TEXT:  
  Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new 
  DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter 
  Adkison. 
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without 
  permission of Wizards of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please 
  visit www.wizards.com/d20 
  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can sanction 
  and run DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
  DUNGEONS & DRAGONS, D&D, GREYHAWK, Living Greyhawk, D&D Rewards, RPGA, Player’s Handbook, Dungeon 
  Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This 
  material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use 
  of the material or artwork contained herein is prohibited without the express written permission of Wizards of the 
  Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely 
  coincidental. © 2008 Wizards of the Coast, Inc. 
  Visit the LIVING GREYHAWK website at www.rpga.com. 
   
   
  COR8-07 
   
   
   
   
   
   
   
  Celebrations 
   
  A One-Round Dungeons & Dragons®  
  Living Greyhawk™ Core Adventure 
  Version 1 
   
   
  by Kevin Lawson and Shawn Merwin 
  Circle Reviewers: Creighton Broadhurst  
  Reviewers: Eric Menge and Sam Weiss 
  Playtesters: Jeff Barnes, Mike Barnes, Jordan Conrad, and Rich Marflak 
   
  The centennial of Greyhawk City's independence from the Great Kingdom is here. For most, the weeklong festivities 
  are a celebration of the Gem of the Flanaess, featuring the best Greyhawk has to offer. For a few, exultation quickly 
  turns to terror as the gala cloaks deadly intentions. A one-round Core adventure set in the Domain of Greyhawk for 
  characters level 1 to 15 (APLs 2 to 12) and the third intrigue of "Honor Among Thieves." 
   
  Resources for this adventure [and the authors of those works] include City of Greyhawk [Douglas Niles, Carl Sargent, Rik 
  Rose],  Complete Arcane [Richard Baker], Complete Divine [David Noonan], Complete Scoundrel [Mike McArtor and F. 
  Wesley Schneider], Complete Warrior [Andy Collins, David Noonan, Ed Stark], Greyhawk: The Adventure Begins [Roger 
  Moore], Greyhawk Ruins Sourcebook [Creighton Broadhurst, Chris Chesher, Paul Looby, Bruce Paris, and Sam Weiss], 
  Magic Item Compendium [Andy Collins, Eytan Bernstein, Frank Brunner, Owen K.C. Stephens, John Snead], Player's 
  Handbook II [ David Noonan], Sandstorm, [Bruce R. Cordell, Jennifer Clarke Wilkes, JD Wiker], and the RPGA Web Site 
  Article: Mysterious Places, The Griffon’s Nest [Creighton Broadhurst]. 
  598 CY 
  
   
  COR8-07 Celebrations 
   
  Page 1 
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a worldwide, 
  ongoing D&D® campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL™ gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the table Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have to be a 
  HERALD-LEVEL GM to run this adventure if you are not 
  the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First, it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second, players and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2008.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com.  
   
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this adventure 
  as part of an RPGA-sanctioned event, reading beyond this 
  point makes you ineligible to do so.  
   
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D rule books: Player’s Handbook, 
  Dungeon Master’s Guide, and the Monster Manual.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Information on non-player 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Refer to Appendix 1 for full 
  information on NPCs and monsters. For your 
  convenience, Appendix 1 is split by APL. 
   
  Along with this adventure, you’ll find a RPGA 
  Session Tracking sheet. If you’re playing this adventure 
  as part of an RPGA-sanctioned event, complete and turn 
  in this sheet to your senior GM directly after play. You’ll 
  also find a LIVING GREYHAWK Adventure Record (AR). 
  You need one copy of this for each participating player. 
   
   LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to Living 
  Greyhawk games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To calculate the 
  Average Party Level (APL), follow the process below:  
  1. Determine the character level for each of the PCs 
  participating in the adventure. Each PC may bring 
  one animal, plus any creatures gained from class 
  abilities to help in combat. (PCs can bring more 
  creatures but they cannot help in combat). If you 
  deem that the animal bestows a significant benefit in 
  combat add the animal’s CR to the level of the PC it is 
  accompanying for calculating APL. (Animals gained 
  from class abilities and one standard horse, warhorse, 
  or riding dog for a PC with Mounted Combat do not 
  affect APL). 
  2. Sum the results of step 1 and divide by the number of 
  characters playing in the adventure. Round to the 
  nearest whole number. 
  3. If you are running a table of six PCs, add one to that 
  average. 
   
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLs are given in even-numbered 
  increments. If the APL of your group falls on an odd 
  number, ask them before the adventure begins whether 
  they would like to play a harder or easier adventure. 
  Based on their choice, use either the higher or the lower 
  adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. A player 
  character more than three levels higher than the APL at 
  which the adventure is played cannot participate. If a 
  player character is more than two levels away from the 
  APL at which the adventure is played, he suffers a 50% 
  penalty to the amount of gold and XP gained in the 
  adventure. This simulates the fact that either the PC was 
  not challenged as much as normal or relied on help by 
  higher-level characters to reach the objectives. 
   
  Living Greyhawk adventures are designed for APL 2 
  and higher. Four or five 1st-level characters may find the 
  challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. Enlist a sixth player. 
  2. Advise characters to buy riding dogs to help protect 
  them and fight for them. 
   
  
   
  COR8-07 Celebrations 
   
  Page 2 
  TIME UNITS AND UPKEEP 
  This is a standard one-round Core adventure, set in 
  Greyhawk City. All characters pay 2 Time Units per 
  round. 
   
  Adventurer’s Standard Upkeep costs 12 gp per Time 
  Unit. Rich Upkeep costs 50 gp per Time Unit. Luxury 
  Upkeep costs 100 gp per Time Unit. Characters that fail 
  to pay at least Standard Upkeep will retain temporary 
  ability damage until the next adventure, must buy new 
  spell component pouches and healer’s kits, and may 
  suffer other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this adventure. 
   
  A character that does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild. If the character possesses four or more 
  ranks in the Survival skill and succeeds at a DC 20 
  Survival check, the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, may 
  refill spell component pouches and healer’s kits, and may 
  restock up to 20 arrows or bolts if the character has at 
  least four ranks in Craft (bowmaking). The player is 
  allowed to Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 3 of the Living Greyhawk Campaign Sourcebook. 
   
  ADVENTURE BACKGROUND 
  The future is bright for the Gem of the Flanaess. Narwell 
  is being rebuilt apace, Rary the Traitor's plots seem foiled, 
  Turrosh Mak is facing the might of the Lion Throne of 
  Keoland on his western borders, and preparations are 
  underway for the celebrations commemorating the Free 
  City's first century of independence from the Malachite 
  Throne. 
   
  But for Nerof Gasgal, the Lord Mayor of Greyhawk, 
  the future is one headache after another. The balancing 
  act that he has maintained since being elected in CY 570 
  is starting to take its toll. First, he had to contend with 
  the Greyhawk Wars, then the betrayal by Rary and the 
  fragile peace that followed, and now the invasion by the 
  Orcish Empire of the Pomarj. A number of internal woes 
  have beset Greyhawk as well. 
   
  Recently Nerof Gasgal tried to remove one headache 
  – Eritai Kaan-Ipzirel, High Priestess of St. Cuthbert. Even 
  though he has near total control of the city, its finances, 
  and its future, as a member of the Directing Oligarchy 
  Eritai had proven a thorn in too many of Nerof’s plans. 
  Over Growfest CY 598, he orchestrated events to have 
  her removed from the council. Unfortunately, this 
  caused unrest in the city, and her influence in the city 
  increased despite her no longer being a Directing 
  Oligarch. Eritai is very popular with the common folk, 
  seen as the voice of the workers among all the thieves 
  and merchants who dominate the council. 
   
  Nerof believed her removal was necessary, as he has 
  been seeking to end the war with the Pomarj. The Lord 
  Mayor is eager to push the expense of the war onto 
  Keoland and the Ulek states, freeing up resources to deal 
  with incursions from Dyvers and Urnst. To survive, 
  Turrosh Mak must concentrate on the Principality of 
  Ulek, so negotiations have begun. 
   
  Due to PCs’ actions in previous adventures, word of 
  this negotiation has leaked out. Eritai is opposed to any 
  peace with the brutal orc empire and its Slaver allies. She 
  is rallying supporters in the city, preparing for the 
  inevitable confrontation between thief and priest. Her 
  allies are the old money nobles, who despise their city 
  being run by gangsters; the leaders of the small artisan 
  guilds; and the common folk who resent being kept 
  down by the thieves, merchants, and lawyers. 
   
  But Eritai’s opposition is nothing compared to Turin 
  Deathstalker’s response to the opening of negotiations 
  with Turrosh Mak’s forces. The former head of the 
  Greyhawk Assassin’s Guild is very, very angry, and 
  everyone on the Directing Oligarchy is terrified of him. 
  He has a pathological hatred for humanoids, and he took 
  the post commanding Safeton so that he could personally 
  lead the fight to slaughter ever last one of them in the 
  Pomarj. He views the peace negotiation as nothing less 
  than treason, and he is determined to repay Nerof and his 
  cronies in kind. 
   
  Turin's game involves eliminating Nerof’s Inner 
  Circle from their control of the Directing Oligarchy of 
  Greyhawk. Meanwhile, the City of Greyhawk prepares to 
  celebrate 
  the 
  Centennial 
  Anniversary 
  of 
  its 
  independence from the Great Kingdom. 
   
  ADVENTURE SUMMARY 
  The adventure begins as the PCs watch preparations for 
  the opening ceremonies of the Centennial Celebration 
  taking place in Greyhawk City. At a stall outside a tavern, 
  an eel-eating contest is taking place. The PCs can enter 
  the contest. 
   
  At the conclusion of the contest, at a nearby booth, 
  Cariel Mansharn of the Union of Merchants and Traders 
  suffocates from a concoction he drank earlier. The PCs 
  can investigate and learn where he drank the concoction. 
   
  At the winery where Cariel drank the poison, the 
  PCs learn that another Directing Oligarch of Greyhawk 
  City, Carmen Halmaster, drank from the same cask. The 
  PCs can find the whereabouts of Carmen and neutralize 
  the threat with luck and skill before he perishes, but if 
  they succeed they must fight a magical creature sent to 
  finish the job. 
   
  Jallarzi Sallavarian, who can provide the PCs with 
  information and direction, then contacts them. She fears 
  that other Oligarchs may be in danger and fears hysteria 
  — and possible rebellion — if stability is not maintained. 
  She asks the PCs to attend to Silas Steamgem, the leader 
  of the Pawnbrokers and Moneylenders Guild, who is a 
  possible assassination target. 
   
  Silas plans to attend the opening ceremony of the 
  Centennial Celebration. After that, he is taking part in a 
  game of Cairn Hills Combat, a cross between horseshoes 
  and dodgeball. One of the PCs is asked to play the part of 
  
   
  COR8-07 Celebrations 
   
  Page 3 
  an expert in the game from Gradsul against the gnome in 
  order to stay close to Silas without making it apparent the 
  gnome 
  is 
  being 
  protected. 
  Turin 
  Deathstalker’s 
  accomplices have sabotaged one of the beanbags used in 
  the game, making it possible that a PC could accidentally 
  kill Silas in front of the entire citizenry of Greyhawk 
  City. 
   
  After the PCs detect the assassination attempt, or 
  unwittingly carry out that attempt, Silas is either dead or 
  terrified enough to finally go into hiding. Either way, 
  after the situation is resolved, the citizenry is nearly in a 
  panic—many believe Turin Deathstalker has gone mad 
  and is going to kill everyone in Greyhawk City.  
   
  The PCs, at this point, have the opportunity to seek a 
  parley with Turin. If the PCs have no favors (positive or 
  negative) with Turin, he agrees to listen, but nothing 
  comes of the meeting save an exchange of information. If 
  the PCs have negative favors with Turin, the PCs find 
  dead bodies at the meeting site and are framed for the 
  murder. If the PCs have positive favors with Turin, they 
  can use diplomacy and roleplaying to soften Turin 
  slightly, although the Deathstalker still plans to finish his 
  vendetta against Nerof Gasgal. If the PCs attack Turin or 
  attempt to stop him, he vanishes. 
   
  Then the PCs get a strange call for help from Eritai 
  Kaan-Ipzirel of St. Cuthbert. Eritai was the victim of an 
  attempted murder, but not from Turin. In fact, Turin 
  saved her from assassination at the hands of Nerof 
  Gasgal’s men. Eritai learns, through Turin, that other 
  individuals in Greyhawk are using the panic caused by 
  Turin’s murders to carry out murders of their own, 
  hoping to blame it all on the Deathstalker. 
   
  After the meetings with Turin Deathstalker and 
  Eritai Kaan-Ipzirel, the PCs should understand that while 
  the Deathstalker is behind the murders of Nerof’s inner 
  circle of Oligarchs, other people are using the bloody 
  rampage to carry out their own attacks. 
   
  The PCs have a choice to make: they can attempt to 
  stop the killing of two prominent dwarves by Vesparian 
  Lafanel, stop the murder of two of Eritai’s noble followers 
  by Nerof, or stop Turin’s attempt on Nerof Gasgal. 
   
  Who remains alive and who perishes depends on the 
  choices, skills, and luck of the PCs over the course of the 
  adventure. 
   
  PREPARATION FOR PLAY 
  Before play begins, check to see if the PCs have any of 
  the following AR items. Make a note of which players 
  have which AR items, as this information becomes very 
  important in the adventure: 
  • 
  Some PCs may have “Safeton Scofflaw” from COR8-
  03 Aspirations. These PCs run the risk of being 
  framed for murder by Turin Deathstalker in 
  Encounter Eight. 
  • 
  Some PCs may have “The Deathstalker is Pleased” 
  from COR8-03 Aspirations or “Heroes of Safeton” and 
  “Thanks of the Deathstalker” from COR7-19 Wrath of 
  the Slavelord. PCs with this favor get benefits when 
  dealing with Turin in Encounter Eight. If they have 
  all three, the benefits should stack. 
  • 
  Some PCs may have “You are Useful to Me” from 
  COR8-03 Aspirations. PCs with this favor can use it to 
  gain easier access to the Lord Mayor’s Palace in 
  Encounter 9C. 
  • 
  Some PCs may have “The Cudgel Will Persevere” 
  from COR8-01 Machinations or “Favor of Eritai Kaan-
  Ipzirel” from COR7-12 Heart’s Desire. PCs with this 
  favor are notified and asked for help from Eritai in 
  Encounter Seven. 
   
  The PCs are very likely to rely upon magical divinations 
  to help them in this adventure. Turin Deathstalker is 
  warded from any magic. Treat this effect as the mind 
  blank spell. 
   
  INTRODUCTION 
  When the players are ready, read: 
   
  Greyhawk City, the Gem of the Flanaess, is being 
  polished 
  to 
  a 
  high 
  sheen. 
  The 
  Centennial 
  Celebration, 
  a 
  weeklong, 
  citywide 
  party 
  to 
  commemorate the independence of the Free City 
  from the Great Kingdom 100 years ago, is slated to 
  begin tonight. 
   
  Even though the opening ceremonies are still 
  hours away, the celebration has obviously started 
  early. Throughout the city, much has been done to 
  reinforce to residents and visitors alike that 
  Greyhawk City is the most fabulous place on Oerth. 
  Parades are planned. Merchants and craftsmen have 
  appropriated any free space in the markets or along 
  the Processional to set up booths and stalls.  
   
  A carnival atmosphere does not do justice to the 
  sights and sounds around you right now. You can 
  leave a carnival, but presently the city is taking on 
  the airs of the largest circus you have ever seen. 
   
  The city is teaming with visitors, merchants, and 
  entertainers.  As the PCs make their way through the 
  city, give them a sample of the carnival atmosphere that 
  pervades Greyhawk. Think of a cross between a state fair 
  and a Renaissance Fair for ideas. Examples include: 
  • 
  Fruity ice treats 
  • 
  Pennants made while you wait. 
  • 
  Gambling games of all sorts 
  • 
  Freshly popped corn 
  • 
  A freak show (one large tent in the Low Market) 
  • 
  A variety of games featuring tossing something at a 
  target for a prize 
  • 
  Dried pork sticks 
  • 
  Puppet shows 
  • 
  Jugglers and mimes 
  • 
  Strolling musicians and bards  
  • 
  Pick pockets 
  
   
  COR8-07 Celebrations 
   
  Page 4 
   
  Do not limit yourself to just these ideas.  If the PCs want 
  to find something specific, then drop it in. When the PCs 
  have had a taste of the merriment, move to Encounter 
  One. 
   
  1: AN EEL−EATING CONTEST 
  As the PCs take in the atmosphere, they find themselves 
  in front of one of the more grotesque attractions in the 
  area: an eel-eating contest. They can take part in the 
  contest, or watch, but the conclusion of the contest is 
  interrupted by the gory death of one of the most 
  powerful people in Greyhawk City: Cariel Mansharn of 
  the Union of Merchants and Traders.  This encounter 
  takes place along The Strip outside of the Griffon's Nest, 
  which is marked on DM's Map #1. 
   
  Whether the PCs are traveling together or 
  separately, they all find themselves in the same place at 
  the same time. Read: 
   
  Outside of the Griffon's Nest, an establishment 
  along The Strip in the River Quarter, a large tank of 
  cloudy water draws a crowd. A half-elven man with 
  long dark hair, wet sleeves, and a stained apron 
  shouts out: “Step right up and take part in the most 
  delicious contest in the Free City. Only two silvers 
  to enter. The winner will earn life-long fame! Step 
  right up! Only the most hardy and brave souls need 
  enter!” 
   
  The man is Severin Nyie, who’s brother owns the 
  Griffon’s Next.  He is a gregarious half-elf who enjoys 
  attention. The PCs may have met him in COR8-01 
  Machinations. 
   
  �Severin Nyie: male half-elf expert 5, AL N (Spot 
  +10, Sense Motive +8). 
   
  If the PCs completely ignore Severin and do not take 
  part in the contest, skip immediately to the next 
  encounter. However, if any of the PCs are interested in 
  participating in or watching the contest, continue with 
  this encounter. 
   
  The contest is an eel-eating contest. The contest is 
  rather complex, and as soon as several people step 
  forward and put up their two silver pieces, Severin 
  provides the rules: 
  • 
  The first step in the contest is to grab an eel out of 
  the tank. This requires a DC 15 Dexterity check. (If a 
  PC fails three straight Dexterity checks, they lose 
  the contest.) 
  • 
  Once an eels is grabbed, the slippery little things 
  wriggle violently. It requires a DC 10 Strength check 
  to keep hold of it. A failed check means the eel 
  escapes, the PCs must repeat the first step to catch 
  another. (Failing this check does not count against 
  the three-failure limit in the previous step but does 
  mean they must start again.) 
  • 
  A DC 8 Constitution check is then required to 
  summon the courage to place the still-wiggling 
  creature into the PC’s mouth and start chewing. Two 
  failed checks before a success means the PC cannot 
  force himself to eat the eel, and he loses the contest. 
  • 
  After a few bites, a DC 15 Will save keeps down the 
  not-so-appetizing snack. A PC can add any ranks in 
  Concentration to the saving throw. Two consecutive 
  failed saves before one successful save means the 
  bites of eel did not stay down, and the PC 
  automatically loses the contest, and the contents of 
  his stomach. A PC who fails is sickened for one 
  minute. 
  • 
  Finally, after getting this far in the contest, the PCs 
  have to deal with the slightly noxious poison within 
  the eels. While not truly dangerous, some people 
  react badly to it. A PC is fine unless she fails a DC 10 
  Fortitude save. A failed save means the PC falls 
  prone and is blinded for 1 minute, and is thereafter 
  shaken for one hour. Any PC who succeeds at all of 
  these steps wins and contest—and more importantly 
  gains a +4 to saving throws versus poison for 48 
  hours, which may come in handy in later 
  encounters. 
  • 
  If more than one PC makes it through the contest, 
  the winner is the one who does so the fastest. If no 
  PC finishes, a local, Jedbo Hupp, wins the contest. 
  The prize for winning is free food for life at the 
  Griffon’s Nest, and a sketch of the winner, created 
  by a famous Greyhawk portrait artist, is placed in the 
  tavern. 
   
  Whenever the contest ends – at a highly dramatic or 
  hilarious moment, if possible – the events of Encounter 
  Two interrupt. The greater the contrast between the 
  light-hearted nature of Encounter One and the serious 
  nature of Encounter Two, the better. 
   
  2: A HIGHLY VOLATILE 
  VINTAGE 
  At a stall near the eel-eating contest, Cariel Mansharn of 
  the Union of Merchants and Traders is speaking with a 
  merchant concerning guild business. Unfortunately for 
  Cariel, a few minutes earlier he visited his favorite wine 
  shop. There he drank a sample of a new vintage – one 
  that would have been wonderful if not for the magically 
  tainted poison mixed with the wine. 
   
  Read the following after the PCs finish Encounter 
  One: 
   
  A scream of terror rips through the festivities. It 
  came from the crowd behind you, which is roiling in 
  confusion. Some people are hurrying away, but most 
  are staring at something with looks of shock and 
  horror on their faces. 
   
  If the PCs choose to approach, continue: 
   
  
   
  COR8-07 Celebrations 
   
  Page 5 
  The crowd parts, and in the center of a circle is body 
  face-first in the muddy street. A few people kneel 
  next to the corpse whose skin has turned a sick 
  bluish-purple. 
   
  A DC 15 Heal check reveals that the man suffocated. His 
  neck is covered with scratch marks where he was clawing 
  at his own neck. 
   
  When the PCs get close enough, a DC 10 
  Knowledge (local: Core) check or a DC 15 Knowledge 
  (nobility) check reveals that the corpse is Cariel 
  Mansharn of the Union of Merchants and Traders and 
  one of the Directing Oligarchs of the Free City of 
  Greyhawk.  Even if the PCs do not make this check, 
  people around the gruesome scene chatter enough to 
  reveal the victim’s identity. Any PC who made the 
  preceding checks or who played COR8-01 Machinations 
  knows that Cariel Mansharn was a member of Nerof 
  Gasgal’s inner circle on the Directing Oligarchy. 
   
  The people kneeling around Cariel’s body are his 
  bodyguards and advisors, including his personal 
  secretary, Qualim Verist. PCs can ask him questions. 
  They learn that Cariel apparently started choking and 
  gasping for breath.  He turned blue as if he was being 
  strangled, but no one saw who did it. 
   
  �Qualim Verist: male human expert 5, AL LN. 
   
