TEXT: GEO3-05 
   
   
   
   
   
   
   
   
  DEBTS PAST DUE 
   
  A One-Round D&D LIVING GREYHAWK® 
  Geoff Regional Adventure 
  Version 1.0 
   
   
   
  by Jose Ortiz and Byron Stephenson 
   
   
   
   
  A person’s past deeds haunt in ways never expected. Can you satisfy the bill collector? A Living 
  Greyhawk adventure set in the Grand Duchy of Geoff for Levels 1-8. 
   
   
   
  Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & 
  DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any form without permission of 
  the author.  To learn more about the Open Gaming License and the d20 system license, please visit www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the 
  Coast, Inc. LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. 
  This scenario is intended for tournament use only and may not be reproduced without approval of the 
  RPGA Network. 
   
  
  Debts Past Due 
  Round 1 
  Page 2 
  Introduction 
  This is an RPGA® Network scenario for the 
  Dungeons & Dragons® game. A four-hour time 
  block has been allocated for each round of this 
  scenario, but the actual playing time will be closer 
  to three and a half hours. The rest of the time is 
  spent in preparation before game play, and 
  scoring after the game. The following guidelines 
  are here to help you with both the preparation 
  and voting segment of the game. Read this page 
  carefully so that you know and can communicate 
  to your players the special aspects of playing an 
  RPGA scenario.  
   
  Preparation  
   
   
   
   
  First you should print this scenario. This scenario 
  was created to support double-sided printing, but 
  printing it single sided will work as well. There is 
  enough room along the inside margin to bind the 
  adventure, if you desire.  
  Read this entire adventure at least once before 
  you run your game. Be sure to familiarize yourself 
  with any special rules, spells, or equipment 
  presented in the adventure. It may help to 
  highlight particularly important passages.  
  When you run an RPGA D&D adventure we 
  assume that you have access to the following 
  books: the Player’s Handbook, the Dungeon 
  Master’s Guide, and the Monster Manual. We 
  also assume that you have a set of dice (at least 
  one d4, d6, d8, d10, d12, and d20), some scrap 
  paper, a pencil, an RPGA scoring packet, and 
  your sense of fun. It is also a good idea to have a 
  way to track movement during combat. This can 
  be as simple as a pad of graph paper and a 
  pencil, as handy as a vinyl grid map and chits, or 
  as elaborate as resin dungeon walls and 
  miniatures. 
  Instruct the players either to prepare their 
  characters now, or wait until you read the 
  introduction, depending on the requirements of 
  the scenario as described in the introduction.  
  Keep in mind that you must have at least three 
  players (not counting the DM), for the game 
  session to be a sanctioned RPGA event. As well, 
  you cannot have 
  more than six players 
  participating in the game. 
  Once you are ready to play, it is handy to instruct 
  each player to place a nametag in front of him or 
  her. The tag should have the player’s name at the 
  bottom, and the character’s name, race, and 
  gender at the top. This makes it easier for the 
  players (and the DM) to keep track of who is 
  playing which character. 
  The players are free to use the game rules to 
  learn about equipment and weapons their 
  characters are carrying. That said, you as the DM 
  can bar the use of even core rulebooks during 
  certain times of play. For example, the players 
  are not free to consult the Dungeon Master’s 
  Guide when confronted with a trap or hazard, or 
  the Monster Manual when confronted with a 
  monster.  
  Some of the text in this scenario is written so that 
  you may present it as written to the players, while 
  other text is for your eyes only. Text for the 
  players will be in gray boxes. It’s strongly 
  recommended that you paraphrase the player 
  text instead of reading it aloud. Some of this text 
  is general and must be adapted to the specific 
  situation or to actions of the player characters. 
   
  Scoring 
   
   
   
   
   
  After the players have completed the scenario or 
  the time allotted to run the scenario has run out, 
  the players and DM score the game. Complete 
  the RPGA scoring grid with names and RPGA 
  numbers only, and the event information at the 
  top. RPGA no longer uses voting for any reported 
  events. Give the Scoring Packet to your event 
  coordinator. 
  
  Debts Past Due 
  Round 1 
  Page 3 
  # of Animals 
  Mundane 
  Animals Effect 
  on APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  This is a LIVING GREYHAWK Adventure.  As a 
  LIVING adventure it is expected that players 
  bring their own characters with them.  If players 
  do not have a LIVING GREYHAWK character 
  generated, get a copy of the current LIVING 
  GREYHAWK character generation guidelines, 
  and a character sheet from your convention 
  coordinator or the RPGA Web site, ant then 
  have any players without a character create on.  
  Once all players have a LIVING GREYHAWK 
  character, play can begin. 
  Along with the other materials that you are 
  assumed to have in order to run a D&D game, it 
  is also recommended that you have a copy of 
  the LIVING GREYHAWK Gazetteer. 
  Living Greyhawk Levels of Play  
   
  Because players bring their own characters to 
  LIVING GREYHAWK games, this adventure’s 
  challenges are proportioned to the average 
  character level of the PCs participating in the 
  adventure. To determine the Average Party 
  Level (APL): 
  1. Determine the character level for each of the 
  PCs participating in the adventure. 
  2. If PCs bring animals that have been trained 
  for combat (most likely being war horses, 
  dogs trained for war), other than those 
  brought by virtue of a class ability (i.e. 
  animal 
  companions, 
  familiars 
  paladin’s 
  mounts, etc) use the sidebar chart to 
  determine the number of levels you add to 
  the sum above. Add each character’s 
  animals separately. A single PC may only 
  bring four or fewer animals of this type, and 
  animals with different CRs are added 
  separately. 
  3. Sum the results of 1 and 2, and divide by the 
  number 
  of 
  characters 
  playing 
  in 
  the 
  adventure.  Round to the nearest whole 
  number. 
  4. If you are running a table of six PCs, add 
  one to that average. 
  By following these four steps, you will have 
  determined the APL. Throughout this adventure, 
  APLs categorize the level of challenge the PCs 
  will face. APLS are given in even-numbered 
  increments. If the APL of your group falls on an 
  odd number, ask them before the adventure 
  begins whether they would like to play a harder 
  or easier adventure. Based on their choice, use 
  either the higher or the lower adjacent APL. 
  APL also affects the amount of experience you 
  may gain at the end of the adventure. If your 
  character is three character levels or more either 
  higher or lower than the APL this adventure is 
  being played at, that character will receive only 
  half of the experience points awarded for the 
  adventure. This simulates the face that either 
  your character was not as challenged as normal, 
  or relied on help by higher-level characters to 
  reach the objectives. 
  Note: LIVING GREYHAWK adventures are 
  designed for APL 2 and higher. Three or four, or 
  sometimes even five 1st-level characters may 
  find difficulty with the challenges in a LIVING 
  GREYHAWK adventure. If your group is APL 1 
  there are three things that you can do to help 
  even the score. 
  5. Attempt to create a table of six 1st-level 
  characters, or try to enlist higher-level 
  characters to play at that table. 
  6. Advise characters to buy riding dogs to help 
  protect them, and fight for them. All riding 
  dogs are considered trained to attack. PCs 
  who want their dogs to attack must succeed 
  at a Handle Animal or Charisma check (DC 
  10). Failure indicates that the animal will not 
  attack that round. This is a free action 
  (spoken command) that may be attempted 
  each round. If an animal loses half or more 
  hp in a single round it flees, unless another 
  check is successful. 
  Time Units and Upkeep  
   
   
  This is a standard one-round Core adventure.  
  Characters pay two Time Units per round.  
  Adventurer’s Standard Upkeep costs 12gp per 
  Time Unit.  Rich Upkeep costs 50gp per Time 
  Unit.  Luxury Upkeep costs 100gp per Time Unit. 
  
  Debts Past Due 
  Round 1 
  Page 4 
  Judge's Background 
  This adventure is set in the autumn of CY 593.  
  At this point in time, the Army of Liberation and 
  its allies are laying siege to Gorna.  Calisse 
  Skotti, wife of Grand Duke Owen, has given birth 
  to a baby boy. 
   
  Before 
  the 
  invasion 
  of 
  Geoff, 
  Thulis 
  Shadowcaster was a rogue who adventured with 
  a company known colloquially as “the Fringe 
  Element” or simply “the Fringe”. A poor, misfit 
  and of adventurers brought together by their 
  common station in society. The group was active 
  during the invasion of Geoff a decade ago, and 
  lost more than half their number fighting the 
  giants. Those members of the company, who did 
  survive the siege of Gorna, include Cuthalion 
  Strongbow, 
  Waylan 
  Crabtree, 
  and 
  Thulis 
  Shadowcaster. 
   
  During the giant invasion, many branded Thulis 
  a coward and a traitor, because he demanded 
  payment from Grand Duke Owen himself (during 
  a public address) for mercenary services 
  rendered. He even went so far as to have his 
  friend, the dewin (dew-en, tr. mage) Waylan 
  Crabtree scribe an official “bill” for Grand Duke 
  Owen to pay. He never got his money. When the 
  giants took Gorna, he was the first to escape the 
  doomed city, leaving his fellow companions to 
  their fates. 
   
  In the subsequent years, Cuthalion and Waylan 
  continued to help the refugees of the war, and 
  founded a safe haven in the southern Dim 
  Forest, Argel ys Aberva, for the orphans of 
  Geoff. Thulis, on the other hand, formed a band 
  of brigands who robbed, burgled, and had a 
  hand in the wartime black market. 
   
  Though a scoundrel, Thulis was not a cold-
  blooded murderer. If his victims cooperated, no 
  one got hurt. During a caravan raid, one of his 
  new lieutenants and also a doppelganger in 
  disguise, Cethin (kay-thin), killed a man who had 
  already surrendered.  Thulis was infuriated by 
  this and humiliated Cethin in front of the others 
  by beating him in a duel, giving him a scar 
  across his face, and kicking him out of the gang. 
  It was an affront that the vengeful Cethin would 
  not forget. Soon afterwards, Thulis moved his 
  operations out of Geoff, though he has returned 
  on occasion when “business” has warranted. 
   
  Since his expulsion from Thulis’ band, Cethin 
  has taken advantage of the situation in Geoff 
  and has intermittently recruited the worst 
  criminal element from the desperate masses of 
  refugees and mercenaries around Hochoch for 
  robberies, and other crimes.  Recently, Cethin 
  learned the route of a pay box caravan headed 
  to Army of Liberation troops in the west. One of 
  his hirelings (Ogwen) even infiltrated the ranks 
  of the army, and is the ‘inside man’ on the 
  robbery. 
   
  Coincidentally, a few days ago, Cethin spotted 
  his former boss, Thulis, in Hochoch and he 
  could not let the opportunity for retribution pass 
  him by. Cethin has come up with an idea to 
  further taint the name of Shadowcaster, and use 
  him as a scapegoat for his crimes. 
   
  For this robbery, he has chosen to take on the 
  identity of Thulis Shadowcaster, in hopes that a 
  manhunt for his former leader ensues.  His 
  recruits do not know any different, and believe 
  they are working for Thulis. 
  Notes on Spellcasting in Geoff 
  There are limitations in place to magical travel 
  and information gathering within the borders of 
  Geoff: 
  • 
  No 
  astral 
  travel 
  spells 
  (teleport, 
  dimension door, et alia) work within ten 
  miles of Hochoch. 
  • 
  No astral travel spells work within twenty 
  miles of Gorna. 
  • 
  No teleport spells work in the northwest 
  quadrant of Geoff.  
  • 
  PCs cannot scry on important NPCs 
  such as Owen the Brenin, the Grand 
  Duchess Calisse, Archdruid Gwenillian, 
  the 
  Sakhut, 
  King 
  Brodde, 
  King 
  Mogthrasir or the leaders of either the 
  Giant or the Geoff armies. 
   
  Adventure Summary 
  Encounter 1: An Army of Liberation pay 
  box/supply caravan from Hochoch is attacked on 
  the way to Preston and the army encampments 
  beyond. The PCs are the only witnesses to the 
  criminals leaving the scene. 
   
  Encounter 2: Reporting the robbery to the 
  army, they are asked to find the man they saw 
  
  Debts Past Due 
  Round 1 
  Page 5 
  leaving the scene, which apparently is Thulis 
  Shadowcaster: infamous traitor of Geoff and 
  coward of Gorna.  
   
  Encounter 3: To find him, the PCs must use a 
  letter they found at the crime scene that names 
  the rogue’s former adventuring companions, one 
  of whom is a readily recognizable member of the 
  Army of Liberation: the First Ward of the 
  Rangers. 
   
  Encounter 4: On their way to meet with the First 
  Ward 
  and 
  another 
  former 
  adventuring 
  companion, they run across a giant army patrol. 
   
  Encounter 5: Eventually meeting with the 
  alleged 
  criminal’s 
  companions, 
  they 
  soon 
  confront Shadowcaster himself. After some 
  questioning, they come to realize that someone 
  from his former gang is trying to set him up, and 
  are soon on the trail of the real criminal. 
   
  Encounter 6: Visiting the brother of the suspect, 
  they find that he is a shady merchant, who only 
  gives up the location of the accused for a price. 
   
  Encounter 7: They are off to the bandit’s 
  hideout near the hamlet of Daufforth. There they 
  find Cethin, and fight the villain, eventually 
  discovering the pay box amongst other things. 
   
  DM Note: Towards the end of the adventure, 
  Cethin 
  uses 
  his 
  detect 
  thoughts 
  and 
  shapechange ability.  Have each player pre-roll 
  three Will saves and three Spot checks each at 
  the beginning of the module and use the results 
  for the final encounter.  
  Introduction 
  Have the players explain why their characters 
  are en route to Preston, from Hochoch.  If they 
  have no coherent story, assume they are merely 
  traveling together from Hochoch to Preston.  It is 
  likely they could be going there to find work or 
  join the army’s efforts in Gorna.  Anything will 
  do, so long as they are along a dirt road in the 
  morning hours. 
   
  Word has it that there is adventure to be had 
  in Preston and beyond. Gathering your gear 
  and your companions, you set out early this 
  morning along the west road to see what 
  fortune may bring.  You have been traveling 
  the dirt road along the rolling and misty 
  countryside for over an hour now. The earth-
  hugging fog has made the hills around you 
  barely discernable, and has reduced your 
  visibility to less than a dozen strides or so.  
  The chill air that accompanies the fog this 
  morning is particularly cold, and all is quiet 
  save for your footfalls and occasional 
  conversation.  
   
  This is a good time to get in some interaction 
  going on between the players if they are so 
  inclined.  It would also be a good time to get a 
  “marching order” from the players as they make 
  their way on the road.  For effect, the following 
  text can be read as an “interrupt” to their 
  conversation. 
   
  Encounter One:  Enter the 
  Villain 
  The relative quiet abruptly turns into the nay 
  of a horse and the sounds of hoof beats on 
  the soft earth and they are rapidly getting 
  closer.  Suddenly, riders on horseback break 
  the fog directly in front of you.  The dark 
  shapes of the horses rear at the obstruction 
  in their path, and the riders look about for 
  the source of their mount’s unease.  
   
  You catch a glimpse of the lead rider, a 
  striking black haired man wrapped in a 
  voluminous dark cloak, and your gazes lock.  
  There is a pause as you momentarily 
  exchange looks. Another rider interrupts 
  your silent exchange as he canters his horse 
  past the man. 
   
  “Let us make haste, Master Thulis,” says the 
  baritone voice of a half-orc, momentarily 
  following the dark man’s gaze in your 
  direction. He seems to consider something 
  and then rides off a second later behind the 
  man he called ‘Master’, as the latter spurs his 
  stallion into a gallop.  The other four riders 
  spur their mounts around your party and 
  follow the lead of the black-haired man.  
   
  At this point, a successful Spot check (DC 
  10+APL) notices a horse being led by the last 
  rider.  If the same check succeeds a (DC 
  15+APL), the PC also spots a red armband he 
  wears on his shield arm. 
    
  Also at this point, they all hear the following; the 
  highest successful Listen check (DC 10) 
  determines who hears it first:  
  
  Debts Past Due 
  Round 1 
  Page 6 
   
  As the galloping rhythm fades into the mist, 
  you can just make out the sound of a yelping 
  and whining dog, coming from the other side 
  of the hill, in the direction you were heading.  
   
  Anyone who has any ranks in Handle Animal or 
  Wild Empathy knows that the dog is in distress.   
   
