge (nature) +8, Knowledge (planes) +10, 
  Knowledge (religion) +8, Perception +4, Spellcraft +11, 
  Stealth +3
  Languages Abyssal, Common, Draconic, Elven, Goblin
  SQ arcane bond (ring of protection +1)
  Combat Gear wand of color spray; Other Gear club, 
  masterwork light crossbow with 20 bolts, ring of protection +1
  Treasure: Two interesting treasures are found in Doctor Remora’s 
  Chambers. The first is the stack of papers on the table in the central room, 
  and the second is one of the chests in Doctor Remora’s bedroom.
  The Papers: The papers at the top of the stack are blank, but anyone 
  rifling through them finds that the bottom pages have been written upon. 
  The bottom pages appear to be much sturdier and higher-quality paper than 
  the ones on top. Several of the bottom pages are titled “Letter of Credit by 
  the House of Borgandy,” filled out with different small amounts of money: 
  five written for 25 gp, two written for 100 gp, and three written for 500 gp. 
  The lines for “Description of Holder” and for a signature are blank on all of 
  the documents. There is also a ring, apparently a signet ring of some kind, 
  hidden behind the papers. It shows residue of blue sealing wax. Characters 
  could potentially use these to collect money from the House of Borgandy in 
  other cities, but a forged signature is very likely to be detected.
  One of the wooden chests under the bed contains ordinary clothing, 
  items of personal hygiene, and two bottles of white powder (sleeping 
  draughts from Doctor Escalous — see Area 7 on the map of Dead 
  Fiddler Square). The sleeping draughts only have the effect of creating 
  a slight lassitude; they do not force a person into sleep. The second 
  chest contains 57 gp, 1,284 sp, and 94 cp, along with Doctor Remora’s 
  spellbook, 2 sapphires worth 300 gp each, and three rental contracts. 
  Two of the contracts are for the widow Tarcy and for the glass shop. The 
  third is less of a rental contract and more of a contract to share profits, 
  since it grants “General use of the Four Corners in exchange for 5%.” It 
  is not stated what the five percent is actually from. In addition to Doctor 
  Remora’s signature, the document also bears the signature of “Casmir 
  Dark, Guildmaster of the Thieves’ Guild of Manas.” The signature is a 
  bad forgery, which will be detected by anyone familiar with Casmir’s 
  handwriting (or by comparing it with his original signature). This 
  document is dated two months ago.
  Sleeping Draught
  Type poison (ingested); Save Fortitude DC 13
  Frequency 1/minute for 2 minutes
  Initial Effect 1 Wisdom drain; Cure 1 save
  Doctor Remora’s Spellbook
  2nd—blur, darkvision, detect thoughts, fox’s cunning, 
  glitterdust, invisibility
  1st—burning hands, charm person, color spray, detect 
  secret doors, expeditious retreat, identify, mage armor, 
  magic missile, shield, sleep
  7. Stables
  Note: The door leading into this building from Rats Mews is locked 
  (DC 20 Disable Device), but not blocked off. The denizens of Four 
  Corners use it from time to time for shoveling horse dung into the alley.
  This one-story building is a stable with stalls for six horses, 
  three of which are occupied by large draft horses. Two wagons 
  sit in the southern part of the room. Various bits of tack and 
  harness hang from wooden pegs in the walls.
  The three horses are accustomed to people, and do not react to the 
  characters’ presence.
  8. Gate (CR 4)
  This is a wide wooden gate, large enough to accommodate 
  a wagon. The gate is eight feet high, and is topped by a stone 
  archway between the buildings to the north and south. There 
  is a peephole in the gate that can be opened from the inside.
  The gate is guarded day and night. During the day, the gatekeeper is 
  Gedriz the Legbreaker, one of the Manas thieves, unless he is away on 
  other business. At night, the gatekeeper is Naladir the Elf. Naladir sleeps 
  very little, if at all, and is usually awake during the day as well.
  GEDRIZ THE LEGBREAKER  
  CR 2 
  XP 600
  Half-orc rogue (thug) 3 (Pathfinder Roleplaying Game 
  Advanced Player’s Guide “Thug”)
  CE Medium humanoid (human, orc)
  Init +2; Senses darkvision 60 ft.; Perception +7
   
  AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
  hp 23 (3d8+3 plus 3)
  Fort +2; Ref +5; Will +0
  Defensive Abilities evasion, orc ferocity
   
  Speed 30 ft.
  Melee mwk tetsubo* +6 (1d10+3/×4) 
  Ranged light crossbow +4 (1d8/19-20)
  Special Attacks sneak attack +2d6
   
  Str 14, Dex 15, Con 13, Int 10, Wis 8, Cha 14
  Base Atk +2; CMB +4; CMD 16
  Feats Alertness, Exotic Weapon Proficiency (tetsubo), 
  Weapon Focus (tetsubo)
  Skills Acrobatics +7, Appraise +5, Bluff +7, Climb +8, 
  Diplomacy +8, Intimidate +10, Perception +7, Sense Motive 
  +7, Stealth +8; Racial Modifiers +2 Intimidate, frightening
  Languages Common, Orc
  SQ brutal beating, orc blood, rogue talent (combat trick)
  Combat Gear oil of magic weapon, potion of cure 
  moderate wounds; Other Gear masterwork studded leather, 
  light crossbow, masterwork tetsubo*
  *See Pathfinder Roleplaying Game Ultimate Combat
  NALADIR THE ELF 
  CR 2 
  XP 600
  Elf rogue (spy) 3 (Pathfinder Roleplaying Game Advanced 
  Player’s Guide “Spy”)
  CN Medium humanoid (elf)
  Init +3; Senses low-light vision; Perception +9
   
  AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
  hp 23 (3d8+3 plus 3)
  Fort +2; Ref +6; Will +2; +2 vs. enchantments
  Defensive Abilities evasion; Immune sleep
   
  Speed 30 ft.
  Melee shortsword +1 (1d6-1/19-20)
  Ranged +1 longbow +6 (1d8/×3)
  Special Attacks sneak attack +2d6
   
  Str 8, Dex 17, Con 12, Int 12, Wis 12, Cha 13
  Base Atk +2; CMB +1; CMD 14
  Feats Point-blank Shot, Precise Shot
  Skills Acrobatics +9, Bluff +7 (+8 on opposed rolls to attempt 
  to deceive someone), Climb +5, Diplomacy +7, Escape Artist 
  +9, Perception +9, Sense Motive +7, Stealth +9, Survival +4; 
  Racial Modifiers +2 Perception, skilled liar
  Languages Common, Elven, Orc
  