  If the PCs talk to Qualim, they learn that he spent 
  the morning touring the city and watching preparations 
  for the Centennial Celebration unfold. Other than a 
  normal breakfast at his residence, the only thing Cariel 
  ate or drank all day was a glass of wine at the Fruit of the 
  Mill. Cariel buys wine from that vendor frequently, and 
  he had a glass of a new vintage about an hour ago. He did 
  mention that the wine had a bit of an acidic taste to it. 
   
  If the PCs do not talk to Qualim, Deputy Constable 
  Hans Ranek arrives in a few minutes to question Qualim, 
  Cariel’s bodyguards, and any onlookers (including the 
  PCs). The PCs can overhear the information given above 
  as Ranek conducts his questioning.  If the PCs played 
  COR7-12 Heart’s Desire, they probably met him.  
  Otherwise, they recognize him with a DC 15 Knowledge 
  (local: Core) check. He is a tough, no-nonsense officer of 
  the law, and unlike many watchmen he’s not overly 
  corrupt. 
   
  �Deputy Constable Hans Ranek: male human 
  warrior 2/expert 5; AL LN.  
   
  Roleplay the situation based on the actions of the 
  PCs. At the very least, the PCs should learn who the 
  victim was, how the victim died, and that it was somehow 
  linked to wine that the Cariel drank an hour earlier at 
  Fruit of the Mill. 
   
  If the PCs somehow miss anything and ignore the 
  clues, they miss Encounter Three, but are still notified by 
  Jallarzi in Encounter Four, but Carmen Halmaster suffers 
  a gruesome demise. As with any adventure, use your best 
  judgment and your skill as a DM to make the adventure 
  flow smoothly while still letting the PCs be the catalysts. 
   
  FRUIT OF THE MILL 
  The PCs can learn the location of the Fruit of the Mill 
  with a DC 5 Gather Information check or a DC 10 
  Knowledge (local: Core) check. PCs that have played 
  COR5-17 Retribution have already visited this location and 
  know its location. The winery is in the Artisan Quarter 
  (DM’s Map 1.) 
   
  At the shop, the PCs can talk to the proprietress, 
  Karin Keoffel, who is an affable middle-aged woman who 
  is well-liked in the neighborhood. If the PCs have played 
  COR5-17 Retribution, she greets them warmly.  
   
  �Karin Keoffel: female human expert 3, AL NG. 
   
  She reveals that Cariel commissioned the cask of 
  wine for the Centennial Celebration from The Rosey 
  Bush Winery, a vintner outside of Greyhawk. An 
  assistant of the vintner, whom Karin has never seen 
  before, delivered the cask this morning. She assumed 
  that the vintner must have had to hire extra help because 
  of the festivities. 
   
  If told about the death of Cariel, most likely because 
  of the wine, she reveals with horror that another 
  Directing Oligarch, Carmen Halmaster was invited by 
  Cariel to try the wine and after joining Cariel for a drink, 
  took the cask home with him! The PCs, if they hurry, can 
  get to him before he suffers the same fate as Cariel. 
   
  The PCs can learn the location of Carmen's house 
  with a DC 5 Gather Information check or a DC 10 
  Knowledge (local: Core) check. His house is in the 
  Artisan Quarter along the Processional (DM’s Map 1.) 
   
  3: THE SECOND VICTIM 
  As the PCs arrive at the home of Carmen Halmaster, 
  read: 
   
  Your directions lead you to a stately address in the 
  Artisan’s Quarter that faces the Promenade. Two 
  guards are closing a sturdy iron gate set into a 
  formidable stone wall. A cart rests out front, a 
  tarpaulin thrown aside. From inside the gate you 
  hear grunting and groaning of many men moving 
  something heavy. 
   
  In the courtyard, a winded (and getting worse) Carmen 
  Halmaster is supervising a group of four carters who 
  heave a statue into position. Before the PCs can save 
  Carmen Halmaster from the poison he imbibed, they 
  must gain entry. This requires a Diplomacy or Intimidate 
  check of DC 15. Stating that the Oligarch is poisoned 
  grants a +5 circumstance modifier, as Halmaster knows 
  something is wrong and expressed that he feels ill to the 
  guards. Once the PCs are inside, Halmaster is suspicious 
  to the point of paranoia; however, he consents to being 
  examined. Once the PCs have Halmaster’s confidence, 
  the guards return to their post at the gate. 
   
  Many avenues are available to the PCs to help 
  Halmaster, and they have 20 minus APL rounds from the 
  time they reach the gate to Halmaster Hall before he 
  suffocates: so APL 2 would have 18 rounds, and so on. 
  
   
  COR8-07 Celebrations 
   
  Page 6 
  The clock starts ticking as the PCs stand outside the gate. 
  It takes 2 rounds to walk from the front gate to 
  Halmaster’s position within his estate. 
   
  A DC 30 Heal check, a DC 22 Craft (alchemy) check, 
  a neutralize poison, a dispel magic spell against caster level 
  13, or a slow poison spell are all valid ways to neutralize the 
  magical poison in Halmaster. A DC 20 Heal check or a 
  vial of antitoxin does not fix the problem, but it adds 2d6 
  rounds to the time before Halmaster suffocates. 
   
  Reward inventive ideas by the PCs.  Halmaster’s Hall 
  is faces onto the Promenade just south of the Low 
  Market, where the PCs can find anything for sale that is 
  open access in an LG Core adventure (including potions 
  and scrolls under 750 gp). 
   
  THE HEAVY HANDED APPROACH 
  The carters watch in amazement as the PCs attend to 
  Halmaster. If the PCs fail to prevent the strangulation, 
  the horrified carters wordlessly depart. If the PCs 
  succeed, as everyone is breathing a sigh of relief, one of 
  the carters doffs his hat and remarks, “Whew! I’m glad 
  you’re well, my lord. For a moment there I thought you’d 
  never get to enjoy this fine gift from your friend in 
  Safeton.” 
   
  Unfortunately, while the Oligarch believes the 
  carters are delivering the statue of his illustrious 
  grandfather that he commissioned, they have in fact been 
  hired by Turin Deathstalker to ensure the death of 
  Carmen Halmaster. They were instructed to show him 
  the statue and tell him it was a gift from his friend in 
  Safeton if they found him at home. “Safeton” is the 
  command word, instructing the construct to animate and 
  attack the person addressed. As soon as the word is 
  spoken, roll initiative. Allow PCs to make a Spot check of 
  DC 15 to act in the surprise round. 
   
  Noncombatants: Carmen Halmaster is an open ally of 
  Nerof Gasgal, Lord Mayor of Greyhawk. He was crippled 
  in an assassination attempt years ago and is not an 
  effective combatant. This brush with death left him quite 
  paranoid. Halmaster is a wealthy cloth merchant who 
  started his career as a smuggler. In addition to being a 
  high-ranking member of the Merchants’ and Traders’ 
  Union, Halmaster is a not-so-secret member of the 
  Thieves’ Guild. 
   
  �Carmen Halmaster, Oligarch of Greyhawk 
  City: male rogue 8 (Hide + 10, Listen + 7, Spot + 7, Sense 
  Motive +10); AC 12; hp 48. 
   
  The carters transporting and setting up the “statue of 
  Carmen Halmaster’s grandfather” have been hired by 
  Turin Deathstalker and were unknowingly set up to 
  trigger the killing machine they brought into the 
  courtyard. 
    
  All APLs 
   
  �Carters (4): male human commoner 1; hp 3. 
   
  APL 2 (EL 3) 
   
  �Animated Object: hp 52; hardness 5; Appendix 1. 
   
  APL 4 (EL 5) 
   
  �Animated Object: hp 85; Appendix 2. 
   
  APL 6 (EL 7) 
   
  �Flesh Golem: hp 79; MM 135. 
   
  APL 8 (EL 9) 
   
  �Shield Guardian: hp 135; Appendix 4. 
   
  APL 10 (EL 12) 
   
  �Stone Golem: hp 107; MM 137. 
    
  APL 12 (EL 14) 
   
  �Iron Golem: hp 129; MM 136. 
   
  Tactics: The construct animates and attacks whomever 
  the carter was addressing when the command word is 
  spoken. If an individual gets between the construct and 
  the target, the construct attacks the intervening 
  individual until it dispatches the obstacle, then it 
  proceeds to close on the target and attack again.  See 
  DM’s Map 2 for the layout of Halmaster Hall and the 
  courtyard. 
   
  DEVELOPMENT 
  If Carmen Halmaster survives, the shock of the second 
  attempt on his life within an hour loosens his tongue. He 
  shares with the PCs that the Lord Mayor and others 
  among the Directing Oligarchy feared reprisals from 
  Turin Deathstalker, the commander of Safeton and 
  former oligarch of the Free City. Turin wishes for war 
  against the Pomarj regardless of the cost, while the Lord 
  Mayor and reasonable members of the Oligarchy favor a 
  strong but prudent approach. It is rumored that Turin 
  was the head of the Assassins Guild. The carters are 
  completely oblivious that they were being hired to 
  ensure the murder of Carmen Halmaster. The carters 
  only know they were hired by a pleasant, non-descript 
  gentleman to deliver a statue. 
   
  4: A DEFIANT SILAS 
  At this point, the news of the death of Cariel Mansharn 
  has gotten back to Jallarzi Sallavarian, a member of the 
  Circle of Eight. If the PCs played either COR8-01 
  Machinations or COR8-03 Aspirations, then they have had 
  dealings with Jallarzi Sallavarian already. 
   
  Immediately following the happenings of the first 
  three encounters, Jallarzi decides to call upon the PCs to 
  help. Read: 
   
  
   
  COR8-07 Celebrations 
   
  Page 7 
  Above you, a flapping noise draws your attention. A 
  small dragon, purplish scales glistening, clears its 
  throat. “Mistress Jallarzi wishes to speak with you. 
  You can find her at the residence of Otto the mage, 
  in the Garden Quarter near Cuthbert’s Gate. Please 
  come immediately, as the matter is most urgent.” 
   
  Any PC who has played COR8-01 Machinations or COR8-
  03 
  Aspirations 
  recognizes 
  Jallarzi 
  Sallavarian’s 
  pseudodragon familiar Edwina. PCs who have played 
  neither of those adventures can make a DC 15 
  Knowledge (local: Core) to recognize the creature as an 
  associate of one of the famous Circle of Eight. PCs need 
  only ask around to find out who Jallarzi and Otto are, and 
  they should quickly understand one does not refuse the 
  summons of ones so powerful. In fact, anyone standing 
  nearby when Edwina speaks to the PCs quickly steps 
  away from the PCs, acting in a much more deferential 
  manner toward them. 
   
  If the PCs agree to speak to Jallarzi, Edwina smiles a 
  toothy grin, but then frowns: 
   
  “Oh, but I am so very tired. I failed to get one of my 
  meals because of this errand, and I feel faint.” She 
  beats her wings and thrusts her hefty draconic rump 
  in your direction. “Would one of you mind ever so 
  much carrying me?” 
   
  If the PCs accompany Edwina, she guides them directly 
  to Otto's House in the Garden District and getting them 
  through the Garden Gate without problem. When they 
  arrive at Otto's house, they are whisked right up to the 
  chamber where Otto and Jallarzi currently wait at Otto's 
  house.  (DM's Map 1 shows both locations.) 
   
  The room you are shown into is a mess of rumpled 
  clothes and cooking utensils, all strewn about an 
  array of traveling trunks. A heavy man fusses and 
  mutters to himself, busily picking up and putting 
  down various outfits and implements. “Oh, I cannot 
  bear the thought of life without my favorite spatula; 
  'twas a gift from Otiluke, you know. But what has 
  become of it? Oh Jallarzi, please do not glare at me 
  in derisive judgment. I can feel the grim hands of 
  the Deathstalker seeking, reaching, clenching for 
  my throat.” 
   
  A handsome, middle-aged woman sits on a 
  divan watching the histrionics. “You old fool, Otto. 
  You are in no more danger than I am. Stop this 
  nonsense.” 
   
  Suddenly aware of your presence, Otto snaps his 
  fingers, throws his arms in the air, and flees from 
  the room shouting “Helpmehelpmehelpmehelpme!”  
   
  (Otto has just used a contingency to cast mislead. His image 
  has fled, but he is invisible and still standing there, 
  waiting to see who the PCs are.) 
   
  Jallarzi sighs heavily and rises to greet you. “Thank 
  you for coming. I – that is, we – have need of your 
  services. Otto, I know you are still here. These are 
  some adventurers who seem to have a knack for 
  being in the right place at the right time.” 
   
  Otto grumbles and reappears. He continues to bustle 
  about, packing and unpacking his trunks. Occasionally 
  he chimes in with a piece of information or an aside as 
  Jallarzi relates the following information to the PCs: 
  • 
  Jallarzi is aware that attempts have been made on the 
  lives of two of the Directing Oligarchs: Cariel 
  Mansharn and Carmen Halmaster. (The PCs should 
  be aware of this as well.) 
  • 
  Both of these men were considered to be members 
  of Lord Mayor Nerof Gasgal’s inner circle. 
  • 
  Jallarzi and Otto fear that the force behind the 
  recent assassination(s) was none other than Turin 
  Deathstalker, the Mayor of Safeton and the former 
  Master of the Greyhawk Assassin’s Guild. 
  • 
  Otto is terrified because he and Turin are long-
  standing enemies. Turin despised the foppish mage, 
  while Otto disapproved of Turin’s constant 
  comments about his weight. Otto is convinced that 
  he is going to be the next victim of the Deathstalker 
  because Turin has threatened to “churn him like 
  butter” or “roast him like a Needfest ham.” Even 
  with Otto’s penchant for drama, the Deathstalker is 
  powerful enough to strike fear into anyone – even 
  members of the Circle of Eight. 
  • 
  Jallarzi believes that Turin’s wrath, whatever the 
  reason it has been inflamed, is being reserved solely 
  for the members of the Directing Oligarchy. 
  • 
  Jallarzi has sent a warning to all of the members of 
  the Directing Oligarchy, but she asks the PCs to lend 
  a hand in protecting one of them. 
  • 
  Jallarzi has been working to find a way to speak to 
  the Deathstalker. She hopes maybe someone can 
  reason with him. If the PCs have any of the positive 
  favors with Turin Deathstalker, give them the 
  chance to think of parley with him as an avenue. If 
  no one has any, or if they do not think to use them, 
  Jallarzi says that she is going to attempt to set up a 
  meeting between the PCs and the Deathstalker, and 
  she asks them to use whatever skills or leverage they 
  have to convince him to stop the killings. Because of 
  her membership on the Circle of Eight and 
  friendship with Otto, she does not believe he will 
  meet with her. 
   
  At the end of the discussion, Otto’s butler shows into the 
  room the Oligarch whom Jallarzi hopes the PCs can 
  protect: Silas Steamgem, gnome, and high-ranking 
  member of the Pawnbrokers and Moneylenders Guild. 
   
  Any PC who played COR8-01 Machinations knows 
  Silas, and also knows that he is a crony of Nerof Gasgal 
  who replaced the Cuthbertite Eritai Kaan-Ipzirel on the 
  Directing Oligarchy. The same information can be 
  learned with a DC 8 Knowledge (local: core) check. 
   
  �Silas Steamgem: male gnome, expert 7, AL LN. 
  
   
  COR8-07 Celebrations 
   
  Page 8 
   
  Read: 
   
  Leaving his four personal bodyguards outside, Silas 
  enters the room, shaking his finger at Jallarzi. “You 
  cannot keep me from making myself visible to the 
  citizenry. As the newest Oligarch, I cannot hide just 
  because of a couple of unfortunate accidents. How 
  would it look if I cowered behind closed doors when 
  the people need me most?” 
   
  Jallarzi closes her eyes and rubs her temple as if 
  she is getting a headache. “Just my luck. The one in 
  no danger cowers and whines, and the one in the 
  most peril refuses to retreat to safety. I will not 
  argue with you, Silas, but you must allow these 
  adventurers to act as protection.” 
   
  “I already have all the protection I need,” says 
  the gnome. “I do not want it to appear to the public 
  that I am overreacting or acting in fear.” 
   
  “At least let them stay near you for the rest of 
  the day,” Jallarzi says. “If any more Oligarchs die 
  today, the people may think the situation is out of 
  control, and who knows what would happen then.” 
   
  “The situation IS out of control,” huffs Otto. 
   
  The PCs can chime in at any point. Although Silas is 
  trying to act defiant, a DC 20 Sense Motive check reveals 
  that he is actually quite frightened. After a bit of 
  convincing, Silas agrees that the PCs can assist in the 
  guarding of his person, but that they must not appear to 
  be doing so. He doesn’t want the general population of 
  Greyhawk to think him a coward. 
   
  Silas plans to go to the opening ceremonies of the 
  Centennial Celebration in a couple of hours. After that, 
  he is scheduled to participate in an exhibition match of 
  Cairn Hills Combat against a champion player from 
  Gradsul. (For more information on Cairn Hills Combat, 
  see Encounter Six.) 
   
  Jallarzi suggests that the PCs pose as the champion 
  players of Cairn Hills Combat from Gradsul. That way, 
  the PCs can remain relatively close to Silas, but no one 
  will know that Silas has taken on extra protection. 
  Encounter Six assumes that the PCs do this; if they do 
  not modify event accordingly, in particular they gain no 
  chance to notice the trapped beanbags.  
   
  Silas tells the PCs that if they are to act as his 
  opponents, they must play the part to the fullest. He 
  instructs them to act flamboyantly; hurling insults at the 
  crowd and making Silas look the part of a hero when he 
  beats them. Yes, Silas asks the PCs to allow him to win, 
  although he assures them that he is much better at the 
  game than they. 
   
  With the plan in place, the PCs have less than an 
  hour to prepare themselves for the Centennial 
  Celebration opening ceremonies, and then their roles as 
  the Gradsul champions of Cairn Hills Combat. 
   
  Before the PCs leave, Jallarzi asks Silas to wait 
  outside for a moment while she has a private word with 
  the PCs and Otto. Once he does so, she gives the 
  following warning: 
   
  “All of you should be frightened. If you face the 
  Deathstalker in combat, one or all of you are sure to 
  die.” As Jallarzi speaks, Otto shuffles surreptitiously 
  toward the door. “Unless, that is, you had an ace up 
  your sleeve, m’lord Otto?” 
   
  Otto gasps, “What? I have naught up my sleeve! 
  Behold!” Otto’s robes rustle as he bares his 
  forearms—then he is startled by a rather audible 
  clunk as an oddly shaped utensil falls from his robes 
  to his feet. 
   
  Otto’s face turns ashen. “My spatula! You’ve 
  found it!” 
   
  “Yes, your spatula!” Jallarzi says flatly. “Otiluke’s 
  gift should be just what these adventurers need, and 
  you know it!” 
   
  The precious spatula is the item Otto most desires 
  because it is actually a magic item crafted by Otiluke that 
  can provide the best defense against Turin Deathstalker, 
  at least for a time. It can be used, with the proper 
  command word as a standard action, to imprison an 
  individual in an Otiluke’s unerring sphere, a force bubble 
  that appears around the target with no saving throw (but 
  magic resistance applies). To use it in this fashion, it must 
  be attuned by a powerful mage to one target, known to 
  the mage, over a period of hours. Otto has already 
  attuned the spatula to Turin Deathstalker. 
   
  Through well-applied wheedling, Jallarzi and the 
  PCs can obtain the spatula for the duration of the 
  adventure. It is essential in Encounter 9C, as it allows one 
  PC (it can be used by anyone) to imprison Turin 
  Deathstalker for seven rounds – enough time to whisk 
  the Lord Mayor away to safety. 
   
  Jallarzi concludes the conversation by giving the PCs 
  her address in the High Quarter, should they need her in 
  a dire emergency. (DM Map 1 shows the location of 
  Jallarzi's house.) 
   
  After this conversation, Silas attends the opening 
  ceremonies at the Lord Mayor’s House. The PCs should 
  accompany him. Go to Encounter Five. 
   
  5: OPENING CEREMONIES 
  The opening ceremonies take place outside the Lord 
  Mayor's Palace in the High Quarter. Silas can guide the 
  PCs there. Please see DM's Map 1 for location. 
   
  Try to instill an extreme sense of paranoia into your 
  players. Describe various NPCs skulking about in the 
  enormous crowd. Make the PCs make Spot and Sense 
  Motive checks. The more you can worry the PCs about 
  outside threats, the less likely they will be to catch the 
  sabotaged beanbag in the next encounter. 
   
  Since Silas is one of the Directing Oligarchs, he has a 
  seat of honor near the front of the ceremony. The PCs are 
  not allowed to be directly next to him, but they can be in 
  the next tier of people, a mere 10 feet away. 
   
  Also, while they are in the crowd, the PCs should 
  hear mention of the Rededication Ceremony taking 
  
   
  COR8-07 Celebrations 
   
  Page 9 
  place later that evening in the Lord Mayor’s Palace. Be 
  sure the PCs hear someone say that the only two times 
  Nerof plans to be in public are now and at the 
  Rededication Ceremony. 
   
  Standing near the PCs are two important figures: 
  Eritai Kaan-Ipzirel and Vesparian “Vesper” Lafanel. The 
  PCs may know these two people, but even if they don’t, 
  the conversation around them makes who they are very 
  clear. 
   
  Eritai is the high priestess of St. Cuthbert and 
  former Oligarch.  She recently resigned from the council 
  in response to a power play by Nerof Gasgal.  She is 
  dressed in vestments of St. Cuthbert and surrounded by 
  secretaries, clerics, a paladin, and assistants. 
   
  Eritai greets the PCs cordially if they have any favors 
  with her. If the PCs have never met her before, she 
  introduces herself, thinking them the champion Cairn 
  Hills Combat players from Gradsul who Silas has 
  challenged.  
   
  �Eritai Kaan-Ipzirel: female cleric 14 (St. 
  Cuthbert), AL LN. 
   
  Vesper is the current Master of the Assassin’s Guild 
  (DC 30 Knowledge (local: core) to know), and also an 
  Oligarch of Nerof’s faction. He is a gray elf and dressed in 
  fine but conservative clothing of rather subdued 
  appearance. He is freshly washed and smells of scented 
  oils. Vesper is apparently here alone. If approached, he 
  makes bland conversation. 
   
  �Vesparian “Vesper” Lafanel: male grey elf rogue 
  3/wizard 5/arcane trickster 7/assassin 3, AL NE. 
   