  As you crest the hill, you can make out a dog 
  over a prone body.  It looks up as you 
  approach and whines pitifully.  Arriving on 
  the scene, you can now see the silhouette of 
  a wagon a dozen yards off, and shapes on 
  the ground discernible as bodies, many with 
  arrows protruding from them.  You can hear 
  a soft moan coming from the man on the 
  ground before you.  The man is clad in a 
  bloodied tabard and leather armor, and bears 
  a red armband.   
   
   A successful Knowledge (royalty and nobility) or 
  a Knowledge (Local -Sheldomar Valley) check 
  (DC 12) reveals the insignia on the armband to 
  be that of a Rhyvelwri Corforrol (rhee-vel-or-ee 
  cor-vor-roll, tr. warrior corporal) of Fox Braich in 
  Geoff’s Army of Liberation.  A successful Heal 
  check (DC 10) reveals that the injured man is 
  very near death. 
   
  The old soldier looks up at you, fear and pain 
  in his eyes.  He has been gravely wounded in 
  the belly, and grips his bloodied right hand, 
  which is missing a couple of fingers.  
   
  “Shadowcaster…” (coughing up blood) is all 
  the man can say as he looks in the direction 
  from which you just came. 
   
  If prompted, the soldier describes the dark 
  haired man you saw minutes earlier, in between 
  labored breaths. 
   
  “He and his men ambushed us. Come from 
  … out of the mist they did.  Took the pay box 
  …” (more coughing).    
   
  The corporal, Madoc, passes out after the last 
  coughing fit.  At this point, the PCs have several 
  options.  
   
  The PCs Inspect the Scene 
  There is a small tree lying across the dirt road, 
  just in front of the wagon (and just big enough to 
  keep it from passing).  The wagon was traveling 
  west from Hochoch.  The bodies of nine other 
  Gyri infantrymen are scattered near the wagon.  
  A few of them were shot with arrows, some 
  stabbed, and the soldier in the coach seat has 
  had his throat cut.  They all wear red armbands 
  identifying them as rhyfelwri of Fox Braich.  The 
  reins that once held the horses to the wagon 
  have been cut.  The wagon carried other dry 
  goods, and weapons and it appears that some 
  of those were taken as well.  
   
  Whoever exceeds a Spot Check (DC 10) notices 
  a piece of parchment stuck to the side of the 
  wagon with a dagger.  Give the players Player’s 
  Handout #1: Notice of Debt. 
   
  If the PCs are curious about the names on the 
  letter, have them roll a Knowledge (Local 
  Sheldomar Valley), Knowledge (History) or a 
  Bardic Lore  check.  The DCs are the same for 
  each skill. 
   
  • 
  (DC 7)  Cuthalion Strongbow is the 
  current First Ward of the Olwythi gan 
  Gyruff (ol-weeth-ee gan geer-uff, tr. 
  Rangers of Geoff).  He used to be an 
  adventurer, and lost many of his friends 
  during the giant invasion. He lives in a 
  hidden settlement in the Dim Forest, 
  where he trains young rangers. 
   
  • 
  (DC 11)  Thulis Shadowcaster is known 
  as a coward and a traitor. He demanded 
  payment from the Grand Duke for 
  defending Geoff during the invasion a 
  decade ago. When he did not get it, he 
  deserted his companions in Gorna just 
  after the giants broke the defenses.  It is 
  said he pushed aside women and 
  children during his escape. 
   
  • 
  (DC 13)  Waylan Crabtree used to be 
  one of the most powerful dewini (dew-
  en-ee, tr. wizards) in Geoff, second only 
  to Aedan of the Russet Tower.  He was 
  known to adventure with Cuthalion 
  Strongbow amongst others, and also 
  survived the sack of Gorna.  He has not 
  been seen much around town in the 
  past decade or so, though word is that 
  he lives in the Dim Forest with the First 
  Ward at Argel ys Aberva.  The place is a 
  refugee settlement that is hidden with 
  magics and guarded by Rangers. 
   
  
  Debts Past Due 
  Round 1 
  Page 7 
  • 
  (DC 15)  Gardan of the Crystalmists was 
  a half-orc barbarian from the mountains. 
  His fighting prowess was legendary, and 
  bards’ tales claim that during the 
  invasion of Gorna, he slew six giants 
  while holding a narrow street, before 
  being overwhelmed.  
   
  • 
  (DC 18) Tamm Rockbender was a 
  mighty dwarven cleric of Moradin sent to 
  Gorna from the halls of Deepholm.  
  Without his healing and his hammer, his 
  fellow defenders would not have lasted 
  half as long as they did in the streets of 
  Gorna.  He died defending the city. 
   
  • 
  (DC 20) Ser Falabor Raewyn was the 
  only noble known to ride with the motley 
  adventuring company known colloquially 
  as ‘The Fringe Element’. He died 
  heroically defending the elven city of 
  Derelion. 
   
  • 
  (DC 20) Inxa was a formidable warrior 
  and tracker who were always by Ser 
  Falabor’s side.  She also died defending 
  Derelion from the Shadow Dragon. 
   
  The same information can be garnered by the 
  PCs with a Gather Information check (same DCs 
  as above) if they spend time asking questions 
  once they get to Hochoch or the Army  of 
  Liberation camp. 
   
  If the PCs are able to save Madoc, he can only 
  tell the PCs that Thulis Shadowcaster was the 
  coward who demanded payment from Grand 
  Duke Owen for defending Geoff during the 
  invasion all those years ago. 
   
  The PCs Heal Madoc   
  If the PCs try to tend to Madoc, there is a good 
  chance they can save him.  He is currently at -1 
  hp.  A successful Heal check (DC 15) stabilizes 
  him.  If the party heals him, he lives, though he 
  is very weak, and conversation is a chore.  If 
  they ask him about his assailants, he says he 
  saw Thulis Shadowcaster. He is old enough to 
  remember the war councils a decade ago, and 
  knows Shadowcaster’s reputation (as per the 
  information gathering result below). 
   
  The dog, Scraps, belongs to him, and has been 
  slightly injured.  It follows the party until it gets 
  back to the army camp.  If Madoc dies, the dog 
  follows any PC who has treated it well. 
   
  He needs to see all of the bodies, but finally 
  concludes that private Ogwen is missing. 
   
  The PCs Try to Follow the Gang 
  The thick fog provides total concealment for the 
  gang once they are beyond 30 feet from the 
  party.  This concealment extends for miles.  
  They are riding their horses at a full run (Spd 
  240 ft) for as long as they can.  Beyond that, 
  Cethin/Thulis casts ghost sound (APLs 4-8) to 
  mimic riders going off in another direction, and 
  pass without trace (APLs 6-8) on his light war 
  horse if he suspects the PCs are following them.  
   
  As per their modus operandi, the gang tries to 
  avoid combat and splits up further down the way 
  (to lose any possible pursuers) in order to meet 
  up later.  They all know nearby streams and 
  creeks that they use to foil tracking attempts, 
  and locate creature attempts.  If he spots any 
  pursuers (humanoid, animal or otherwise), 
  Cethin/Thulis also uses his tanglefoot bags to 
  stop them.  As a last ditch effort, he dismounts 
  quietly and attempts to hide and move silently 
  away.  Failing that, he attacks.  
   
  Development:  If by some chance the PCs were 
  able to catch any of the gang, the bandits do not 
  know much other than the fact that they were 
  hired by Thulis Shadowcaster to rob this 
  caravan.  If asked where they were hired, they 
  give various answers (including the Boar’s 
  Knuckle and the Giant’s Hearth).  They say that 
  they were supposed to meet back at the Giant’s 
  Hearth Inn and await further instructions.  
  Ogwen is the only one of the current gang who 
  has been to the hideout as of yet. 
   
  Leads from the Ambush 
  At this point, the PCs should have the 
  parchment with Thulis Shadowcaster’s “notice”, 
  scribed, witnessed and sealed by one Waylan 
  Crabtree.   
   
  It is common knowledge that the Army of 
  Liberation has made camp just north of 
  Hochoch.  If Corforrol Madoc is alive and with 
  them, he suggests that they go to his 
  commanding officer right away to tell him about 
  the ambush.  If Madoc died, and they return to 
  
  Debts Past Due 
  Round 1 
  Page 8 
  Hochoch (instead of the Army encampment) 
  with his body, the town watch questions them, 
  and eventually escorts them to the army 
  encampment. 
   
  If one of the PCs is a member of the Olwythi, 
  and 
  recognizes 
  the 
  name 
  of 
  Cuthalion 
  Strongbow on the parchment, they may decide 
  to go straight to the Olwythi tent, in which case, 
  skip to Encounter Three.  Otherwise, continue 
  with Encounter Two.  The PCs should not be 
  able to go to Argel ys Aberva at this point.  It 
  isn't called the "Hidden Haven" for nothing. 
   
  Encounter Two: 
  At the Army Camp 
  You arrive at the Army of Liberation’s 
  encampment in the fields just west of 
  Hochoch.  There several sentries at the break 
  in the picket line that surrounds the camp.  
  They might not have the spit and polish of 
  the Gran March military, but they do their job 
  well enough.  They hail you as you approach 
  and ask your business. 
   
  Assuming that the PCs relate the story of events 
  at the ambush, a few sentries escort them to the 
  Fox Braich command tent.  The wagon, it’s 
  cargo, and the men assigned to it, were under 
  the charge of Braichdyn (break-din, tr. captain) 
  Berwyn ap Dylan, of the Fox Braich of the 
  Rhyfelwri.  He is the man that the PCs will 
  ultimately be directed to with regards to the 
  attack on the soldiers. 
   
  If the PCs have Corforrol Madoc (dead or alive), 
  he is taken to the infirmary (or temple), as are 
  the rest of the bodies if the party was able to 
  bring them.  Flan PCs may have burned the 
  bodies as per tradition, which is fine.  If the PCs 
  did not bring the bodies back, the army sends 
  riders to the ambush to bring the bodies in.   
   
  The camp is divided by braich, and you soon 
  find a banner depicting a Fox rampant on a 
  red field, similar to the red armbands of the 
  troops who were ambushed. The banner flies 
  above a canvas tent, whose entrance is 
  guarded by a single Rhyfelwri. 
   
  If any of the PCs holds rank, especially officer 
  rank, in the Army of Liberation, modify NPC 
  reactions in the camp accordingly.   
   
  The guard asks them their business with the 
  Braichdyn.  Upon hearing the news (assuming 
  the party tells him their real reason for being 
  there), the soldier disappears into the tent, and 
  quickly returns opening the flap for the PCs. 
   
  The inside of the tent is spartan yet 
  adequate. Before you stands a middle-aged 
  man, Flan by the look of him, wearing a 
  leather 
  cuirass, 
  and 
  a 
  red 
  armband 
  displaying a fox in an argent circle flanked 
  by two white bands on either side. The man 
  steps forward: 
   
  “I am Braichdyn Berwyn ap Dylan, of Fox 
  Braich. I am told you have some information 
  regarding an attack on my men?” 
   
  He is very interested to hear the PCs story, and 
  after they are done reporting, he speaks: 
   
  “It appears that you are the only ones who 
  witnessed this crime then.”  He pauses, 
  looking each of you over, “The Army of 
  Liberation cannot spare men, in these times, 
  to hunt down robbers and cutthroats, and 
  bring them to the Brenin’s justice.  You 
  however, appear to be a stalwart bunch, and 
  you are the only ones who know what the 
  brigands look like.  Would you track down 
  these killers for the Brenin?  
   
  If the party shows him, or asks him about the 
  names on the parchment, he immediately 
  recognizes the name of Cuthalion Strongbow, 
  the First Ward of the Rangers of Geoff 
  (Braichdyn of the Olwythi gan Gyruff).  
   
  Though he does not know much about the First 
  Ward beyond his work for the army, he can tell 
  them where the Olywythi command tent is 
  located in the encampment. 
   
  If the party asks him about any of the other 
  names on the notice, roll a Knowledge: History, 
  or Knowledge (Local – Sheldomar Valley) for 
  Braichdyn Berwyn, and use the table in 
  Encounter 2 to determine how much he knows.  
     
  If the party asks him about the stolen items, 
  he tells them that the wagon contained 
  provisions, some new weapons, letters (army 
  business as well as personal), and the pay box 
  for Fox Company.  If asked, he describes the 
  lockbox, and tells them that it contained 600 
  golden  lions. 
  
  Debts Past Due 
  Round 1 
  Page 9 
   
  If they agree, he draws up a writ, with the names 
  of the PCs on it, stating that the party is pursuing 
  a “bounty” on the bandits, in the name of the 
  Army of Liberation.  Although he cannot offer 
  them any bounty-money or other assistance at 
  the moment, he tells them that they are entitled 
  to keep whatever possessions the bandits have, 
  other than the property of the Army of course.  
  What he can do for them is provide them with a 
  packhorse to carry whatever they retrieve. 
   
  Braichdyn Berwyn ap Dylan:  Knowledge 
  (Local – Sheldomar Valley) +4, Knowledge  
  (History) +3. 
   
  Continue to Encounter Three. 
   
  Encounter Three:  Looking 
  for the First Ward 
  If the PCs go to the Olwythi command tent to 
  find Cuthalion Strongbow, they find only one 
  Ranger at the camp, and that is Davyth 
  Longshanks. Davyth is the Cyntaf Dwrthdyn  
  (First Sergeant) of the Olwythi gan Gyruff.  He is 
  in command at the camp while the First Ward is 
  away.  He is very busy at the time (with a table 
  full of maps and parchments), but curtly informs 
  the party that the First Ward is not there.  If the 
  party asks where he can be found, he replies 
  that the First Ward comes and goes as he 
  pleases.  If asked where Cuthalion lives, he tells 
  them that he resides at Argel ys Aberva, a 
  settlement hidden in the Dim Forest.  If asked 
  about the location of Argel ys Aberva, he tells 
  them that that information is reserved for Olwythi 
  and those who make a home at the “hidden 
  haven”. 
   
  If they make an impassioned plea for more 
  information (possibly using the letter from 
  Braichdyn Berwyn), Davyth tells them how to 
  “ask” for an audience at Argel.  Alternatively, 
  they can roll a Diplomacy check (DC 10+APL).  
  PCs in the Olwythi or PCs of sergeant rank and 
  above in the Army of Liberation receive a +5 
  bonus to the check. 
   
  “Very well, as it seems you have pressing 
  business with First Ward Strongbow, I will 
  tell you how to ask for safe passage to Argel.  
  At the edge of the Dim Forest, there is a large 
  and ancient white oak tree.  It’s roots kiss the 
  Anniben Dwr as it is called in Common. 
  Place a note with your request in the knot of 
  that tree, and you will be answered.  Oh, and 
  be certain your parchment is rolled and tied 
  securely.” 
   
  If the PCs ask for further directions, Davyth 
  simply tells them to follow the Anniben Dwr (aka 
  the Realstream) to the northeast. 
   
  He has no more information for them, and soon 
  is too busy to give the PCs any more time, as a 
  scout comes into the tent with important 
  business. The party is asked to leave. 
   
  DM note:  If there is a PC who is in the Olwythi, 
  they may know of Argel ys Aberva, but they also 
  know that the ‘path’ to get there is ever 
  changing, due to plant growth and other nature 
  magics.  Only Cuthalion Strongbow and a 
  handful of his senior Olwythi know the way there 
  at all times.  All who have ever been there have 
  been sworn to keep the location a secret, and 
  know they must ask for permission before 
  bringing ‘outsiders’ to the hidden haven. 
   
  Proceed to Encounter Four. 
  Encounter Four: Big 
  Trouble 
  The party should, at this point, write a note 
  explaining their intentions, and set off to find the 
  white oak.   
   
  The 
  daylong 
  journey 
  alongside 
  the 
  Realstream has been fairly unremarkable, 
  and the edge of the Dim Forest now looms 
  just ahead.  After a bit of looking, you easily 
  spot the white oak along the river’s edge.  
  Although 
  an 
  immense 
  specimen, 
  it’s 
  branches reach no higher than the other 
  trees around it, as the Dim Forest is home to 
  the oldest and largest trees in Geoff.   The 
  thick forest canopy blocks most sunlight, 
  even just a few yards in, giving the mossy 
  ground a dappled appearance.  On the north 
  side of the tree, there is a large, but shallow 
  knot at eye level.  
   
  If PCs leave the message in the knot, they have 
  to wait for some time (1d3 hours) before it is 
  answered.  If they try to Track in the vicinity, 
  they find only animal tracks, going various 
  directions.  After some time though, Cuthalion’s 
  messenger arrives.  Assuming they remain close 
  to the tree, they notice following. 
  