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  Borderland Provinces: Rogues in Remballo
  SQ elven magic, poison use, rogue talent (fast stealth)
  Combat Gear oil of flame arrow, potion of cure moderate 
  wounds; Other Gear masterwork studded leather, +1 longbow
  Naladir has a scrap of folded parchment in his belt pouch with “Burn” 
  written on the outside. He got the note only recently, so he has not yet burned 
  it. The inside simply says, “Thief patrol at 9th hour; leaves 9th hour, 3rd 
  glass; free from third glass to midnight, then next check.” The handwriting 
  is flowery and fancy, but the note is not signed. If the note is given to the 
  Remballo thieves, they will immediately be able to tell which one of their 
  members has been betraying them, since the handwriting is distinctive.
  GM Note: 9th hour, 3rd glass is 9:30 p.m. as any resident of the Lost 
  Lands would know.
  9. Courtyard of the Four Corners
  The courtyard has nothing interesting in it other than some muddy wagon 
  tracks leading from the door of one building (Area 3) to the gate (Area 
  8). It is overlooked by several windows and by a wooden-railed balcony, 
  although the thieves seldom go out to sun themselves on the balcony.
  The Lair
  The lair can be reached only through the tunnel (Area 3A) or from 
  Ozzerd’s Warehouse (Area 5 on the map of Dead Fiddler Square).
  10. Entry Door
  A large gate blocks the underground corridor, which must 
  be at least twenty feet underground by this point due to 
  the downward slope from north to south. The gate is large 
  enough for a wagon to pass through when it is open. It is 
  currently closed, however.
  The gate is not barred from the inside, and it can be pushed open easily. 
  However, the hinges are old and make a loud squealing sound.
  11. Main Room
  This 30-foot-by-30-foot underground chamber is 
  obviously the central room for some sort of cellar complex, 
  for it has a number of different exits leading to other 
  chambers. In addition to the large door in the north wall, 
  which you now see can be barred from the inside, there are 
  two other large doors, one in the east wall and one in the 
  south wall. A very large open passageway leads southwest 
  from that corner of the room. A lever is in the wall beside 
  the south door, which is currently in the “up” position. 
  The oddest feature of the room, though, is that the walls 
  have been damaged almost everywhere, up to a height of 
  five feet. Deep scratches are gouged into the stone, the 
  entire northwest corner of the room has been tunneled 
  away to quite some distance, and part of the east wall has 
  apparently been repaired with bricks and mortar where 
  something dug through it.
  One odd item in the room is a massive, five-foot-long iron 
  bar with 10-foot-long chains attached to each side of it. The 
  chains end in large iron hooks.
  The iron bar and chains are actually a bit and harness for the bulette in 
  Area 12, allowing the creature to be attached to a wagon. If the characters 
  inspect it, a successful DC 15 Perception check discovers deep scratches 
  in the iron bar. A successful DC10 Knowledge nature reveals these are bite 
  marks and a successful DC 17 Knowledge (arcana) reveals that these are 
  teeth marks of a bulette. 
  The wide tunnel to the southwest has a portcullis in the roof, which 
  is spotted only if the characters inspect the tunnel entrance (DC 20 
  Perception check). The lever in the room’s south wall raises and lowers 
  the portcullis.
  If the characters inspect the south door, they discover a peephole (DC 
  22 Perception), a little metal cover that slides up and down. If they open 
  it, they get a partial view of Area 16, since Selardy has a light. They will 
  be able to see the dog, but not Selardy himself.
  Any significant noise in this room (and definitely if there is a fight with 
  the bulette in Area 12) alerts Selardy, who checks the peephole to see 
  what is happening, and Jamais Vue in Area 15, who sneaks forward to see 
  what is happening through the tunnel entrance. Even quiet noises in here 
  have a 50% chance to warn Jamais Vue that there are intruders in the lair. 
  Vue may try to link up with Selardy if the characters look wounded or few 
  in number, or he might try to escape.
  12. Bulette Room (CR 6)
  Like the room outside, the walls of this room are all 
  deeply gouged and even tunneled away. There are short 
  tunnels in the north and south walls, and a deeper one 
  in the east wall. There is a door in the south wall barred 
  from this side that also seems to have suffered some 
  damage. The source of the damage is right before you in 
  the middle of the room, an armadillo-type creature with 
  long claws and a large, toothy mouth. An armor plate like 
  a dorsal fin rises from the middle of its back. It is quite 
  small, only four feet in length, but its response to your 
  arrival is a ferocious charge.
  
  20
  Borderland Provinces: Rogues in Remballo
  This creature is a very young bulette the renegade Manas thieves 
  purchased when some peasants (who are lucky to be alive) captured it at 
  an even younger age. The beast has been trained (somewhat) by Rafael 
  the animal trainer, and it will not attack any of the denizens of the Four 
  Corners. The bulette is perfectly happy to pull things around underground, 
  unlike horses or mules. It has finally been trained not to dig through the 
  walls, but the damage throughout the cellar complex testifies to how 
  destructive it was in the early stages of training. With anyone other than 
  the Manas thieves and Doctor Remora, the beast is utterly feral. It still 
  regards people in general as nothing more than food.
  As with Area 11, noise here alerts the Manas thief Selardy, who is on 
  guard in Area 16.
  YOUNG BULETTE 
  CR 6
  XP 2,400
  Young bulette (Pathfinder Roleplaying Game Bestiary 
  “Bulette”, “Simple Template: Young”)
  N Large magical beast
  Init +8; Senses darkvision 60 ft., low-light vision, scent, 
  tremorsense 60 ft.; Perception +11
   
  AC 23, touch 13, flat-footed 19 (+4 Dex, +10 natural, -1 size)
  hp 68 (8d10+24)
  Fort +9, Ref +10, Will +5
   