  When the PCs have talked all they want, read: 
   
  The area in front of the Palace of the Lord Mayor has 
  been turned into a grand sight: banners, statues, and 
  other decorations have been placed everywhere. 
  Hundreds, if not thousands, of people create a loud 
  murmur as all await the ceremonies to begin. 
   
  Finally, the murmur turns into an ear-splitting 
  roar of approval when a man walks onto the 
  makeshift stage.  He is dressed as an academic 
  complete with spectacles, but his untamed white 
  hair resembles a lion’s mane. He shouts at the 
  crowd, “I dedicate this wonderful week to Zagig 
  Yragerne! Without him, this place would not be the 
  marvel it is! Without him, none of us would be here 
  right now! Our collective voices are a testament to 
  his vision!” 
   
  The wild cheering erupts again, and a man 
  behind you says to you, “Who is that?” 
   
  The man is Doctor Professor Cerge Arim Neel, priest of 
  Zagyg the Mad Archmage.  He is the most powerful 
  cleric of Zagyg in the city and has claimed the prestigious 
  title “Assistant Regional Claims Adjustor.” The PCs can 
  make a DC 17 Spot check to see the circular symbol with 
  zigzagging lines within it hanging from the man’s neck. 
  A DC 10 Knowledge (religion) check reveals that it is a 
  holy symbol to Zagyg  
   
  �Cerge Arim Neel: male cleric 13 (Zagyg), AL CN. 
   
  As the crowd’s cheer reaches a crescendo, city guards 
  run onto the stage from each direction. The man 
  does a happy little dance, pirouettes, and dashes 
  toward the front of the stage. With a bound, he leaps 
  over the first row of dignitaries, coming straight at 
  you with arms outstretched and eyes blazing with a 
  mix of joy and madness.  
   
  Ask the PCs what they want to do. If at least two PCs say 
  they catch him, the crazed priest of Zagyg lands in their 
  arms safely. If they let him go, he says to anyone who 
  caught him, “May the Mad Archmage bless you!” The PCs 
  who caught Cerge receive Zagyg’s Serendipity, as 
  described in the Adventure Item Access section below. 
   
  If the PCs don’t catch him, he lands with a thud on 
  the ground at their feet, and the guards get there to take 
  him away. Whatever happens, Nerof Gasgal takes the 
  stage next, obviously perturbed by the interruption: 
   
  The Lord Mayor of Greyhawk City, Nerof Gasgal, 
  strides onto the stage. “What would our city be 
  without its diverse population, yes!? For every mad 
  priest, there is a sane porter. For every down-on-his-
  luck merchant, there is a thriving laborer. Without 
  each and every one of you, this great city would be 
  less than it is. 
   
  “So, despite the wishes of our overzealous 
  friend, 
  this 
  festival, 
  this 
  grand 
  event 
  commemorating the freedom of this even grander 
  city, is dedicated to you! The people of Greyhawk! 
  This Centennial Festival celebrates you all. Now go 
  forth and revel in everything Greyhawk has to . . .” 
  The Lord Mayor’s final words are drowned out by a 
  roar from the crowd. It seems the Centennial 
  Celebration has now truly begun. 
   
  After his speech is completed, Nerof leaves the stage and 
  returns to his palace.  Vesper and Eritai likewise depart.  
  The crowd breaks up and returns to the hard job of 
  merriment. Silas also leaves, going to the Free City Arena 
  for Carin Hills Combat. Go to Encounter Six. 
   
  6: CAIRN HILLS COMBAT 
  Because of the popularity of the game, Cairn Hills 
  Combat is being held in the Free City Arena in 
  Clerksberg. Please see DM's Map 1 for location. 
   
  Cairn Hills Combat is a mock warfare game played 
  by two people, with any number of other players 
  supporting them. Each player stands in a circle roughly 
  three feet in diameter. The circles are set 25 feet apart. 
  Players are not allowed to leave these circles during the 
  game – doing so forfeits the game. 
   
  Each player has four beanbags roughly the size of a 
  tanglefoot bag. Each player is also given a staff, just 
  slightly smaller than a quarterstaff. To the front right, 
  
   
  COR8-07 Celebrations 
   
  Page 10 
  front left, rear right, and rear left of each circle are four 
  smaller circles. 
   
  The object of the game is to toss a beanbag into each 
  of the four rings around the opposing player. The player 
  is allowed to strike the beanbag while it is in the air to 
  keep it from landing in a circle. Also, if the beanbag lands 
  in the inner circle, or if it strikes the player, the opponent 
  may place that beanbag in one of the smaller circles of his 
  choice. 
   
  Each player is allowed a certain number of “seconds.” 
  These are players who retrieve the beanbags that miss the 
  circles and give them to the main player. If a second is 
  struck by a beanbag thrown by an opponent, that second 
  is out of the game. In most games, a player may have 
  three seconds, but only one can be on the court at a time. 
  If all of a player’s seconds are eliminated, he can only 
  throw beanbags he can reach from his circle. 
   
  In game mechanics, here is how the game works: 
  • 
  At the beginning of each round, the player must first 
  decide if he is going to aim for an outer circle, aim 
  for the inner circle, aim for the opponent, aim for 
  the opponent’s second, or defend against a thrown 
  beanbag. 
  • 
  After this is decided, initiative is rolled. The player 
  that wins may go first. If the first player to act 
  decided to defend, they receive a +4 to their saving 
  throw to defend. If the first player to act chose to 
  attack, he gets a +2 on his attack roll. If both players 
  chose to defend, move immediately back to the first 
  step for the next round. 
  • 
  A player must hit AC 20 with a ranged attack to get a 
  beanbag to land in an outer circle. Defending an 
  outer circle that is successfully hit requires a DC 20 
  Reflex save, and the player must have chosen to 
  defend. 
  • 
  A player must hit AC 20 with a ranged attack to get a 
  beanbag to land in the inner circle. Defending an 
  outer circle that is successfully hit requires a DC 15 
  Reflex save. 
  • 
  Hitting the opponent (or the opponent’s second) 
  requires a ranged touch attack against the target. The 
  main player can make a DC 18 Reflex save to defend 
  if the attack would have hit. Seconds are not allowed 
  the Reflex save, and the player may not defend his 
  seconds. 
  • 
  Silas has a +8 to hit with a thrown beanbag, a touch 
  AC of 15, and a +6 to his Reflex save. His seconds are 
  his bodyguards, and they have a touch AC 14. 
  • 
  The rules can be changed at your discretion to make 
  the game more fun. What’s important to remember 
  is that the game (and your discussion of the rules) is 
  a ruse, as the game won’t last many rounds (if any). 
   
  When the PCs and Silas get to the area they see that a 
  large crowd has gathered to watch. Silas strides 
  purposefully to his place, an announcer introduces him, 
  and the crowd cheers. Then the announcer introduces 
  one of the PC and his seconds as the champions from the 
  Keoish city of Gradsul, and the crowd jeers and whistles. 
   
  Allow the PCs to make as big a spectacle as they 
  wish, before the beanbag and staves are given to the 
  players: 
   
  A boy approaches you, carrying four red beanbags 
  and a short quarterstaff. He nods, bows, and hands 
  you the game implements. 
   
  If the PC specifically asks to examine the beanbags and 
  the staff, give her a DC 15 Search check to see that one of 
  the beanbags looks odd, as if it is slightly lumpy and the 
  stitching is different than the others. 
   
  If no one specifically requests to examine the items, 
  give each PC a Spot check (DC 18+APL). The main player 
  gets a +4 to the check, and the first player to act as a 
  second gets a +2 to the check. Anyone with ranks in any 
  Craft or Profession skill dealing with sewing gets a +10 to 
  the check. 
   
  Also, if any PC casts detect magic and makes a DC 27 
  Spellcraft check on the equipment, they notice one of 
  them handed to the PC player is radiating strong 
  evocation magic. 
   
  One of the beans in one of the red beanbags given to 
  the PC are actually beads that each hold a maximized, 
  empowered fireball cast at 17th-level. For the fun of the 
  game, the first bag the main player throws is not a 
  sabotaged bag.  After that, roll randomly to determine 
  which bag has the bead. 
   
  When the sabotaged bag is thrown and strikes the 
  ground, a person, or is struck by Silas with his staff, it 
  explodes and does 190 points of fire damage to Silas and 
  his bodyguards. Everyone else is outside of the blast, 
  unless the PC does something unexpected with it. Unless 
  the PCs took special precautions, this is enough to kill 
  Silas and his bodyguards, even if they make their saving 
  throws. 
   
  Depending on whether or not the PCs discovered 
  the sabotage, got to When Oligarchs Go Boom or Finding 
  the Bad Bean below. 
   
  WHEN OLIGARCHS GO BOOM 
  If the PCs fail to figure out the beanbag is trapped, it is 
  likely that Silas is blown up right in from of hundreds of 
  screaming citizens: 
   
  An inferno erupts and engulfs the gnome and his 
  bodyguards. Some of the crowd nearest the court 
  barely escape the conflagration with only singed 
  hair. However, when the flames recede, all that is 
  left of Silas and his guards is unrecognizable 
  charcoal. A hush falls over the arena, as if the 
  fireball sucked all of the air and sound out of the 
  entire city. Then starts the screaming, crying, and 
  the calls for the City Watch and your blood. 
   
  Dozens of Watchmen run forward to arrest the PCs. If 
  the PCs flee, give them a tense chase scene but in the end 
  
   
  COR8-07 Celebrations 
   
  Page 11 
  they are able to escape the constabulary. However, they 
  become wanted criminals for the rest of the adventure. If 
  they are unable to clear their name (by foiling Turin), 
  they are found and arrested at the end of the adventure as 
  if they committed a high crime in the city of Greyhawk. 
   
  If the PCs stand and fight the guards, they should be 
  able to slaughter many of them. With the tighter 
  security, there are plenty more watchmen present and 
  they eventually overwhelm the PCs. If the PCs kill City 
  Watchmen, they will be tried for a high crime as given in 
  Appendix 3. 
   
  �City Watchmen: male or female human warrior 
  2, AL LN, hp 15. 
   
  ARRESTED 
  If the PCs do not resist arrest, they are taken from the 
  arena to the local City Watch Station for Clerksburg. See 
  DM’s Map 1 for the location. There, the PCs are kept 
  before they can be brought before a magistrate later that 
  day.  PCs must improve the Magistrate's attitude to 
  friendly (he begins at indifferent) to convince him that 
  the PCs had nothing to do with the death of Silas. For 
  each favor that a PC has with the City Watch, give the 
  PCs a +2 circumstance modifiers. If the PC is a member 
  of the Guild of Nightwatch affiliation he gains an 
  additional +4 bonus. Other favors may give additional 
  bonuses and can sway the Watch and the Magistrate; use 
  your discretion. 
   
  If the PCs cannot make the check, Jallarzi comes 
  forward to assist them. She uses her influence to get the 
  PCs out of jail and back on the track of the adventure. 
  The charges are still pending and the Watch warns the 
  PCs not to leave the city. Since Silas is dead, he no longer 
  needs protection, but the trail still needs to be followed. 
  Their arrest may have consequences later. 
   
  FINDING THE BAD BEAN 
  If the PCs discover the sabotaged beanbag, how they 
  respond is up to them. If they tell the City Watch, 
  Greyhawk’s finest immediately seal the arena off and 
  start inspecting all the other gear.  Silas is now so afraid 
  that he is going deep into hiding, and so the PCs are free 
  to pursue other leads. 
   
  The boy who handed the PCs the game implements 
  is still in attendance. His name is Karew, and he says that 
  he got the beanbags from Tam Yorish, a tailor who has a 
  stall in the Low Market, as instructed by the master of 
  ceremonies. The master of ceremonies is innocent and 
  ignorant of the trapped beanbag. A simple trip to Tam’s 
  stall reveals that the tailor is dead.  He has been strangled 
  and hidden in the back of the stall under some bolts of 
  cloth. No one nearby saw anything or heard anything 
  unusual. Turin is warded from divinations and a speak 
  with dead reveals nothing as Tam did not see his assailant. 
   
  Karew says that a middle-aged man who was at the 
  tailor shop gave him the beanbags and instructed him to 
  handle them very, very gently. Karew cannot remember 
  too much about the man he met but he was not the same 
  man who is now dead at the tailor’s shop. 
   
   
  DEVELOPMENT 
  The PCs may have a variety of leads. If they attempt to 
  contact Turin Deathstalker go to Encounter Seven.  If 
  they have exhausted their leads, go to Encounter Eight 
  where Eritai needs their help. 
   
  7: THE DEATHSTALKER 
  SPEAKS 
  At any time until PCs proceed to Encounter Nine, they 
  may attempt to contact Turin Deathstalker. Allow any 
  reasonable attempts to succeed. Turin, however, does not 
  respond until his final plans are in motion and his 
  response is predicated upon any favors or disfavors the 
  PCs have. This is a roleplaying opportunity with 
  implications for the final encounter. 
   
  If the PCs lack any favors with Turin, or if the favors 
  equal the disfavors, the party is considered not worth the 
  distraction, and Turin does not respond. 
   
  A FAVORABLE MEETING 
  If one of the PCs has “The Deathstalker is Pleased” from 
  COR8-03 Aspirations or “Heroes of Safeton” and “Thanks 
  of the Deathstalker” from COR7-19 Wrath of the Slavelord 
  and the positive favors with Turin outnumber the 
  negative favors (such as “Safeton Scofflaw” from COR8-03 
  Aspirations), Turin deigns to meet with the PCs as 
  indicated below. 
   
  An urchin calls to the PCs on the street. He tells 
  them, “I know someone who wants to talk to you. He 
  says you’ll know who he is.” He points to an empty stable 
  nearby. 
   
  The empty stable is dark and smells of moldering 
  hay. A cloaked figure stands between two stalls ten 
  paces away. As you approach, the man raises his 
  hand, signaling you to stop. An amulet dangles from 
  a chain wrapped about his wrist. “That is close 
  enough. Do not tempt my blade again. You wished 
  to speak. Speak.” His voice lacks any hint of humor. 
   
  This is not Turin himself, but a projected image cast from a 
  magic item that also allows clairvoyance and clairaudience. 
  If the PCs attack, this quickly becomes apparent. Turin 
  consented to this meeting for two reasons: to justify his 
  actions and to give a true accounting of the murders. 
  Turin has a strong sense of justice and believes his 
  actions morally correct. At the same time, a pathological 
  hatred of humanoids underlies his motivations. If 
  engaged in conversation, he relates the following: 
  • 
  Turrosh Mak represents a continuing threat against 
  the Domain of Greyhawk that must be eliminated. 
  
   
  COR8-07 Celebrations 
   
  Page 12 
  • 
  Nerof Gasgal has eliminated opposition among the 
  oligarchy with the removal of Eritai and negotiated 
  peace with the Pomarj. 
  • 
  Cariel Mansharn, Carmen Halmaster and Silas 
  Steamgem were part of the Lord Mayor’s faction. 
  Preservation of the Free City requires elimination of 
  this faction so that leaders of more noble stature and 
  moral fiber can take their places on the Directing 
  Oligarchy. 
  • 
  Turin is only responsible for the attacks on Cariel 
  Mansharn, Carmen Halmaster and Silas Steamgem. 
  Others have taken the opportunity to murder for no 
  reason but self-interest, including the Lord Mayor. 
  Even now further reprisals are underway. 
   
  While this conversation is taking place, the PCs have the 
  opportunity to make a Spot check to see the amulet 
  dangling from Turin’s wrist more clearly. A Spot check 
  (DC APL+12) allows the PC to notice the device on the 
  amulet, a falcon. If the PC played COR8-03 Aspirations, she 
  recognizes it as an amulet formerly worn by Ambly 
  Peregrine, the Lord Mayor’s spy and diplomat. Turin 
  plans to strangle the Lord Mayor with this chain. The 
  amulet is significant as it provides a circumstance 
  modifier to identify a disguised Turin in the final 
  encounter. 
   
  PCs also have the opportunity to temper Turin’s 
  behavior. Turin plans to dispatch all of those associated 
  with the Lord Mayor’s faction. A DC 40 Diplomacy check 
  convinces Turin to limit himself to one last murder in 
  the Free City. No matter how high the check, he cannot 
  be dissuaded from his assassination of the Lord Mayor. 
   
  When he feels all has been discussed, he simply 
  disappears. 
   
  AN UNFAVORABLE MEETING 
  If one of the PCs has “Safeton Scofflaw” from COR8-03 
  Aspirations and the negative favors with Turin outnumber 
  the positive favors (“The Deathstalker is Pleased” from 
  COR8-03 Aspirations or “Heroes of Safeton” and “Thanks 
  of the Deathstalker” from COR7-19 Wrath of the Slavelord) 
  the meeting is quite different as indicated below: 
   
  A street urchin calls to the PCs on the street. He tells 
  them, “I know someone who wants to talk to you. He 
  says you’ll know who he is.” He points to an empty stable 
  nearby. 
   
  This is not Turin himself, but a projected image cast 
  from a magic item that also allows clairvoyance and 
  clairaudience. The illusion also cloaks the dead bodies. 
  Turin intends to frame the PCs for these murders.  
   
  The empty stable is dark and smells of moldering 
  hay. A cloaked figure stands between two stalls ten 
  paces away. As you approach, the man raises his 
  hand, signaling you to stop. “Stop, fools. You think I 
  would reward disappointment with an audience? 
  Look for me again and you will find only sorrow.” 
   
  From out in the street you hear the ringing of 
  boots on pavement and a shrill, child’s voice, 
  “Murderers, I tell you. I saw them kill them with me 
  own eyes.” 
   
  The cloaked figure vanishes and two dead 
  bodies suddenly appear at your feet. Shouts of alarm 
  are almost upon you. 
   
  The boy and the two dead people are servants of Dernan 
  Narthane.  Dernan is another of the Directing Oligarchy, 
  Guildmaster of the Union of Merchants and Traders, and 
  another member of Nerof's faction. According, Dernen 
  was on Turin’s hit list. 
   
  Turin has kidnapped Gerda Hollardel, Dernan's 
  fiancée, fellow Oligarch, and the Guildmistress of the 
  Jewelers and Gemcutters Guild. To spare her life and his, 
  Dernan has agreed to this charade and to sacrifice his 
  servants to frame the PCs.   He arrives to swear he saw 
  the PCs enter the stables and overheard the fight, 
  accusing the PCs of murder at Turin’s command. 
   
  As described in Encounter Six, the PCs can escape if 
  they take immediate action. However, they become 
  wanted criminals for the rest of the adventure. If they are 
  unable to clear their name (by foiling Turin), they are 
  found and arrested at the end of the adventure as if they 
  committed a high crime in the city of Greyhawk. 
   
  If they PCs remain, they are arrested by the 
  Nightwatchmen. They are taken to the local City Watch 
  station and held for a magistrate as described in the 
  Arrested section of Encounter Six. However, this time 
  the Magistrate's initial attitude is hostile.  
   
  8: STRANGE BEDFELLOWS 
  Shortly after the startling Cairn Hills Combat, returning 
  home from the event, Eritai Kaan-Ipzirel was accosted by 
  a group of thieves. Normally, Eritai would easily dispatch 
  such enemies or find a means of escape, but, during the 
  Cairn Hills Combat, an agent of the Lord Mayor was able 
  to administer a powerful contact poison that left Eritai 
  unable to concentrate and prevented her from casting 
  spells.  With only her escort for protection, she was very 
  vulnerable to thugs in the employ of Nerof Gasgal. 
  Nerof’s faction decided to take advantage of Turin 
  Deathstalker’s killing spree to eliminate the opposition 
  presented by Eritai and her followers, while pinning the 
  blame on Turin.  
   
  After setting the stage for the Cairn Hills Combat 
  fiasco, Turin observed the attention paid by Nerof 
  Gasgal's men to Eritai and pursued them. And so Turin 
  came to save Eritai’s life. When the thieves had Eritai at 
  their mercy, he quietly and rather casually slew them.
   
  Regaining her senses, Eritai found herself alone on 
  the street a crumpled, bloodstained note at her feet. She 
  stumbled to the closest friendly tavern, the Savant 
  Tavern, and there once the poison had worn off cast 
  helping hand to summon the adventurers she trusted were 
  nearby. 
   
  One of the PCs is contacted by the helping hand. 
  Select a PC using the following criteria in order of 
  preference: 
  
   
  COR8-07 Celebrations 
   
  Page 13 
  • 
  “Favor of Eritai Kaan-Ipzirel” from COR7-12 Heart’s 
  Desire 
  • 
  “The Cudgel Will Persevere” from COR8-01 
  Machinations 
  • 
  Worshipper of St. Cuthbert 
  • 
  Paladin 
  • 
  Cleric of a lawful deity 
  • 
  Cleric of a good deity 
  • 
  Engaged Eritai in discussion at the opening 
  ceremonies 
   
  The helping hand pokes, prods and leads the PC to the 
  Savant Tavern in Clerksburg. Please see DM Map 1 for 
  location. There, the barkeep shows the PCs into a private 
  room where Eritai is recovering. 
   
  The nervous barkeep leads you out of the common 
  room. “Summoned by her holiness Eritai, were you? 
  I set her in a private room. She made her way here 
  after being set upon a stone’s throw away. This is all 
  a TERRIBLE business, isn’t it? And it’s terrible for 
  business. I’m true, through and through, for the 
  high priestess and her ilk. Break the power of the 
  Mak once and for all, I say. I daresay many of the 
  Oligarchs still serving agree. Even Glodreddi 
  Bakkanin and old Cannsay assented to that earlier 
  tonight, though I daresay Bakkanin must have been 
  deep in his cups to disagree with his Lord Mayor, 
  even drunkenly and unofficially. Here you go. The 
  lady’s waiting within. I’ll have Kalb bring you some 
  ale.”  
   
  With a half-bow, the barkeep waves you into a 
  well-appointed private room. Within, the short and 
  formidable person of Eritai Kaan-Ipzirel kneels on 
  one knee, her forehead resting upon the cudgel 
  propped on end before her. She struggles to her feet 
  as you enter. 
   
  Eritai has a great deal to relate to the PCs, and she 
  discloses information freely. She does not seem as 
  energetic and alert as she has in previous encounters. She 
  recounts the attack and being saved by a man she 
  believes to be Turin Deathstalker, though she did not 
  have her wits about her and cannot truly be sure. 
   