  Debts Past Due 
  Round 1 
  Page 10 
   
  As you sit waiting, unsure exactly what it is 
  you are waiting for, you notice a squirrel 
  furtively make its way down the white oak.  It 
  stops at the knot, and looks around, cocking 
  its head in your direction.  Then, grabbing 
  the message with its mouth, it bounds back 
  up the tree, and is soon out of site.  
   
  If the PCs kill, capture, or detain the squirrel, no 
  one else comes for the note for many hours.  
  Also, they do not see Cuthalion immediately 
  after the upcoming fight, and have to wait even 
  longer before an irate Cuthalion Strongbow finds 
  them. 
   
  After the squirrel takes the message, the party 
  must wait for another 2d3 hours before 
  something happens.   However, if it was nearly 
  dark, when the PCs arrived at the tree, the 
  following does not take place until the next 
  morning just after dawn. 
   
  The squirrel has been gone for some time, 
  and you are beginning to wonder whether he 
  was the messenger at all, when you 
  suddenly hear a distant roar, and the sounds 
  of a skirmish in the woods beyond.  
   
  If the PCs investigate: 
   
  Making your way through the dark forest 
  towards the sound, you crest a mossy hill 
  and witness a frightening site.  Two huge 
  brown bears are fighting a squad of goblin 
  riders and an ogre! 
   
  The smaller of the bears is down and barely 
  moving, 
  it’s 
  fur 
  matted 
  with 
  blood.  
  Numerous javelins protrude from it’s back.  
  The other grizzly is holding it’s ground as the 
  goblin riders circle it, trying to get a better 
  shot.  Although it looks around, bearing it’s 
  teeth, and growling back at the wolves, most 
  of it’s attention is focused on defending itself 
  from the weapon of the hulking ogre.  A 
  number of goblins and their mounts lie dead 
  about the scene, and the disemboweled body 
  of another ogre lies sprawled against a 
  nearby tree. 
   
  DM note:  At APL 8, instead of an ogre, the 
  party now faces the raiding party leader: 
  T’gaznaa - an ogre mage.  When the party 
  arrives at the battle, he is hovering out of 
  Fredegar’s reach and tormenting the bear with 
  his huge greatsword.  See description in 
  Appendix A. 
   
  The two bears are Fryda and Fredegar, animal 
  companions to Cuthalion Strongbow (however 
  there is no way for the PCs to know this at this 
  time). Fryda is disabled (0 hp remaining), and 
  Fredegar is down to less than half of his hit 
  points.  They have been fighting a running battle 
  with a giant army patrol that was scouting into 
  the southern Dim Forest. 
   
  The darkness of the forest here gives the 
  enemies concealment (20% miss chance), 
  unless the party has some sort of light. The 
  goblins 
  and 
  ogres 
  have 
  darkvision, 
  and 
  therefore do not suffer the penalty. 
   
  Fredegar’s main objective is to protect his 
  wounded mate. He does not leave her side. In 
  game effects: as long as the ogre (or wolf riders) 
  is within easy reach of her (20 feet), Fredegar 
  stays with her. He has a readied action to attack 
  anyone threatening Fryda.  
   
  The encounter begins with the party on a hillock 
  in the forest, 80 feet from the nearest 
  combatant.  
    
  If the PCs do nothing:  The battle continues. 
  There is a stand off in the round following the 
  description above.  After that round, play out one 
  round of combat.  If Fryda dies, Fredegar 
  continues to fight to the death.   If the ogre is 
  killed, the goblin riders ride off into the woods.  If 
  neither is the case, you can play out the battle if 
  there is time, or simply roll percentile dice (40% 
  chance that the bears win, and 60% chance that 
  the Giant Army patrol wins). 
   
  If the PCs aid the bears in battle:  Roll 
  initiative for the combat between the giant patrol, 
  and the bears first.  Because the player 
  characters are a ‘third party’ joining a combat in 
  progress, they act first, and all of them have the 
  opportunity to go before the highest initiative 
  (see Dungeon Master's Guide p. 62). 
   
  Fredegar’s priority is protecting Fryda from the 
  ogre, and he keeps himself between her and the 
  enemy. If the party finds that they are 
  overwhelmed, Fredegar may join the fight. He 
  does this only if Fryda is safe.  Use your best 
  judgment. 
   
  
  Debts Past Due 
  Round 1 
  Page 11 
  APL 2 (EL 5) 
  Ogre: hp 13 (injured); See Monster Manual p. 
  144. 
   
  Goblin riders (4): hp 5,5,4,4; see Monster 
  Manual p. 107. 
   
  Wolf mounts (4): hp 13,11,11,9; see Monster 
  Manual p. 205. 
   
  Tactics:  Upon spotting the PCs, the ogre sends 
  the goblin riders to dispatch the newcomers.  He 
  stays to battle the bear, though he attacks the 
  PCs if they attack him, or if they dispatch all of 
  the goblin riders and wolves. 
   
   
  At this APL, Fredegar attacks the ogre if all other 
  threats to Fryda have been neutralized. 
   
  APL 4 (EL 7) 
  Ogre: hp 26; See Monster Manual page 144. 
   
  Goblin cavalry (4): hp 5,5,6,6; see Monster 
  Manual p. 107-8. 
   
  Worg mounts (4): hp 30 each; see Monster 
  Manual p. 184. 
   
  Tactics: Upon spotting the PCs, the ogre orders 
  one of the goblins to harry the bears, while he 
  attacks the party with the remaining goblin 
  cavalry. If the battle goes badly for him, he 
  orders the remaining goblin rider to attack the 
  party. The worg mounts are intelligent, speak 
  goblin and common, and attack even if their 
  riders are killed. 
   
  APL 6 (EL 9) 
  Grak: male ogre Bbn1/Ftr1; hp 50; see 
  Appendix A 
   
  Goblin cavalry (4): male goblin Ftr2; hp 18 
  each; see Appendix A. 
   
  Worg mounts (4): hp 30 each; see Monster 
  Manual p. 184. 
   
  Tactics: Same as APL 4 tactics, however, the 
  goblin elite cavalry charge the PCs with their 
  light lances attempting to use their Spirited 
  Charge feat if possible. In addition, Grak rages 
  immediately upon engaging the PCs. 
   
  APL 8 (EL 11) 
  T’gaznaa: male ogre mage; hp 41; see 
  Appendix A. 
   
  Goblin elite cavalry (4): male goblin Ftr4; hp 32 
  each; see Appendix A. 
    
  Worg mounts (4): hp 35 each; see Monster 
  Manual p. 184. 
   
  Tactics: Upon spotting the PCs, T’gaznaa takes 
  up a good tactical position in the air, casts cone 
  of cold at the party, and then orders the goblin 
  cavalry to charge. The following round, he casts 
  invisibility on himself, and discerns who is the 
  biggest threat. If there is a particularly effective 
  fighter, he casts charm person on him to try to 
  remove them from the battle. He then engages 
  the party from the air, using his reach to his 
  advantage.  Feel free to change his strategy 
  according to the party’s actions. 
   
  If the goblins have an opportunity, they loose 
  their javelins, and then couch their lances as 
  they ride. They then charge the party making the 
  best use out of their mounted combat feats (i.e. 
  Spirited Charge). 
   
  After the battle is over, the larger bear ambles 
  over to it’s fallen companion.  If Fryda is dead, 
  he begins wailing into the air.  He lets no one 
  approach her, until Cuthalion arrives on the 
  scene. 
   
  If Fryda survived the encounter, then Fredegar 
  merely sits near his companion, licking her 
  wounds and whimpering.  She does not move, 
  though her eyes are barely open and looking 
  around.   If a PC approaches to help her, they 
  must roll an Wild Empathy skill check (DC 15) 
  (as per the description in the Player’s Handbook 
  page 47) on Fredegar, to get near her.  
  Otherwise, the male bear blocks the way.  If 
  their intention is to heal the bear, one PC can 
  make the Wild Empathy check and distract 
  Fredegar, while another heals Fryda.  
   
  If they are able and willing to do so, give the 
  PCs enough time to tend to the bears before 
  Cuthalion Strongbow arrives.  Cuthalion has 
  been able to observe the goings on for one 
  round, just before he makes his appearance. 
   
  If there is a PC right next to the bears, give him 
  a chance, Spot check (DC 25), to see Cuthalion 
  stepping from out of the tree next to the bears.  
  
  Debts Past Due 
  Round 1 
  Page 12 
   
  As you tend to the wounded, you are startled 
  by the sudden appearance of a figure just 
  next to the bears.  You are not quite sure 
  where he came from, but he nods in your 
  direction, sets aside his bow, and kneels to 
  attend the severely injured bear.  Laying his 
  hands upon the matted fur, you hear a prayer 
  under his breath, and the wounds begin to 
  close.  The bear begins licking his face and 
  is soon walking around, nuzzling the other 
  grizzly. 
   
  Smiling, the man turns his attention to you.  
  His long braided hair is tied back, revealing 
  his half-elven heritage, and he wears a dark 
  cuirass made of leather scales.  On his left 
  arm, you see a green armband, embroidered 
  with a white oak leaf, flanked by to two white 
  bars on either side. 
   
  He holds up your note in one hand, “Does 
  this belong to you?” 
   
  Cuthalion's reaction to the party depends heavily 
  on how they acted towards the bears in distress.  
  If in doubt about their actions, he speaks with 
  the bears and/or the plants to find out the truth. 
   
  The PCs did nothing and merely watched the 
  fight: 
  Cuthalion is angry with them, especially if one or 
  both of the bears died.  He listens to them, but is 
  not very helpful.  He tells them that ‘they will 
  have to find Thulis on their own’, and that ‘if 
  he sees him first, he will inform him that he 
  knows of a party of cowards that would like 
  to join him.’  At this point he walks away, and 
  disappears behind a tree.  Try as they might, the 
  party would have to succeed at a Track skill 
  check (DC 35) multiple times in succession, to 
  find their way to Argel.  The module is effectively 
  over, unless they can find another way to get to 
  the final encounter. 
   
  The PCs aided the bears in battle, but did not 
  try to aide them with healing: 
  Cuthalion thanks them, introduces them to Fryda 
  and Fredegar, and tells the party that the bears 
  thank them for their help as well.  If one of the 
  bears died, he is very saddened.  He listens to 
  the PCs, answers relevant questions, and takes 
  them to Argel, but he is reluctant to talk to them 
  about much else until they get there. 
   
  The PCs helped the bears in battle, and tried 
  to aide his ursine friends with healing aid of 
  any kind (magic, potions, or skill):   
  Cuthalion is very grateful.  He tells them that the 
  bears thank them as well.  They have earned 
  the Favor of Cuthalion Strongbow (as per the 
  AR), and he is willing to help them out in any 
  way he can. 
   
  After hearing their story, First Ward Strongbow 
  tells them that although Thulis is a thief and a 
  coward, killing in cold blood does not sound like 
  his style.  He tells them that he does not keep up 
  with his former companion at arms.  He has not 
  talked to him in years, and does not know where 
  to find him.  He does offer that the dewin Waylan 
  might know something, as he was closer to the 
  rogue, and still keeps in contact with him.  If they 
  want to speak with Waylan, he guides them to 
  Argel ys Aberva,  
   
  If they show him the note that was found at the 
  ambush site, he is surprised to see the old 
  “invoice”.  He confirms its authenticity.  Although 
  his name is on it, he tells them that he (as well 
  as most of the party) voluntarily forfeited his 
  share of the reimbursement before it was ever 
  presented to Grand Duke Owen.  It was Thulis 
  who pressed Owen for the money during the war 
  councils. 
   
  Proceed to Encounter Five. 
   
  Enccounter Five: The 
  Hidden Haven 
  First Ward Strongbow leads you through the 
  dark maze of the Dim Forest.  He deliberately 
  moves at a quick pace through he rolling 
  terrain of the forest floor, and slows only 
  occasionally to make an abstruse hand 
  gesture, or a particular birdcall.  You keep up 
  this pace for a few miles before he begins to 
  slow down a bit.   
   
  You do not know what it is, but this area of 
  the Dim seems more preternatural than when 
  you first entered the woods.  The change is 
  barely discernible, but it is there.  The light 
  that does pierce the canopy here, seems 
  more brilliant than before, the bubbling 
  sound of the small brooks that riddle the 
  area more clear, and the greens seem 
  somehow greener. 
   
  
  Debts Past Due 
  Round 1 
  Page 13 
  After a while, the ranger begins hiking a 
  steep, boulder-pocked hill.  The path is only 
  wide enough for one person at a time, and 
  you instinctively look at your feet to keep 
  from slipping down the rocky ravine. 
   
  Nearing the top of the rise, your progress is 
  blocked by a thick tangle of roots hanging 
  from the tree on top of the hill.  However, as 
  the ranger approaches it, the roots move 
  aside revealing a small cave mouth, which 
  you could not have seen from the forest 
  floor.   
   
  “Thank you, Rhisglbrith,” says Cuthalion as 
  he passes, petting the roots.  Glancing 
  upwards, you can see a pair of eyes in the 
  gnarled bark of the tree looking back at you.  
   
  Stooping to enter the cave, you are lead into 
  a dark, narrow and winding tunnel, which 
  soon opens up into a larger antechamber.  
  The First Ward speaks a word, and the 
  chamber is lit with a soft amber glow, 
  revealing an ironbound door set into the rock 
  on the far wall. 
   
  “Welcome to Argel.”  Cuthalion Strongbow 
  says, as he opens the door for you. 
   
  Going through, you find yourselves in 
  another chamber, only this one was not 
  shaped by nature.  Its smooth, stone walls 
  are perfectly flat, and four doors lead from it.   
  Following the First Ward to the door across 
  the room, you swear you can hear the voices 
  of children whispering behind one of the 
  other doors. 
   
  Finally, you reach another room, candlelit, 
  and appointed with simple, yet comfortable 
  furnishings.  It appears to be a study of some 
  kind, and looking up from a desk as you 
  enter is a nondescript man with graying hair, 
  wearing an earth colored robe.  A staff 
  topped with a glistening gem is propped next 
  to him. 
   
  “Waylan,” says Cuthalion, “It seems that 
  Thulis’ reputation has followed us even 
  here.”  
   
  Cuthalion motions to the party member who 
  holds the “notice of debt”, and nod towards the 
  wizard.  He encourages the party to tell their 
  tale. 
   
  Waylan reads the notice, and listens intently to 
  what the PCs have to say.  Upon hearing the 
  allegations against Thulis, the dewin looks most 
  perturbed, especially if they are able to describe 
  the rogue in detail. 
   
  Waylan opens his mouth to say something, 
  but it is another voice that speaks, a voice 
  coming from the darkness in the rear of the 
  room, behind the wizard. 
   
  “It was not me.”  It says simply, as a cloaked 
  figure steps from the shadows. 
   
  In an instant, the ranger’s swords leap from 
  their scabbards, and he crouches in a 
  defensive stance facing the dark figure. 
   
  “Now, now ‘Thalion, is that any way to greet 
  an old friend.”  The man says as he steps 
  into the light, and folds back his hood. 
   
  You 
  immediately 
  recognize 
  his 
  sharp 
  features, and black hair.  It is the man you 
  saw on horseback the day of the ambush, 
  the man now known to you as Thulis 
  Shadowcaster. 
   
  Cuthalion Strongbow relaxes his stance, 
  though he does not sheath his swords. 
  “What is he doing here?” he asks the wizard 
  tersely. 
   
  “I just thought I’d visit some familiar faces 
  while I was in this gods-forsaken country.” 
  interrupts the rogue, “It has been, what, a 
  decade since I last saw my old troupe…at 
  least those who survived Gorna that is.” 
   
  You can see Cuthalion bristle at that last 
  part, and the tension between the two is 
  palpable. Waylan finally speaks up, breaking 
  the uncomfortable moment. 
   
  “Is this the man you saw that day?” He says 
  looking back and forth between you and the 
  rogue. 
   
  If the PCs accuse him or ask him directly 
  about the incident and the note: Thulis 
  answers: 
   
  “Someone is obviously trying to sully my 
  good name.” Thulis says smiling, “I broke up 
  my gang years ago, and as far as that (he 
  
  Debts Past Due 
  Round 1 
  Page 14 
  points to the notice of debt), I thought I’d lost 
  it a while back. No, it wasn’t me you saw that 
  day, but I am a bit curious as to who it could 
  have been.” 
   