  Speed 40 ft., burrow 20 ft.
  Melee bite +12 (1d10+6/19-20), 2 claws +11 (1d8+4)
  Space 10 ft.; Reach 5 ft.
  Special Attacks leap
   
  Str 19, Dex 19, Con 16, Int 2, Wis 13, Cha 6
  Base Atk +8; CMB +13; CMD 27 (31 vs. trip)
  Feats Improved Initiative, Iron Will, Skill Focus (Perception), 
  Weapon Focus (bite)
  Skills Acrobatics +11 (+23 to jump), Perception +11
   
  Leap (Ex) A bulette can perform a special kind of pounce 
  attack by jumping into combat. When a bulette charges, 
  it can make a DC 20 Acrobatics check to jump into the 
  air and land next to its enemies. If it makes the Acrobatics 
  check, it can follow up with four claw attacks against foes in 
  reach, but cannot make a bite attack.
  Savage Bite (Ex) A bulette’s bite is particularly dangerous. 
  It applies 1-1/2 times its Strength modifier to damage 
  inflicted with its bite attack, and threatens a critical hit on 
  a 19–20.
  Treasure: none.
  13. Empty Cell
  The door to this chamber has a barred window in it, 
  showing the inside of the room on the other side.
  This room is a featureless, empty prison cell.
  14. Savario Borgandy (CR 1/2)
  The door to this chamber has a barred window in it, like 
  the one to the north. However, as you draw near, someone 
  inside begins shouting for help.
  The person in the cell is Savario Borgandy. He is dressed in the rags 
  of rich clothing and chained to the wall. He explains to his rescuers that 
  he is a member of the Borgandy family, kidnapped to write false letters of 
  credit on behalf of a man with a red-dyed queue of hair. He knows that he 
  has been forced to write several letters under the influence of some sort 
  of mental domination magic, and is frantic to get loose to warn his family 
  about the letters.
  If Savario is returned safely to the Borgandys, they pay a substantial 
  reward. If the characters kill him, and the Borgandys somehow learn 
  about it, then the characters will be facing the anger of the city’s most 
  powerful merchant family.
  SAVARIO BORGANDY 
   
  CR 1/2 
  XP 200
  Human aristocrat 2
  NG Medium humanoid (human)
  Init +0; Perception +3
   
  AC 10, touch 10, flat-footed 10
  hp 13 (currently 5) (2d8+2 plus 2)
  Fort +1; Ref +0; Will +2
   
  Speed 30 ft.
   
  Str 9, Dex 10, Con 13, Int 12, Wis 8, Cha 13
  Base Atk +1; CMB +0; CMD 10
  Feats Deceitful, Persuasive
  Skills Appraise +5, Bluff +8, Diplomacy +8, Disguise +3, 
  Intimidate +7, Knowledge (local) +5, Knowledge (nobility) 
  +6, Perception +3, Ride +5
  Languages Common, Gasquen
  15. Tunnel to Ozzerd’s Warehouse
  This is a broad, diagonal corridor leading to the southwest. 
  Part of the tunnel’s south wall appears to have been broken 
  through and repaired. At the southwest end of the tunnel it 
  appears to fork to the west and south. A sturdy iron portcullis 
  blocks the west fork.
  The south “fork” in the tunnel is a guard post containing the lever to 
  open and close the portcullis in the tunnel’s west fork. The lever is in the 
  down position, and the portcullis is thus closed. 
  Unless the thieves have been alerted, the operation’s ringleader, Jamais 
  Vue, is counting up several boxes of stolen goods in the cart, getting them 
  ready to go to Ozzerd’s Warehouse (Area 5 on the map of Dead Fiddler 
  Square). Unlike the other rogues, he will be cautions if he hears a potential 
  attack, and he may attempt to escape from the lair without reinforcing his 
  associates. Based on what he detects, he might head for Ozzerd’s Warehouse 
  through the west tunnel, or he might go through the secret door to Area 16, 
  planning to escape through the southern tunnel beyond the city walls (Area 
  17). If he escapes, the party will have made an enemy, although Vue is likely 
  to have much bigger problems than hunting down the PC’s if his renegade 
  operation is brought to light either in Manas or in Remballo. 
  JAMAIS VUE, RINGLEADER 
  CR 3
  XP 800
  Human rogue 4
  CE Medium humanoid (human)
  Init +3; Perception +7
   