  If the PCs ask why she was attacked or by whom, she 
  tells them Nerof Gasgal hatched the plan to remove her 
  from the Directing Oligarchy. She believes Nerof may 
  have wanted a thorn removed from his side once and for 
  all. Should the PCs need background information 
  presented or repeated, Eritai relates that there are two 
  opposing factions in political circles in the Free City: 
  those who wish to press on in the war against Turrosh 
  Mak, as she does, and those comfortable with an alliance 
  with murderous, pillaging barbarians enslaving the lands 
  encircling the Pomarj, as Nerof Gasgal and his cronies do. 
   
  Eritai also indicates that she found a bloodied note at 
  her feet after her attack. She could not read it but believes 
  one of the attackers dropped it when they were driven 
  off. The script is in code used by members of the Thieves’ 
  Guild. It can be deciphered using comprehend languages or 
  with a successful DC 20 Decipher Script check. Members 
  of the Greyhawk City Thieves’ Guild receive a +10 
  circumstance bonus on the check. 
   
  The note indicates other targets are to be attacked 
  this night, including Talasek Thraydin and Father 
  Nicholi Nortoi, as well as other of Eritai’s followers and 
  friends. A forged note in Eritai’s hand has been used to 
  summon Talasek and Father Nicholi to a residence in the 
  Foreign Quarter. 
   
  The note was taken from one of the thieves by Turin. 
  He left it behind for Eritai to find. If the note is 
  deciphered, give the PCs Player Handout 1. 
   
  During the discussion, Kalb, a recently hired servant 
  at the Savant Tavern, serves the PCs ale. Ask as subtly and 
  offhandedly as possible if the PCs would like some. Eritai 
  herself consents; note who drinks the ale. After a few 
  minutes, ask for a saving throw. 
   
  Kalb is himself an agent of Vesperian Lafanel, an 
  Oligarch and the Guildmaster of Assassins in the Free 
  City. Kalb was placed in this position at first to spy on the 
  patrons of the Savant Tavern, a hotbed of academics who 
  are often at the forefront of political opposition against 
  Nerof Gasgal. 
   
  After weeks in the position, Kalb learned that two 
  dwarven Oligarchs, Glodreddi Bakkanin and Stimtrin 
  Cannsay, frequented the Savant Tavern as well. Vesper 
  hates the two, and all dwarves in general, and he decided 
  to use Turin’s killing spree as an opportunity to eliminate 
  them and implicate Turin as the murderer. Vesper 
  charged Kalb with poisoning the dwarves. However, 
  their dwarven constitution served them well, and the 
  poisoned ale that would have killed many a Greyhawk 
  resident merely left them tipsy with blurred vision and a 
  bad taste in the mouth. The dwarves stumbled off to 
  Glodreddi’s house in the High Quarter to sample better 
  ale before proceeding to the Rededication Ceremony at 
  the Lord Mayor’s Palace. 
   
  Upon their departure, Kalb alerted another agent to 
  follow and finish the job, and then hastily returned to the 
  Savant Tavern. Unfortunately for the PCs, Kalb 
  recognized them. Word has circulated among members 
  of the Thieves’ Guild and Assassin’s Guild that the PCs 
  are investigating the murders. Fearing that they may 
  disrupt his boss’s plans, Kalb takes the opportunity to 
  eliminate them himself, serving them the same poisoned 
  ale. 
   
  Be as sly as possible in serving the ale, but, if a PC 
  asks for checks to notice anything amiss in the ale itself 
  or the situation, grant Spot and Sense Motive checks. A 
  successful Spot check (DC 12 + APL) notices Kalb is 
  watching or lingering more than typical for waiting staff. 
  A successful Sense Motive check (DC 20 indicates that 
  Kalb seems very nervous, and not about the size of his 
  tip. Also, if a PC is a member of the Greyhawk City 
  Thieves Guild, give them the option of making a Spot 
  check and Knowledge (local: Core) check. With 
  successful Spot check (DC 8 + APL), a PC recognizes Kalb 
  as someone familiar, possibly a fellow member. A 
  
   
  COR8-07 Celebrations 
   
  Page 14 
  subsequent Knowledge (local: Core) of DC 8 + APL 
  reveals that the servant’s name is Kalb and he is one of 
  Vesparian “Vesper” Lafanel’s men. Vesper is the 
  Guildmaster of Assassins in Greyhawk City. Of course, 
  PCs also have the opportunity to discover the poison by 
  magical means as well. 
   
  Poison: Kalb’s tainted ale; Ingested, DC 15 Fort; 
  Initial Damage 1 Con; Secondary Damage 1d8 Con. 
   
  After the PCs’ saving throws are rolled, give all PCs 
  Spot and Sense Motive checks (DC 12+APL) to notice 
  Kalb lingering about, spying on them. Kalb does not 
  fight, but he attempts to flee if spotted. A successful 
  Intimidate or Diplomacy check that shifts his reaction to 
  friendly (he starts at unfriendly) loosens his tongue and 
  gets him to reveal what he was doing.  If they can 
  improve his reaction to friendly, he tells them that the 
  dwarves who recently left are targets for assassination. 
   
  Before the PCs depart, Eritai shares the fact that 
  Turin has an immediate opportunity to act against Nerof 
  Gasgal at the Rededication Ceremony. It is the only time 
  he will be in public during the Centennial Celebration. 
  However, she implores the PCs to defend her worthy 
  followers. She plans to warn many of her followers, but 
  with the sorry condition she is in she needs the PCs to 
  look after Talasek and Nicholi. Eritai also mentions the 
  possibility of contacting Turin directly if they have the 
  contacts. Perhaps he can be dissuaded from his pursuits? 
   
  Creatures: Kalb is low-level minion of Vesparian 
  Lanfanel. He knows he is expendable and wants to show 
  his worth to Vesper by ensuring the dwarves are 
  dispatched. If caught, he despairs that his minutes are 
  numbered and talks if it presents a sliver of hope his life 
  can be saved. 
   
  �Eritai Kaan-Ipzirel: female human cleric 14 
   
  �Kalb: male human rogue 2 (Bluff + 3, Hide + 6, 
  Listen + 3, Move Silently + 6, Sleight of Hand + 6, Spot + 
  3). 
   
  DEVELOPMENT 
  The PCs have the option of immediately proceeding to 
  rescue Eritai’s followers (Encounter 9A), the dwarves 
  (Encounter 9B), or the Lord Mayor (Encounter 9C). They 
  may only choose to pursue one of the rescue missions 
  unless they split up. Players indicating they wish to split 
  the party should be warned that this is extremely 
  dangerous. 
   
  9A: SAVE THE CUTHBERTITES 
  Only use this encounter if the PCs decide to attempt to 
  prevent the assassination of key figures in Eritai Kaan-
  Ipzirel’s faction: Talasek Thraydin and Father Nicholi 
  Nortoi. 
   
  To prevent the assassination, PCs must immediately 
  proceed to the Foreign Quarter and defeat Minder 
  Welkin. If the PCs intend to delay, to rest and regain 
  spells, or to attempt to prevent one of the other 
  assassination attempts before proceeding to this 
  encounter, warn them that time is of the essence. Allow 
  the PCs to split the party if they desire. Only those that 
  proceed directly can take part in this encounter. If the 
  PCs persist in delaying as a group, go to the Conclusion. 
   
  Agents of Nerof Gasgal have sent a forged message 
  to the supporters of the war against Turrosh Mak in the 
  hand of Eritai Kaan-Ipzirel, summoning them to meet 
  with her at the Sacred Temple of St. Cuthbert in the 
  Garden Quarter. The PCs can learn the location of the 
  temple with a DC 5 Gather Information check or a DC 10 
  Knowledge (local: Core) check. PCs who have already 
  been to the temple know exactly where it is, of course. 
  Please see DM's Map 1 for location of the temple. 
   
  Nicholai Nortoli and Talasek Thrayden sit in the 
  courtyard waiting for Eritai’s arrival. A light repast has 
  been set before them. It, of course, is poisoned. 
  Merchants of poison in Greyhawk City have hit the 
  jackpot this week. When the PCs arrive, the incapacitated 
  Cuthbertites are about to be finished off by Minder 
  Welkin, an assassin for hire whose services have been 
  purchased by the Lord Mayor. 
   
  As you arrive at the scene, you can see a warm light 
  emanating from the courtyard and hear a startled 
  cry, “The Cudgel protect us!” 
   
  Within, Talasek Thraydin and Father Nicholi Nortoi are 
  under attack by Minder Welkin and one of his conjured 
  creatures. Under the influence of poison, they are 
  incapable of fighting them off or fleeing. 
   
  All APLs 
   
  �Talasek Thraydin: male human paladin 12; AL 
  LG (Diplomacy +19, Sense Motive +17) 
   
  �Nicholi Nortoi: male human cleric 5 (Diplomacy 
  +17, Sense Motive +11) 
   
  APL 2 (EL 4) 
   
  �Minder Welkin: male human wizard 4: hp 31; 
  Appendix 1. 
   
  �Fiendish 
  Monstrous 
  Scorpion: 
  hp 
  17; 
  Appendix 1. 
   
  APL 4 (EL 6) 
   
  �Minder Welkin: male human wizard 6: hp 49; 
  Appendix 1. 
   
  �Fire Elemental: hp 13; Appendix 1. 
   
  APL 6 (EL 8) 
   
  �Minder Welkin: male human wizard 8: hp 63; 
  Appendix 1. 
   
  �Fire Mephit: hp 19; Appendix 1. 
   
  APL 8 (EL 10) 
   
  �Minder Welkin: male human wizard 10: hp 87; 
  Appendix 1. 
   
  �Fire Elemental: hp 34; Appendix 1. 
   
  
   
  COR8-07 Celebrations 
   
  Page 15 
  APL 10 (EL 12) 
   
  �Minder Welkin: male human wizard 12: hp 101; 
  Appendix 1. 
   
  �Fire Elemental: hp 76; Appendix 1. 
   
  APL 12 (EL 14) 
   
  �Minder Welkin: male human wizard 14: hp 115; 
  Appendix 1. 
   
  �Fire Elemental: hp 168; Appendix 1. 
   
  Tactics: Once Minder is aware of PCs on the scene, he 
  casts obscuring mist, and then proceeds to cast conjure 
  monsters to aid him--augmented and imbued, if possible. 
  A list of preferred creatures and imbued spell effects 
  appears in the respective appendices. If victory is in 
  doubt, he attempts to escape. 
   
  9B: SAVE THE DWARVES 
  Only use this encounter if the PCs decide to attempt to 
  prevent the assassination of Glodreddi Bakkanin and 
  Stimtrin Cannsay. 
   
  To prevent the assassination, PCs must immediately 
  proceed to Glodreddi’s home in the High Quarter and 
  defeat Winder Melkin. The PCs can learn the location of 
  Glodreddi’s home with a DC 5 Gather Information check 
  or a DC 10 Knowledge (local: Core) check. Please see 
  DM's Map 1 for location of his house. 
   
  If the PCs intend to delay, to rest and regain spells, 
  or to attempt to prevent one of the other assassination 
  attempts before proceeding to this encounter, warn them 
  that time is of the essence. Allow the PCs to split the 
  party if they desire. Only those that proceed directly can 
  take part in this encounter. If the PCs persist in delaying 
  as a group, go to the Conclusion. 
   
  The dwarves have been virtually incapacitated by 
  several doses of poisoned ale supplied by Kalb. Winder 
  Melkin, an assassin for hire whose services have been 
  purchased by Vesper, is ready to finish the job. 
   
  As you arrive at the scene, you can see a warm light 
  emanating from the courtyard and hear a slurred 
  groan, “Glodreddi, either something is wrong with 
  your ale, or I’m looking at my flaming doom. I canna 
  say.” 
   
  Within, the dwarves are under attack by Winder Melkin 
  and one of his conjured creatures. Under the influence of 
  poison, they are incapable of fighting them off or fleeing. 
   
  APL 2 (EL 4) 
   
  �Minder Welkin: male human wizard 4: hp 31; 
  Appendix 1. 
   
  �Fiendish 
  Monstrous 
  Scorpion: 
  hp 
  17; 
  Appendix 1. 
   
  APL 4 (EL 6) 
   
  �Minder Welkin: male human wizard 6: hp 49; 
  Appendix 1. 
   
  �Fire Elemental: hp 13; Appendix 1. 
   
  APL 6 (EL 8) 
   
  �Minder Welkin: male human wizard 8: hp 63; 
  Appendix 1. 
   
  �Fire Mephit: hp 19; Appendix 1. 
   
  APL 8 (EL 10) 
   
  �Minder Welkin: male human wizard 10: hp 87; 
  Appendix 1. 
   
  �Fire Elemental: hp 34; Appendix 1. 
   
  APL 10 (EL 12) 
   
  �Minder Welkin: male human wizard 12: hp 101; 
  Appendix 1. 
   
  �Fire Elemental: hp 76; Appendix 1. 
   
  APL 12 (EL 14) 
   
  �Minder Welkin: male human wizard 14: hp 115; 
  Appendix 1. 
   
  �Fire Elemental: hp 168; Appendix 1. 
   
  Tactics: Once Winder is aware of PCs on the scene, he 
  casts obscuring mist, and then proceeds to cast conjure 
  monsters to aid him--augmented and imbued, if possible. 
  A list of preferred creatures and imbued spell effects 
  appears in the respective appendices. If victory is in 
  doubt, he attempts to escape. 
   
  9C: SAVE THE LORD MAYOR 
  Only use this encounter if the PCs decide to attempt to 
  prevent Nerof Gasgal’s assassination. 
   
  It can easily be discovered (DC 10 Gather 
  Information 
  check) 
  that, 
  despite 
  the 
  numerous 
  opportunities for public appearance, the Lord Mayor has 
  kept a low profile during the Centennial Celebration. 
  One appearance he cannot avoid is the Rededication 
  Ceremony in the Great Hall of Greyhawk. At this 
  ceremony, the Lord Mayor accepts tokens of fealty and 
  dedication from representatives of each of the key noble 
  houses and guilds. It is obvious that the occasion 
  provides Turin Deathstalker his best opportunity to 
  dispatch the Lord Mayor. 
   
  To prevent the assassination, PCs must immediately 
  proceed to the Lord Mayor’s Palace. Please see DM's Map 
  1 for location. 
   
  If the PCs intend to delay, to rest and regain spells, 
  or to attempt to prevent one of the other assassination 
  attempts before proceeding to the Lord Mayor’s Palace, 
  warn the PCs that time is of the essence. Allow the PCs to 
  split the party if they desire. Only those that proceed 
  directly to the Palace can take part in the following 
  encounter. If the PCs persist in delaying as a group, 
  proceed to the Conclusion. 
   
  Nerof has taken precautions to minimize risk to his 
  person during this event. This includes guards barring 
  those who lack an invitation to the event and divesting 
  
   
  COR8-07 Celebrations 
   
  Page 16 
  attendees of all weapons or other dangerous. He has 
  instructed his hireling Gamgot Stimple to cast great 
  anticipate teleportation and cleave to his side. Turin 
  Deathstalker has had the same spell cast upon him. Both 
  effects are assumed to cover the whole of the reception 
  chamber. Any individual entering the Great Hall 
  through spectacular means (such as teleportation) is 
  assumed by Nerof and his guards to be an enemy. 
   
  Using typical means, the PCs can gain admission at 
  the main gate. If this is the case, read: 
   
  A troop of city guards stands at the gate of the Lord 
  Mayor’s 
  Palace. 
  The 
  guards 
  are 
  questioning 
  guildsmen queuing to enter. Everyone is frustrated 
  with the delay and troubled to hand over their 
  meager weapons to the guards. Fear and suspicion 
  reign in the wake of the murders, and nerves are all 
  on edge. 
   
  The guards are checking for invitations to the 
  Rededication Ceremony and appropriating weapons and 
  perceived dangerous items from attendees.  
   
  Note: If PCs have been framed for the murder of 
  Dernan Nathane’s men, Turin has already spread word of 
  their descriptions. PCs that do not take pains to disguise 
  themselves suffer a -4 circumstance modifier for the skill 
  checks to get inside, and bribery attempts require 
  APLx50 gp rather than the amount stated below. 
   
   
  GETTING IN 
  There are a number of ways to gain entrance. Any 
  reasonable means of gaining entrance succeeded; reward 
  innovative play. If violence is employed, however, it 
  results in a number of alarms being sounded and initiates 
  events within the reception chamber, ending in the Lord 
  Mayor’s assassination.  
   
  Those entering are asked to surrender their 
  weapons, remove their armor and hand over any other 
  dangerous items. However, the PCs can avoid this in a 
  number of ways: 
  • 
  First, if a PC possesses the “You Are Useful to Me” 
  favor from COR8-03 Aspirations, the PC can gain 
  entry for himself and retain all items.  
  • 
  Second, each of the people waiting to be admitted to 
  the hall possesses an invitation. Invitations can be 
  obtained through bribery (APLx25gp), through a DC 
  16 Sleight of Hand check or through a DC 12 Spot 
  check followed by a DC 18 Forgery check.  
  • 
  Third, if the PC is a member of the Guild of 
  Nightwatchmen they able to pass with all items.  
  • 
  The 
  PCs 
  may 
  hide 
  their 
  weapons 
  in 
  extradimensional spaces such as bags of holding and so 
  on. 
   
  Failure: If the PCs fail to convince the guards to let 
  them, enter with their weapons, all weapons larger than 
  small size are confiscated. PCs may attempt to sneak in 
  small weapons with a DC 22 Sleight of Hand check. For 
  numbers of small weapons greater than 1, assess a -1 
  circumstance modifier per weapon. Tiny weapons are not 
  searched. Staves and rods are seized. Wands, potions and 
  glamored armor are not confiscated. For other items, it is 
  up to the DM’s discretion, but use this rule: if it looks 
  dangerous, it is seized. 
   
  Warning about the Assassination: If the PCs 
  claim there is to be an assassination attempt against the 
  Lord Mayor, and have the “You Are Useful to Me” favor 
  or make a Diplomacy check, two guards accompany them 
  inside. The DC for this check is variable – at higher APLs 
  the guards are in a bad mood 
   
  APL 2-8: DC 20; APL 10-12: DC 30 
   
   
  If they are admitted, this escort provides a +5 
  circumstance modifier to any Diplomacy or Intimidate 
  checks any members of the party make until the 
  conclusion of this adventure.  
   
  �City Guards: male human warrior 4 (Forgery + 0, 
  Listen + 3, Spot + 3, Sense Motive +0). 
   
  INSIDE  
  Once inside, PCs are escorted to the reception chamber. 
  Read the following, or, if they enter the reception 
  chamber in extraordinary fashion, skip to the alternate 
  text below. 
   
  You jostle past groups of highly placed guildsmen, 
  noblemen of Greyhawk accompanied by their 
  retinues, and merchant princes with staff and 
  servants arrayed about them, all waiting to be called 
  to publicly rededicate themselves to the Free City’s 
  independence before Nerof Gasgal. Guards flank the 
  entrance to this grand chamber, where once the 
  Traitor, Tenser and Otiluke’s duel shook the 
  foundations of the Free City. Hundreds of citizens 
  within profess their service to the Lord Mayor. Two 
  figures stand on a dais at the far end of the chamber, 
  receiving the dedicants. 
   
  A DC 15 Spot check identifies the Lord Mayor. The other 
  individual can be identified as Gamgot Stimple, a 
  prominent abjurer with a DC 20 Knowledge (local – 
  Core) check. 
   
  Alternately, if the PCs enter the chamber in 
  extraordinary fashion, read: 
   
  Your sudden entrance throws the Rededication 
  Ceremony into a panic. A guildsman dedicant 
  points in your direction and yells, “Assassins! 
  Murderers! Save the Lord Mayor.” Cries of shock 
  and fear erupt from attendees who run screaming or 
  cower in fear. This room has not known such chaos 
  and turmoil since the Mages’ Duel shook the 
  foundations of the Free City. City guards draw steel 
  and close upon you. The Lord Mayor standing upon 
  the dais appears stricken and breaks for the exit.  
   
  
   
  COR8-07 Celebrations 
   
  Page 17 
  If the PCs are perceived as enemies by the Lord Mayor, 
  the uproar and chaos causes the following: 
  • 
  All squares are difficult terrain 
  • 
  PCs may not freely move through occupied squares. 
  • 
  All Dexterity- and Charisma-based skill checks 
  receive a -5 circumstance modifier in the reception 
  chamber.  
   
  Calming the crowd and convincing them that they are 
  enemies requires a DC 25 Diplomacy check. 
   
  Creatures: The Lord Mayor and Gamgot Stimple stand 
  on the dais at one end of the chamber. If either spot 
  anything fishy, they attempt to flee as indicated in the 
  Tactics section. Guards are positioned at the entrances 
  and about the dais. 
   
  �Nerof Gasgul, Lord Mayor of Greyhawk City: 
  male human rogue 1/expert 5 (Hide + 16, Listen + 14, 
  Spot + 14, Sense Motive +12). 
   
  �Gamgot Stimple, Hireling Abjurer: male 
  halfling wizard 12 (Knowledge (arcana) + 16, Listen + 2, 
  Spellcraft + 16, Spot + 2, Sense Motive +1). 
   
  �City Guards: male human warrior 2 (Listen + 1, 
  Spot + 1, Sense Motive +1). 
   
  Turin and his minions have entered disguised as 
  representatives from the Merchants and Traders Union. 
  The disguises can be pierced with a Spot check opposed 
  by Turin’s Disguise check (+22 modifier). Turin himself 
  may be identified more easily by the Amulet of Ambly 
  Peregrine in Encounter Eight. If PCs saw the amulet, 
  they receive a +4 circumstance modifier to this roll, and if 
  they identified it as the Amulet of Ambly Peregrine, the 
  modifier is +8. 
   
  All APLs 
   
  �Turin Deathstalker: male human fighter 4 rogue 
  5/assassin 10. 
   
  APL 2 (EL 4) 
   
  �Minions of the Deathstalker: male human 
  monk 1 (4): hp 9; Appendix 1. 
   
  APL 4 (EL 6) 
   
  �Minions of the Deathstalker: male human 
  monk 1/rogue 1 (4): hp 14; Appendix 1. 
   
  APL 6 (EL 8) 
   
  �Minions of the Deathstalker: male human 
  monk 2/rogue 1/fighter 1 (4): hp 31; Appendix 1. 
   
  APL 8 (EL 10) 
   
  �Elite Minions of the Deathstalker: male 
  human monk 2/rogue 1/fighter 2/assassin 1 (3): hp 45; 
  Appendix 1. 
   