  If the PC’s ask him where he was the 
  morning of the ambush:  He says that he was 
  with Waylan on that morning, and Waylan 
  confirms this. 
   
  If the PCs ask him how long he has been in 
  Geoff:  Thulis says he arrived a week ago, and 
  passed through Hochoch once.  He thought he 
  had been careful, but maybe someone noticed 
  him.  He did not speak with anyone in town of 
  import, though he did visit an old contact, a 
  merchant in town by the name of Caswir to 
  catch up on the latest happenings.  
   
  If the party asks him if he has any enemies 
  who would want to frame him, and had 
  access to his belongings:  He says that he 
  rode with his gang for a couple of years, and 
  made lots of enemies along the way.  Mostly 
  those they stole from.  He says he only noticed 
  the old “invoice” was missing after he disbanded 
  his gang, and only his gang would have had 
  access to his belongings.  They all knew about 
  the letter, as he sometimes joked about one day 
  ‘collecting from the Duke’. 
   
  If the PCs suggest that one of his former 
  gang could be involved:  Thulis thinks about 
  this, and says: 
   
  “Come to think of it, there is one who just 
  may have the brass ones to do something 
  like this. His name is Cethin and I kicked him 
  out of the gang just before I decided to go 
  solo.  He was good, the best, at what he did, 
  but too bloodthirsty.  One day, against my 
  orders, he killed a helpless merchant for no 
  reason, after the poor bastard had already 
  surrendered his coin purse.  So I made an 
  example of him.  You could say we didn’t 
  part on the best of terms.” 
   
  “I don’t know where he is nowadays, but his 
  brother would.  They joined my gang 
  together, and Caswir stayed on after his 
  brother left.  He keeps rooms at the Giant’s 
  Hearth Inn.” 
   
  If the party asks him more about Caswir:  
  Thulis tells them that he was the opposite of his 
  brother.  He was his best confidence man, had a 
  penchant for ‘business’ matters, and never 
  resorted to violence.  He is a well-to-do 
  merchant now, and keeps rooms at the new inn, 
  the Giant’s Hearth. 
   
  If the party asks him more about Cethin:  
  Thulis tells them that he was a great infiltrator, 
  and all around sneak thief.  If something had to 
  be done right, Cethin was the one he sent.  He 
  could get into places no one else could.  Also, 
  he had a presence about him, and a way of 
  looking at people that just made your hairs stand 
  on end.  He was feared by most in the gang, 
  mean bastard that he was, and that is part of the 
  reason Thulis kept him on as long as he did. 
   
  He got along with his brother, and they worked 
  well together, but they did not have what one 
  would call a ‘loving’ relationship. 
   
  Beyond providing them with information, Thulis 
  does not actively assist the party.  Waylan 
  believes Thulis’ story, as does First Ward 
  Strongbow.  Any attempts to Sense Motive or 
  discern lies reveal the Thulis is telling the truth. 
   
  If a PC tries to “apprehend” Thulis, Waylan tells 
  them that while he is in Argel, Thulis has 
  sanctuary.  He does not allow any fighting in his 
  home, and if the PCs anger the normally calm 
  dewin by pressing to hard, he warns them only 
  once.  Waylan is a high level wizard, and wields 
  a staff of power amongst other things.  If they 
  overstep 
  their 
  bounds, 
  they 
  might 
  find 
  themselves waking up at the edge of the Dim 
  Forest (if they are lucky). 
   
  After 
  they 
  are 
  done 
  questioning 
  Thulis 
  Shadowcaster, Cuthalion escorts them to the 
  edge of the Dim, and wishes them luck.  If they 
  were polite and friendly to him, and if they came 
  to the aid of his animal companions, Cuthalion 
  gives them a Quaal's Feather Token (hound).  
   
  At this point, their strongest lead involves 
  speaking with Caswir.  If the PCs don't come to 
  this conclusion, Cuthalion suggests it to them. 
   
  Unbeknownst to the party, Thulis begins to 
  follow them after they leave the Dim Forest.  He 
  keeps a safe distance, and should never be 
  seen by the party.  He is curious to see how 
  everything turns out, and does not make his 
  presence known until the end of Encounter 
  Seven. 
   
  
  Debts Past Due 
  Round 1 
  Page 15 
  Proceed to Encounter Six. 
  Encounter Six: Deal with a 
  Monger 
  Once the party is back in Hochoch, and making 
  their way to the Giant’s Hearth Inn, read the 
  following: 
   
  Walking uphill into the Market Ward, you 
  easily locate the Giant’s Hearth Inn off of Pelt 
  Street, as it is the largest building in the 
  vicinity.  The two-story stone and wood 
  caravansary is as large as a small keep, and 
  overshadows the more common wattle and 
  daub structures around it.   
   
  The courtyard in the front is filled with 
  various wagons attended by servants who 
  linger near their charges throwing dice, 
  drinking, or chatting amongst one another.  
   
  Entering the inn, you cannot help but notice 
  its namesake.  In the middle of the common 
  room, is the largest hearth you have ever 
  seen.  The immense structure is made of 
  over-sized bricks and houses four fireplaces, 
  each the height and breadth of a man.  A 
  spitted roast boar is being turned slowly 
  over a fire on the hob nearest you.  
   
  To the left side of the hearth, stands an anvil 
  or rather what used to be an anvil, nearly as 
  tall as a man.  Iron has been scraped off in 
  various areas, making it awkwardly lopsided. 
   
  Round tables (though few in number for 
  such a large room) surround the hearth; and 
  booths, 
  separated 
  by 
  thick 
  wooden 
  partitions, line two of the walls.  It is obvious 
  that most of the wood interior is relatively 
  new.  You also notice that most of the 
  patrons wear the style of clothing associated 
  with affluent artisans and merchants.  They 
  are a diverse mix of Flan, Oeridian, Suel, and 
  everything in between, and your guess is 
  that most of them are definitely from out of 
  town.  You see very few other races. 
   
  The place is abuzz with conversation, and 
  from your right you hear a voice pipe up:  
  “May I be of service?” says a tired looking, 
  older man as he gets up from a stool and 
  table next to the front entrance.  
   
  If asked his name, he tells them it is Elis, and 
  that he is the innkeeper here.  If asked about 
  Caswir, the man asks who is calling, and then 
  politely asks the party to wait a moment.  He 
  then goes to the corner booth and speaks to a 
  man sitting there.  Returning, he directs the PCs 
  to that booth.  
   
  DM note:  If any of the PCs specifically say they 
  are actively looking in the taproom for any of the 
  bandits, a successful Spot check (DC 26) allows 
  them to notice a man who is actively avoiding 
  eye contact.  This is Ogwen, and if the PCs 
  approach him to get a better look, he tries to 
  escape them.  Skip to the latter part of this 
  encounter. 
   
  Approaching the corner booth, you see a 
  slender, pale man wearing a finely tailored 
  indigo outfit.  He slowly swirls a ceramic 
  mug on the table, and eyes you with a hint of 
  a grin as you near.  Standing up from the 
  seat across from him, and momentarily 
  blocking your view of the man, is a much 
  larger, thick-browed fellow.  This one wears 
  black leather armor, and fingers a mace at 
  his belt.  The brute stands aside, yet still 
  within inches of his seated companion, and 
  eyes all of you with a stone face. 
   
  “Is there something I can help you with?” 
  says the seated man, but something in his 
  tone tells you he already knows the answer 
  to that question. 
   
  Caswir has access to magical defenses, as well 
  as mundane.  He has the spell detect thoughts 
  (DC 15) up from the moment he is informed of 
  the party’s presence.  He cannot be charmed 
  (for reasons not revealed here), and is also 
  wearing a ring of counterspells (the spell 
  suggestion is currently stored in it). If they try to 
  detect evil on him, he does not detect as evil. 
   
  Caswir politely listens to the PCs, all the while 
  grinning (or rather smirking) slightly.  After they 
  ask him for help in finding Cethin, he asks them 
  for the whole story if they have not given it 
  already.  Once he knows all they have to tell him 
  (or even as they tell him), he subtly mocks their 
  efforts, their loyalties, and Grand Duke Owen's 
  woes, with remarks like: 
   
  “Hmm, so you are errand boys for Owen 
  then, and unpaid ones at that.  Seems to be a 
  trend with him.” 
  
  Debts Past Due 
  Round 1 
  Page 16 
   
  “The Army has this much trouble with a band 
  of brigands, and they are supposed to drive 
  the giants from Geoff?  Perhaps they should 
  just cede the rest of the piddlely Duchy, and 
  save us all the time and taxes” 
   
  “Why bring mortal danger upon yourselves 
  for this "Grand" Duke? What has he done for 
  you of late?” 
   
  Use your imagination, but remember that subtle, 
  yet 
  caustic, 
  sarcastic, 
  and 
  inflammatory 
  language is Caswir’s weapon of choice.  He 
  never says anything overtly slanderous or 
  threatening.  He merely makes a sport out of 
  goading those he considers weaker minded into 
  losing their tempers.  Should they prove to be 
  smart enough to play his word games with him 
  (or patient enough to let his comments pass), 
  rather than resort to outright insults or violence, 
  he respects them for their control (and wit), and 
  tells them what they need to know -- for a price. 
   
  If they threaten to tell about his past with the 
  gang:  He reminds them that they have no proof 
  of this, and adds that his reputation is not 
  dependant on the popularity of his past deeds, 
  but rather the business he brings to the 
  economically fragile Grand Duchy now. 
   
  If they lose their tempers, and insult or 
  threaten him outright:  He informs them that 
  the price for his information just went up by 100 
  gp.  He now only helps them in exchange for 
  coinage. 
   
  If they resort to violence or spells:  Heth (his 
  bodyguard), has a readied action to attack 
  anyone attacking Caswir physically or magically.  
  He gets between the assailants and his master, 
  while Caswir uses his abilities to get out of 
  harm’s 
  way. 
  Caswir 
  also 
  has 
  another 
  bodyguard, sitting in the taproom.  Other 
  employees of the inn come to his aid, trying to 
  detain the PCs until the Town Watch arrives. 
   
  Use the sample 5th level fighter stats on p. 117 
  of the Dungeon Master's Guide for Caswir's 
  other bodyguard and for the Town Watch.  Just 
  treat them as humans instead of hobgoblins. 
   
  After the PCs have amused Caswir long 
  enough, he offers to help them.  Before he tells 
  them anything though, there is the matter of his 
  price: 
   
  “Very well then, I will tell you what you want 
  to know.  However, I am a businessman, and 
  as with any commodity, information has its 
  price.  I would say this is worth at least ___ 
  gold lions.  Unless you can offer another 
  equitable trade.” 
   
  Caswir’s asking price is the APL x 50 gp (total). 
  If the PCs suggest owing him a service instead, 
  he agrees.  If the PCs are unwilling to pay gold, 
  or try to bargain him down, he suggests: 
   
  “If you cannot afford this, well, then you can 
  owe me a service instead, which I will collect 
  on at a later date.” 
   
  This he gets in writing.  Once the PCs agree to 
  one of the above payment options, he tells them: 
   
  “Cethin’s gang have taken to hiding in an 
  abandoned steading.  It lies in a copse of 
  trees, in a dell to the south of Daufforth, just 
  a few miles off the road.  Most of the place 
  was destroyed by giants years ago.  It 
  shouldn’t be too much trouble to find… 
  though… it may be simpler to ask that man, 
  as he is likely going there now…” 
   
  He says the last word pointing to a man that is 
  headed for the front door. Upon seeing Caswir 
  point him out, the man begins to run.  
   
  The man, Ogwen, is one of Cethin’s men, and is 
  on his way to the steading to tell Cethin about 
  the party visiting with Caswir. If any of the party 
  members saw the brigand wearing the red 
  armband 
  in 
  Encounter 
  One, 
  then 
  they 
  recognize Ogwen as that man. 
   
  APL 2 (EL 2) 
  Ogwen, male human Rgr1/Rog1: hp 16; see 
  Appendix A. 
   
  APL 4 (EL 4) 
  Ogwen, male human Rgr2/Rog2: hp 24; see 
  Appendix A. 
   
  APL 6 (EL 6) 
  Ogwen, male human Rgr2/Rog4: hp 42; see 
  Appendix A. 
   
  APL 8 (EL 8) 
  Ogwen, male human Rgr3/Rogue5: hp 55; see 
  Appendix A. 
  
  Debts Past Due 
  Round 1 
  Page 17 
   
  He is approximately 30-40 feet from the closed 
  front door of the inn, and the PCs have a good 
  chance of catching him if they give chase right 
  away. 
   
  Tactics:  Ogwen’s motive is escape, and he 
  avoids getting into a fight if at all possible.  He 
  may go for the stables where his horse is kept, 
  or try to lose the party in town before heading to 
  the hideout, depending on the circumstances.  If 
  he can get beyond the courtyard of the inn, he 
  tries to lose the party by ducking into alleys, and 
  hiding and moving silently in the surrounding 
  buildings and streets.  The ground in Hochoch is 
  muddy, and heavily traveled, considerably 
  slowing down any attempts at tracking.   If the 
  PCs are not able to spot him in the first few 
  rounds (assuming they pursue him), consider 
  him “escaped”, and headed to the hideout. 
   
  Ogwen is in town with the other members of 
  Cethin’s gang spending their share of the loot.  
  At present, the others are in the Boar’s Knuckle 
  tavern and various establishments throughout 
  Hochoch getting liquored up and spending their 
  gold on women, new gear, weapons, etc.  They 
  are all staying the night in town, and leaving for 
  the hideout the next day. 
   
  It just so happens that Ogwen was securing 
  lodging for the night from the Giant’s Hearth 
  innkeeper, as the gang wanted to splurge and 
  stay at the newest and most expensive place in 
  town.  He was enjoying a cider when he noticed 
  the PCs talking to Caswir and recognized them 
  from Encounter One.  He was just leaving to 
  inform Cethin/Thulis of the coincidence 
   
  If the party tries to apprehend Ogwen, one of the 
  nearby commoners alerts a Town Watch patrol 
  which comes to investigate.  Give the party a 
  total of four or five rounds to catch and 
  interrogate Ogwen, before the Watch intervenes. 
  If the party overwhelms him from the start, or 
  blocks off his avenues of escape, or if he’s faced 
  with the PCs and the Town Watch, Ogwen 
  surrenders. A successful Intimidate check (DC 
  10 + Ogwen’s level + 3 circumstance bonus due 
  to his fear of Cethin/Thulis’ wrath) is required to 
  get any information out of him.  If the PCs 
  explain their story to the Watch (and show the 
  writ from the Braichdyn) the Watch arrests 
  Ogwen.  If Ogwen’s reason for being at the 
  Giant’s Hearth Inn gets out, they take care of 
  detaining the others for questioning when they 
  arrive at the inn.  The Town Watch does not 
  leave Hochoch. 
   
  Development:  The final encounter is based on 
  whether Ogwen gets away (in which case Cethin 
  is ready and waiting for the party), or whether he 
  is captured, (in which case Cethin is not 
  expecting the party). 
   
  If, 
  and 
  only 
  if, 
  Ogwen 
  is 
  interrogated 
  successfully, charmed or otherwise magically 
  compelled to cooperate, he answers their 
  questions.  He is a coward at heart, but fears 
  Thulis (Cethin) more than anything (except 
  maybe a determined party). He knows the 
  location of the steading hideout, and has been 
  there a handful of times.  The whole gang was 
  there last night.  Thulis has told him it is riddled 
  with traps (although this was a lie on 
  Thulis’/Cethin’s part).  He is not sure where 
  Thulis has stashed the loot.  He also tells the 
  party that Thulis hires new men all the time, and 
  the steading is likely to have guards aside from 
  the robbers (another lie told to him by 
  Thulis/Cethin). 
   
  Proceed to Encounter Seven. 
   
  Encounter Seven: To Catch 
  a Thief 
  DM note:  There is a chance in this encounter, 
  that a PC will be ‘taken out’ and replaced by 
  Cethin.  His goal is to replace one of the PCs 
  without anyone noticing.  If this opportunity 
  arises during game play, pass a note or 
  somehow give notice to the player in question, 
  and let him know what is happening.  Conduct 
  Cethin’s attack in secret, perhaps pre-roll some 
  attacks and Bluff checks.  Maybe even have the 
  player make some rolls, and use those as 
  Cethin’s attack rolls.  If a player is ‘taken out’ 
  and replaced by the doppelganger, tell him/her 
  to continue playing as normal, and try to look for 
  (or create) an opportune moment to strike the 
  other party members (at which time you should 
  take control of Cethin’s attack rolls). To help 
  avoid the other players getting suspicious, 
  perhaps pass a note to everyone, so as not to 
  single out that one player.  
     