  AC 17, touch 14, flat-footed 13 (+2 armor, +3 Dex, +1 dodge, 
  +1 natural)
  hp 29 (4d8+4 plus 4)
  Fort +2, Ref +7, Will +3
  Defensive Abilities evasion, trap sense +1, uncanny dodge
   
  Speed 30 ft.
  Melee +1 shortsword +7 (1d6+2/19-20) or
  dagger +6 (1d4+1/19-20)
  
  21
  Borderland Provinces: Rogues in Remballo
  Ranged composite shortbow +6 (1d6+1/×3)
  Special Attacks sneak attack +2d6
   
  Str 13, Dex 16, Con 12, Int 14, Wis 10, Cha 10
  Base Atk +3; CMB +4; CMD 18
  Feats Blind-fight, Dodge, Iron Will, Weapon FinesseB
  Skills Acrobatics +10, Appraise +7, Bluff +7, Climb +6, Diplomacy 
  +7, Disable Device +11, Escape Artist +10, Intimidate +7, 
  Knowledge (local) +8, Perception +7, Sense Motive +7, Sleight of 
  Hand +8, Stealth +10, Use Magic Device +5
  Languages Common, Gasquen, Orc
  SQ rogue talents (finesse rogue, resiliency), trapfinding +2
  Combat Gear potion of cure moderate wounds, potion 
  of invisibility; Other Gear masterwork leather armor, +1 
  shortsword, dagger, amulet of natural armor +1, masterwork 
  thieves’ tools, 25 gp gems (x5), 47 gp. 
   
  Contents of Cart: The cart contains several boxes of stolen cloth, 
  bound for resale in the city since it is not easily recognizable. There are 55 
  bolts of woolen cloth, worth 10 gp each.
  16. Underground Warehouse (CR 3)
  This chamber is stacked high with boxes, crates, bolts of 
  cloth, barrels, and pottery jars. There is a large wooden gate 
  in the south wall, a couple of the roughly gouged tunnels you 
  have already seen elsewhere in the cellars, and a much better 
  constructed tunnel leading to the east.
  This is the storage room for the smuggling and fencing operation run 
  by the renegade Manas thieves. The “tunnel” in the west wall is actually 
  a guard post occupied by one of the thieves at all times. For purposes of 
  convenience, assume that it is always Selardy Doland. In addition to the 
  guard, a little dog sleeps here and barks at intruders. The sound carries 
  in the lair, but will not be heard all the way back in the Four Corners, 
  although it will alert Jamais Vue in Area 15.
  SELARDY DOLAND 
   
  CR 2
  XP 600
  Human ranger 1/rogue 2
  NE Medium humanoid (human)
  Init +3; Perception +6
   
  AC 17, touch 14, flat-footed 13 (+3 armor, +3 Dex, +1 dodge)
  hp 30 (3 HD; 2d8+1d10+6 plus 5)
  Fort +4; Ref +8; Will +0
  Defensive Abilities evasion
   
  Speed 30 ft.
  Melee +1 dagger +4 (1d4+1/19-20) and
  mwk shortsword +4 (1d6+1/19-20)
  Special Attacks favored enemy (humans +2), sneak attack +1d6
   
  Str 13, Dex 17, Con 14, Int 8, Wis 10, Cha 12
  Base Atk +2; CMB +3; CMD 17
  Feats Dodge, Toughness, Two-weapon Fighting, Weapon 
  FinesseB
  Skills Acrobatics +9, Bluff +7, Intimidate +6, Perception +6, 
  Sense Motive +6, Sleight of Hand +8, Stealth +9, Survival +6
  Languages Common
  SQ rogue talent (finesse rogue), track +1, trapfinding +1, wild 
  empathy +2
  Combat Gear potion of cure moderate wounds, potion 
  of darkvision; Other Gear masterwork studded leather, +1 
  dagger, masterwork shortsword
  DOG 
   