  �Lesser Minions of the Deathstalker: male 
  human monk 1/rogue 1 (4): hp 14; Appendix1. 
   
  APL 10 (EL 12) 
   
  �Elite Minions of the Deathstalker: male 
  human monk 2/rogue 1/fighter 2/assassin 3 (3): hp 57; 
  Appendix 1. 
   
  �Lesser Minions of the Deathstalker: male 
  human monk 2/rogue 1/fighter 1 (4): hp 31; Appendix 1. 
   
  APL 12 (EL 14) 
   
  �Elite Minions of the Deathstalker: male 
  human monk 2/rogue 1/fighter 4/assassin 3 (3): hp 73; 
  Appendix 1. 
   
  �Lesser Minions of the Deathstalker: male 
  human monk 2/rogue 1/fighter 2/assassin 1 (4): hp 45; 
  see Appendix 1. 
   
  ASSASSINS IN THE HALL! 
  If PCs are observed entering the reception chamber by 
  Turin (Spot + 20), he calls out, “Assassins in the Hall! 
  Defend the Lord Mayor,” pointing out the PCs and 
  moving to intercept the Lord Mayor as the Lord Mayor 
  attempts to escape. 
   
  Actions taken by those present depend on the means 
  of the PCs’ arrival and whether they are spotted by Turin. 
  If not spotted by Turin Deathstalker, allow the PCs to 
  proceed toward the Lord Mayor. If the PCs are able to 
  alert the Lord Mayor to the danger before chaos erupts in 
  the chamber, give the Mayor a one-round head start on 
  his actions listed below. Once the Mayor starts to leave, 
  whether he perceives and can point out the PCs or not, 
  Turin shouts “Assassins!” and spurs his minions to act. 
   
  If PCs enter in extraordinary fashion, or when Turin 
  Deathstalker yells “Assassins!” the following takes place: 
  • 
  Round 1: Lord Mayor activates his displacer cloak and 
  calls to his guards to defend him. Turin signals his 
  men to move toward Lord Mayor and block routes of 
  escape.  
  • 
  Round 2: Lord Mayor moves toward the southeast 
  exit and spots Turin’s minions intercepting him. 
  Turin circles around behind the Lord Mayor. 
  • 
  Round 3: The Lord Mayor is surrounded, and his 
  immediate guards have been incapacitated. 
  • 
  Round 4: Turin acts last in this round. If nothing 
  intervenes between him and the Lord Mayor, he 
  assassinates the Lord Mayor 
   
  Tactics: Turin Deathstalker is a formidable foe, but if the 
  PCs have been able to obtain the Spatula of Otiluke from 
  Otto, they can effectively remove him from the combat. 
  This leaves the PCs to overcome Turin’s minions. Turin 
  has bought the services of several individuals present. 
  For the sake of simplicity, assume that these individuals 
  have incapacitated Gamgot Stimple and the guards when 
  the action starts. 
   
  Each of the minions is armed with a spiked ring that 
  has been poisoned. This can be applied with a successful 
  touch attack. The minions only use this attack against the 
  Lord Mayor. If Turin catches up with Nerof, the Lord 
  Mayor is slain. 
  
   
  COR8-07 Celebrations 
   
  Page 18 
   
  DEVELOPMENT 
  Proceed to the Conclusion. 
   
  CONCLUSION 
  What happens at the conclusion of the adventure 
  depends entirely on whom, if anyone, the PCs decide to 
  (and manage to) save. 
   
  NEROF GASGAL DIES 
  If Turin successfully kills Nerof Gasgal, read: 
   
  Word of Nerof Gasgal’s assassination quickly 
  spreads through the city. Most Greyhawkers are 
  stunned at the news that Turin was able to strike 
  down the Lord Mayor at the height of the 
  Celebrations. Fear runs rampant as people see the 
  government unraveling before their eyes. 
   
  No priest in Greyhawk is willing to raise Nerof. Turin 
  left a jeweled dagger in the collection boxes of every 
  church in town that has a cleric of 9th level or higher 
  with the following note:   
   
  "Raise Nerof and the next one will be in your heart."  
   
  If a PC volunteers to cast the spell, they find no jeweler 
  in town will sell a 5,000 gp diamond. 
   
  The funeral for the slain Lord Mayor of Greyhawk is 
  a somber state occasion.  High ranking city officials, 
  guild leaders, and foreign ambassadors politely 
  attend but shed few tears for one of the longest 
  serving mayors of the city. 
   
  THE CUTHBERTITES DIE 
  If the assassins successfully kill Talasek Thraydin and 
  Nicholi Nortoli, the Church of St. Cuthbert takes steps to 
  have them raised, but their spirits decline the raising, 
  content to remain near their patron deity in the afterlife 
  as reward for a lifetime of service. 
   
  The deaths of Talasek Thraydin and Nicholi Nortoli 
  are a painful blow to the poor and downtrodden of 
  Greyhawk.  The two are laid in state at the Sacred 
  Temple of St. Cuthbert.  Thousands come to see 
  them one last time and say goodbye. 
   
  The deaths of Talasek and Nicholi energize the temple to 
  step up their efforts to wrest control of the city away 
  from the merchants and thieves. 
  THE DWARVEN OLIGARCHS DIE 
  Without Glodreddi, Greyhawk is without a treasurer. The 
  loss of two Oligarchs pushes the city closer toward 
  anarchy. If the assassins successfully killed Glodreddi 
  Bakkanin and Stimtrin Cannsay, read:  
   
  The deaths of the two dwarves on the Oligarchy 
  passes almost unnoticed with the barrage of corpses 
  from Turin’s rampage. Neither one was popular, and 
  Glodreddi was actively hated my most Greyhawkers. 
  Their funerals are sparsely attended and hurried. 
   
  TURIN FLEES THE CITY 
  After events at the rededication ceremony, Turin flees 
  the city. His massacre of the Directing Oligarchy has left 
  Nerof’s faction in tatters. Even if Nerof survives, Turin 
  has broken the Lord Mayor’s power block on the 
  Oligarchy. In addition, after the ceremony, Nerof goes 
  into deep hiding and is beyond Turin’s reach. 
   
   
  JALLARZI AND THE FUTURE 
  Regardless of what happens in Encounter Nine, Jallarzi 
  summons the PCs to her tower. Read: 
   
  Jallarzi Sallavarian stands with you on the balcony 
  of her tower overlooking the city. She is silent for 
  several long minutes, gazing intently into the night 
  sky. “Mordenkainen be damned. We have watched 
  too long,” she says. “It is time we acted. I will call 
  upon you soon. When I do, you must be ready for 
  the future of Greyhawk is at stake.” 
   
  ACCUSED OF HIGH CRIMES 
  If the PCs have been accused of high crimes during this 
  adventure they need to prove their innocence or the City 
  Watch begins actively searching for them. They could be 
  accused of high crimes for one of the following: 
  • 
  Encounter 
  Six: 
  The 
  assassination 
  of 
  Silas 
  Steamgem. 
  • 
  Encounter Seven: The slaying of two of Dernan 
  Narthane’s servants and a street urchin. 
  • 
  Killing Guardsmen: If the PCs resist arrest and kill 
  guardsmen they are accused of high crimes. 
   
  If the PCs cannot prove their innocence, by swearing 
  their innocence in a zone of truth, foiling one of the 
  assassination attempts in Encounter Nine, or so on, they 
  receive the Accused of High Crimes AR item. 
   
  CAMPAIGN CONSEQUENCES 
  By law, the Directing Oligarchy cannot elect a Lord 
  Mayor without a quorum (which is set at 12 members) 
  and only the Lord Mayor can propose new Oligarchs. 
  Depending on how many Oligarchs die in this 
  adventure, the City of Greyhawk may be without a 
  functioning government – a situation that cannot last 
  long without the city falling into chaos. 
   
  Email Creighton@greyworks.co.uk with the names 
  of which Directing Oligarchs died. 
  
   
  COR8-07 Celebrations 
   
  Page 19 
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award. Award the total value (objectives plus 
  roleplaying) to each character. 
   
  3: The Second Victim 
  Save Carmen Halmaster. 
  APL 2  
  90 XP 
  APL 4  
  150 XP 
  APL 6  
  210 XP 
  APL 8  
  270 XP 
  APL 10 
  360 XP 
  APL 12 
  420 XP 
   
  6: Cairn Hills Combat 
  Make sure Silas Steamgem survives. 
  APL 2  
  120 XP 
  APL 4  
  175 XP 
  APL 6  
  225 XP 
  APL 8  
  275 XP 
  APL 10 
  290 XP 
  APL 12 
  340 XP 
   
  7: Strange Bedfellows 
  Catch the poisoner. 
  APL 2  
  60 XP 
  APL 4  
  100 XP 
  APL 6  
  125 XP 
  APL 8  
  150 XP 
  APL 10 
  160 XP 
  APL 12 
  205 XP 
   
  9a or 9b: Save the Cuthbertites/Dwarves 
  Save the Cuthbertites or dwarves. 
  APL 2  
  120 XP 
  APL 4  
  180 XP 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
  APL 10 
  360 XP 
  APL 12 
  420 XP 
  or 
   
  9c: Save Nerof Gasgal 
  Save Nerof Gasgal. 
  APL 2  
  120 XP 
  APL 4  
  180 XP 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
  APL 10 
  360 XP 
  APL 12 
  420 XP 
   
  Discretionary roleplaying award 
  APL 2  
  60 XP 
  APL 4  
  70 XP 
  APL 6  
  100 XP 
  APL 8  
  120 XP 
  APL 10  
  130 XP 
  APL 12  
  190 XP 
   
  Total Possible Experience 
  APL 2  
  450 XP 
  APL 4  
  675 XP 
  APL 6  
  900 XP 
  APL 8  
  1,125 XP 
  APL 10  
  1,300 XP 
  APL 12  
  1,575 XP 
   
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions. Looting the bodies takes at least 10 
  minutes per every 5 enemies, and if the characters cannot 
  take the time to loot the bodies, they do not gain this 
  gold. If you feel it is reasonable that characters can go 
  back to loot the bodies, and those bodies are there (i.e., 
  not carted off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters may 
  return to retrieve loot. If the characters do not loot the 
  body, the gold piece value for the loot is subtracted from 
  the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a 
  round or so. If for some reason, they pass up this treasure, 
  the coin total is subtracted from the encounter totals 
  given below. 
   
  Next, the magic items are listed. Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure. Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it. Other times they may 
  attempt to use the item blindly. If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the 
  item is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in 
  the GP Gained field of the adventure certificate.  
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items.  
  
   
  COR8-07 Celebrations 
   
  Page 20 
  9A/B: The Trap is Sprung 
  APL 2: Loot 29 gp; Magic 583 gp; headband of intellect +2 
  (333 gp), ring of protection +1 (167 gp), pearl of power (1st) 
  (83 gp); Total 612 gp. 
   
  APL 4: Magic 1,358 gp; +1 dagger (192 gp), cloak of 
  resistance +2 (333 gp), headband of intellect +2 (333 gp), lesser 
  silent metamagic rod (250 gp), ring of protection +1 (167 gp), 
  pearl of power (1st) (83 gp); Total 1,358 gp. 
   
  APL 6: Magic 2,358 gp; +1 dagger (192 gp), amulet of 
  health +2 (333 gp), cloak of resistance +2 (333 gp), headband of 
  intellect +2 (333 gp), silent metamagic rod (917 gp), ring of 
  protection +1 (167 gp), pearl of power (1st) (83 gp); Total 
  2,358 gp. 
   
  APL 8: Magic 2,358 gp; +1 dagger (192 gp), amulet of 
  health +2 (333 gp), cloak of resistance +2 (333 gp), headband of 
  intellect +2 (333 gp), silent metamagic rod (917 gp), ring of 
  protection +1 (167 gp), pearl of power (1st) (83 gp); Total 
  2,358 gp. 
   
  APL 10: Magic 3,775 gp; +1 dagger (192 gp), amulet of 
  health +2 (333 gp), cloak of resistance +3 (750 gp), headband of 
  intellect +4 (1,333 gp), silent metamagic rod (917 gp), ring of 
  protection +1 (167 gp), pearl of power (1st) (83 gp); Total 
  3,775 gp. 
   
  APL 12: Magic 3,775 gp; +1 dagger (192 gp), amulet of 
  health +2 (333 gp), cloak of resistance +3 (750 gp), headband of 
  intellect +4 (1,333 gp), silent metamagic rod (917 gp), ring of 
  protection +1 (167 gp), pearl of power (1st) (83 gp); Total 
  3,775 gp. 
   
  9C: The Trap is Sprung 
  APL 2: Loot 12 gp; Total 12 gp. 
   
  APL 4: Loot 12 gp gp; Total 12 gp. 
   
  APL 6 Loot 12 gp; Magic 583 gp; 4 periapts of wisdom 
  +2 (333 gp ea.); Total 1,344 gp. 
   
  APL 8: Loot 14 gp; 3 periapts of wisdom +2 (333 gp ea.); 
  Total 1,013 gp. 
   
  APL 10: Loot 14 gp; 4 periapts of wisdom +2 (333 gp 
  ea.), 3 periapts of wisdom +4 (1,333 gp ea.); Total 5,345 gp. 
   
  APL 12: Loot 14 gp; 4 periapts of wisdom +2 (333 gp 
  ea.), 3 periapts of wisdom +4 (1,333 gp ea.); Total 5,345 gp. 
   
  Treasure Cap 
  APL 2: 450 gp; APL 4: 650 gp; APL 6: 900 gp; APL 8: 
  1,300 gp; APL 10 2,300 gp; APL 12 3,300 gp. 
   
   
  Total Possible Treasure 
  APL 2: 624 gp; APL 4: 1,370 gp; APL 6: 3,702 gp; APL 8: 
  3,071 gp; APL 10: 9,120 gp; APL 12: 9,120 gp.  
   
  ADVENTURE RECORD ITEMS 
  Thanks of Eritai Kaan-Ipzirel: If the PCs save Talasek 
  Thraydin and Father Nicholi Nortoi in Encounter Eight, 
  they gain this AR item. 
   
  Accused of High Crimes: If the PCs have been 
  accused of high crimes and they fail to clear their names, 
  they gain this AR item. 
   
  Zagyg’s Serendipity: PCs who caught Cerge in 
  Encounter Five gain this AR item. 
   
  Favor of the Circle of Eight: PCs who help Otto 
  and Jallarzi gain this AR item. 
   
  The Streets Run With Blood: Every PC gets this 
  AR tiem. Simply circle all the Directing Oligarch who 
  died during the adventure. 
   
  Dwarves Pay Their Debts: If the PCs saved 
  Glodreddi Bakkanin and Stimtrin Cannsay the gain this 
  AR item. 
   
  �Thanks of Eritai Kaan-Ipzirel: You have helped 
  Eritai Kaan-Ipzirel and she is grateful. You gain a +2 
  bonus to your affiliation score with the Church of St. 
  Cuthbert. 
   
  �Dwarves Pay Their Debts: You have helped 
  Glodreddi Bakkanin and Stimtrin Cannsay and they 
  grumble their thanks. You gain a +2 bonus to your 
  highest affiliation score. 
   
  �Accused of High Crimes: You have been accused of 
  high crimes in the City of Greyhawk. Consequently, the 
  City Watch and the Guild of Nightwatchmen are actively 
  searching for you. This has the following detrimental 
  effects: 
  • 
  You suffer a -10 penalty to your affiliation score with 
  every affiliation except the Thieves’ Guild. 
  • 
  For every round of adventure set in the Domain of 
  Greyhawk, you must spend 100 gp x APL in bribes 
  and disguises to avoid the authorities. 
   
  You may be able to remove this AR item in future 
  adventures. 
   
  �Favor of the Circle of Eight: Before fleeing the city, 
  Otto declared you to be “fortitudinous” which he assures 
  you is a good thing. Jallarzi is particularly grateful for 
  your timely assistance in a bloody affair. You also receive 
  Core access to any item listed in the Item Access box 
  marked thus: “8”. If you failed your mission, however, you 
  lose access to one item at each APL. (You may choose 
  which item to cross off.) 
   
  �The Streets Run with Blood:  The following 
  Oligarchs died at the Centennial Celebrations in the City 
  of Greyhawk (circle all that apply):  Glodreddi Bakkanin, 
  Stimtrin Cannsay, Nerof Gasgal, Carmen Halmaster, 
  Gerda Hollardel, Eritai Kaan-Ipzirel, Vesparian Lanfanel, 
   Cariel Mansharn, Nicholi Nortoli, Otto, Jallarzi 
  Sallavarian, Silas Steamgem, Talasek Thraydin. 
   
  �Certificate of Mayoral Appreciation: You have 
  saved the live of Nerof Gasgal and after vetting with his 
  lawyers, his office extends to you this certificate of 
  appreciation. You gain a +2 bonus to your highest 
  affiliation score. 
   
  �Zagyg’s Serendipity: “Save vs. Rods, Staffs, and 
  Wands” because Zagyg’s blessing are on you! The next 
  
   
  COR8-07 Celebrations 
   
  Page 21 
  time you roll a 1 on a d20, that roll counts as if it were a 
  20. The effect is automatic and only manifests once. 
   
  �Arrested! You have run afoul of the Greyhawk City 
  Watch. You are imprisoned for six months (26 TU) 
  before being released. Alternatively, you may pay an 
  amount equal to half the adventure’s treasure cap (at the 
  APL you played) to avoid imprisonment. 
   
  ITEM ACCESS 
  APL 2: 
  Pearl of power (1st-level) (Adventure; DMG) 
  Stone of alarm8 (Core; DMG) 
  Chime of opening8 (Core; DMG) 
   
  APL 4 (all of APL 2 plus the following): 
  Lesser silent metamagic rod (Adventure; DMG) 
  Robe of useful items8 (Core; DMG) 
  Slippers of spider climbing8(Core; DMG) 
   
  APL 6 (all of APLs 2-4 plus the following): 
  Immovable rod8 (Core; DMG) 
  Gem of brightness8 (Core; DMG) 
   
  APL 8 (all of APLs 2-6 plus the following): 
  Ring of force shield8 (Core; DMG) 
  Scabbard of keen edges8 (Core; DMG) 
   
  APL 10 (all of APLs 2-8 plus the following): 
  Ring of minor energy resistance8 (Core; DMG) 
  Staff of healing8 (Core; DMG) 
   
  APL 12 (all of APLs 2-10 plus the following): 
  Ring of invisibility8 (Core; DMG) 
  Horn of blasting8 (Core; DMG) 
  
   
  COR8-07 Celebrations 
   
  Page 22 
  APPENDIX 1: APL 2
  3: THE SECOND VICTIM 
   
   
  ANIMATED OBJECT  
  CR 3 
  N Large construct 
  Init +0; Senses darkvision 60 ft.; low-light vision 
  AC 14, touch 9, flat-footed 14 
   (-1 size, +5 natural) 
  hp 52 (4 HD); hardness 5 
  Immunity construct immunities  
  Fort +1, Ref +1, Will -4 
  Speed 30 ft. (6 squares) 
  Melee slam +5 (1d8+4) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +3; Grp +10 
  Abilities Str 18, Dex 10, Con -, Int -, Wis 1, Cha 1 
   
  9A/9B: THE TRAP IS SPRUNG 
   
   
  MINDER WELKIN/WINDER MELKIN CR 4 
  Male human (Oeridian) wizard 4 
  N Medium humanoid (human) 
  Init +1; Senses Listen +5, Spot +3 
  Languages Common, Draconic, Ignan, Oeridian 
  AC 20, touch 12, flat-footed 19 
   (+1 Dex, +4 armor, +4 shield, +1 deflection) 
  hp 31 (4 HD) 
  Fort +3, Ref +5, Will +6 
  Speed 30 ft. (6 squares) 
  Melee mwk dagger +3 (1d4/19-20) 
  Ranged mwk dagger +4 (1d4/19-20) 
  Base Atk +2; Grp +2 
  Wizard Spells Prepared (CL 4th; +3 ranged touch, +2 
  melee touch): 
   2nd—false life†, scorching ray, rapid summon 
  monster I, summon monster II†  
   1st—mage armor†, obscuring mist, ray of 
  enfeeblement , shield†, shocking grasp 
   0—detect magic, message, open/close, resistance† 
  † Already cast 
  Combat Gear pearl of power (1st-level) 
  Abilities Str 10, Dex 12, Con 14, Int 18, Wis 13, Cha 8 
  Feats Alertness (if familiar is within 5 ft.), Augment 
  Summoning, Rapid Spell, Scribe Scroll, Spell Focus 
  (Conjuration) 
  Skills Concentration +9, Hide +3, Knowledge (arcana) 
  +11, Knowledge (local: Core) +8, Knowledge (the 
  planes) +9, Listen +5, Move Silently +3, Spellcraft 
  +12, Tumble +2 
  Possessions masterwork dagger, headband of intellect 
  +2, ring of protection +1 
  Spellbook spells prepared 
  Augment Summoning All summoned monsters have 
  +4 Str and +4 Con 
  JIMINY, WEASEL FAMILIAR      CR - 
  N Tiny magical beast (augmented animal) 
  Init +2; Senses low-light vision; scent; Listen +4, Spot 
  +3 
  Languages empathic link 
  AC 20, touch 14, flat-footed 18 
   (+2 size, +2 Dex, +4 armor, +2 natural) 
  hp 20 (4 HD) 
  Resist improved evasion 
  Fort +4, Ref +5, Will +5 
  Speed 20 ft. (4 squares), climb 20 ft. 
  Melee bite +6 (1d3-4) 
   
  Space 2-1/2 ft .; Reach 0 ft. 
  Base Atk +2; Grp –10 
  Atk Options attach, deliver touch spells 
  Abilities Str 3, Dex 15, Con 10, Int 7, Wis 12, Cha 5 
  Feats Weapon Finesse 
  Skills Balance +12, Climb +10, Hide +11, Jump +0, 
  Listen +4, Move Silently +8, Search +0, Spot +3 
  Attach (Ex) If a weasel hits with its bite attack, it latches 
  on and automatically deals bite damage each round 
  it remains attached. While attached, it loses its 
  Dexterity bonus to AC. To remove an attached 
  weasel through grappling, the opponent must 
  achieve a pin against the creature. 
  Skills A weasel can choose to take 10 on a Climb 
  check, even if rushed or threatened 
   