  Stepping off the road to Daufforth, you and 
  your companions scan the terrain as you go 
  until you spot a dell between three hills. 
  There is a large copse of trees in the vale, 
  
  Debts Past Due 
  Round 1 
  Page 18 
  and you can just make out the wall of a 
  steading overgrown with vines. The place 
  looks long abandoned.  
   
  The Abandoned Steading:  A steading is a 
  Gyric farm with a palisade wall around it to 
  guard against raiders and beasts.  The gate of 
  this steading has been destroyed, and the wall 
  has been bashed-in in one corner.  The 
  remaining palisade wall is 12’ tall.  The ruined 
  buildings 
  have 
  been 
  almost 
  completely 
  demolished and contain nothing of interest.  This 
  is evident at a glance. The small portions of the 
  ruined buildings walls that do remain afford 50% 
  cover.  The ‘home’ of the steading is the only 
  building that is fairly intact. It is constructed in a 
  ‘log cabin’ fashion, and therefore sturdier than 
  the other buildings were.  
   
  The house consists of two floors.  The ground 
  floor has a reinforced wooden front door, and 
  contains a long table and a fireplace.  The 
  second floor is essentially a loft, and is open on 
  the side facing the fireplace.  The wall on that 
  side of the bedrooms is only three feet tall, 
  affording a view of the floor below.  The 
  easternmost bedroom has a gaping hole in the 
  wall to the outside. (10 feet from ground level), 
  and a boulder lies in the corner.  All of the 
  windows are shuttered with sturdy wooden 
  panels, and barred from the inside.  
   
  Cethin has used this hideout in the past. The 
  pay box (with the half of the gold that remains) 
  has been stashed in a hole under some loose 
  flagstones in the hearth floor (Search DC 15).  
  The space under the stones is lined with lead 
  sheeting (to block locate object divinations), and 
  the underside edges of the stones have been 
  coated with poison which the PCs touch when 
  they lift the stone unless they search for traps 
  and wipe the poison off (disable device).  The 
  stolen weapons, gear, and other sundries are 
  being kept upstairs in the large bedroom. 
   
  APL 2 (EL 1) 
  Stone Smeared with Contact Poison; CR 1; 
  mechanical; touch trigger (attached); manual 
  reset; poison (carrion crawler brain juice, DC 13 
  Fortitude save resists; paralysis/0); Search DC 
  19; Disable Device DC 16. 
   
  APL 4 (EL 3) 
  Stone Smeared with Contact Poison; CR 3; 
  mechanical; touch trigger (attached); manual 
  reset; poison (sassone leaf residue, DC 16 
  Fortitude save resists; 2d12 hp/1d6 Con); 
  Search DC 30; Disable Device DC 19. 
   
  APL 6 (EL 5) 
  Stone Smeared with Contact Poison; CR 5; 
  mechanical; touch trigger (attached); manual 
  reset; poison (nitharit, DC 16 Fortitude save  
  resists, 1d6 Dex/2d6 Dex); Search DC 25; 
  Disable Device DC 19. 
   
  APL 8 (EL 7) 
  Stone Smeared with Contact Poison; CR 7; 
  mechanical; touch trigger (attached); manual 
  reset; poison (dragon bile, DC 26 Fortitude save 
  resists; 3d6 Str/0); Search DC 27; Disable 
  Device DC 16. 
   
  If the PCs did not catch Ogwen in the last 
  encounter, there is a chance that he escaped 
  and beat the PCs here to warn Cethin.  He is 
  only willing and able to warn Cethin if he was 
  able to escape on horseback with no pursuers in 
  sight.  If he gets to Cethin before the party, 
  Cethin tells him to leave before the PCs arrive.  
  He does not want Ogwen realizing what he 
  really is, and furthermore, he wants to keep the 
  rest of the loot for himself (after he defeats the 
  party).  Ogwen, not wanting to anger Cethin, 
  does as he is told. He hides away from the 
  steading watching from afar, and leaves if the 
  party defeats Cethin. They may see Ogwen 
  again… 
   
  Tactics:  Cethin believes himself to be very 
  cunning, and sees this encounter as a 
  challenging game.  He is also an unstable, 
  bloodthirsty sadist. Depending on the mood he 
  is in, he either tries to kill the PCs when he has a 
  chance, or, (in APLs 4-8) he tries to paralyze 
  them using his poison or ‘death attack’.  Three of 
  his darts are always coated carrion crawler brain 
  juice poison.  Depending on the situation, he has 
  a 50/50 chance to either go for the outright kill, 
  or paralyze them (to save the victims for later 
  torture and a slower death). If the ‘waiting game’ 
  tactics take too long, he finally snaps and 
  attacks the nearest target. 
   
  At APLs 6-8, Cethin casts the spell undetectable 
  alignment on himself every day as added 
  security against nosy spellcasters.       
   
  If Cethin has been warned, he takes his time to 
  hide outside the home, and applies poison to his 
  rapier. Once he spots the PCs, he drinks a 
  potion of misdirection to throw off any divinations 
  
  Debts Past Due 
  Round 1 
  Page 19 
  attempted on him, and possibly a potion of non-
  detection.  He casts any preparatory spells 
  (dependent on the APL) that might come in 
  handy during a fight (i.e. spider climb).  He waits 
  for the PCs to enter before attacking any lone 
  PC left outside.  His strategy is to eliminate a 
  party member, and take his place without the 
  others noticing. If a good opportunity does not 
  present itself, he reads the surface thoughts of 
  the party while hiding, and changes his form into 
  that of Cuthalion Strongbow, or another ally the 
  party recognizes, before approaching them. He 
  then suggests that the party set up to ambush 
  the bandits, and he joins the party in an attempt 
  to get another character alone during the ‘stake-
  out’. 
   
  If Cethin is caught unawares, then he is inside 
  when the PCs arrive, though it is nigh impossible 
  to surprise him while he is in the house.  He is 
  almost always facing the front door, and his 
  detect thoughts ability is always active while he 
  is at the steading.  When he notices strangers 
  approaching, he begins to read their thoughts 
  while moving to the loft area.  Use the Will saves 
  rolled by the PCs at the beginning of the 
  module, and keep in mind that the range of his 
  ability is 60 feet, and it takes him 3 rounds to 
  actually read the surface thoughts of the PCs.  
   
  He goes to the larger bedroom, drinks a potion 
  of misdirection, and possibly a potion of non-
  detection.  He casts any spells that may come in 
  handy (i.e. spider climb), and if he has time, he 
  coats his rapier in poison (full round action).  
  Most importantly, he assumes the form of a 
  simple, Gyri country girl named Lona that the 
  gang “kidnapped” from the hamlet of Daufforth.  
  What is left of her clothes are torn, and she is 
  badly bruised.  She (he) sobbingly tells them 
  that the black haired man and his gang left some 
  time ago, and that they should all leave, as the 
  “bad men” will be back soon.  If asked why she 
  did not leave, she tells them that he (Thulis) 
  threatened to kill her parents if she tried to run 
  away.  If asked why she was taken, she implies 
  that her father has a lot of money (owns a big 
  farm etc.).  Once he has lulled them into a false 
  sense of security, he seeks the perfect 
  opportunity to attack.  Ideally he tries to get a 
  party member alone. 
   
  DM note:  At APL 8, Cethin/Lona is wearing a 
  ring of mind shielding.  If the characters detect 
  magic on her, it may register even if he drank a 
  potion to throw off divinations.  If so, it detects as 
  Abjuration magic, and she plays it off as ‘a 
  present from her dad to keep her from harm’. 
   
   
  If Cethin is detected, he may know the gig is 
  up (via his detect thoughts ability).  Failing that, 
  roll his Sense Motive for him to gather that the 
  party is on to him.  At this point, he transforms 
  into Thulis (if he has time to do so) and tells the 
  party that they stand no chance against him.  He 
  tries to Bluff his way out of this, and tries to 
  tempt them with gold and offers to join his gang.  
  If he does not have time, and the PCs engage 
  him in combat, he fights them in whatever form 
  he is in currently.  He fights to the best of his 
  ability, using the steading ‘landscape’ to his 
  advantage, and springing after spellcasters first 
  if he can.  If he is being overwhelmed, he tries to 
  flee given the opportunity. 
   
  The real Thulis Shadowcaster has trailed the 
  party to this point, and remains in hiding. He 
  reveals himself at the end of the encounter. 
   
  If and when a final blow is dealt to Cethin 
  (resulting in death or unconsciousness), read 
  the following: 
   
  The body of ________ collapses to the 
  ground, disbelief and anger etched on its 
  face.  It convulses and begins to rapidly 
  transform, changing shape from one second 
  to the next.  One moment you see the face of 
  Thulis Shadowcaster, the next moment that 
  of a little girl, and then one who resembles 
  Caswir, and a dozen others, before it settles 
  on a gray skinned, featureless face set with 
  unblinking white eyes. 
   
  As you look down at this curiosity, applause 
  from a single pair of hands breaks the 
  silence, and a familiar voice speaks up 
  nearby, “Well, that certainly explains a lot.” 
  Says 
  the 
  voice 
  you 
  recognize 
  as 
  Shadowcaster’s. “He always had an uncanny 
  knack for disguises, and now I know why.” 
   
  “Well done adventurers, though don’t expect 
  any reward for your efforts, at least not from 
  the ‘Grand’ Duke.  Speaking of which, if you 
  see Owen, tell him not to spend all of my 
  money on this ill-fated war.  I’ll be collecting 
  it from him soon enough.”  
   
  "But me, I pay my debts.  You've cleared my 
  name.  That should be worth something.  
  Find me sometime and we'll talk."  The last is 
  
  Debts Past Due 
  Round 1 
  Page 20 
  said with an amused chuckle that fades 
  away.  
   
  If the party tries to look for Thulis, it is in vain. He 
  has the Hide in Plain Site ability, and his Hide 
  and Move Silently skills are in the 30s. If he is 
  tracked, he has the ability to go to the ethereal 
  plane if need be. 
  Conclusion 
  If the party defeats Cethin, and searches the 
  homestead thoroughly, they find the strongbox 
  (under the fireplace flagstones as described 
  above).  It is clearly identifiable as the one from 
  the army caravan, as it has both the seal of Fox 
  Company and that the Grand Duke on it.  It is 
  only half full (300gp), as the other half went to 
  the members of the gang. The other sundries 
  that were stolen from the wagon are kept in the 
  bedroom upstairs.  Two horses can be found 
  tied to a tree in the woods behind the lodge 
  (both stolen, as evident by the Teulu cavalry 
  brand on them). 
   
  A search of the steading bedrooms reveals 
  nothing else of import in the lodge. The building 
  itself was abandoned a decade ago when the 
  giants invaded, and the gang only recently 
  claimed it as a hideout. 
   
  Upon returning the Army property, Braichdyn 
  Berwyn thanks them, and ask that they keep this 
  as confidential as possible.  He also offers them 
  an opportunity to join the Army of Liberation if 
  they are not already members, because as the 
  braichdyn puts it: “We could use some good 
  folk such as yourselves”. 
    
  The End 
   
  Experience Point Summary 
  To award experience for this adventure, add up 
  the values for the objectives accomplished. 
  Then assign the experience award.  Award the 
  total value (objectives plus role-playing) to each 
  character. 
   
  Encounter One: Enter the Villain  
  Finding the clues at the ambush  
   
  APL 2 
  40 xp; 
  APL 4 
  60 xp; 
  APL 6 
  80 xp; 
  APL 8 
  100 xp. 
   
  Encounter Four: Big Trouble  
  Defeating the Giant Army scouting/raiding party   
  APL 2 
  150 xp; 
  APL 4 
  210 xp; 
  APL 6 
  270 xp; 
  APL 8 
  330 xp. 
   
  Encounter Five: The Hidden Haven  
  Speaking with Thulis and learning of Cethin and 
  Caswir   
  APL 2 
  150 xp; 
  APL 4 
  210 xp; 
  APL 6 
  270 xp; 
  APL 8 
  330 xp. 
   
  Encounter Six: Deal with a Monger 
  Capturing/defeating Ogwen 
  APL 2 
  60 xp; 
  APL 4 
  120 xp; 
  APL 6 
  180 xp; 
  APL 8 
  240 xp. 
   
  Encounter Seven: To Catch a Thief 
  Defeating Cethin and recovering stolen items 
  APL 2 
  150 xp; 
  APL 4 
  210 xp; 
  APL 6 
  270 xp; 
  APL 8 
  330 xp. 
  Defeating the trap 
  APL 2 
  30 xp; 
  APL 4 
  90 xp; 
  APL 6 
  150 xp; 
  APL 8 
  210 xp. 
   
  Total possible experience  
  APL 2 
  450 xp; 
  APL 4 
  675 xp; 
  APL 6 
  900 xp; 
   
  APL 8 
  1125 xp. 
   
  Treasure Summary 
  During an adventure, characters encounter 
  treasure, usually finding it in the possession of 
  their foes.  Every encounter that features treasure 
  has a “treasure” section within the encounter 
  description, giving information about the loot, 
  coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces 
  each character gains if the foes are plundered of 
  all their earthly possessions.  Looting the bodies 
  takes at least 10 minutes per every 5 enemies, 
  and if the characters cannot take the time to loot 
  
  Debts Past Due 
  Round 1 
  Page 21 
  the bodies, they do not gain this gold.  If you feel 
  it is reasonable that characters can go back to 
  loot the bodies, and those bodies are there (i.e., 
  not carted off by dungeon scavengers, removed 
  from the scene by the local watch, and so on), 
  characters may return to retrieve loot.  If the 
  characters do not loot the body, the gold piece 
  value for the loot is subtracted from the encounter 
  totals given below. 
   
  The coin total is the number of gold pieces 
  each character gains if they take the coin 
  available.  A normal adventuring party can usually 
  gather this wealth in a round or so.  If for some 
  reason, they pass up this treasure, the coin total 
  is subtracted from the encounter totals given 
  below. 
   
  Next, the magic items are listed.  Magic item 
  treasure is the hardest to adjudicate, because 
  they are varied and because characters may 
  want to use them during the adventure.  Many 
  times characters must cast identify, analyze 
  dweomer or similar spell to determine what the 
  item does and how to activate it.  Other times 
  they may attempt to use the item blindly.  If the 
  magic item is consumable (a potion, scroll, magic 
  bolts, etc.) and the item is used before the end of 
  the adventure, its total is subtracted from the 
  adventure totals below. 
   
  Once you have subtracted the value for 
  unclaimed treasure from each encounter add it up 
  and that is the number of gold pieces a 
  characters total and coin value increase at the 
  end of the adventure.  Write the total in the GP 
  Gained 
  field 
  of 
  the 
  adventure 
  certificate.  
  Because this is a Regional scenario, characters 
  may spend additional Time Units to practice 
  professions or create items immediately after the 
  adventure so this total may be modified by other 
  circumstances. 
  L = Looted gear from enemy; C = Coin, Gems, 
  Jewelry, and other valuables; M = Magic Items. 
  L:  Looted gear from enemy 
  C:  Coin, Gems, Jewelry, and other valuables 
  M:  Magic Items (sell value)  
   
  Encounter 4: Big Trouble 
  Defeat Giant Army patrol and strip their gear. 
  APL 2: L: 88 gp; C: 0; M: 0 
  APL 4: L: 88 gp; C: 0; M: 0 
  APL 6: L: 456 gp; C: 0; M: 0 
  APL 8: L: 302 gp; C: 0; M: 0 
   
  Encounter 5: The Hidden Haven 
  Were polite and friendly to Cuthalion. 
  APL 2: L: 0; C: 0; M: Quaal's Feather Token 
  (hound) ( Value 30 gps per character) 
  APL 4: L: 0; C: 0; M: Quaal's Feather Token 
  (hound) ( Value 30 gps per character) 
  APL 6: L: 0; C: 0; M: Quaal's Feather Token 
  (hound) ( Value 30 gps per character) 
  APL 8: L: 0; C: 0; M: Quaal's Feather Token 
  (hound) ( Value 30 gps per character) 
   
  Encounter 6: Deal with a Monger  
  Capture and strip Ogwen of his gear (watch will 
  allow it if shown writ from Braichdyn) 
   
  APL 2: L: 228 gp; C: 0; M: 0 
   
  APL 4: L: 178 gp; C: 0; M: +1 chain shirt 
  (Value: 104gp per character) 
   
  APL 6: L: 178 gp; C: 0; M: +1 chain shirt 
  (Value: 104 gp per character) 
   
  APL 8: L: 178 gp; C: 0; M: +1 chain shirt 
  (Value: 104 gp per character) 
   
  Encounter 7: To Catch a Thief 
  Defeat and strip Cethin of his gear, as well as 
  loot the steading. 
   