   
  CR 1/3
  XP 135
  hp 6 (Pathfinder Roleplaying Game Bestiary “Dog”)
  Selardy Doland hears any substantial noise made in Area 11, and most 
  certainly hears it if there is a fight with the bulette in Area 12. He checks the 
  peephole into Area 11, and if it is not occupied, he dashes out of the storage 
  room, headed for the tunnel back to the Four Corners. If he is allowed to reach 
  the courtyard, he warns all of the inhabitants that there is trouble in the lair. If 
  Jamais Vue in Area 15 has not been encountered, he may also hear any fighting 
  and sneaks forward to see what is happening through the tunnel entrance. Even 
  quiet noises echo here and give Jamais Vue a warning (DC 15 Perception check) 
  that there are intruders in the lair.  Vue may attempt to link up with Selardy, if the 
  PC’s look wounded or few in number, or he might try to escape. The secret door 
  to Area 15 is detected on a successful DC 20 Perception check. 
  Treasure: The boxes here contain a large and valuable assortment of 
  merchandise, which totals as high as 7,000 gp. However, it is all very 
  recognizable stolen merchandise (things with monograms and engraved 
  letters) or massively bulky material like bolts of cloth. It would be 
  possible for the characters to smuggle these goods out themselves, but 
  they immediately recognize that, unlike the personal possessions of the 
  thieves, the cargo here is going to get confiscated if they try to sell it 
  openly in Remballo. As they are picking through the boxes, they find a 
  locked one that is marked “personal property of Jamais Vue.”
  Jamais Vue’s chest: This chest contains 427 gp, and a short letter 
  reading, “Have a good time on your vacation. We expect you back in three 
  months.” It is signed with the name Casmir Dark (who is the Guildmaster 
  of the Manas Thieves’ Guild). The signature is absolutely nothing like the 
  “Casmir Dark” signature Doctor Remora has on his lease.
  17. Tunnel Beyond the Walls
  On the far side of the wooden gate is a ten-foot-wide tunnel 
  leading south into the darkness. A lever on the east wall is 
  in the “down” position, which might be related to a massive 
  iron portcullis blocking the tunnel fifteen feet south of the 
  door. As with other places in this cellar complex, the walls are 
  gouged with scratches, and roughly dug tunnels lead away 
  from the main corridor.
  This tunnel leads outside the city walls, continuing for almost a mile 
  before ending at a trapdoor in the ceiling. The trapdoor emerges in a 
  “vacant” peasant cottage purchased by Doctor Remora two months ago. 
  The renegade Manas thieves have been using the tunnel to smuggle goods 
  in and out of the city without paying a gate tax, and — more importantly 
  — not allowing the guards at the city gate to identify the more unique 
  items as being stolen in other cities.
  Concluding the Adventure
  By the time the adventure finishes, if the characters are still alive, they 
  will have the means to get treasure from both the Thieves’ Guild and the 
  Borgandy Family, not to mention the gratitude of the City Watch. Any of 
  these connections can be parlayed into future adventures, for all three of 
  these groups generally have some sort of work, or know someone who 
  does. On the other hand, if the characters try to fence the stolen goods, 
  they end up in very hot water with the City Guard. If they misinform 
  the Thieves’ Guild that the Manas Guild is behind this operation, they 
  eventually (although not immediately) end up in hot water with the thieves. 
  If they kill Savario Borgandy, they end up in trouble with the House of 
  Borgandy. Regardless of the outcome, these connections (and possibly 
  problems) can easily move the characters toward further adventures and 
  set a framework for their interaction with the rest of the campaign world.
  
  22
  Map Appendix: City of Remballo
  
  23
  Map Appendix: Dead Fiddler Square GM Map
  
  24
  Map Appendix: Dead Fiddler Square Player Map
  
  25
  Map Appendix: Four Corners Courtyard Ground and Upper Floors
  
  26
  Map Appendix: Underground Lair
  
  27
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  Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax 
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  Rogues in Remballo © 2015, Matt Finch (text) and Frog God Games LLC. Author: Mat-
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