  FIENDISH MONSTROUS SCORPIONCR - 
  NE Medium magical beast (extraplanar) 
  Init +0; Senses darkvision 60 ft.; tremorsense 60 ft.; 
  Listen +0, Spot +4 
  AC 14, touch 10, flat-footed 14 
   (+4 natural) 
  hp 17 (2 HD) 
  Resist cold 5, fire 5; SR 7 
  Fort +7, Ref +0, Will +0 
  Speed 40 ft. (8 squares) 
  Melee 2 claws +4 (1d4+3) and  
   sting -1 (1d4+1 plus poison) 
  Base Atk +1; Grp +4 
  Atk Options constrict (1d4+3), improved grab, poison 
  (DC 15, 1d3 Con), smite good (+2 damage) 
  Abilities Str 17, Dex 10, Con 18, Int 3, Wis 10, Cha 2 
  Skills Climb +5, Hide +4, Spot +4 
  Constrict (Ex) a monstrous scorpion deals automatic 
  claw damage on a successful grapple check  
  Improved Grab (Ex) a successful claw attach must be 
  made to use this ability 
   
  
   
  COR8-07 Celebrations 
   
  Page 23 
  9C: THE TRAP IS SPRUNG  
   
  MINIONS 
  CR 1 
  Female human monk 1 
  LN Medium humanoid (human) 
  Init +2; Senses Listen +4, Spot +4 
  Languages Common, Old Oeridian 
  AC 14, touch 14, flat-footed 12 
   (+2 Dex, +2 Wis) 
  hp 9 (1 HD)  
  Fort +3, Ref +4, Will +3 
  Speed 30 ft. (6 squares) 
  Melee unarmed strike +1 (1d6) 
  Base Atk +0; Grp +2 
  Atk Options Combat Expertise, Stunning Fist 1/day 
  (DC 12), flurry of blows,  
  Combat Gear poisoned ring 
  Abilities Str 10, Dex 14, Con 12, Int 13, Wis 15, Cha 8 
  Feats Combat Expertise, Improved Unarmed Strike, 
  Stunning Fist, Weapon Focus (Unarmed Strike) 
  Skills Balance +6, Escape Artist +4, Hide +6, Listen +4, 
  Move Silently + 6, Sense Motive +4, Spot +4, Tumble 
  +6 
   
  
   
  COR8-07 Celebrations 
   
  Page 24 
  APL 4 
  3: THE SECOND VICTIM 
   
   
  ANIMATED OBJECT  
  CR 5 
  N Large construct 
  Init +0; Senses darkvision 60 ft.; low-light vision 
  AC 14, touch 9, flat-footed 14 
   (-1 size, +5 natural) 
  hp 85 (10 HD); hardness 5 
  Immune construct traits 
  Fort +3, Ref +3, Will -1 
  Speed 30 ft. (6 squares) 
  Melee 2 slams +12 (1d8+4) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +8; Grp +16 
  Abilities Str 19, Dex 10, Con -, Int -, Wis 1, Cha 1 
   
  9A/9B: THE TRAP IS SPRUNG 
   
   
  MINDER WELKIN/WINDER MELKIN CR 6 
  Male human (Oeridian) wizard 6 
  N Medium humanoid (human) 
  Init +1; Senses Listen +6, Spot +3 
  Languages Common, Draconic, Ignan, Oeridian 
  AC 20, touch 12, flat-footed 19 
   (+1 Dex, +4 armor, +4 shield, +1 deflection) 
  hp 61 (6 HD) 
  Fort +7, Ref +7, Will +8 
  Speed 60 ft. (12 squares) 
  Melee +1 dagger +4 (1d4+1/19-20) 
  Ranged +1 dagger +5 (1d4+1/19-20) 
  Base Atk +3; Grp +3 
  Wizard Spells Prepared (CL 6th; +4 ranged touch, +3 
  melee touch): 
   3rd—haste, rapid summon monster II, summon 
  monster III†, vampiric touch  
   2nd—bear’s endurance†, false life†, scorching ray, 
  empowered shocking grasp (2) 
   1st—expeditious retreat†, mage armor†, obscuring 
  mist, ray of enfeeblement, shield† 
   0—detect magic, message, open/close, resistance 
  † Already cast 
  Combat Gear lesser rod of metamagic silent, pearl of 
  power (1st-level) 
  Abilities Str 10, Dex 12, Con 14, Int 18, Wis 13, Cha 8 
  Feats Alertness (if familiar is within 5 ft.), Augment 
  Summoning, Empower Spell, Improved Toughness, 
  Rapid Spell, Scribe Scroll, Spell Focus (Conjuration) 
  Skills Concentration +11, Escape Artist +2, Hide +4, 
  Knowledge (arcana) +12, Knowledge (local: Core) 
  +8, Knowledge (the planes) +9, Listen +6, Move 
  Silently +4, Spellcraft +13, Tumble +3 
  Possessions +1 dagger, headband of intellect +2, 
  cloak of resistance +2, ring of protection +1  
  Spellbook spells prepared 
  Augment Summoning All summoned monsters have 
  +4 Str and +4 Con 
  JIMINY, WEASEL FAMILIAR      CR - 
  N Tiny magical beast (augmented animal) 
  Init +2; Senses low-light vision; scent; Listen +4, Spot 
  +3 
  Languages empathic link 
  AC 21, touch 14, flat-footed 19 
   (+2 size, +2 Dex, +4 armor, +3 natural) 
  hp 42 (6 HD) 
  Resist improved evasion 
  Fort +6, Ref +5, Will +5 
  Speed 50 ft. (10 squares), climb 50 ft. 
  Melee bite +7 (1d3-4) 
   
  Space 2-1/2 ft .; Reach 0 ft. 
  Base Atk +3; Grp –9 
  Atk Options attach, deliver touch spells 
  Abilities Str 3, Dex 15, Con 10, Int 8, Wis 12, Cha 5 
  Feats Weapon Finesse 
  Skills Balance +12, Climb +10, Hide +11, Jump +0, 
  Listen +4, Move Silently +9, Search +0, Spot +3 
  Attach (Ex) If a weasel hits with its bite attack, it latches 
  on and automatically deals bite damage each round 
  it remains attached. While attached, it loses its 
  Dexterity bonus to AC. To remove an attached 
  weasel through grappling, the opponent must 
  achieve a pin against the creature. 
  Skills A weasel can choose to take 10 on a Climb 
  check, even if rushed or threatened. 
   
  FIRE ELEMENTAL 
  CR - 
  N Small elemental (fire, extraplanar) 
  Init +5; Senses darkvision 60 ft.; Listen +2, Spot +3 
  AC 15, touch 12, flat-footed 14; Dodge 
   (+1 size, +1 Dex, +3 natural) 
  hp 13 (2 HD) 
  Immune fire 
  Fort +2, Ref +4, Will +0 
  Weakness vulnerability to cold 
  Speed 50 ft. (10 squares) 
  Melee slam +5 (1d4+2 plus 1d4 fire) 
  Base Atk +1; Grp -1 
  Atk Options burn (DC 13) 
  Abilities Str 14, Dex 13, Con 14, Int 4, Wis 11, Cha 11 
  Feats Dodge, Improved Initiative, Weapon Finesse 
  Skills Listen +2, Spot +3 
  Burn (Ex) those hit by a slam attack must make a DC 
  13 reflex save or catch fire. The flame burns for 1d4 
  rounds. Creatures hitting the elemental with natural 
  weapons or unarmed attacks must also make a save 
  or catch fire.  
   
  
   
  COR8-07 Celebrations 
   
  Page 25 
  9C: THE TRAP IS SPRUNG  
   
  MINIONS 
  CR 2 
  Female human monk 1/rogue 1 
  LN Medium humanoid (human) 
  Init +2; Senses Listen +4, Spot +4 
  Languages Common, Old Oeridian 
  AC 13, touch 13, flat-footed 11 
   (+2 Dex, +2 Wis) 
  hp 13 (2 HD)  
  Fort +3, Ref +6, Will +3 
  Speed 30 ft. (6 squares) 
  Melee unarmed strike +1 (1d6) 
  Base Atk +0; Grp +2 
  Atk Options Combat Expertise, Stunning Fist (DC 13), 
  flurry of blows, sneak attack +1d6 
  Combat Gear poisoned ring 
  Abilities Str 10, Dex 14, Con 12, Int 13, Wis 15, Cha 8 
  SQ trapfinding 
  Feats Combat Expertise, Improved Unarmed Strike, 
  Stunning Fist, Weapon Focus (Unarmed Strike) 
  Skills Balance +9, Disguise +4, Escape Artist +4, Hide 
  +6, Listen +4, Move Silently + 6, Open Locks + 3, 
  Sense Motive +4, Search +2, Spot +4, Tumble +7 
   
   
   
  
   
  COR8-07 Celebrations 
   
  Page 26 
   APL 6 
  9A/9B: THE TRAP IS SPRUNG 
   
   
  MINDER WELKIN/WINDER MELKIN CR 8 
  Male human (Oeridian) wizard 8 
  N Medium humanoid (human) 
  Init +1; Senses Listen +7, Spot +3, see invisibility 
  Languages Common, Draconic, Ignan, Oeridian 
  AC 20, touch 12, flat-footed 19 
   (+1 Dex, +4 armor, +4 shield, +1 deflection) 
  hp 71 (8 HD) 
  Resist cold 20 
  Fort +7, Ref +7, Will +9 
  Speed 60 ft. (12 squares) 
  Melee +1 dagger +5 (1d4+1/19-20) 
  Ranged +1 dagger +6 (1d4+1/19-20) 
  Base Atk +4; Grp +4 
  Wizard Spells Prepared (CL 8th; +4 melee touch,  
  +5 ranged touch): 
   4th—dimension door, rapid summon monster III, 
  summon monster IV† 
   3rd—blink, fly, haste, protection from energy†, 
  vampiric touch 
   2nd—false life†, resist energy†, see invisibility†, 
  empowered shocking grasp, touch of idiocy 
   1st—expeditious retreat†, familiar pocket†, mage 
  armor†, obscuring mist, ray of enfeeblement, 
  shield† 
   0—detect magic, message, open/close, resistance 
  † Already cast 
  Combat Gear rod of metamagic silent spell, pearl of 
  power (1st-level) 
  Abilities Str 10, Dex 12, Con 16, Int 19, Wis 13, Cha 8 
  Feats Alertness (if familiar is within 5 ft.), Augment 
  Summoning, Empower Spell, Improved Toughness, 
  Rapid Spell, Scribe Scroll, Spell Focus (Conjuration) 
  Skills Concentration +14, Escape Artist +4, Hide +5, 
  Knowledge (arcana) +13, Knowledge (local: Core) 
  +8, Knowledge (the planes) +10, Listen +7, Move 
  Silently +5, Spellcraft +13, Tumble +3 
  Possessions +1 dagger, amulet of health +2, 
  headband of intellect +2, cloak of resistance +2, ring 
  of protection +1 
  Spellbook spells prepared 
  Augment Summoning All summoned monsters have 
  +4 Str and +4 Con 
  JIMINY, WEASEL FAMILIAR      CR - 
  N Tiny magical beast (augmented animal) 
  Init +2; Senses low-light vision; scent; see invisibility; 
  Listen +5, Spot +3 
  Languages empathic link 
  AC 22, touch 14, flat-footed 20 
   (+2 size, +2 Dex, +4 armor, +4 natural) 
  hp 42 (8 HD) 
  Resist cold 20, improved evasion 
  Fort +5, Ref +5, Will +6 
  Speed 50 ft. (10 squares), climb 50 ft. 
  Melee bite +8 (1d3-4) 
   
  Space 2-1/2 ft .; Reach 0 ft. 
  Base Atk +4; Grp –8 
  Atk Options attach, deliver touch spells 
  Abilities Str 3, Dex 15, Con 10, Int 9, Wis 12, Cha 5 
  Feats Weapon Finesse 
  Skills Balance +12, Climb +10, Hide +11, Jump +0, 
  Listen +5, Move Silently +11, Search +0, Spot +3 
  Attach (Ex) If a weasel hits with its bite attack, it latches 
  on and automatically deals bite damage each round 
  it remains attached. While attached, it loses its 
  Dexterity bonus to AC. To remove an attached 
  weasel through grappling, the opponent must 
  achieve a pin against the creature.  
  Skills A weasel can choose to take 10 on a Climb 
  check, even if rushed or threatened. 
   
  Fire Mephit 
   
  CR - 
  N Small outsider (extraplanar, fire) 
  Init +5; Senses darkvision 60 ft.; Listen +6, Spot +6 
  Languages Common, Ignan 
  AC 16, touch 12, flat-footed 15; Dodge 
   (+1 size, +1 Dex, +4 natural) 
  hp 19 (3 HD); fast healing 2 touching fire; DR 5/magic 
  Immune fire 
  Resist cold 96 (protection from energy) 
  Fort +5, Ref +4, Will +3 
  Weakness vulnerability to cold 
  Speed 30 ft. (6 squares), fly 50 ft. (average) 
  Melee 2 claws +6 (1d3+2 and 1d4 fire) 
   
  Base Atk +3; Grp +1 
  Special Actions breath weapon (DC 14, 1d8 fire), 
  summon mephit 
  Spell-Like Abilities (CL 6th): 
  1/hour—scorching ray (+4 ranged touch) 
  1/day—heat metal (DC 14) 
  Abilities Str 14, Dex 13, Con 14, Int 6, Wis 11, Cha 15 
  Feats Dodge, Improved Initiative 
  Skills Bluff +8, Escape Artist +7, Hide +11, Listen +6, 
  Diplomacy +4, Disguise +2 (+4 acting), Move 
  Silently +7, Spot +6, Use Rope +1 (+3 with 
  bindings) 
  Breath Weapon (Su) 15 ft. cone, 1d8 fire, Reflex half 
  DC 14. 
   
  
   
  COR8-07 Celebrations 
   
  Page 27 
  9C: THE TRAP IS SPRUNG  
   
  MINIONS 
  CR 4 
  Female human fighter 1/monk 2/rogue 1 
  LN Medium humanoid (human) 
  Init +2; Senses Listen +6, Spot +6 
  Languages Common, Old Oeridian 
  AC 16, touch 16, flat-footed 14; Deflect Arrows 
   (+2 Dex, +4 Wis) 
  hp 29 (4 HD)  
  Resist evasion 
  Fort +6, Ref +7, Will +6 
  Speed 30 ft. (6 squares) 
  Melee unarmed strike +3 (1d6) 
  Base Atk +2; Grp +2 
  Atk Options Combat Expertise, Stunning Fist 2/day 
  (DC 16), fiery fist (+1d6 fire damage), flurry of blows, 
  sneak attack +1d6 
  Combat Gear poisoned ring 
  Abilities Str 10, Dex 14, Con 12, Int 13, Wis 18, Cha 8 
  SQ trapfinding 
  Feats Combat Expertise, Deflect Arrows, Fiery Fist, 
  Improved Toughness, Improved Unarmed Strike, 
  Stunning Fist, Weapon Focus (unarmed strike) 
  Skills Balance +9, Disguise +5, Escape Artist +5, Hide 
  +9, Listen +6, Move Silently + 9, Open Locks + 3, 
  Sense Motive +6, Search +2, Spot +6, Tumble +9 
  Possessions combat gear plus periapt of wisdom +2 
  Fiery Fist (Ex) Expend one stunning fist feat as a swift 
  action to gain an extra 1d6 points of fire damage on 
  his unarmed strikes for 1 turn. 
   
  
   
  COR8-07 Celebrations 
   
  Page 28 
  APL 8 
  3: THE SECOND VICTIM 
   
   
  SHIELD GUARDIAN 
  CR 9 
  N Large construct 
  Init +0; Senses darkvision 60 ft.; low-light vision 
  AC 24, touch 9, flat-footed 24 
   (-1 size, +15 natural) 
  hp 112 (15 HD); fast healing 5 
  Immune construct immunities 
  Fort +5, Ref +5, Will +5 
  Speed 30 ft. (6 squares) 
  Melee 2 slams +16 (1d8+6+1d6 sonic) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +11; Grp +21 
  Atk Options spell storing 
  Abilities Str 22, Dex 10, Con -, Int -, Wis 10, Cha 1 
  Spell Storing (Sp) Sonic Weapon -- when the shield 
  guardian activates it “casts” the sonic weapon spell 
  as a standard action. Duration is 3 minutes. This 
  spell adds 1d6 sonic damage to its slam attacks 
   
  9A/9B: THE TRAP IS SPRUNG 
   
   
  MINDER WELKIN/WINDER MELKIN CR 10 
  Male human (Oeridian) wizard 10 
  N Medium humanoid (human) 
  Init +1; Senses see invisibility; Listen +8, Spot +3  
  Languages Common, Draconic, Ignan, Oeridian 
  AC 20, touch 12, flat-footed 19 
   (+1 Dex, +4 armor, +4 shield, +1 deflection) 
  hp 87 (10 HD) 
  Resist cold 20; half damage from fire-based attacks, no 
  damage with save 
  Fort +8, Ref +6, Will +10 
  Speed 60 ft. (12 squares) 
  Melee +1 dagger +6 (1d4+1/19-20) 
  Ranged +1 dagger +7 (1d4+1/19-20) 
  Base Atk +5; Grp +5 
  Wizard Spells Prepared (CL 10th; +5 melee touch, +6 
  ranged touch): 
   5th—greater fireburst (DC 21), rapid summon 
  monster IV, summon monster V† 
   4th—bestow curse (DC 19), dimension door, fire 
  shield†, empowered vampiric touch 
   3rd—blink, enhance familiar†, fly, haste, protection 
  from energy† 
   2nd—false life†, glitterdust (DC 17), resist energy†, 
  see invisibility†, empowered shocking grasp, touch 
  of idiocy  
   1st—expeditious retreat†, familiar pocket†, mage 
  armor, obscuring mist, ray of enfeeblement, shield† 
   0—detect magic, message, open/close, resistance 
  † Already cast 
  Combat Gear rod of metamagic silent spell, pearl of 
  power (1st-level) 
  Abilities Str 10, Dex 12, Con 16, Int 19, Wis 13, Cha 8 
  Feats Alertness (if familiar is within 5 ft.), Augment 
  Summoning, Empower Spell, Improved Familiar, 
  Improved Toughness, Rapid Spell, Scribe Scroll, 
  Spell Focus (Conjuration), Sudden Empower 
  Skills Concentration +16, Escape Artist +5, Hide +6, 
  Knowledge (arcana) +14, Knowledge (local: Core) 
  +8, Knowledge (the planes) +12, Listen +8, Move 
  Silently +6, Spellcraft +14, Tumble +3 
  Possessions +1 dagger, amulet of health +2, rod of 
  metamagic silent spell, headband of intellect +2, 
  cloak of resistance +2, ring of protection +1 
  Spellbook spells prepared 
  Fire Shield (Chill Shield) Half damage from fire-based 
  attacks, no damage with save. Melee attacks (except 
  for reach attacks) take 1d6+10 cold damage on a hit 
  Augment Summoning All summoned monsters have 
  +4 Str and +4 Con 
  FIRE MEPHIT, IMPROVED FAMILIAR      CR - 
  N Small outsider (extraplanar, fire) 
  Init +5; Senses darkvision 60 ft.; see invisibility; Listen 
  +6, Spot +6 
  Languages Common, Ignan, empathic link 
  AC 27, touch 14, flat-footed 24; Dodge 
   (+1 size, +1 Dex, +4 armor, +9 natural+2 dodge) 
  hp 51 (10 HD); fast healing 2 touching fire; DR 5/magic 
  Immune fire 
  Resist cold 20; half damage from fire-based attacks, 
  no damage with save 
  Fort +8, Ref +6, Will +9 
  Weakness vulnerability to cold 
  Speed 60 ft. (12 squares), fly 80 ft. (average) 
  Melee 2 claws +8 (1d3+2 and 1d4 fire) 
   
  Base Atk +5; Grp +1 
  Atk Options deliver touch spells,  
  Special Actions breath weapon (DC 12, 1d8 fire), 
  summon mephit 
  Spell-Like Abilities (CL 6th): 
  1/hour—scorching ray (+6 ranged touch) 
  1/day— heat metal (DC 14) 
  Abilities Str 10, Dex 13, Con 10, Int 10, Wis 11, Cha 15 
  Feats Dodge, Improved Initiative 
  Skills Bluff +8, Escape Artist +7, Hide +11, Listen +6, 
  Diplomacy +4, Disguise +2 (+4 acting), Move 
  Silently +7, Spot +6, Use Rope +1 (+3 with 
  bindings) 
  Fire Shield (Chill Shield) half damage from fire-based 
  attacks, no damage with save. Melee attacks (except 
  for reach attacks) take 1d6+12 cold damage on a hit. 
   
  
   
  COR8-07 Celebrations 
   
  Page 29 
  FIRE ELEMENTAL 
  CR - 
  N Medium elemental (fire, extraplanar) 
  Init +7; Senses darkvision 60 ft.; Listen +3, Spot +4 
  AC 16, touch 13, flat-footed 13; Dodge, Mobility 
   (+3 Dex, +3 natural) 
  hp 32 (4 HD) 
  Resist cold 120 hp (protection from energy) 
  Immune fire  
  Fort +5, Ref +7, Will +1 
  Weakness vulnerability to cold 
  Speed 50 ft. (10 squares) 
  Melee slam +6 (1d6+2 plus 1d6 fire) 
  Base Atk +3; Grp +6 
  Atk Options burn (DC 16) 
  Abilities Str 16, Dex 17, Con 18, Int 4, Wis 11, Cha 11 
  Feats Dodge, Improved Initiative, Mobility, Weapon 
  Finesse 
  Skills Listen +3, Spot +4 
  Burn (Ex) those hit by a slam attack must make a DC 
  16 reflex save or catch fire. The flame burns for 1d4 
  rounds. Creatures hitting the elemental with natural 
  weapons or unarmed attacks must also make a save 
  or catch fire.  
   