  APL 2: L: 350 gp; C: 0; M: potion of 
  misdirection (x2) (Value: 50 gp per character 
  gp), bag of holding (Type 1) (Value: 208 gp per 
  character), potion of undetectable alignment 
  (Value: 25 gp per character) 
   
  APL 4: L: 450 gp; C 0 gp: 0; M: potion of 
  misdirection (x2) (Value: 50 gp per character), 
  bag of holding (Type 1) (Value: 208 gp per 
  character), cloak of resistance +1 (Value: 83 gp 
  per character), potion of non-detection (Value: 
  63 gp per character) 
   
  APL 6: L: 450 gp; C 0 gp: 0; M: potion of 
  misdirection (x2) (Value: 50 gp per character), 
  bag of holding (Type 1) (Value: 208 gp per 
  character), cloak of resistance +2 (Value: 333 gp 
  per character), potion of non-detection (Value: 
  63 gp per character)  
   
  APL 8: L: 365 gp; C 0 gp: 0; M: potion of 
  misdirection (x2) (Value: 50 gp per character); 
  +1 rapier (Value: 193 gp per character), bag of 
  holding (Type 1) (Value: 208 gp per character), 
  cloak of resistance +2 (Value: 333 gp per 
  character), ring of mind shielding (Value: 667 gp 
  per character) 
   
  Total Possible Treasure 
   
   
  APL 2 
  400 gp; 
  APL 4 
  600 gp; 
  APL 6 
  800 gp; 
  APL 8 
  1250 gp. 
   
  Special 
  Characters may earn one of more of the 
  following rewards during the adventure.  Note 
  
  Debts Past Due 
  Round 1 
  Page 22 
  which ones, if any, they receive on the 
  adventure certificate. 
   
  • 
  Favor of Cuthalion Strongbow:  You 
  helped rescue Fredegar and Fryda, 
  animal 
  companions 
  to 
  First 
  Ward 
  Cuthalion Strongbow.  Cuthalion will 
  speak on your behalf if you ever desire 
  to join, or be promoted in, the Olwythi 
  gan Gyruff or the Army of Liberation.  If 
  you are a member of the Olywthi, you 
  may chose to serve at Argel.  If you 
  spend 
  1 
  TU 
  per 
  year 
  instructing/patrolling 
  at 
  the 
  hidden 
  haven, you may lodge there anytime, 
  and standard upkeep costs you nothing 
  in Geoff. Also, you may exchange this 
  favor for access to Quaal's Feathered 
  Headband.  (Favor Level C) 
   
  • 
  Favor of Thulis Shadowcaster (value 
  0 gps, frequency: adventure):  You have 
  helped Thulis protect his "good" name, 
  which he finds amusing.  You may 
  exchange this favor for access to one of 
  the following feats: Arterial Strike, Flick 
  of the Wrist, or Hamstring. (Favor Level 
  D). 
  • 
  Quaal's Feathered Headband:  (value 
  500 
  gps, 
  frequency: 
  special) 
  This 
  woolen headband is decorated with 
  swirling Flan tribal markings.  Tales say 
  it was crafted by the legendary Great 
  Druid Quaal.  The headband holds any 
  number of Quaal's Feather tokens either 
  in an upright or downward position (but 
  not both at the same time).  To retrieve 
  a feather token from the headband is a 
  free action that does not provoke an 
  attack of opportunity.  The headband 
  fills the head slot.  You may only gain 
  access to this item through the Favor of 
  Cuthalion Strongbow.  
   
  • 
  Quaal's 
  Feather 
  Token 
  (hound):  
  (value 300 gps, frequency: adventure) A 
  token that can takes the form of a hound 
  that can track using scent with a +5 
  bonus to Survival checks. The dog lasts 
  for up to one day. It does nothing else 
  but track it’s quarry, and it disappears if 
  dealt any damage. 
   
  • 
  Service Owed to Caswir the Monger: 
  In lieu of paying for information, you owe 
  Caswir a service, and he’s got that in 
  writing.   
   
  • 
  Enmity of Caswir the Monger: You 
  attacked Caswir, and he did not 
  appreciate it. He uses his influence to 
  make things difficult for you.  Special 
  and superior items bought in Hochoch 
  cost you 20% more than the listed price 
  for the next year.   
   
  
  Debts Past Due 
  Round 1 
  Page 23 
  Appendix A 
  Encounters 
   
  APL2 
   
  Encounter Four: Big Trouble (EL 5) 
   
  Ogre: hp 13 (injured); See Monster Manual 
  page 144 
   
  Goblin riders (4): hp 5,5,4,4; see Monster 
  Manual page 107. 
   
  Wolf mounts (4): hp 13,11,11,9; see Monster 
  Manual page 205. 
   
  Fryda & Fredegar (brown bears): CR 4; Large 
  Animals; HD 6d8+24; HP 57 and 60 (currently 
  wounded at 0 hp and 26 hp respectively); Init +1 
  (Dex); Spd 40ft; AC 15 (-1size, +1Dex, 
  +5natural); Atks +11 melee (1d8+8 [x2], claws), 
  +6 melee (2d8+4, bite); Face/Reach 5ft by 
  10ft/5ft; SA improved grab; SQ scent (detects 
  creatures within 30 ft.); AL N; SV Fort+9, Ref+6, 
  Will +3; Str 27, Dex 13, Con 19, Int 2, Wis 12, 
  Cha 6.   
   
  Skills: Listen+4, Spot+7, Swim +14  
   
  Fredegar and Fryda should not be fought by the 
  party and are therefore not included in the EL of 
  this encounter. They merely defend themselves 
  from perceived NPC and PC threats. 
   
  At this APL, Fredegar attacks the ogre if all other 
  threats to Fryda have been neutralized. 
   
  Encounter Six: Deal with a Monger (EL 2) 
   
  Ogwen, male human 1Rgr/1Rog: CR 2: Medium 
  Humanoid (5 ft. 8 in. tall), HD 1d10+1d6+4; hp 
  16; Init +3; Spd 30ft.; AC 17 (+3 Dex, +4 chain 
  shirt armor), Atk +2 melee (1d6+1/18-20, MW 
  rapier); +4 ranged (1d8/19-20, light crossbow); 
  or melee +1 (1d6*subdual, sap); SA Rog sneak 
  attack +1d6; AL NE; SV Fort +5, Ref +6, Will +0; 
  Str 12, Dex 17, Con 14, Int 12, Wis 8, Cha 12. 
   
  Skills and Feats: Appraise+2, Bluff +3, 
  Diplomacy+4, Disable Device+4, Disquise+4, 
  Fogery+4, Hide+6, Knowledge: local +3, Move 
  Silently +5, Listen+3, Open Locks+6, Pick 
  Pockets+5, Ride +4, Search+2, Sense  
   
  Motive+2, Spot +0, Tumble+4, Use Rope+5, 
  Wilderness Lore+1.  Feats: Dodge, Quick Draw.   
   
  Possessions: chain shirt, MW rapier, MW 
  sap, light crossbow, 10 arrows, and coin purse, 
  30 gp.  
   
  Heth 
  the 
  Bodyguard, 
  male 
  human 
  Bbn4/Ftr4/Gld4: CR 12: Medium Humanoid (6 ft. 
  6 in. tall); HD 8d10+4d12+36; hp 116; Init +2; 
  Spd 40 ft; AC 20 (+5 +3 studded leather armor, 
  +2 Dex); Atk +18/+13/+8 melee (1d8+6, MW 
  heavy mace); AL CN; SV Fort +15, Ref +5, Will 
  +4; Str 18, Dex 14, Con 17, Int 10, Wis 8, Cha 8. 
   
  Skills & Feats: Bluff +7, Climb +9, Handle 
  Animal +4, Intimidate +7, Jump +5, Listen +2, 
  Move Silently +2, Perform +4, Ride +10, Spot 
  +4, Tumble +5, Wilderness Lore +0. Blind-Fight, 
  Iron Will, Power Attack, Cleave, Great Cleave, 
  Weapon Focus (Heavy Mace), Close-Quarters 
  Fighting, Dirty Fighting 
   
  Possessions: +3 studded leather armor, 
  masterwork heavy mace, leather bag 
   
  Heth is not included in the EL of this encounter 
  because the party should not fight him, unless 
  they attack Caswir, who is a non-combatant. 
   
  Encounter Seven: To Catch a Thief (EL 5) 
   
  Cethin the Cruel, male doppelganger Rog2: 
  CR5; Medium Shapechanger (5ft. 8in. tall); HD 
  4d8+2d6+6; hp 37; Init +3 (Dex); Spd 30; AC 21 
  (+4 natural, +3 Dex; +3 studded leather armor, 
  +1 buckler), Atks +5 (slams 1d6+1 [x2]), or +6 
  melee (1d6+1/18-20, MW rapier) or +7 ranged 
  (1d4+1); SA Detect Thoughts, sneak attack 
  +1d6; SQ Alter self, immunities, darkvision 60 ft., 
  evasion; AL CE; SV Fort +5, Ref +10, Will +6; 
  Str 12, Dex 16, Con 12, Int 13, Wis 14, Cha 16. 
  Skills and Feats: Bluff +13*, Disquise 
  +13*, Forgery +2, Hide +6, Intimidate +7, Listen 
  +13, Move Silently +8, Open Lock +4, Search 
  +2, Sense Motive +6, Spot +10, Tumble +3; 
  Alertness, Dodge, Mobility  
  Detect Thoughts (Su): A doppelganger 
  can continuously detect thoughts as the spell 
  cast by an 18th level sorcerer (save DC 15*).  It 
  can suppress or resume this ability as a free 
  action. *Cethin has a better detect thoughts save 
  DC than most of his kind due to his high 
  Charisma. 
  
  Debts Past Due 
  Round 1 
  Page 24 
  Alter Self (Su): As the alter self spell 
  cast by 18th level sorcerer. Change in shape is a 
  standard action. Can assume the shape of any 
  Small or Medium-size humanoid. This works like 
  the alter self spell, as if cast by an 18th-level 
  sorcerer.  The doppelganger can keep one 
  shape indefinitely, and changing shape is a 
  standard 
  action. 
   
  This 
  gives 
  it 
  a 
  +10 
  circumstance bonus to Disguise checks, in 
  addition to racial bonuses. 
  Immunities (Ex): Doppelgangers are 
  immune to sleep and charm effects. 
  Uncanny Dodge (Ex): Retains Dexterity 
  bonus to AC even if flat-footed or unable to see 
  opponent. 
  Evasion (Ex): On a successful Reflex 
  save against a magical attack, you take no 
  damage 
   
   
  Sneak Attack: Any time someone you 
  attack is denied his or her Dexterity bonus to 
  AC, or you are flanking him or her, you inflict 
  extra damage. Ranged attacks must be within 
  30 feet to gain this, and this extra damage is not 
  increased on a critical hit. Creatures that are 
  immune to critical hits ignore this damage, as do 
  creatures with concealment. 
   
   
  Possessions: 
  Masterwork 
  rapier, 
  dagger, 6 darts, buckler, studded leather armor, 
  2 smokesticks, 6 tanglefoot bags, 2 potions of 
  misdirection, potion of undetectable alignment, 
  bag of holding (Type 1). 
  
  Debts Past Due 
  Round 1 
  Page 25 
  APL 4 
  Encounter Four: Big Trouble (EL 7) 
   
  Ogre: hp 26; See Monster Manual page 144. 
   
  Goblin cavalry (4): hp 5,5,6,6; see Monster 
  Manual page 107-108. 
   
  Worg mounts (4): hp 30 each; see Monster 
  Manual page 184. 
   
  Fryda & Fredegar (brown bears): CR 4; Large 
  Animals; HD 6d8+24; HP 57 and 60 (currently 
  wounded at 0 hp and 26 hp respectively); Init +1 
  (Dex); Spd 40ft; AC 15 (-1size, +1Dex, 
  +5natural); Atks +11 melee (1d8+8 [x2], claws), 
  +6 melee (2d8+4, bite); Face/Reach 5ft by 
  10ft/5ft; SA improved grab; SQ scent (detects 
  creatures within 30 ft.); AL N; SV Fort+9, Ref+6, 
  Will +3; Str 27, Dex 13, Con 19, Int 2, Wis 12, 
  Cha 6.   
   
  Skills: Listen+4, Spot+7, Swim +14  
   
  Fredegar and Fryda should not be fought by the 
  party and are therefore not included in the EL of 
  this encounter. They merely defend themselves 
  from perceived NPC and PC threats. 
   
  Encounter Six: Deal with a Monger (EL 4) 
   
  Ogwen, male human Rgr2/Rog2: CR 4: Medium 
  Humanoid (5 ft. 8 in tall); HD 2d6+2d10+8; hp 
  24; Init +3; Spd 30 ft.; AC 18 (+5 +1 chain shirt 
  armor, +3 Dex); Atk +3 melee (primary)  
  (1d6+1,18-20/×2, 
  MW 
  rapier), 
  +3 
  melee 
  (secondary)  (1d6 §, MW sap), or +7 ranged 
  (1d8/19-20, light crossbow); SA Rog sneak 
  attack +1d6; SQ Rog evasion; AL NE; SV Fort 
  +5, Ref +7, Will +0; Str 12, Dex 17, Con 14, Int 
  12, Wis 9, Cha 12. 
   
  Skills & Feats: Appraise +2, Bluff +3, 
  Disable Device +4, Disguise +4, Forgery +4, 
  Hide +7, Knowledge (local) +3, Listen +4, Move 
  Silently +7, Open Lock +7, Pick Pocket +7, Ride 
  +4, Search +7, Sense Motive +3, Tumble +8, 
  Use Rope +6, Wilderness Lore +1. 
  Dodge, Mobility, Quick Draw 
   
  Possessions: +1 chain shirt, MW rapier, MW 
  sap, light crossbow, 10 arrows, coin purse, 
  30gp. 
   
  Heth 
  the 
  Bodyguard, 
  male 
  human 
  Bbn4/Ftr4/Gld4: CR 12: Medium Humanoid (6 ft. 
  6 in. tall); HD 8d10+4d12+36; hp 116; Init +2; 
  Spd 40 ft; AC 18 (+6 +3 studded leather armor, 
  +2 Dex); Atk +18/+13/+8 melee (1d8+6, MW 
  heavy mace); AL CN; SV Fort +15, Ref +5, Will 
  +4; Str 18, Dex 14, Con 17, Int 10, Wis 8, Cha 8. 
   
  Skills & Feats: Bluff +7, Climb +9, Handle 
  Animal +4, Intimidate +7, Jump +5, Listen +2, 
  Move Silently +2, Perform +4, Ride +10, Spot 
  +4, Tumble +5, Wilderness Lore +0. Blind-Fight, 
  Iron Will, Power Attack, Cleave, Great Cleave, 
  Weapon Focus (Heavy Mace), Close-Quarters 
  Fighting, Dirty Fighting 
   
  Possessions: +3 studded leather armor, 
  masterwork heavy mace, leather bag 
   
  Heth is not included in the EL of this encounter 
  because he is not to be fought by the party, 
  unless they attack Caswir, who is a non-
  combatant. 
   