  9C: THE TRAP IS SPRUNG  
   
  ELITE MINIONS 
  CR 6 
  Female human fighter 2/monk 2/rogue 1/assassin 1 
  LE Medium humanoid (human) 
  Init +2; Senses Listen +6, Spot +6 
  Languages Common, Old Oeridian 
  AC 16, touch 16, flat-footed 14; Deflect Arrows, Dodge, 
  Mobility 
   (+2 Dex, +4 Wis) 
  hp 42 (6 HD)  
  Resist evasion 
  Fort +7, Ref +9, Will +6 
  Speed 30 ft. (6 squares) 
  Melee unarmed strike +4 (1d6) 
  Base Atk +3; Grp +3 
  Atk Options Combat Expertise, Fiery Fist, Stunning Fist 
  2/day (DC 17), death attack (DC 12), flurry of blows, 
  poison use, sneak attack +2d6 
  Combat Gear poisoned ring 
  Abilities Str 10, Dex 14, Con 12, Int 13, Wis 18, Cha 8 
  SQ trapfinding 
  Feats Combat Expertise, Deflect Arrows, Dodge, Fiery 
  Fist, Improved Toughness, Improved Unarmed 
  Strike, Mobility, Stunning Fist, Weapon Focus 
  (unarmed strike) 
  Skills Balance +10, Disguise +8, Escape Artist +5, 
  Gather Information +1, Hide +11, Listen +6, Move 
  Silently + 11, Open Locks + 3, Sense Motive +6, 
  Search +2, Spot +6, Tumble +9 
  Possessions combat gear plus periapt of wisdom +2 
  Fiery Fist (Ex) Expend one stunning fist use as a swift 
  action to gain an extra 1d6 points of fire damage on 
  his unarmed strikes for 1 round. 
  LESSER MINIONS 
  CR 2 
  Female human monk 1/rogue 1 
  LN Medium humanoid (human) 
  Init +2; Senses Listen +4, Spot +4 
  Languages Common, Old Oeridian 
  AC 13, touch 13, flat-footed 11 
   (+2 Dex, +2 Wis) 
  hp 13 (2 HD)  
  Fort +3, Ref +6, Will +3 
  Speed 30 ft. (6 squares) 
  Melee unarmed strike +1 (1d6) 
  Base Atk +0; Grp +2 
  Atk Options Combat Expertise, Stunning Fist 1/day 
  (DC 13), flurry of blows, sneak attack +1d6 
  Combat Gear poisoned ring 
  Abilities Str 10, Dex 14, Con 12, Int 13, Wis 15, Cha 8 
  SQ trapfinding 
  Feats Combat Expertise, Improved Unarmed Strike, 
  Stunning Fist, Weapon Focus (unarmed strike) 
  Skills Balance +9, Disguise +4, Escape Artist +4, Hide 
  +6, Listen +4, Move Silently + 6, Open Locks + 3, 
  Sense Motive +4, Search +2, Spot +4, Tumble +7 
  Possessions combat gear
  
   
  COR8-07 Celebrations 
   
  Page 30 
   APL 10
  9A/9B: THE TRAP IS SPRUNG 
   
   
  MINDER WELKIN/WINDER MELKIN CR 12 
  Male human (Oeridian) wizard 12 
  N Medium humanoid (human) 
  Init +1; Senses see invisibility;  Listen +7, Spot +3  
  Languages Common, Draconic, Ignan, Oeridian 
  AC 22, touch 12, flat-footed 21 
   (+1 Dex, +6 armor, +4 shield, +1 deflection) 
  hp 101 (12 HD) 
  Resist cold 30; half damage from fire-based attacks, no 
  damage with save 
  Fort +10, Ref +8, Will +12 
  Speed 60 ft. (12 squares) 
  Melee +1 dagger +7/+2 (1d4+1/19-20) 
  Ranged +1 dagger +8/+3 (1d4+1/19-20) 
  Base Atk +6; Grp +6 
  Wizard Spells Prepared (CL 12th; +6 melee touch, +7 
  ranged touch): 
   6th—mass bear’s endurance, rapid summon monster 
  V, summon monster VI† 
   5th— arc of lightning (DC 23), greater blink, greater 
  fireburst, (DC 23), mass fly,  
   4th— bestow curse (DC 21), dimension door, fire 
  shield†, empowered vampiric 
   3rd— enhance familiar†, fireball (DC 20), haste, 
  greater mage armor†, protection from energy†, 
  slow (DC 20) 
   2nd— false life†, glitterdust (DC 19), resist energy†, 
  see invisibility†, empowered shocking grasp, touch 
  of idiocy  
   1st— expeditious retreat†, familiar pocket†, mage 
  armor, obscuring mist, ray of enfeeblement, shield† 
   0— detect magic, message, open/close, resistance 
  † Already cast 
  Combat Gear rod of metamagic silent spell, pearl of 
  power (1st-level) 
  Abilities Str 10, Dex 12, Con 16, Int 22, Wis 13, Cha 8 
  Feats Alertness (if familiar is within 5 ft.), Augment 
  Summoning, Empower Spell, Imbued Summoning, 
  Improved Familiar, Improved Toughness, Rapid 
  Spell, Scribe Scroll, Spell Focus (Conjuration), 
  Sudden Empower 
  Skills Concentration +18, Escape Artist +7, Hide +7, 
  Knowledge (arcana) +17, Knowledge (local: Core) 
  +11, Knowledge (the planes) +14, Listen +8, Move 
  Silently +7, Spellcraft +17, Tumble +4 
  Possessions +1 dagger, amulet of health +2, 
  headband of intellect +4, cloak of resistance +3, ring 
  of protection +1 
  Spellbook spells prepared 
  Fire Shield (Chill Shield) Half damage from fire-based 
  attacks, no damage with save. Melee attacks (except 
  for reach attacks) take 1d6+12 cold damage on a hit 
  Augment Summoning All summoned monsters have 
  +4 Str and +4 Con 
  FIRE MEPHIT, IMPROVED FAMILIAR      CR - 
  N Small outsider (extraplanar, fire) 
  Init +5; Senses darkvision 60 ft., see invisibility; Listen 
  +6, Spot +6 
  Languages Common, Ignan, empathic link 
  AC 30, touch 14, flat-footed 27; Dodge 
   (+1 size, +1 Dex, +6 armor, +10 natural, +2 dodge) 
  hp 58 (12 HD); fast healing 2 touching fire; DR 5/magic 
  Immune fire 
  Resist cold 30; half damage from fire-based attacks, 
  no damage with save; improved evasion; SR 17 
  Fort +9, Ref +7, Will +10 
  Weakness vulnerability to cold 
  Speed 60 ft. (12 squares), fly 80 ft. (average) 
  Melee 2 claws +9 (1d3+2 and 1d4 fire) 
   
  Base Atk +6; Grp +2 
  Atk Options deliver touch spells 
  Special Actions breath weapon (DC 12, 1d8 fire), 
  summon mephit 
  Spell-Like Abilities (CL 6th): 
  1/hour—scorching ray (+7 ranged touch) 
  1/day—heat metal (DC 14) 
  Abilities Str 10, Dex 13, Con 10, Int 11, Wis 11, Cha 15 
  Feats Dodge, Improved Initiative 
  Skills Bluff +8, Escape Artist +7, Hide +11, Listen +7, 
  Diplomacy +4, Disguise +2 (+4 acting), Move 
  Silently +7, Spot +6, Use Rope +1 (+3 with 
  bindings) 
  Fire Shield (Chill Shield) Half damage from fire-based 
  attacks, no damage with save. Melee attacks (except 
  for reach attacks) take 1d6+12 cold damage on a hit 
   
  FIRE ELEMENTAL 
  CR - 
  N Large elemental (fire, extraplanar) 
  Init +9; Senses darkvision 60 ft.; Listen +5, Spot +6 
  AC 18, touch 14, flat-footed 13; Dodge, Mobility 
   (-1 size, +5 Dex, +4 natural) 
  hp 76 (8 HD); DR 5/- 
  Immune fire 
  Resist cold 120 hp (protection from energy)  
  Fort +7, Ref +11, Will +2 
  Weakness vulnerability to cold 
  Speed 50 ft. (10 squares); Spring Attack 
  Melee 2 slams +12 (2d6+4 plus 2d6 fire) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +6; Grp +14 
  Atk Options burn (DC 19) 
  Abilities Str 18, Dex 21, Con 20, Int 6, Wis 11, Cha 11 
  Feats Dodge, Improved Initiative, Mobility, Spring 
  Attack, Weapon Finesse 
  Skills Listen +5, Spot +6 
  Burn (Ex) Those hit by a slam attack must make a DC 
  19 reflex save or catch fire. The flame burns for 1d4 
  rounds. Creatures hitting the elemental with natural 
  weapons or unarmed attacks must also make a 
  save or catch fire.  
   
  
   
  COR8-07 Celebrations 
   
  Page 31 
  9C: THE TRAP IS SPRUNG  
   
  ELITE MINIONS 
  CR 8 
  Female human fighter 2/monk 2/rogue 1/assassin 3 
  LE Medium humanoid (human) 
  Init +2; Senses Listen +7, Spot +7 
  Languages Common, Old Oeridian 
  AC 17, touch 17, flat-footed 15; Deflect Arrows, Dodge, 
  Mobility, uncanny dodge 
   (+2 Dex, +5 Wis) 
  hp 53 (8 HD)  
  Resist evasion 
  Fort +8 (+9 against poison), Ref +10, Will +7 
  Speed 30 ft. (6 squares) 
  Melee unarmed strike +6 (1d6) 
  Base Atk +5; Grp +5 
  Atk Options Combat Expertise, Fiery Fist, Stunning Fist 
  3/day (DC 19), death attack (DC 15), flurry of blows, 
  poison use, sneak attack +3d6 
  Combat Gear poisoned ring 
  Abilities Str 10, Dex 14, Con 12, Int 14, Wis 20, Cha 8 
  SQ trapfinding 
  Feats Combat Expertise, Deflect Arrows, Dodge, Fiery 
  Fist, Improved Toughness, Improved Unarmed 
  Strike, Mobility, Stunning Fist, Weapon Focus 
  (unarmed strike) 
  Skills Balance +10, Disguise +8, Escape Artist +5, 
  Gather Information +1, Hide +13, , Jump +7, Listen 
  +7, Move Silently + 13, Open Locks + 3, Sense 
  Motive +6, Search +2, Spot +7, Tumble +15 
  Possessions combat gear plus periapt of wisdom +4 
  Fiery Fist (Ex) Expend one stunning fist feat as a swift 
  action to gain an extra 1d6 points of fire damage on 
  his unarmed strikes for 1 turn. 
   
  LESSER MINIONS 
  CR 4 
  Female human fighter 1/monk 2/rogue 1 
  LN Medium humanoid (human) 
  Init +2; Senses Listen +6, Spot +6 
  Languages Common, Old Oeridian 
  AC 16, touch 16, flat-footed 14; Deflect Arrows,  
   (+2 Dex, +4 Wis) 
  hp 29 (4 HD)  
  Resist evasion 
  Fort +6, Ref +7, Will +6 
  Speed 30 ft. (6 squares) 
  Melee unarmed strike +3 (1d6) 
  Base Atk +2; Grp +2 
  Atk Options Combat Expertise, Fiery Fist, Stunning Fist 
  2/day (DC 16), flurry of blows, sneak attack +1d6 
  Combat Gear poisoned ring 
  Abilities Str 10, Dex 14, Con 12, Int 13, Wis 18, Cha 8 
  SQ trapfinding  
  Feats Combat Expertise, Deflect Arrows, Fiery Fist, 
  Improved Toughness, Improved Unarmed Strike, 
  Stunning Fist, Weapon Focus (unarmed strike) 
  Skills Balance +9, Disguise +5, Escape Artist +5, Hide 
  +9, Listen +6, Move Silently + 9, Open Locks + 3, 
  Sense Motive +4, Search +2, Spot +6, Tumble +9 
  Possessions combat gear plus periapt of wisdom +2 
  Fiery Fist (Ex) Expend one stunning fist feat as a swift 
  action to gain an extra 1d6 points of fire damage on 
  his unarmed strikes for 1 turn. 
   
   
  
   
  COR8-07 Celebrations 
   
  Page 32 
   APL 12
  9A/9B: THE TRAP IS SPRUNG 
   
   
  MINDER WELKIN/WINDER MELKIN CR 14 
  Male human (Oeridian) wizard 14 
  N Medium humanoid (human) 
  Init +1; Senses see invisibility; Listen +9, Spot +3  
  Languages Common, Draconic, Ignan, Oeridian 
  AC 22, touch 12, flat-footed 21 
   (+1 Dex, +6 armor, +4 shield, +1 deflection) 
  hp 115 (14 HD) 
  Resist cold 30; half damage from fire-based attacks, no 
  damage with save 
  Fort +10, Ref +8, Will +13 
  Speed 60 ft. (12 squares) 
  Melee +1 dagger +8/+3 (1d4+1/19-20) 
  Ranged +1 dagger +9/+4 (1d4+1/19-20) 
  Base Atk +7; Grp +7 
  Wizard Spells Prepared (CL 14th; +8 ranged touch, +7 
  melee touch): 
   7th—rapid summon monster VI (2), summon monster 
  VII† 
   6th—empowered arc of lightning (DC 22), mass 
  bear’s endurance, empowered greater fireburst, 
  (DC 22), summon monster VI 
   5th—arc of lightning (DC 22), greater blink, mass fly, 
  empowered orb of force  
   4th—bestow curse (DC 20), confusion (DC 20), 
  dimension door, fire shield†, empowered vampiric 
  touch  
   3rd—enhance familiar†, fireball (DC 19), haste, 
  greater mage armor†, protection from energy†, 
  slow (DC 19) 
   2nd—false life†, glitterdust (DC 19), resist energy†, 
  see invisibility†, empowered shocking grasp, touch 
  of idiocy  
   1st—expeditious retreat†, familiar pocket†, mage 
  armor, obscuring mist, ray of enfeeblement, shield† 
   0—detect magic, message, open/close, resistance 
  † Already cast 
  Combat Gear rod of metamagic silent spell, pearl of 
  power (1st-level) 
  Abilities Str 10, Dex 12, Con 16, Int 22, Wis 13, Cha 8 
  Feats Alertness (if familiar is within 5 ft.), Augment 
  Summoning, Empower Spell, Imbued Summoning, 
  Improved Familiar, Improved Toughness, Rapid 
  Spell, Scribe Scroll, Spell Focus (Conjuration), 
  Sudden Empower 
  Skills Concentration +20, Escape Artist +9, Hide +8, 
  Knowledge (arcana) +18, Knowledge (local: Core) 
  +11, Knowledge (the planes) +14, Listen +9, Move 
  Silently +8, Spellcraft +18, Tumble +5 
  Possessions +1 dagger, amulet of health +2, 
  headband of intellect +4, cloak of resistance +3, ring 
  of protection +1 
  Spellbook spells prepared 
  Fire Shield (Chill Shield) Half damage from fire-based 
  attacks, no damage with save. Melee attacks (except 
  for reach attacks) take 1d6+14 cold damage on a hit 
  Augment Summoning All summoned monsters have 
  +4 Str and +4 Con 
  FIRE MEPHIT, IMPROVED FAMILIAR      CR - 
  N Small outsider (extraplanar, fire) 
  Init +5; Senses darkvision 60 ft., see invisibility; Listen 
  +6, Spot +6 
  Languages Common, Ignan, empathic link 
  AC 31, touch 14, flat-footed 28; Dodge 
   (+1 size, +1 Dex, +6 armor, +11 natural, +2 dodge) 
  hp 65 (14 HD); fast healing 2 touching fire; DR 5/magic 
  Immune fire 
  Resist cold (3); half damage from fire-based attacks, 
  no damage with save; improved evasion; SR 19 
  Fort +9, Ref +9, Will +11 
  Weakness vulnerability to cold 
  Speed 60 ft. (12 squares), fly 80 ft. (average) 
  Melee 2 claws +10 (1d3+2 and 1d4 fire) 
   
  Base Atk +7; Grp +3 
  Atk Options deliver touch spells 
  Special Actions breath weapon (DC 12, 1d8 fire), 
  summon mephit 
  Spell-Like Abilities (CL 6th): 
  1/hour—scorching ray (+8 ranged touch) 
  1/day— heat metal (DC 14) 
  Abilities Str 10, Dex 13, Con 10, Int 12, Wis 11, Cha 15 
  Feats Dodge, Improved Initiative 
  Skills Bluff +8, Escape Artist +9, Hide +11, Listen +8, 
  Diplomacy +4, Disguise +2 (+4 acting), Move 
  Silently +8, Spot +6, Use Rope +1 (+3 with 
  bindings) 
  Fire Shield (Chill Shield) half damage from fire-based 
  attacks, no damage with save. Melee attacks (except 
  for reach attacks) take 1d6+14 cold damage on a hit 
   
  
   
  COR8-07 Celebrations 
   
  Page 33 
  FIRE ELEMENTAL 
  CR - 
  N Huge elemental (fire, extraplanar) 
  Init +11; Senses darkvision 60 ft.; Listen +11, Spot +12 
  AC 19, touch 15, flat-footed 12; Dodge, Mobility 
   (-2 size, +7 Dex, +4 natural) 
  hp 168 (16 HD); DR 5/- 
  Immunity fire 
  Resist cold 120 hp (protection from energy)  
  Fort +11, Ref +17, Will +7 
  Weakness vulnerability to cold 
  Speed 60 ft. (12 squares); Spring Attack 
  Melee 2 slams +19 (2d8+6 plus 2d8 fire) 
  Space 15 ft.; Reach 15 ft. 
  Base Atk +12; Grp +26 
  Atk Options Combat Reflexes, burn (DC 24) 
  Abilities Str 22, Dex 25, Con 22, Int 6, Wis 11, Cha 11 
  Feats Alertness, Combat Reflexes, Dodge, Improved 
  Initiative, Iron Will, Mobility, Spring Attack, Weapon 
  Finesse 
  Skills Listen +11, Spot +12 
  Burn (Ex) Those hit by a slam attack must make a DC 
  24 reflex save or catch fire. The flame burns for 1d4 
  rounds. Creatures hitting the elemental with natural 
  weapons or unarmed attacks must also make a save 
  or catch fire.  
   
  9C: THE TRAP IS SPRUNG  
   
  ELITE MINIONS 
  CR 10 
  Female human fighter 4/monk 2/rogue 1/assassin 3 
  LE Medium humanoid (human) 
  Init +2; Senses Listen +7, Spot +7 
  Languages Common, Old Oeridian 
  AC 17, touch 17, flat-footed 15; Deflect Arrows, Dodge, 
  Mobility, uncanny dodge 
   (+2 Dex, +5 Wis) 
  hp 68 (10 HD)  
  Resist evasion 
  Fort +9 (+10 against poison), Ref +11, Will +8 
  Speed 30 ft. (6 squares) 
  Melee unarmed strike +8/+3 (1d6+2) 
  Base Atk +7; Grp +7 
  Atk Options Combat Expertise, Fiery Fist, Stunning Fist 
  4/day (DC 20), Throat Punch death attack (DC 15), 
  flurry of blows, poison use, sneak attack +3d6 
  Combat Gear poisoned ring 
  Abilities Str 10, Dex 14, Con 12, Int 14, Wis 20, Cha 8 
  SQ trapfinding 
  Feats Combat Expertise, Deflect Arrows, Dodge, Fiery 
  Fist, Improved Toughness, Improved Unarmed 
  Strike, Mobility, Stunning Fist, Throat Punch, 
  Weapon Focus (unarmed strike) Weapon 
  Specialization (unarmed strike) 
  Skills Balance +10, Climb +2 , Disguise +8, Escape 
  Artist +5, Gather Information +1, Hide +13, , Jump 
  +10, Listen +7, Move Silently + 13, Open Locks + 3, 
  Sense Motive +6, Search +2, Spot +7, Tumble +15 
  Possessions combat gear plus periapt of wisdom +4 
  Fiery Fist (Ex) Expend one stunning fist feat as a swift 
  action to gain an extra 1d6 points of fire damage on 
  his unarmed strikes for 1 turn. 
  Throat Punch (Ex) A successful sneak attack with 
  unarmed strike temporarily hinders the target’s ability 
  to speak. For 3 rounds, the target takes –5 penalty 
  on any skill check requiring speech and has 50% 
  chance of failure when casting a spell with a verbal 
  component or activating a magic item with a 
  command word. Multiple uses do not increase the 
  duration beyond 3 rounds. 
   
  LESSER MINIONS 
  CR 6 
  Female human fighter 2/monk 2/rogue 1/assassin 1 
  LE Medium humanoid (human) 
  Init +2; Senses Listen +6, Spot +6 
  Languages Common, Old Oeridian 
  AC 16, touch 16, flat-footed 14; Deflect Arrows, Dodge, 
  Mobility 
   (+2 Dex, +4 Wis) 
  hp 42 (6 HD)  
  Resist evasion 
  Fort +7, Ref +9, Will +6 
  Speed 30 ft. (6 squares) 
  Melee unarmed strike +4 (1d6) 
  Base Atk +3; Grp +3 
  Atk Options Combat Expertise, Fiery Fist, Stunning Fist 
  2/day (DC 17), death attack (DC 12), flurry of blows, 
  poison use, sneak attack (2d6) 
  Combat Gear poisoned ring 
  Abilities Str 10, Dex 14, Con 12, Int 13, Wis 18, Cha 8 
  SQ trapfinding  
  Feats Combat Expertise, Deflect Arrows, Dodge, Fiery 
  Fist, Improved Toughness, Improved Unarmed 
  Strike, Mobility, Stunning Fist, Weapon Focus 
  (unarmed strike) 
  Skills Balance +10, Disguise +8, Escape Artist +5, 
  Gather Information +1, Hide +11, Listen +6, Move 
  Silently + 11, Open Locks + 3, Sense Motive +6, 
  Search +2, Spot +6, Tumble +9 
  Possessions combat gear plus periapt of wisdom +2 
  Fiery Fist (Ex) Expend one stunning fist feat as a swift 
  action to gain an extra 1d6 points of fire damage on 
  his unarmed strikes for 1 turn. 
   
  
   
  COR8-07 Celebrations 
   
  Page 34 
  APPENDIX 2: NEW RULES ITEMS 
  FEATS 
  Extra Stunning [General] 
  You gain extra stunning attacks. 
   
  Prerequisites: Stunning Fist, base attack bonus +2. 
   
  Benefit: You gain the ability to make three extra 
  stunning attacks per day. 
   
  Special: You can take this feat multiple times. Its 
  effects stack. 
   
  Source: Complete Warrior 98 
   
  Fiery Fist 
  By channeling your ki energy, you sheathe your limbs in 
  magical fire. Your unarmed strikes deal extra fire damage. 
   
  Prerequisites: Dex 13, Wis 13, Improved Unarmed 
  Strike, Stunning Fist, base attack bonus +8. 
   
  Benefit: As a swift action, you can expend one of 
  your uses of the Stunning Fist feat to surround your fists 
  and feet in flame. For the rest of your turn, you gain an 
  extra 1d6 points of fire damage on your unarmed strikes. 
   
  When you select this feat, you gain an additional 
  daily use of Stunning Fist. 
   
  Special: A fighter can select Fiery Fist as one of his 
  fighter bonus feats. A monk with the Stunning Fist feat 
  can select Fiery Fist as her bonus feat at 2nd level, even if 
  she does not meet the other prerequisites. 
   
  Source: Player’s Handbook II 79 
   
  Imbued Summoning 
  Your summoning spells gain an element of surprise. You 
  can summon creatures that come into existence with the 
  benefit of a spell such as invisibility or bull’s strength. 
   
  Prerequisites: Augment Summoning, Spell Focus 
  (conjuration). 
   
  Benefit: When you cast a spell from the summoning 
  subschool, you can choose to grant the summoned 
  creature the benefit of any spell of 3rd level or lower you 
  can cast that has a range of touch. You cast the spell you 
  wish to grant the creature (using a prepared spell or a 
  spell slot) at the same time you cast your summoning 
  spell. The creature gains the benefit of the spell when it 
  appears. 
   
  An imbued summoning spell uses up a spell slot one 
  level higher than the spell’s actual level. 
   
  Source: Player’s Handbook II 92 
   
  Improved Familiar 
  You can acquire a new familiar from a nonstandard list of 
  creatures. 
   
  Prerequisite: Ability to acquire a new familiar, 
  compatible 
  alignment, 
  sufficiently 
  high 
  arcane 
  spellcaster level. 
   
  Benefit: When you choose a familiar, the creatures 
  on the table below are also available. You can choose a 
  familiar with an alignment up to one step away on each of 
  the alignment axes (lawful through chaotic, good 
  through evil). For example, a chaotic good spellcaster 
  could acquire a neutral familiar. A lawful neutral 
  spellcaster could acquire a neutral good familiar. Except 
  as noted here, improved familiars otherwise use the 
  normal rules for familiars (PH 52). 
   
  Special: This feat was originally presented on page 
  200 of the DMG; the description here provides new 
  alternatives for arcane spellcasters who want familiars 
  stealthy and versatile enough to follow them anywhere. 
   
  Source: Complete Scoundrel 78 
   
  Improved Toughness [General] 
  You are significantly tougher than normal. 
   
  Prerequisite: Base Fortitude save bonus +2. 
   
  Benefit: You gain a number of hit points equal to 
  your current Hit Dice. Each time you gain a HD (such as 
  by gaining a level), you gain 1 additional hit point. If you 
  lose a HD (such as by losing a level), you lose 1 hit point 
  permanently. 
   
  Special: A fighter may select Improved Toughness 
  as one of his fighter bonus feats. 
   
  Source: Complete Warrior 101 
   
  Rapid Spell [Metamagic] 
  You can cast spells with long casting times more quickly. 
   
  Benefit: Only spells with a casting time greater than 
  1 standard action can be made rapid. A rapid spell with a 
  casting time of 1 full round can be cast as a standard 
  action. A rapid spell with a casting time measured in 
  rounds can be cast in 1 full round. Rapid spells with 
  casting times measured in minutes can be cast in 1 
  minute, and rapid spells with casting times measured in 
  hours can be cast in 1 hour. 
   
  A rapid spell uses up a spell slot one level higher 
  than the spell’s actual level. 
   
  Special: A spell can be made rapid and quickened 
  only if its original casting time was 1 full round. This feat 
  can be applied to a spell cast spontaneously as long as its 
  original casting time was longer than 1 full round. 
   
  Source: Complete Divine 84 
   
  Sudden Empower [Metamagic] 
  You can cast a spell to greater effect without special 
  preparation. 
   
  Prerequisite: Any metamagic feat. 
   
  Benefit: Once per day, you can apply the effect of 
  the Empower Spell feat to any spell you cast without 
  increasing the level of the spell or specially preparing it 
  ahead of time. You can still use Empower Spell normally 
  if you have it. 
   
  Source: Complete Arcane 83 
   
  Throat Punch [Ambush] 
  By making a precise punch to the throat, you can render a 
  target unable to speak effectively. 
   
  Prerequisite: Improved Unarmed Strike, sneak 
  attack +3d6. 
  
   
  COR8-07 Celebrations 
   
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  Benefit: Your successful sneak attack delivered with 
  an unarmed strike temporarily hinders the target’s ability 
  to speak. For the next 3 rounds, the target takes a –5 
  penalty on any skill check requiring speech and has a 50% 
  chance of failure when casting a spell with a verbal 
  component or activating a magic item with a command 
  word. Multiple uses of this feat don’t increase the 
  duration beyond 3 rounds. 
   
  Using this feat reduces your sneak attack damage by 
  2d6. 
   
  Special: You must be able to reach your foe’s neck to 
  use this feat. 
   
  Source: Complete Scoundrel 82 
   
  SPELLS 
  Arc of Lightning 
  Conjuration (Creation) [Electricity] 
  Level: Druid 4, sorcerer/wizard 5, Windstorm 5 
  Components: V, S, M/DF 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Area: A line between two creatures 
  Duration: Instantaneous 
  Saving Throw: Reflex half 
  Spell Resistance: No 
  Static fills the air as you complete the spell. With a gesture you 
  create magical conductivity between two creatures, and a bolt of 
  electricity arcs between them with a shockingly loud crackle. 
  This bolt deals 1d6 points of electricity damage per caster 
  level (maximum 15d6) to both creatures and to anything 
  in the line between them. 
   
  Both creatures must be in range, and you must be 
  able to target them both (as if this spell had them as its 
  targets). Draw the line from any corner in one creature’s 
  space to any corner in the other’s space. The bolt affects 
  all squares in this line. 
   
  Arcane Material Component: Two small iron rods. 
   
  Source: Spell Compendium 15 
   
  Enhance Familiar 
  Universal 
  Level: Sorcerer/wizard 3 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Familiar touched 
  Duration: 1 hour/level 
  Saving Throw: None 
  Spell Resistance: Yes (harmless) 
  After you touch the target familiar, the creature perks up and 
  appears more alert. 
  You infuse your familiar with vigor, granting it a +2 
  competence bonus on saves, attack rolls, and melee 
  damage rolls, as well as a +2 dodge bonus to Armor Class. 
   
  Source: Spell Compendium 82 
   
  Familiar Pocket 
  Universal 
  Level: Sorcerer/wizard 1 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: One container or garment with a pocket touched 
  Duration: 1 hour/level (D) 
  Saving Throw: None 
  Spell Resistance: No 
  You move your hand along the mouth of the pocket intended for 
  your familiar, and a line of glowing white energy follows in its 
  wake. The glow fades, and the space seems strangely larger inside 
  than a normal pocket. 
  When you cast this spell, a garment or container becomes 
  a safe haven for a Tiny or smaller familiar. The spell turns 
  the target pocket into a comfortable extradimensional 
  space (about 1 cubic foot). The familiar can fit inside the 
  space without creating any noticeable bulge in the item. 
  Whenever the familiar is touching you, you can whisk it 
  inside the space as a free action by speaking a command 
  word chosen by you when the spell is cast. If the familiar 
  can speak, it can command itself inside. As a free action, 
  you can call the familiar forth or it can leave the space on 
  its own. 
   
  Once inside, the familiar has total cover and total 
  concealment, and as a free action, you or the familiar can 
  further seal the space to make it airtight and waterproof. 
  The air supply inside the sealed space lasts for 1 hour, but 
  with the pocket unsealed, the familiar can remain inside 
  indefinitely. The familiar cannot attack or cast spells from 
  within the space, but can use supernatural or spell-like 
  abilities as normal (provided they don’t require line of 
  sight, which the pocket blocks). You continue to gain the 
  special ability granted by your familiar. While inside the 
  pocket, the familiar continues to benefit from the share 
  spells ability as if it were adjacent to you.  
  The 
  spell 
  ends if the familiar pocket is placed within or taken into 
  another extradimensional space (such as a portable hole). If 
  your familiar is within the pocket when the spell 
  duration expires or if the spell ends abnormally (as 
  above), the familiar appears in your space unharmed. 
   
  Material Component: A tiny golden needle and a 
  strip of fine cloth given a half twist and fastened at the 
  ends.  
   
  Source: Spell Compendium 88 
   
  Fireburst 
  Evocation [Fire] 
  Level: Sorcerer/wizard 2 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: 10 ft. 
  Effect: Burst of fire extending 10 ft. from you 
  Duration: Instantaneous 
  Saving Throw: Reflex half 
  Spell Resistance: Yes 
  
   
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  With a grand circular gesture the air around you fills with 
  flame. An instant later the fire explodes outward, engulfing 
  everything close to you. 
  Fireburst causes a powerful explosion of flame to burst 
  from you, damaging anyone within 10 feet of you. All 
  creatures and objects within that area, except for you and 
  any creatures or objects that share your space, take 1d8 
  points of fire damage per caster level (maximum 5d8). 
   
  Material Component: A bit of sulfur. 
   
  Source: Spell Compendium 93 
   
  Fireburst, Greater 
  Evocation [Fire] 
  Level: Sorcerer/wizard 5 
  Effect: Burst of fire extending 15 ft. from you 
  This spell functions like fireburst, except that it affects 
  creatures within 15 feet of you and deals 1d10 points of 
  fire damage per caster level (maximum 15d10). 
   
  Source: Spell Compendium 94 
   
  Orb of Force 
  Conjuration (Creation) [Force] 
  Level: Sorcerer/wizard 4 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Effect: One orb of force 
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: No 
  As you gather the energies of the spell, you feel against your palm 
  a spherical weight that seems almost bonded to your skin. The 
  sphere grows, until with a final precise movement, you release 
  the translucent blue orb, sending it hurtling toward your 
  intended target. 
  You create a globe of force 3 inches across, which streaks 
  from your palm toward your target. You must succeed on 
  a ranged touch attack to hit the target. The orb deals 1d6 
  points of damage per caster level (maximum 10d6). 
   
  Source: Spell Compendium 151 
   
  Sonic Weapon 
  Transmutation [Sonic] 
  Level: Bard 2, sorcerer/wizard 2 
  Components: V 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Weapon touched 
  Duration: 1 minute/level (D) 
  Holding the weapon to your mouth, you whisper the spell’s 
  arcane words, shrouding the weapon in visible sound like a thin 
  sheen of water. 
  While the spell is in effect, the affected weapon deals an 
  extra 1d6 points of sonic damage with each successful 
  attack. The sonic energy does not harm the weapon’s 
  wielder. Bows, crossbows, and slings that are affected by 
  this spell bestow the sonic energy upon their 
  ammunition. 
   
  Source: Spell Compendium 195 
  
   
  COR8-07 Celebrations 
   
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  APPENDIX 3: LAW AND ORDER IN THE FREE CITY 
  PCs in the Free City of Greyhawk are adventuring in an 
  urban environment. It is perfectly possible, therefore, 
  that they might do something to get themselves arrested. 
  Thus, a few words about law, justice, crime, and 
  punishment are in order.  
   
  The level and efficacy of law enforcement in the 
  Free City is constantly in flux depending on the aims and 
  goals of those in charge. Recently, some changes on the 
  Directing Oligarchy have enabled the Lord Mayor, Nerof 
  Gasgal, to reassert his authority. This has resulting in a 
  tightening of the laws, particularly in the areas of public 
  safety and smuggling. Relevant minor laws appear, 
  below. 
   
  Unusual Companions 
  The Free City is a sprawling and cosmopolitan urban 
  center and as such, there are rules and regulations 
  dealing with the presence of the animal companions, 
  familiars, and more fantastic followers that a PC might 
  bring with her. 
   
  In general, PCs that are accompanied by normal 
  animals (that is, creatures with the animal type) are not 
  bothered by the guards, provided that it is Medium-sized 
  or smaller. If the animal is normally carnivorous (such as 
  a wolf or Medium- or smaller-sized dinosaur), the PC is 
  required to demonstrate her ability to control that beast, 
  as well as to show some form of restraint upon it – a 
  muzzle, or at the very least a collar and leash. They will 
  also have to purchase a license for it at a cost of 1 gp per 
  base HD. 
   
  Large-sized 
  non-carnivorous 
  animals 
  are 
  also 
  acceptable, though depending on the animal it may also 
  be required to be restrained/collared (common sense 
  should prevail; a horse, even a warhorse, doesn’t need to 
  be led around by a collar; a rhinoceros is a different 
  matter!) They will also have to purchase a license for it at 
  a cost of 5 gp per base HD for any animal other than a 
  horse. 
   
  For more fantastic creatures (such as the types of 
  creatures gained by the Improved Familiar feat, or more 
  exotic animal companions or followers), the PC must 
  purchase a license for it at a cost of 10 gp per base HD. 
   
  If the PC wishes, the companion can be snuck into 
  the city if it could be hidden from the guards in the first 
  place (perhaps in a pocket, an extradimensional space, or 
  by invisibility). Warn the player that if they are caught 
  with the companion, they earn the Arrested! AR item (see 
  below). 
   
  Weapon and Spell Restrictions 
  The Free City regulates the use of weapons and spells 
  within its walls. In regards to magic the laws are: 
  • 
  Generally, Greyhawk strongly controls magic use, 
  prohibiting the use of such except in moments of 
  extreme personal danger.  
  • 
  Spells that do not damage a foe, such as hold person, 
  are permitted. 
  • 
  Spells that do damage only to a foe, such as magic 
  missile, are allowed, but only in self-defense.  
  • 
  Spells that damage a wide area, like fireball, bring a 
  prosecution for property damage and any other 
  relevant charges included murder, except in 
  exceptional circumstances. 
  • 
  Spells that are mentally intrusive, like detect evil, are 
  frowned upon. Spells that can be used for a variety of 
  illicit purposes, like invisibility, are also disapproved 
  of. However, the use of either type of spell is legal. 
   
  In regards to weapons the rules are: 
  • 
  It is legal to carry the following weapon types: 
  dagger, dart, sling, staff, club, hammer, and other 
  light weapons. They should be tied to one’s belt or in 
  a scabbard whenever possible. 
  • 
  Swords, axes, and other similar  melee weapons can 
  be carried through the streets but they must be in a 
  scabbard or leather head-case. Characters wanting to 
  carry such weapons in the city must purchase a 
  license (5 gp for one-handed, 20 gp for two-handed 
  weapons). Licenses are valid for one week. 
  • 
  Polearms, spears and other large weapons such as 
  crossbows and bows are banned. Visitors must 
  deposit these with the Guild of Nightwatchmen 
  who maintain a secure storage facility warded with 
  powerful magics maintained by the Guild of 
  Wizardry. 
   
  Note: If PCs try and get around these restrictions by 
  buying weapons in the city they will be very securely 
  wrapped and bound by the seller. Normally, PCs can hide 
  weapons in extra dimensional spaces without fear of their 
  discovery. 
   
  Two Minor Laws 
  Greyhawk charges a 3 gp Freesword Tax to any 
  adventurers entering the city. Without this, adventurers 
  cannot talk with any patrons, or sell any loot. Characters 
  paying at least standard upkeep are assumed to have paid 
  this tax. 
   
  Greyhawk prohibits owning, and thus selling, any 
  idol or symbol of any Evil deity. Individuals finding such 
  items must turn them over to the authorities to be 
  destroyed. If the PC wishes, illegal idols can be snuck 
  into the city if they could have been hidden from the 
  guards in the first place (perhaps in a pocket, an 
  extradimensional space, or perhaps via invisibility). Warn 
  the player that if they are caught, they earn the Arrested! 
  AR item (see below). 
   
  
   
  COR8-07 Celebrations 
   
  Page 38 
  Breaking the Law 
  If a PC wants to avoid paying the fees listed above, he can 
  usually smuggle the contraband items past the guards. 
  Doing so requires a successful opposed Bluff check to 
  avoid attracting suspicion and provoking a search. The 
  guards also perform random searches, and these will be 
  specified in adventures from time to time. If a PC is 
  caught smuggling, he is punished as noted below. 
   
  If a PC is caught carrying illegal weapons inside the 
  city, the weapons are confiscated until he leaves, and the 
  PC is fined 10% of the value of the confiscated weapons 
  (to a maximum amount of 100 gp x APL). 
   
  If a PC uses a damaging spell in a non-life 
  threatening situation they are fined 10 gp x APL. If they 
  kill someone, it if treated as murder. 
   
  Use of an area damaging spell (fireball, for example) 
  attracts a fine of 100 gp x APL. 
   
  Use of intrusive spells does not attract a fine, but the 
  caster suffers a -2 circumstance penalty on all Diplomacy 
  checks against people who saw him cast the spell (or have 
  been told he did so). 
   
  These fines are halved if the offender was defending 
  the city or helping the authorities in some way when you 
  commit the offense. These fines may be waived or 
  reduced by adventure text. 
   
  Being caught smuggling in an animal requires the 
  offender to buy a license and pay a fine equal to double 
  the cost of the license. This must be paid even if the 
  animal is already dead. 
   
  Those avoiding the Freesword Tax caught talking 
  with patrons or selling the proceeds of their adventurers, 
  are fined 1,000 gp and treated as if they are smuggling all 
  items of obvious loot found with them.  
   
  The penalty for worshiping an evil deity is either 
  death (for cult leaders and priests) or confiscation of all 
  goods and banishment for all other involved individuals. 
  Those caught with an icon or holy symbol of an evil deity 
  have all their goods confiscated and are banished from 
  the city (unless they can prove they were about to hand 
  the item over to the authorities or a good-aligned church 
  for destruction).  
   
  Avoiding the Penalty for Breaking the Law 
  Once you’ve been caught, there remains one way to avoid 
  the penalty – commit another crime. Namely, bribe the 
  City Watch. Greyhawk being what it is, this is almost 
  expected. Bribery is a simple matter of offering the City 
  Watch some portion of the expected fine to simply look 
  the other way. Treat this as a Diplomacy check with the 
  City Watch being indifferent. If they become unfriendly, 
  you must pay the full fine. If they remain indifferent, you 
  must pay 80% of the fine. If they become friendly, they 
  only take 60% of the fine. And if you make them helpful, 
  they let you off for only 40% of the normal fine. 
   
  Additionally, some AR favors from previous 
  adventures provide exemption from some of the rules of 
  the city or make avoiding those rules harder (this list will 
  be periodically updated to include relevant favors from 
  recently released adventures): 
   
  COR3-12 Traitor’s Road – Wrath of the 
  Greyhawk Assassin’s Guild: For the duration of this 
  disfavor, you always get searched when entering the City, 
  and can never make the City Watch helpful with a bribe 
  attempt. 
   
  COR6-03 Riders of the Grave – Nightwatch: 
  Members in good standing of the Nightwatch are exempt 
  from all weapon restrictions in the City. 
    
  COR5-04 Desecrators of the Lord’s Tomb – 
  Thanks of the City Watch: The luxury upkeep includes 
  free licenses, and automatic helpful results on any bribe 
  attempts with the City Watch. 
    
  COR5-05 A Marked Man – Disfavor of Skaelin: 
  In addition to direct confrontations, members of the 
  Thieves’ Guild will inform on you if you use contraband 
  weapons or damaging magic in any public place. 
    
  COR5-19 Retribution – Nemesis of the Thieves’ 
  Guild: You always get searched when entering the City, 
  and can never make the City Watch helpful with a bribe 
  attempt. 
   
  COR6-10 Murder in Elmshire – Favor of the 
  City Watch: The rich upkeep includes free licenses, and 
  automatic friendly results on any bribe attempts with the 
  City Watch. 
   
  Arrested! 
  The AR for all adventures set in the Free City has the 
  Arrested! item. If a PC runs afoul of the law, they are 
  immediately incarcerated and penalized the noted 
  number of TUs. This is by decision of the DM, and the 
  arrest of the PC occurs by fiat; you don’t need to play out 
  the arrest, it simply happens. 
   
  A comprehensive list of what warrants arrest is 
  beyond the scope of these notes, but in general common 
  sense should prevail. Non-capital crimes include assault, 
  theft, magical coercion of a citizen (charm, dominate), 
  obtaining illegal items (such as sealed court records), 
  gross property damage (such as the careless use of 
  fireball), and so on. For such offenses, the PCs suffer the 
  listed loss of TUs. 
   
  More serious crimes, in general, would be evil acts 
  and as such are prohibited in the Living Greyhawk 
  campaign. 
   
  In all cases, you should always warn player(s) taking 
  actions that will lead to arrest. Less serious cases of 
  smuggling are dealt with as detailed above, and do not 
  result in any TU penalty. 
   
  Arrest takes place as soon as possible given the 
  circumstances of the adventure. If a PC wishes to 
  continue the adventure, they may post bail for non-
  capital crimes. This bail amount is equal to the “Treasure 
  Cap” amount listed for the table’s APL in the adventure 
  Treasure Summary section. If paid, the PC is released. 
  PCs may contribute to another’s bail. The bail deposit is 
  returned at the end of the adventure. Note that posting 
  bail does not absolve a PC of the TU penalty for being 
  arrested – it just allows them to continue with the 
  adventure. The process of being arrested, brought before 
  a magistrate, and posting of bail takes roughly two days. 
  
   
  COR8-07 Celebrations 
   
  Page 39 
  DM MAP 1 
   
  Halmaster’s Hall 
  Fruit of the Mill 
  Free City Arena 
  Savant Tavern 
  Clerksberg 
  City 
  Watch 
  Station 
  Cuthbert’s Gate 
  Low 
  Market
  Sacred Temple of 
  St. Cuthbert 
  Garden Gate 
  Jallarzi’s Tower 
  Lord 
  Mayor’s 
  Palace
  Otto’s House 
  Glodreddi 
  Bakkanin’s 
  Processional 
  Griffon’s 
  Nest 
  
   
  COR8-07 Celebrations 
   
  Page 40 
  DM MAP 2 
  ENCOUNTER 3 MAP 
   
   
   
  
   
  COR8-07 Celebrations 
   
  Page 41 
  DM MAP 3 
  ENCOUNTER 9A/9B MAP 
   
   
   
  
   
  COR8-07 Celebrations 
   
  Page 42 
  DM MAP 4 
  ENCOUNTER 9C MAP 
   
  
   
  COR8-07 Celebrations 
   
  Page 43 
  PLAYER HANDOUT 1 
   
  The following note is coded on blood-stained paper: 
   
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Core/598/COR8-07 Celebrations (APL 2-12)/COR8-07 Celebrations.pdf