  Encounter Seven: To Catch a Thief (EL 7) 
   
  Cethin 
  the 
  Cruel, 
  male 
  doppelganger 
  Rog3/Asn1: CR7; Medium Shapechanger (5ft. 
  8in. tall); HD 4d8+4d6+8; Hp 47; Init +3 (Dex); 
  Spd 30; AC 21 (+4 natural, +3 Dex; +3 studded 
  leather armor, +1 buckler), Atks +6 melee 
  (slams 1d6+1 [x2]), or +7 melee (1d6+1/18-20, 
  MW rapier), or +8 ranged (1d4+1); SA Detect 
  thoughts, sneak attack +3d6, death attack; SQ 
  Alter self, immunities, darkvision 60 ft, evasion; 
  AL CE; SV Fort +7, Ref +13, Will +8; Str 12, Dex 
  16, Con 12, Int 14, Wis 14, Cha 16. 
  Skills and Feats: Bluff +13*, Disguise 
  +13*, Forgery +4, Hide +10, Intimidate +8, 
  Listen +13, Move Silent +10, Open Lock +4, 
  Perform +6, Pick Pocket +5, Search +3, Sense 
  Motive +6, Spot +10, Tumble +6, Use Rope +4; 
  Alertness, Dodge, Mobility 
  Detect Thoughts (Su): A doppelganger 
  can continuously detect thoughts as the spell 
  cast by an 18th level sorcerer (save DC 15*).  It 
  can suppress or resume this ability as a free 
  action. *Cethin has a better detect thoughts save 
  DC than most of his kind due to his high 
  Charisma. 
  Alter Self (Su): As the alter self spell 
  cast by 18th level sorcerer. Change in shape is a 
  standard action. Can assume the shape of any 
  Small or Medium-size humanoid. This works like 
  the alter self spell, as if cast by an 18th-level 
  sorcerer.  The doppelganger can keep one 
  shape indefinitely, and changing shape is a 
  standard 
  action. 
   
  This 
  gives 
  it 
  a 
  +10 
  circumstance bonus to Disguise checks, in 
  addition to racial bonuses. 
  
  Debts Past Due 
  Round 1 
  Page 26 
   
   
  Immunities (Ex): Doppelgangers are 
  immune to sleep and charm effects. 
  Uncanny Dodge (Ex): Retains Dexterity 
  bonus to AC even if flat-footed or unable to see 
  opponent. 
   
   
  Evasion (Ex): On a successful Reflex 
  save against a magical attack, you take no 
  damage. 
   
   
  Sneak Attack: Any time someone you 
  attack is denied his or her Dexterity bonus to 
  AC, or you are flanking him or her, you inflict 
  extra damage. Ranged attacks must be within 
  30 feet to gain this, and this extra damage is not  
  increased on a critical hit. Creatures that are 
  immune to critical hits ignore this damage, as do 
  creatures with concealment 
   
   
  Death Attack: If you study your victim for 
  3 rounds, and then attack that target within 
  another 3 rounds using a sneak attack with a 
  melee weapon that successfully deals damage, 
  you can paralyze or kill the target if they fail a 
  Fortitude save (DC 15). 
   
   
  Possessions: 
  Masterwork 
  rapier, 
  dagger, 6 darts, buckler, studded leather armor, 
  2 smokesticks, 6 tanglefoot bags, 2 potions of 
  misdirection, vial of poison: carrion crawler brain 
  juice (DC 13), bag of holding (Type 1), cloak of 
  resistance +1, potion of non-detection 
   
   
  Spells Known: (1; base DC 12 + spell 
  level); 1st –  ghost sound, sleep. 
  
  Debts Past Due 
  Round 1 
  Page 27 
  APL 6 
  Encounter Four: Big Trouble (EL 9) 
   
  Grak: Male ogre 1Bbn/1Ftr; CR 4; Large Giant; 
  HD4d8+1d12+1d10+12 (50hp); Init -1; Spd 40ft; 
  AC 18 (-1size, -1dex, +5 natural, +5 chainmail); 
  Atk +12 two-handed melee (2d6+8, MW 
  greatclub) or +1 ranged (2d6+6/x3, longspear); 
  Face/Reach 5ft/10ft (15-20ft with longspear); AL 
  CE; SV Fort+10, Ref+0, Will+1; Str 22, Dex 8, 
  Con 15, Int 6, Wis 10, Cha 7.  
   
  Skills and Feats: Climb+6, Listen +2, 
  Spot+2; Swim +7, Wilderness Lore +2; Weapon 
  Focus (greatclub), Power Attack, Cleave, Great 
  Cleave.  
   
  Possessions: 
  Chainmail 
  armor, 
  MW 
  greatclub, dagger, map of southern Dim Forest. 
   
  Goblin elite cavalry, male goblin Ftr2 (4): CR 
  2; Small Humanoid; HD 2d10+2; hp 18; Init +3; 
  Spd 30 ft; AC 18 (+4 armor, +3 Dex, +1 size); 
  Atk +3 melee (1d8, Morningstar), or +3 melee 
  (1d6/x3, light lance), or +6 ranged (1d6, Javelin); 
  AL CE; SV Fort +4, Ref +3, Will +0; Str 11, Dex 
  16, Con 12, Int 10, Wis 11, Cha 8. 
   
  Skills & Feats: Hide +8, Listen +3, Move 
  Silently +6, Ride +8, Spot +3; Mounted Combat, 
  Ride-By Attack, Spirited Charge. 
   
  Possessions: Chain shirt, Morningstar, 5 
  javelins 
   
  Worg mounts (4): hp 30 each; see Monster 
  Manual page 184. 
   
  Fryda & Fredegar (brown bears): CR 4; Large 
  Animals; HD 6d8+24; HP 57 and 60 (currently 
  wounded at 0 hp and 26 hp respectively); Init +1 
  (Dex); Spd 40ft; AC 15 (-1size, +1Dex, 
  +5natural); Atks +11 melee (1d8+8 [x2], claws), 
  +6 melee (2d8+4, bite); Face/Reach 5ft by 
  10ft/5ft; SA improved grab; SQ scent (detects 
  creatures within 30 ft.); AL N; SV Fort+9, Ref+6, 
  Will +3; Str 27, Dex 13, Con 19, Int 2, Wis 12, 
  Cha 6.   
   
  Skills: Listen+4, Spot+7, Swim +14  
   
  Fredegar and Fryda should not be fought by the 
  party and are therefore not included in the EL of 
  this encounter. They merely defend themselves 
  from perceived NPC and PC threats. 
   
  Encounter Six: Deal with a Monger (EL 6) 
   
  Ogwen, male human Rgr2/Rog4: CR 6: Medium 
  Humanoid (5 ft. 8 in. tall); HD 4d6+2d10+12; hp 
  42; Init +3; Spd 30 ft.; AC 18 (+5 +1 chain shirt 
  armor, +3 Dex); Atk +5 melee (primary)  
  (1d6+1/18-20, MW rapier), +5 (secondary)  (1d6 
  §, Masterwork sap), or +8 ranged  (1d8/19-20, 
  light crossbow); SA Rog sneak attack +2d6; SQ 
  Rog evasion, Uncanny Dodge; AL NE; SV Fort 
  +6, Ref +8, Will +1; Str 12, Dex 17, Con 14, Int 
  12, Wis 8, Cha 12. 
   
  Skills & Feats: Appraise +2, Bluff +3, 
  Disable Device +4, Disguise +4, Forgery +4, 
  Hide +8, Intimidate +2, Jump +5, Knowledge 
  (local) +3, Listen +5, Move Silently +8, Open 
  Lock +8, Pick Pocket +8, Read Lips +4, Ride +4, 
  Search +7, Sense Motive +5, Swim +1, Tumble 
  +10, Use Rope +6, Wilderness Lore +1. Dodge, 
  Mobility, Spring Attack, And Quick Draw. 
   
  Possessions: +1 chain shirt, MW rapier, MW 
  sap, light crossbow, 10 arrows, coin purse, 
  30gp.  
   
  Heth 
  the 
  Bodyguard, 
  male 
  human 
  Bbn4/Ftr4/Gld4: CR 12: Medium Humanoid (6 ft. 
  6 in. tall); HD 8d10+4d12+36; hp 116; Init +2; 
  Spd 40 ft; AC 20 (+5 +3 studded leather armor, 
  +2 Dex); Atk +18/+13/+8 melee (1d8+6, MW 
  heavy mace); AL CN; SV Fort +15, Ref +5, Will 
  +4; Str 18, Dex 14, Con 17, Int 10, Wis 8, Cha 8. 
   
  Skills & Feats: Bluff +7, Climb +9, Handle 
  Animal +4, Intimidate +7, Jump +5, Listen +2, 
  Move Silently +2, Perform +4, Ride +10, Spot 
  +4, Tumble +5, Wilderness Lore +0. Blind-Fight, 
  Iron Will, Power Attack, Cleave, Great Cleave, 
  Weapon Focus (Heavy Mace), Close-Quarters 
  Fighting, Dirty Fighting 
   
  Possessions: +3 studded leather armor, 
  masterwork heavy mace, leather bag 
   
  Heth is not included in the EL of this encounter 
  because the party should not fight him, unless 
  they attack Caswir, who is a non-combatant. 
   
  Encounter Seven: To Catch a Thief  (EL 
  9) 
   
  Cethin 
  the 
  Cruel, 
  male 
  doppelganger 
  Rog3/Asn3: CR9; Size: Medium (5ft 8in. tall); 
  HD 4d8+6d6+10; Hp 57; Init +3 (Dex); Spd 30; 
  AC 21 (+4 natural, +3 Dex; +3 studded leather 
  armor, +1 buckler), Atks +8/+3 melee (slams 
  1d6+2 [x2]), or +9/+4 melee (1d6+1/18-20, MW 
  rapier), or +10/+5 ranged (1d4+1); SA Detect 
  thoughts, sneak attack +4d6, death attack, 
  poison use; SQ Alter self, immunities, darkvision 
  
  Debts Past Due 
  Round 1 
  Page 28 
  60 ft, evasion, poison resistance, uncanny 
  dodge; AL CE; SV Fort +7, Ref +14, Will +9; Str 
  12, Dex 16, Con 12, Int 14, Wis 14, Cha 16. 
  Skills and Feats: Bluff +15*, Disquise 
  +13*, Forgery +4, Hide +12, Intimidate +8, 
  Listen +13, Move Silent +12, Open Lock +4, 
  Perform +8, Pick Pocket +5, Sense Motive +6, 
  Spot +10, Search +4, Tumble +8, Use Rope +4; 
  Alertness, Dodge, Mobility, Combat Reflexes 
   
   
  Detect Thoughts (Su): A doppelganger 
  can continuously detect thoughts as the spell 
  cast by an 18th level sorcerer (save DC 15*).  It 
  can suppress or resume this ability as a free 
  action. *Cethin has a better detect thoughts save 
  DC than most of his kind due to his high 
  Charisma. 
  Alter Self (Su): As the alter self spell 
  cast by 18th level sorcerer. Change in shape is a 
  standard action. Can assume the shape of any 
  Small or Medium-size humanoid. This works like 
  the alter self spell, as if cast by an 18th-level 
  sorcerer.  The doppelganger can keep one 
  shape indefinitely, and changing shape is a 
  standard 
  action. 
   
  This 
  gives 
  it 
  a 
  +10 
  circumstance bonus to Disguise checks, in 
  addition to racial bonuses. 
  Immunities (Ex): Doppelgangers are 
  immune to sleep and charm effects. 
  Uncanny Dodge (Ex): Retains Dexterity 
  bonus to AC even if flat-footed or unable to see 
  opponent. 
  Evasion (Ex): On a successful Reflex 
  save against a magical attack, you take no 
  damage 
   
   
  Sneak Attack: Any time someone you 
  attack is denied his or her Dexterity bonus to 
  AC, or you are flanking him or her, you inflict 
  extra damage. Ranged attacks must be within 
  30 feet to gain this, and this extra damage is not 
  increased on a critical hit. Creatures that are 
  immune to critical hits ignore this damage, as do 
  creatures with concealment. 
   
   
  Death Attack: If you study your victim for 
  3 rounds, and then attack that target within 
  another 3 rounds using a sneak attack with a 
  melee weapon that successfully deals damage, 
  you can paralyze or kill the target if they fail a 
  Fortitude save (DC 15). 
   
   
  Poison Resistance: You have a +1 
  bonus/every 2 levels to all saving throws against 
  poison. 
   
   
  Possessions: 
  Masterwork 
  rapier, 
  dagger, 6 darts, buckler, studded leather armor, 
  2 smokesticks, 6 tanglefoot bags, 2 potions of 
  misdirection, vial of poison: carrion crawler brain 
  juice (DC 13), bag of holding (Type 1), cloak of 
  resistance +2, potion of non-detection 
  Spells Known: (3/1; base DC 12 + spell level); 
  1st – ghost sound, obscuring mist, sleep.; 2nd – 
  pass without trace, undetectable alignment. 
  
  Debts Past Due 
  Round 1 
  Page 29 
  APL 8 
  Encounter Four: Big Trouble (EL 11) 
   
  T’gaznaa, male ogre mage: CR 8; Large Giant 
  (10 ft. tall); HD 5d8+15; hp 41; Init +4 (Improved 
  Initiative); Spd 40 ft., fly 40 ft. (good); AC 18 (-1 
  size, +5 natural, +4 chain shirt), Atk +7 melee 
  (3d6+7/19-20, 
  greatsword) 
  or 
  +2 
  ranged 
  (2d6/x3, longbow); Face/Reach 5 ft. x 5ft./10 ft.; 
  SA Spell-like abilities, SQ Darkvision 90 ft., 
  flight, regeneration 5, spell resistance 19; AL LE; 
  SV Fort +7, Ref +1, Will +3; Str 21, Dex 10, Con 
  17, Int 14, Wis 14, Cha 17. 
   
  Skills and Feats: Concentration +11, Listen 
  +10, 
  Spellcraft 
  +10, 
  Spot 
  +10; 
  Combat 
  Expertise, Improved Initiative. 
   
  Flight (Su): The ogre mage can cease or 
  resume flight as a free action. While using 
  gaseous form, it can fly at its normal speed. 
   
  Regeneration 
  (Ex): 
  The 
  ogre 
  mage 
  regenerates damage from all sources save fire 
  and acid. 
   
  Spell-like abilities: At will – darkness, 
  invisibility, 1/day – charm person (DC 14), cone 
  of cold (DC 18), gaseous form, polymorph self, 
  sleep (DC 14). 
   
  Possessions: greatsword, longbow, chain 
  shirt, map of southern Dim Forest, map of 
  Arweth Cantrev.  
   
  Goblin elite cavalry, male goblins Ftr4 (4): CR 
  4; Small Humanoid; HD 4d10+4; hp 32; Init +3; 
  Spd 30 ft; AC 18 (+4 armor, +3 Dex, +1 size); 
  Atk +7 melee (1d8+1, Morningstar), or +7 melee 
  (1d6+1/x3, light lance), or +8 ranged (1d6+1, 
  javelin); AL CE; SV Fort +5, Ref +4, Will +1; Str 
  12(+1), Dex 16(+3), Con 12(+1), Int 10(+0), Wis 
  11(+0), Cha 8(-1). 
  Skills & Feats: Handle Animal +1, Hide 
  +8, Listen +3, Move Silently +6, Ride +10, Spot 
  +3. Mounted Combat, Mounted Archery, Ride-
  By Attack, Spirited Charge, Weapon Focus 
  (Morningstar) 
   
   
   
   
  Possessions: Chain shirt, Morningstar, 5 
  javelins  
   
    
  Worg mounts (4): hp 35 each; see Monster 
  Manual page 184. 
   
  Fryda & Fredegar (brown bears): CR 4; Large 
  Animals; HD 6d8+24; HP 57 and 60 (currently 
  wounded at 0 hp and 26 hp respectively); Init +1 
  (Dex); Spd 40ft; AC 15 (-1size, +1Dex, 
  +5natural); Atks +11 melee (1d8+8 [x2], claws), 
  +6 melee (2d8+4, bite); Face/Reach 5ft by 
  10ft/5ft; SA improved grab; SQ scent (detects 
  creatures within 30 ft.); AL N; SV Fort+9, Ref+6, 
  Will +3; Str 27, Dex 13, Con 19, Int 2, Wis 12, 
  Cha 6.   
   
  Skills: Listen+4, Spot+7, Swim +14  
   
  Fredegar and Fryda should not be fought by the 
  party and are therefore not included in the EL of 
  this encounter. They merely defend themselves 
  from perceived NPC and PC threats. 
   
  Encounter Six: Deal with a Monger (EL 8) 
   
  Ogwen, male human Rgr3/Rog5: CR 8: Medium 
  Humanoid (5 ft. 8 in. tall); HD 5d6+3d10+18; hp 
  55; Init +4; Spd 30 ft.; AC 19 (+5 +1 chain shirt 
  armor, +4 Dex); Atk +6/+1 melee (primary)  
  (1d6+1/18-20, 
  Masterwork 
  rapier), 
  +6 
  (secondary)  (1d6 §, Masterwork sap), or +9/+4 
  ranged (1d8/19-20, light crossbow); SA Rog 
  sneak attack +3d6; SQ Rog evasion, Uncanny 
  Dodge; AL NE; SV Fort +6, Ref +10, Will +2; Str 
  12, Dex 18, Con 14, Int 12, Wis 10, Cha 12. 
   
  Skills & Feats: Appraise +3, Bluff +7, 
  Disable Device +4, Disguise +5, Forgery +4, 
  Hide +15, Innuendo +1, Intimidate +4, Intuit 
  Direction +1, Jump +5, Knowledge (local) +3, 
  Listen +6, Move Silently +12, Open Lock +8, 
  Pick Pocket +10, Read Lips +6, Ride +6, Search 
  +7, Sense Motive +6, Swim +2, Tumble +15, 
  Use Rope +7, Wilderness Lore +2. Dodge, 
  Mobility, Spring Attack, Quick Draw, and 
  Hamstring.  
   
  Possessions: +1 chain shirt, MW rapier, MW 
  sap, light crossbow, 10 arrows, coin purse, 
  30gp.  
   
  Heth 
  the 
  Bodyguard, 
  male 
  human 
  Bbn4/Ftr4/Gld4: CR 12: Medium Humanoid (6 ft. 
  6 in. tall); HD 8d10+4d12+36; hp 116; Init +2; 
  Spd 40 ft; AC 20 (+5 +3 studded leather armor, 
  +2 Dex); Atk +18/+13/+8 melee (1d8+6, MW 
  heavy mace); AL CN; SV Fort +15, Ref +5, Will 
  +4; Str 18, Dex 14, Con 17, Int 10, Wis 8, Cha 8. 
   
  Skills & Feats: Bluff +7, Climb +9, Handle 
  Animal +4, Intimidate +7, Jump +5, Listen +2, 
  Move Silently +2, Perform +4, Ride +10, Spot 
  +4, Tumble +5, Wilderness Lore +0. Blind-Fight, 
  Iron Will, Power Attack, Cleave, Great Cleave, 
  Weapon Focus (Heavy Mace), Close-Quarters 
  Fighting, Dirty Fighting 
   
  Possessions: +3 studded leather armor, 
  masterwork heavy mace, leather bag 
   
  
  Debts Past Due 
  Round 1 
  Page 30 
  Heth is not included in the EL of this encounter 
  because the party should not fight him, unless 
  they attack Caswir, who is a non-combatant. 
   
  Encounter Seven: To Catch a Thief (EL 
  11) 
   
  Cethin 
  the 
  Cruel, 
  male 
  doppelganger 
  Rog3/Ass4/Shd1: 
  CR11; 
  Medium 
  Shapechanger; HD 5d8+7d6+12; Hp 68; Init +3 
  (Dex); Spd 30; AC 22 (+4 natural, +4 Dex, +3 
  MW studded leather armor, +1 buckler), Atks 
  +9/+4 melee (slams 1d6+2 [x2]), or +10/+5 
  melee (1d6+2/18-20, +1 rapier), or +11/+6 
  ranged (1d4+1); SA Detect thoughts, sneak 
  attack +4d6, death attack, poison use; SQ Alter 
  self, immunities, darkvision 60 ft., evasion, 
  poison resistance, uncanny dodge, hide in plain 
  site; AL CE; SV Fort +9, Ref +18, Will +10; Str 
  12, Dex 17, Con 12, Int 14, Wis 14, Cha 16.  
  Skills and Feats: Bluff +15*, Disquise 
  +15*, Forgery +4, Hide +14, Intimidate +8, 
  Listen +13, Move Silent +10, Open Lock +5, 
  Perform +8, Pick Pocket +5, Sense Motive +6, 
  Spot +10, Search +5, Tumble +10, Use Rope 
  +4; 
  Alertness, 
  Dodge, 
  Combat 
  Reflexes, 
  Mobility, Spring Attack 
  Detect Thoughts (Su): A doppelganger 
  can continuously detect thoughts as the spell 
  cast by an 18th level sorcerer (save DC 15*).  It 
  can suppress or resume this ability as a free 
  action. *Cethin has a better detect thoughts save 
  DC than most of his kind due to his high 
  Charisma. 
  Alter Self (Su): As the alter self spell 
  cast by 18th level sorcerer. Change in shape is a 
  standard action. Can assume the shape of any 
  Small or Medium-size humanoid. This works like 
  the alter self spell, as if cast by an 18th-level 
  sorcerer.  The doppelganger can keep one 
  shape indefinitely, and changing shape is a 
  standard 
  action. 
   
  This 
  gives 
  it 
  a 
  +10 
  circumstance bonus to Disguise checks, in 
  addition to racial bonuses. 
  Immunities (Ex): Doppelgangers are 
  immune to sleep and charm effects. 
  Uncanny Dodge (Ex): Retains Dexterity 
  bonus to AC even if flat-footed or unable to see 
  opponent. 
  Evasion (Ex): On a successful Reflex 
  save against a magical attack, you take no 
  damage 
   
   
  Sneak Attack: Any time someone you 
  attack is denied his or her Dexterity bonus to 
  AC, or you are flanking him or her, you inflict 
  extra damage. Ranged attacks must be within 
  30 feet to gain this, and this extra damage is not 
  increased on a critical hit. Creatures that are 
  immune to critical hits ignore this damage, as do 
  creatures with concealment 
   
   
  Death Attack: If you study your victim for 
  3 rounds, and then attack that target within 
  another 3 rounds using a sneak attack with a 
  melee weapon that successfully deals damage, 
  you can paralyze or kill the target if they fail a 
  Fortitude save (DC 15). 
   
   
  Poison Resistance: You have a +1 
  bonus/every 2 levels to all saving throws against 
  poison 
   
   
  Hide in Plain Sight (Su): As long as 
  there are shadows within 10 feet (not including 
  your own), you can hide without actually having 
  something to hide behind 
   
   
  Possessions: +1 rapier, dagger, 6 darts, 
  buckler, 
  MW 
  studded 
  leather 
  armor, 
  2 
  smokesticks, 6 tanglefoot bags, 2 potions of 
  misdirection, vial of poison: carrion crawler brain 
  juice (DC 13), bag of holding (Type 1), cloak of 
  resistance +2, ring of mind shielding,   
   
   
  Spells Known: (4/2; base DC 12 + spell 
  level); 1st – ghost sound, obscuring mist, sleep, 
  true strike.; 2nd – pass without trace, spider 
  climb, undetectable alignment. 
  
  Debts Past Due 
  Round 1 
  Page 31 
  Appendix B 
  NPCs
  Cethin the Cruel: Unbeknownst to all around him, 
  Cethin is actually an evil and particularly 
  murderous doppelganger. Joining Thulis’ rogue 
  band for protection, he killed whenever he had the 
  chance, and justified it to Thulis as self-defense.  
  He was feared by all in the gang and 
  Shadowcaster kept him around, despite his 
  borderline behavior, in part because of that quality. 
  The day he overstepped his bounds and broke 
  Thulis’ orders by killing an unarmed man, Thulis 
  made an example of him. He humiliated him in the 
  subsequent duel, and scarred him badly on the 
  face, kicking him out of the gang. Since that day, 
  Cethin has longed to exact vengeance on his 
  former captain, and has been waiting for him to 
  show himself in Geoff again.  
   
  Cuthalion Strongbow: First Ward of the Olwythi, 
  the ranger was a former adventuring companion of 
  the alleged criminal, Thulis Shadowcaster.  His 
  relationship with Thulis was always just a bit 
  strained, but when it came down to it, they worked 
  well together, and he never really had a problem 
  with the rogue’s ways. That changed at Gorna. 
  When Thulis refused to fight at Gorna, Cuthalion 
  understood, but did not approve. He regards 
  Thulis as a coward, and an opportunist. Nowadays 
  he rarely thinks of his former companion, but he is 
  aware that Waylan keeps in touch with him. 
  Strongbow lives in the hidden haven called Argel 
  ys Aberva in the Dim Forest. See also description 
  in the Geoff Gazetteer. 
   
  Waylan Crabtree:  The dewin Waylan is one of 
  three survivors, along with Thulis and Cuthalion, of 
  the same adventuring company.  Once a 
  prominent wizard, and the second most powerful 
  transmuter in all of Geoff, he is now a recluse who 
  has not been seen in public (to anyone’s 
  knowledge) since the fall of Gorna. Waylan was 
  able to assist in saving many lives during that 
  battle, including the Lady Sierra Blackblade, and 
  continues to help young Gyri with his “orphanage” 
  in the woods. He made contact with Thulis a 
  couple of times in the past decade, and holds no 
  grudge against him for leaving Gorna. In fact, he 
  almost sees him as one of his orphans who has 
  lost his way, and naively hopes that he returns to 
  Geoff someday as a redeemed and respectable 
  man. This is the fifth occasion in ten years that he 
  has invited Thulis into Argel without informing 
  Cuthalion, for he fears Cuthalion would not 
  approve.  
   
    Thulis Shadowcaster: The rogue Shadowcaster 
  has always been a scoundrel. After demanding 
  payment from the Duke during a public address 
  (just before the attack on Gorna), he was booed 
  and called a traitor by the gathered patriots. At 
  Gorna, he was one of the first ones out the city 
  gate, pushing women and children aside to get 
  there, and leaving his companions to their fates.  
  Half of his remaining adventuring company died 
  that day.  In the following years, he formed a band 
  of thieves, and had a hand in all of the wartime 
  black markets throughout the region (especially 
  Hochoch once it was liberated). To his credit, he 
  tried to avoid killing unnecessarily as it was “bad 
  for business”.  When the brothers Cethin and 
  Caswir joined his band, they quickly proved 
  themselves most capable, and were considered 
  only second to Thulis in the gang hierarchy. The 
  day Thulis was forced to kick Cethin out of the 
  band for his murderous streak; he saw it as an 
  omen. He changed the modus operandi of his 
  organization from a gang, to a network.of trusted 
  informants, and moved out of Geoff. Thulis has not 
  been back to Hochoch proper in five years (since 
  he disbanded the gang). 
   
  Caswir Uradawc:  Unlike his twin “brother”, 
  Caswir is not evil, nor murderous. Where his 
  brother would use force, Caswir preferred to use 
  finesse. After he and his brother joined Thulis’ 
  gang, Caswir became the gang’s best gatherer of 
  information. He had a penchant for business 
  matters, and also handled the gang’s “legal” 
  procurements. He respected Thulis for his 
  deviousness and his pragmatism. When his 
  brother was kicked out of the gang, Caswir felt no 
  compunction to join him. He had warned his 
  sibling before, on many occasions, and felt no 
  obligation to go down with him.  After the gang 
  was disbanded, Caswir remained a part of Thulis’ 
  network, and traveled around the surrounding 
  
  Debts Past Due 
  Round 1 
  Page 32 
  realms building a small fortune as a mongering 
  merchant.  
   
   
  Returning to Geoff last year, Caswir purchased a 
  large building in Hochoch (used as a forge by the 
  giants during their occupation), and turned it into a 
  caravansary called the “Giant’s Hearth” (named 
  after the immense fireplace/furnace built by the 
  giants). Merchants visiting Geoff use the inn 
  almost exclusively, and due to this fact, Caswir is 
  becoming the primary importer of goods into 
  Hochoch. Few know he is the true owner, as the 
  present innkeeper was told to say that it is his. 
  From here (and the Boar’s Knuckle) he keeps an 
  ear on the people of Geoff, and takes great 
  pleasure in the reactions he gets from them with 
  his caustic words. 
   
   
  
  Debts Past Due 
  Round 1 
  Page 33 
  Appendix C 
  Argel ys Aberva 
   
  After the giant invasion, many scattered groups 
  of Geoffites sought refuge in parts of the Dim 
  Forest. During this time, two prominent survivors 
  of Gorna established a secret haven for Gyruff’s 
  orphaned children inside those dark woods. 
  Located a few miles into the southernmost part 
  of the forest, Argel ys Aberva, is a sanctuary and 
  school for the future of Gyruff.  
   
  Although the haven itself (Argel) is relatively 
  new, it is located inside an area of the forest 
  (Aberva), which once had significance to the 
  ancient druids and olvenfolk of old. The full 
  name translates as ‘the secret place in the 
  haven’. According legend, the vicinity of Aberva 
  was an ancient center of mystical energy. 
  Although abandoned, and for the most part 
  forgotten for many decades, the place is no 
  longer either. The natural power of the locality 
  has waned over the years, though those who 
  pass there can still sense a barely discernible 
  change in the surrounding environment as they 
  near the haven. The woods take on an almost 
  preternatural aspect, and it is as if the greens of 
  the woods become greener, the waters of the 
  brook clearer, and the sunlight piercing the thick 
  canopy somehow more brilliant.  
   
  Without a guide, most would pass right by Argel, 
  and be none the wiser. The only way into the 
  haven proper (of which most are aware) is a 
  deceptively small cave mouth that can be 
  reached with some difficulty, as it is located on 
  the side of a steep and stony hill in the forest. 
  Due to the incline, the entrance cannot be seen 
  from the forest floor, and various landmarks 
  must be used to know where to climb the 
  hillside. Once through the cramped entrance, 
  the small cave opens up into a large unnaturally 
  round antechamber, and from here four doors 
  lead further into the complex. The majority of the 
  interior, from the excavated rooms, to the ever-
  luminous lights that are found throughout, was 
  constructed through the magical arts of Waylan 
  Crabtree. 
   
  Apart from being home to First Ward Cuthalion 
  Strongbow and his longtime friend Waylan the 
  Transmuter, Argel serves as an orphanage and 
  a school for young, displaced Gyri. The First 
  Ward, and some of his Rangers, instructs the 
  next generation of young liberators in the ways 
  of woodland survival as well as Gyric and olven 
  fighting tactics. The most capable students are 
  selected to join the ranks of the Olwythi gan 
  Gyruff. The dewin Waylan teaches the orphans 
  letters, history, and has even taken an 
  apprentice or two. There are only a few very 
  young children left at Argel, as it has been many 
  years since the invasion, and many have grown 
  old enough to join the fight against the giants 
  and their thralls. Nonetheless, Argel is still home 
  to nearly three score youngsters and a handful 
  of courageous caretakers.  
   
  The two founders of Argel are still very wary of 
  the situation in Geoff, and very much enjoy their 
  seclusion. To this end, they have only shared 
  the secret of Argel’s location with a few 
  individuals, and have taken measures to ensure 
  that no unwanted visitors learn its location. 
  Aside from the many wards and other magical 
  (as well as mundane) protections that riddle the 
  vicinity, an elder treant also guards the area. 
  Rhisglbrith, as he is known, is a long time friend 
  of Cuthalion and his elven family, as well as the 
  hereditary guardian of Aberfa. It was he who 
  acceded to the building of Argel and has since 
  accepted the haven as part of his charge.  
   
  During the last few years of the Brenin’s 
  absence, the First Ward Strongbow used Argel 
  as his base of operations for Olwythi raids, and 
  was rarely seen by any other than his friends 
  and fellow Rangers.  Since the return of the 
  Duke, the First Ward has been a more visible 
  presence, and has even been spotted in the 
  town of Hochoch proper on occasion. 
  
  Debts Past Due 
  Round 1 
  Page 34 
  Appendix D 
  DM's Map #1 
  The Cantrev of Arweth 
   
   
  
  Debts Past Due 
  Round 1 
  Page 35 
  DM's Map #2 
  Trouble in the Dim Forest 
   
   
  
  Debts Past Due 
  Round 1 
  Page 36 
  DM's Map #3 
  The Giant's Hearth Inn 
  
  Debts Past Due 
  Round 1 
  Page 37 
  DM's Map #4 
  Abandoned Steading 
   
   
  
  Debts Past Due 
  Round 1 
  Page 38 
  Player's Handout #1 
  
  Debts Past Due 
  Round 1 
  Page 39 
   
  Player's Handout #2 
  Steading House First Floor 
   
  
  Debts Past Due 
  Round 1 
  Page 40 
  Player's Handout #3 
  Steading House Second Floor 
   
  
  Debts Past Due 
  Round 1 
  Page 41 
   
   
   
   
   
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Geoff/593/Normal Scenarios/GEO3-05 - Debts Past Due (APL 2-8)/GEO3-05 - Debts Past Due.pdf